Satyrs
Satyrs are Mutant Humans that have the appearance of the mythological half man, half goats that were first recorded by the ancient Greeks. It is speculated that these creatures are actually Exotics (see Wisdom from the Wasteland issue 4: New Races) but with the fickle nature of mutagens, it will never be known without careful examination
Physically, these creatures appear to be just that. They are roughly humanoid size, typically standing about five and a half feet in height and weighing about 160 pounds. The torso is quite hairy and the legs are shaped like that of a goat, including the hooves.
Chris Van Deelen is the author of the Skirmisher Publishing LLC sourcebook Creatures of the Tropical Wastes sourcebook, co-author of its Wisdom from the Wastelands game supplement and contributor to the 'Sword of Kos: Hekaton' Anthology.
No. Enc: 1 (2, rarely, see description)
Alignment: Lawful
Movement: 120’ (40’)
AC: 5
HD: 8
Attacks: 1 Ram or 2 punches or 1 weapon
Damage: 1d12 or 1d6 / 1d6 or by weapon.
Save: L8
Morale: 8
Hoard Class: I, II, IV, VIII, XIV
Satyrs are Mutant Humans that have the appearance of the mythological half man, half goats that were first recorded by the ancient Greeks. It is speculated that these creatures are actually Exotics (see Wisdom from the Wasteland issue 4: New Races) but with the fickle nature of mutagens, it will never be known without careful examination
Physically, these creatures appear to be just that. They are roughly humanoid size, typically standing about five and a half feet in height and weighing about 160 pounds. The torso is quite hairy and the legs are shaped like that of a goat, including the hooves.
The heads are quite human, although the eyes are spread further apart, and they have huge black, backwards curling horns that they can use quite effectively in combat. The ears are fairly large and jut out from the side of the head, just below the horns. The eyes are large and very human appearing, shining with an intellect and wisdom that few creatures can match.
A thick bushy head of hear grows from their skulls, starting behind the horns and it usually cascades down their backs and down the front of their torsos. The fingers of the Satyrs are quite long and elegant, and they are loath to use them in combat but they will if they are forced.
There are both male and female of this species, and they have similar features, although the females tend to be somewhat shorter and are softer appearing. Both sexes wear clothing, typically very elegant and custom fitted, which dispels the myth that they frolic in the woods naked and carefree. And they have little interest in pure humans or mutant humans when it comes to carnal relationships, which blows away yet another myth about the creatures being incredibly randy and willing to seduce any woman they come across.
They mate for life, although they will almost always be encountered alone. A mated pair will see one another every few weeks for a couple of days, and then they will part once again to continue their activities. On the very rare occasion they might live together if they are in the same community but these occurrences are quite rare.
Like regular humans, the females have the same gestation period and give birth to a single child. The children hit puberty around the same time as pure humans. The child stays with the mother for the first five years of its life, and then it spends the remainder of its adolescence living equal time between the mother and father.
These mutant chimeras are scholars and protectors, willing to pass on their accumulated knowledge and always willing to lend a hand where it is needed. They are not warriors and despise violence, although if they are pressed or cornered, they will fight to defend themselves, unless they have a chance to use their control light waves in order to turn invisible and escape. This is rare though, because on top of their massive intellect, the creatures have a form of precognition that allows them to see danger before it happens, allowing them to act upon it.
Many of these humanoid mutants act as counselors and give guidance to the majors of communities, kings and queens, barons, land lords – you name it, but they will only act in such a manner towards individuals who prove that they have the best at heart for those who they rule or those who live under them. Because of their natural empathy, few can ever successfully deceive them. Any would be despots are quickly left behind to their own devices, which usually doesn’t lead to a good fate.
They have a particular fondness for children and for those communities that will tolerate them; they tend to become teachers (if they don’t already hold a position of councilor). They will never lift a finger to harm a child in any way and have been known to take orphans under their care and tutelage. When it comes to children, they will not tolerate abuse and it is one of the rare times that they will resort to violence in order to protect a child in need.
Despite their pacifistic ways, they do train in the use of weapons, but typically it is more for maintaining their physical health and by going through the motions it helps them concentrate and focus their mind. But some do keep weapons in their homes just in case.
Their homes are always small comfortable huts built in the woods, or sometimes warm and dry caves. Other times they will take up residence in a town or community, living in a home provided to them. The homes are sparsely furnished but are usually packed with books and paper of all manners, as it was stated already that these creatures are quite scholarly and prefer to spend their time reading and absorbing knowledge.
They are also very curious when it comes to artifacts and tend to have many gizmos and other curiosities around their home. And yes, most of the time they can operate or use the objects.
Unlike goats, these creatures are omnivorous. They eat the same type of food that pure humans eat and are not particularly apt to eat more vegetable matter than meat. In fact, those who try to give them hay or the like are at first gently rebuked about their mistake and asked not to do it again.
They are slow to anger and slower to insult but it does happen. Typically it means that the creatures will simply leave the community and find another place to live. This also means either exile or death to the one that cause the creature to leave, as they are highly regarded by all.
Mutations: Aberrant form (natural weapons, xenomorphism – chimera), control light waves, empathy, increased senses (hearing, smell, sight), increased willpower, night vision, precognition.
Source: Pans Labyrinth (2006)