Dregs

Chris Van Deelen

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 or 4d6 (common)
Alignment:  Chaotic
Movement: 60’ (20’)
AC: 7
HD: 12 or 4 (common)
Attacks: by weapon or 1 bite and two fists
Damage: by weapon +3d6, or 1d6+3d6 / 2d4+3d6 / 2d4+3d6
Save: L12
Morale: 11 or 4 (common)
Hoard Class: Always 1d3 melee weapons, I, II, III, VIII, IX, XVIII (artifacts only)

Many new forms of life were birthed due to the radiation and toxins released during the final wars. All manner of life was changed and mutated, and even though many species went extinct because of the devastation wrought, even more sprang into existence.

But it was not always a good thing. The radiation and toxins twisted many of the new life-forms, creating many hideous and horribly deformed monstrosities. Humankind was far from immune to this effect. Far more deformed creatures emerged than healthy mutants, even those born with multiple defects.

Thus were born the creatures that became known as the Dregs – as in the Dregs of society, degenerates, you name it. These creatures are universally loathed, and although some do not deserve it, many do. Many are filled with hatred and are resentful towards others that they consider to be ‘normal’ or not too heavily mutated. They are often very bitter and will take out their feelings on anyone they can, including other members of their own kind.

Physically, these mutants rarely have anything in common with one another. They are all universally deformed and often are rife with disease. Limbs are misshapen, faces are twisted and the various senses are often misplaced. Some are giants, others are the size of a small cat or dog.

Despite their horrific appearances, they are very strong and all are immune to the effect of toxins, and are more resistant to the effects of radiation. When they encounter radiation, they gain a +4 to save and all damage sustained is reduced by 1 per dice. They can still be mutated though if they fail enough saving throws, or accumulate enough radiation (see Wisdom from the Wastelands issue 37: Radiation Sickness for more information)

It should also be mentioned that they have incredible Will Power (most having a score of 14+1d6) and more than 75% of the creatures possess the mind reflection mutation.

There are two versions of these creatures. Loners, which are generally a hell of a lot tougher than their appearance would belay, and the Commons, which are in fact social towards one another, unlike the loners.

These creatures do not have an actual society, other than the closet thing they have would be that based on begging, stealing, and petty crime. Even though they often cannot stand to be around others of their own kind, the commons will group together for mutual protection. The strongest and meanest end up becoming  loners. The loners often live deep in the