New Mutant Monday # 57 - Scrappers

Chris Van Deelen

No. Enc: 3d6
Alignment:  Neutral
Movement: 120’ (40’)
AC: 2
HD: 6
Attacks: 1 ranged attack or 1d3 melee attacks.
Damage: Based on weapon, or based on weapon
Save: L6
Morale: 8
Hoard Class: Always 1 primitive firearm for each, 1 laser pistol mk 1 for the leader. 1d3 melee weapons per individual. VIII (80%) IX (80%)

These are small humanoid creatures that have discovered a way to fuse junk and even parts from other creatures to their bodies, although they do prefer to use the remnants of robotic units. Although it is difficult to see their natural forms, some believe these are mutant descendants of capuchin-monkeys, although it is very difficult to determine, as usually so much of their bodies have been altered with new parts.

Physically, these creatures are about four feet tall and have pale, translucent flesh, long, slender arms ending in tapered, delicate fingers and a long tail. The eyes are solid black, giving the mutant an almost demonic appearance. Un-adorned, the creatures may weigh around seventy-five pounds, but when they fuse parts to their bodies, the weight increases dramatically.

Many mistake these creatures for robotic units, or sometimes believe they are encountering some sort of mobile junk-pile. They will use whatever is available to cover their vulnerable bodies. In ruins, they will look like robots, in the mountains, they appear to be living rocks, with slabs covering their bodies. In forests, often they use bark from trees and as such are mistaken for plants.

They are territorial, living together in small clans made up of several different families. They do prefer to haunt the ruins of mankind, as this is where they find the parts to enhance their bodies, although they can be found anywhere. If ruins are not easily accessible, they will live in mountains and forests, where they can make use of rock and trees to enhance their bodies.

For the most part they prefer to be left to their own devices, having no desire to interact with other creatures, not for mutual protection, or even for trade. These creatures have been known to enact raids upon other tribes or communities, especially if they possess robotic units, which is their preferred target for parts. They like using robot parts on their bodies.

Few of these creatures are ever encountered without at least some sort of ranged attack, the most common being primitive firearms. The leaders or Alpha’s of these tribes will always possess one ranged energy artifact. All others are considered to be armed with automatic pistols, which will inflict 1d10 damage. Alphas will be armed with laser pistols, doing 5d6 damage. The ML is encouraged to use other weapons however, to add more variety to the encounter.

Due to the nature of the coverings they use, they have a very low AC and have a damage reduction of 5 points against all manner of non-energy attacks (blunt, slashing, piercing etc.). They do tend to be more vulnerable to electrical attacks though, suffering double damage and a -2 to any saving throws involving electricity.

One of the unique mutations they possess is they are able to create bullets for their weapons. Every time they are encountered, they will possess 3d10 rounds for whatever primitive firearm (or energy weapon) they are using. Once they use these up, they can create a single shot by sacrificing 1 hit point. This also holds true with energy weapons, but they must sacrifice 5 hit points for a single shot.

Every creature possesses two or more melee weapons, attached to either their limbs or their long tail, and they can use the weapons proficiently, gaining multiple attacks per round. These are typically in the form of daggers (1d4 damage) or short swords (1d6), but as above, the ML is encouraged to spice up the encounter by adding different weapons, including advanced melee weapons like vibro-blades. Thankfully they are not sturdy as a species, and if one can find a way past their armor, they can be dispatched relatively quickly.

Unlike many other species, these creatures are not slaves to the season when it comes to taking mates and producing offspring. They are willing to mate anytime of the year, and the females gestate for six months before giving birth to 1-3 pups. The young stay with the parents, even after they reached sexual maturity (usually around 6 years of age). They form the nucleus for a family, and these families will join with others to form a small clan.

Roll 1d2 for the number of modifications and then roll 1d8 and consult the following table for additional modifications to their bodies. This is just a basic list, the ML should create their own to increase the diversity that can be found with these mutants.

Roll

Modification

1

Robot Skull – gain infrared vision, ultravision, and increased hearing.

2

Exoskeleton – the creature is stronger than usual, gaining the increased strength mutation, and +3d6 to all melee damage attacks.

3

Elongated limbs – increase the creatures speed to 150’ (50’) per round.

4

Heavy plating – reduce the speed to 90’ (30’) and increase AC to 0. If combined with piston limbs, speed remains unchanged at 120’ (40’)

5

Gripping cables – allows an additional 1 attack per round, and if engaged in a grapple, the creature gains +3 to the contested roll. It can also climb vertical surfaces at 60’ (20’).

6

Antenna – the creature gains 1 new unique sense mutation

7

Plastic sheathing – the creature gains a damage reduction of 5 against energy-based attacks, and loses the vulnerability to electricity.

8

Reinforced organ sheathing – doubles the creatures hit point total.

Mutations: Aberrant form (xenomorphism – special), create matter (bullets for hit points).