New Mutant Monday #104 - Longqi Ti

Chris Van Deelen

No. Enc: 1 or 1d4 (female with pups)
Alignment: Neutral
Movement: 90’ (30’) land
180’ (60’) Swim
Armor Class: 7
Hit Dice: 2
Attacks: 1 bite or touch (see description)
Damage: 1d4
Save: L2
Morale: 4
Hoard Class: Incidental

With the release of the Uplift virus during the final wars, many animals were infected. Those that survived the holocaust and were able to reproduce ended up giving birth to an entirely new species. Many of the offspring had the same overall shape and form of their parents, but were blessed – or some may say cursed – with human-like intelligence.

One species that underwent this change was the common River Otter found globally. These little creatures gained human intelligence, but were furthermore mutated either through radiation or toxins.

Physically the creatures are same in size, weight and appearance. The average member is 2 to 3 feet in length and weigh between fifteen and thirty pounds. Unlike their ancestors, which typically lived only 8 to 9 years, the uplift virus has blessed them with a human-length lifespan. They cannot speak, but they do squeak, chitter, grunt and growl, as their ancestors did. Just do not call them squeak toys. They tend to take offense to this. They mate in late March or Early April and after 2 months gestation, the female gives birth to 2-3 pups. They are born blind, with the eyes opening approximately a month after birth. The pups reach sexual maturity within two years, although they have adopted the human view that mating should not occur until much later, usually around seven or eight.

As well as gaining human-level intellect and life-spans, these little creatures gained two new psionic abilities. They are telepathic, allowing them to communicate with anyone, and a truly unique mutation that allows them to repair any item they can place their paws upon. It does not matter how badly damaged or even if the item is destroyed, they can repair it to the same condition it was in when it came off the assembly line.

For the most part, these little creatures live as their ancestors did – in rivers where they can hunt for fish, swim to their hearts content. Unlike their ancestors who were typically social only during mating season and in captivity, these enjoy one another’s company. Nearly all of the creatures are sociable living together in small packs, although there are some who have followed their ancestors habits when it comes to being social and become loners, preferring to live away from members of their own species.

The creatures also have no real use for technology, despite the fact that they are often sought out by those who need technological items repaired. They prefer to live a simple life without the use of tech. Often they will go deep into the wilds in order to avoid other intelligent creatures, as the constant requests for their services can get very annoying to them.

When they agree to repair technology, they do not wish for treasure or more tech. Instead they will want food or favors, such as getting rid of deadly predators, cleaning up rivers or the territory they live in, protection, and healing.

There are those who have made the mistake of trying to force these creatures to do their bidding. This invariably backfires, as they can not only repair technology, but they are fully capable of destroying it as well.

If forced to fight, these creatures have a painful bite, and they can also use a mental scream, which will cause some damage but more often than not will disorient an attacker, allowing them to flee instead of fight. If they encounter those with technology and they are threatened by the tech, they will close and touch the weapons and items used by the attackers – if at all possible, and the items must save versus energy or immediately suffer 1d6-1 condition levels damage. They can only use this ability once every 10 rounds.

Likewise if they use the ability to repair, there is no saving throw, and they can use the ability once per minute, repairing 1d6-1 condition levels of damage. It is up to the ML to modify this ability depending on the complexity of the item in question as well as its size.

Finally these creatures can use this ability to repair damage to androids, synthetics and robotic units, and it will repair 5d6 points of damage.

Mutations: Entropy touch (modified), neural telepathy, temporal repair (modified)

Entropy Touch

Mental

            The mutant’s body is connected deeply to entropy on a quantum level. The mutant is able to cause all manner of items, from the highest tech all the way to the simplest tools to break down by simply touching it. The mutant simply has to touch an item and it must save versus death (or energy if the ML has access to Wisdom from the Wastelands issue 1). If the fail saves, the item loses 1 condition level. If the attack is used against a target such as a robotic unit, an android or other similar construction, the target suffers 5d6 points of damage The drawback is that if the mutant is carrying any items on it when it uses this power, the items must save as well or suffer the same condition deterioration. This mutation can be used 1 time for each 3 points of Will Power (round to nearest) per day.

Temporal Repair

            Mental

By manipulating not only time but also dimensional barriers, the mutant can repair a damaged or broken item, by reaching back to a point in time when the item was new. The mutant can repair a maximum of 1 condition level for every 4 points of Will Power. For example a mutant with a Will Power score of 12 can repair a maximum of 3 condition levels of damage per attempt. It can be used multiple times on the same object, eventually repairing it to new condition. This ability may be used 3 times per week and the mutant must already know how to use the item.