New Mutant Monday # 84 - Weather Wardens

Chris Van Deelen

No. Enc: 6d10
Alignment:  Neutral
Movement: 60’ (20’)
AC: by armor
HD: 6
Attacks: by weapon
Damage: by weapon
Save: L10
Morale: 5
Hoard Class: Always 1 suit of artifact armor, 1d4 artifact weapons, VII (80% per coin category), VIII (x3, 75%) XXII

Diminutive in stature, these mutants look very human, and there are those who have called them Halflings and Gnomes – which these mutants take great offense to. They are not some sort of mythological little people – far from it, despite their outward appearances.

Physically the mutants are only two and a half to three feet in height, with males and females being equal in size. They weigh about thirty pounds, and are perfectly proportioned for their sizes.

They live in small communities, which are always blessed with absolutely perfect weather, no matter the season or what it is like elsewhere. They possess the ability to alter the weather around them, up to a mile from their current location, and as such always maintain comfortable temperatures (even in the depths of winter), and use their mutation to ensure that their crops and gardens have the perfect amount of rainfall, the humidity is never too high, the cloud cover is never too great and so on.

They live idyllic lives, content on farming, raising livestock, repairing artifacts and generally being left alone. There are plenty who think that these mutants would make easy targets for raids, but they quickly discover just how wrong they are.

The mutants always have excellent artifact armor, crafted to fit their diminutive sizes, and are armed with high-tech energy weapons or melee weapons – although they really don’t need them due to their ability to control the weather.

When engaged in combat, the mutants will work together in squads, following strict military doctrine which always gives them an edge over most invaders. They will use their artifacts in perfect conjunction with their mutations, to confuse and disorient any would-be attackers.

It is not unheard of for a group of raiders to suddenly find themselves caught in a tornado, or moving through fog so thick you could cut it with a knife, or come across a seemingly helpless foe only to be struck by a bolt of lightning.

Although they do prefer to be left alone, they are open to traders, especially those who bring artifacts – working or not. They will trade the bounty of their lands and efforts for artifacts, as well as other forms of currency. Typically they will not sell or trade their armor or weapons, although it is mainly because they are crafted to fit their smaller statures. When they do trade or sell, their armor and weapons always fetch a premium.

It should be noted all weapons and armor crafted or repaired by these mutants automatically gain a +2 to all saving throws against condition level loss, and when the saves fail, the item will lose 1 condition level less. For example, a laser is damaged and the condition level loss is 1d3. The ML rolls a 1 and as such due to the durability of the weapon, it takes no damage.

These little mutants must work in conjunction with one another to maintain the weather they are looking for. This requires them to concentrate for at least a single turn, everyone thinking about the same conditions, and then the conditions will begin to form. This takes only 1d8 minutes to take place, and will last for a minimum of 6+2d8 hours. They will know when the conditions begin to fail and will work together to continue to maintain the conditions. Thus it could be a full blown blizzard and well below zero outside their communities, but comfortable shirt-sleeve weather inside.

It requires only six members to maintain the conditions they desire within a mile radius. There are some communities in the wastelands that pay a premium to have six or more of these small mutants move in in order to ensure that they always have the perfect weather. Typically only the richest communities can afford them, and the mutants live lives of pure luxury.

They can use the following weather-based attacks during combat, once every third round. Each effect lasts only 1 round.

Weather Attack

Effect

Fog

Can only see 5 feet, anything past that has a -4 to hit with ranged weapons. Has a 90 foot range.

Sleet

Movement is cut in half, if the victim tries to move regular, must make a Dexterity check or fall prone.

Wind

Blows dust and debris, causing a -2 to hit, inflicts 1d3 points of damage.

Lighting

Strikes one target for 6d6 damage, treat as a ranged attack.

Heat

Causes 3d6 thermal damage.

Cold

Causes 3d6 cold damage.

Rain

Makes holding weapons difficult, -2 to hit and must make a Dexterity check or drop any melee weapon.

Mutations: Combat empathy, control weather, intellectual affinity (combat, tinkering), metaconcert, smaller