New Mutant Monday #46 - Uniclops

Chris Van Deelen

No. Enc: 1d4 or 3d8 (family)
Alignment:  Neutral
Movement: 90’ (30’)
AC: 6 (males) 4 (females) or by armor type
HD: 16 (males) 10 (females)
Attacks: 1 horn, 1 bite or by weapon
Damage: 1d8+2, 1d6+2 (males) 1d6+1 or 1d4+1 (females) or by weapon
Save: L10
Morale: 8
Hoard Class: VII, VIII (x3, 75%), IX, XII (95% each, x3), XXI (weapons and armor only, 55%)

This strange breed of mutant human is rarely ever encountered outside civilized zones or larger communities. They are clearly mutants, but do not believe in acting like primitive savages or other nasty beings that are so commonly found in the wastes.

Physically they appear to be human, until one sees their faces. They have a single eye in the middle of their forehead, and horns jutting from just above the eye and from the chin. They also have sharp teeth which can make speaking slightly difficult. The eyes are typically red or gold in color, with green and blue being common in females.

Hair color is always dark brown to black for both males and females. Males always wear it short and combed back, while females like their hair long and flowing, or tied up in elaborate pony-tails.

Males tend to be an average of six and a half feet in height, and are quite muscled, while the females are about five foot five and are lithe and agile. The physiques of both are always what most would call athletic and sexy, especially the females. The issue is most can’t get past their faces. The single eye and horns tend to intimate and scare most people seeing them, unless they are used to dealing with mutants.

Despite their intimidating and frightening appearances, they are highly intelligent and are shrewd businessmen and women. Families often control many business ventures and trade cartels within the wastes.

And a significant portion of these mutants are also criminals, sort of a post-apocalyptic mafia. They are not quite as bad as the pre-fall mafia, although they are bad enough. They always expect a share of any business inside what they call their own little fiefdoms, which usually runs about 5-15% of the income generated from a business. They are also smugglers, deal in black-market goods, and offer gambling, prostitution and protection.

Those who work with them find that the take of the gambling revenue is always fair, that the girls they use for prostitution are always given 50% of the income they generate, have the best medical care available, and when they offer protection, they get exactly that, protection. Anyone stupid enough to harass a business they are protecting rarely live long enough to regret it.

They are excellent business men and women and can take almost any opportunity and turn it into a profitable venture. Often younger members of a family will offer their services to local business owners for exorbitant rates, but the profits they end up turning more than make up for any balking at the costs.

Each city has a number of families, typically at least one per 250 population. They are rivals and do have the city carved up into territories, in which they will often go to war or will try to wrest from the competition. Each family is also ruled over by the strongest male or shrewdest female, and if this individual is ever killed, then the family stands a good chance of being absorbed by another family – if they are not destroyed.

They rarely fight or conduct the business themselves, instead they use hirelings to do the dirty work for them. Strangely enough, they always treat their hirelings fairly and pay them quite well, ensuring there will never be a shortage of people willing to work for them.

The creatures also will take humans and pure humans as mates. The offspring always are mutants, never human or pure human. It is the way they are able to keep their bloodlines strong, although it is not uncommon for males and females to be sent off to other communities as grooms or brides to seal an alliance and keep the lines from becoming inbred.

Though they will use hirelings for combat, when they are forced to fight, they are formidable opponents, and are often armed with high-tech weapons and armor, befitting their stature and wealth.

Mutations: Aberrant form (natural weapons), bizarre appearance, intellectual affinity (bartering)

Image used without permission from http://www.chuckles.ca/products/horned-cyclops