New Mutant Monday # 35 - Air Betta

Chris Van Deelen

No. Enc: 2d100
Alignment:  Neutral
Movement: 90’ (30’)
AC: 6
HD: 1 hit point
Attacks: 1 area attack and 1 swarm attack (see below)
Damage: see below
Save: L1
Morale: 8
Hoard Class: N/A

Sometime during the twenty third century, a group of slightly misguided environmentalist and animal right’s activists managed to recruit a genetic engineer into their midst. Legend has it they decided to modify these little fish so they could live in the much colder waters found in the Pacific North-West. After successfully tinkering with the genome, they bred these fish for several years.  Again as legend has it, on July 1st, they released tens of thousands of these creatures into the rivers, lakes and streams.

The little fish quickly invaded and caused uncontrolled havoc on the delicate ecosystems, quickly outbreeding the various native fish and devouring them. Thankfully many species were saved through various methods while the government sought ways to combat this influx of alien invaders.

It was without a doubt one of the strangest acts of ecoterrorism the world had ever seen, made all that more tragic that it was done with the best intentions. The war against the invading alien fish went on for nearly a decade before balance was finally restored and most of the fish were destroyed.

Then the world went to hell in a handbasket. The final wars erupted and changed everything. Including the little fish. Mutation crept into their already modified genome and made them all that much more dangerous – not just to other fish, but land dwelling creatures as well.

Mutation gifted the creatures with a form of psionic flight, allowing them to leave the water and take to the air. Here the creatures swam in large schools, numbering in the hundreds, and sought out food to eat.

With each successive generation, the fish grew larger, and developed more mutations until they no longer needed to return to the water – except to lay eggs. Now they float on the air-currents, hunting and consuming whatever gets in their path.

The creatures are typically about the size of baseball, and each school has a different color. This coloring indicates what the little monsters are capable of. They are also completely immune to a specific type of attack, which is listed in the chart. Each school has an area effect ability, which they will use once per day to damage or incapacitate a target before they fly in to chew with their tiny, piranha-like teeth.

A single attack roll is required for the entire swarm, and the damage is based solely on the number of individuals in the swarm. The bite will inflict 1 point of damage for every 10 individuals in the swarm.

When attacking a swarm, the best weapons to use are area effect weapons. All other weapons only inflict half damage, with the exception of any type of fire arm, which only does 1 point of damage per dice (unless it is an area effect weapon). Each point of damage kills a single creature, which often means there are still hundreds to attack.

If left unchecked, the creatures can strip a cow down to mere bones in only a minute or so, depending on the size of a swarm. They are very much like the Piranha’s in that aspect.

Color

Attack

Damage

Immunity

Red

Thermal

3d6+1 per every 10

Thermal

White

Cold

3d6+1 per every 10

Cold

Yellow

Sonic

3d6+1 per every 10

Sonic

Purple

Energy

3d6+1 per every 10

Energy

Green

Poison

Class 1 per every 25 (max class 8)

Poison

Blue

Radiation

Class 1 per every 25 (max class 8)

Radiation