Franks

Chris Van Deelen

No. Enc: 1
Alignment:  Neutral
Movement: 150’ (50’)
AC: By armor type
HD: 18+36 hit points
Attacks: 4 melee attacks or two weapon attacks
Damage: by melee weapon plus 4d6+12 or 1d6+3 plus 3 points per dice damage with any other weapon
Save: L18
Morale: 11
Hoard Class: VI, VII (75% coins and artifacts), IX (90%)x3, and always 1 suit of artifact armor, and 2d3 high tech weapons.

 

The classic monster tales proved to be more than simple inspiration for the various scientists and genetic engineers who were responsible for the creation of numerous life-forms and super-soldiers that were used extensively during the final wars. Mary Shelly’s Frankenstein and to a lesser extent Dean Koontz’s Frankenstein turned out to be ‘source’ material for the scientists who wished to make use of the dead that littered the battlefields.

Working in conjunction with numerous medical research facilities, a breakthrough was finally achieved and the modern era Frankenstein’s monster was born. Dubbed ‘Franks’ by the scientists who created them, these men and women were literally reconstructed from the various body parts and organs of combatants (and more often than not civilian collateral damage) and brought back to life through a series of chemical and regenerative treatments.

The initial creatures were all but mindless, or often haunted by the last moments of their lives (to compound the horror of their reality, they often ‘shared’ memories leading up to their death from the parts their new bodies were comprised of).  Most of these monsters were armed, armored and simply pointed in the direction of the enemy and left to fend on their own. Eventually they would be destroyed, although quite often the creatures turned on their comrades in arms and attacked anything that moved.

The treatments were refined and adjusted and the second generation began to show sentience and could draw upon the memories and skills of the brain that controlled the patchwork body.

With each successful generation, the serum was perfected to the point where it could be administered to a corpse, or a body sewn together from the various parts of other corpses, be reanimated and after only a few hours of allowing the mind controlling the body to adjust to the changes, be armed and sent into the battlefield.

Many of those who were brought back in such a manner ended up suffering from significant psychological issues – after all, they were killed in combat (or worse, were collateral damage) and brought back using body parts that did not originally belong to them. With the use of emotion inhibiting drugs this issue was dealt with cleanly and effectively.

So many years after the end of the final wars only a handful of these creatures still exist in the wastes. They are exceedingly hard to kill, but they can be killed. Those who remain have long since run out of the emotional suppressing drug that they had been taking. The few still surviving have long since come to grips with their new state of being. They tend to be emotionally distant and very cold. They have absolutely no fear and as such are immune to any attack that induces fear. These creatures tend to be very literal minded and take things at face value and most suffer from OCD or obsessive compulsive disorder, and treat all aspects of their lives as a mission that must be completed at all costs.

Physically these creatures appear as regular humans, albeit they are typically taller and more muscular than most. What tends to set them apart is the amount of scarring they possess. Some of the scars are combat related, and more often than not the scars indicate the wounds that killed them. But a lot of the scars indicate where operations were performed upon them to replace damage or destroyed organs, re-attach or attach new limbs and so on. One of the most commonly seen abnormalities with these creatures are mis-matched eyes. Sometimes an eye is damaged or destroyed and a replacement that matches cannot be found, so they end up using whatever is handy.

All of these humanoids are incredibly strong, far stronger than a normal human has any right to be. They are also fast, although they do tend to suffer from a distinct lack of Dexterity. Their skin is hardened and acts as a natural armor against all known forms of damage, giving them a DR of 7 against all damage (except for mental attacks, unless the attack is in the form of a physical attack). They are able to withstand a great deal of punishment and can continue to fight well past the point that other humans would have perished, but at a cost. These creatures can go into negatives equal to their total hit points, but once they reach negative ten hit points, the bodies begin to suffer and take damage that can only be repaired by replacing the damage with organs or body parts from ‘donors’. One would think that they would be able to use the body parts from anything, animal and mutant human alike, but their bodies will only accept parts from Pure Humans and Humans.

They can continue to function while in negative hit points, but for every 12 hours they must make a saving throw versus death or succumb to their injuries and actually die. The only way they can heal from the damage is to take hit points from other creatures, living or dead, in the form of body parts and undamaged organs. They can harvest these parts even from the dead. They can successfully remove up to the creatures hit dice total times two in negative hit points from corpses. This act requires 1d4 turns to accomplish.

Once the creature has replaced all negative hit points and they are up to at least 1 hit point, their bodies will begin to function and they will be able to heal. The creatures hit dice are the equivalent of their Constitution score, and as such have a natural healing rate of 1d3+3 per day. They can and do benefit from medical drugs and equipment.

It is important to note that while they are in negative hit points they suffer from a reduced movement rate (half normal), they lose the benefits of the quickness mutation, and all attacks suffer a -4 to hit. Once they are returned to positive hit points these negatives are removed. It should be noted that normally due to their mutations, they automatically gain a +5 to hit with all attacks.

The survival instinct, despite the circumstances surrounding their creation, is very strong and they will often hunt down and kill Pure Humans and Humans in order to harvest the organs and body parts they need to survive. This makes them murders, but they do not seem themselves as such. They will do anything that is required to survive.

One thing that should be noted is that these creatures do not seem to age, nor do they suffer the effects of old age. They are also entirely resistant to radiation, poisons, and disease. Those who are encountered in the wastelands were around before or during the final wars and are often a fountain of pre-fall knowledge.

Often these creatures will take on jobs and act as mercenaries and body guards, although for some reason they do not like the Legion (see Wisdom from the Wastelands issue 6: Factions for more information), and will never knowingly work with any member of this group.

Mutations: Combat empathy, immunity to disease, poison and radiation, increased physical attribute (Constitution and Strength), intellectual affinity (combat), natural armor (modified), quickness

Source: Agent Franks from Monster Hunter International by Larry Correia

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.