New Mutant Monday Series Two #102 - Voltapume

Chris Van Deelen

No. Enc: 2d3
Alignment:  Neutral
Movement: 120’ (40’)
AC: 4
HD: 5
Attacks: 1 bite and 2 claws
Damage: 1d6+3 plus electrical, 3d4+3 plus electrical / 3d4+3 plus electrical
Save: L5
Morale: 8
Hoard Class: Incidental


Found in any temperate location, these creatures are not in fact the descendants of big cats, instead they are the mutant offspring of generations of domesticated house cats which managed to survive in the wastelands.

It is understandable however to see why they would be mistaken for the large predatory creatures. The average member of this species of feline is about four feet in length and weigh around 90 pounds. The fur is sleek, dark blue in coloration, with blazing white stripes very similar to lightning bolts. The eyes are likewise a blazing white with no visible sign of pupil. They move with the typical agility of a great feline, and if it was not for the coloration, would probably be next to invisible in the wild.

They are slightly more intelligent than their ancestors, and are just as unpredictable. Each member of the species also possessing its own unique personality. Some are pure predators, some are curious, others are playful and gentle – no two are alike.  

They are carnivores and as such need meat to survive, and spend a significant portion of their lives in the hunt. If game is plentiful, then they have the luxury of leisure and will often spend time playing or exploring their territory.

In combat, the creatures are quite formidable. They are very strong and their claws and bites can inflict horrible wounds. If this was not bad enough, touching the creature, or being touched, discharges an electrical burst. This adds an additional 1d6 points of electrical damage to the attack, unless the attacker is robotic in nature, in which case the damage is increased to 3d6 and the robot (which includes androids and synthetics) must save versus stun or be shut down for 2d4 rounds. Anyone touching the creatures likewise take electrical damage as described above.

These dangerous predators are likewise are immune to energy-based weapons. For every dice damage of energy they are struck with, the electrical damage from their attacks increases by +1 point. For example, someone shoots the creature with a laser pistol, inflicting 5d6 damage. They do not suffer damage, instead absorb it and bolster their electrical damage. So any contact with the beasts now inflict 1d6+5 or in the case of robots, 3d6+15 points of damage.

This boost lasts for only 1d12 turns and there is no limit to the amount of damage they can absorb. To make matters worse, electrical-based damage will heal the creatures, and will even give them a hit point boost above and beyond their normal hit point total. This boost will only last for 24 hours however. So if someone attacks the creature with an electrical discharge which inflicts 6d6 damage, instead of being hurt, they will either heal the damage sustained or build up the reserve.

Despite their natural ability to wield electricity, they cannot use this to heal one another, or help them build up a reserve of hit points. It should also be noted the creatures are capable of controlling this electrical discharge, and are capable of turning it off at will.

They mate during the fall and gestate over the winter, giving birth to litters of kittens – usually 1d6 – during the mid-spring months. The kittens take a full year to mature sexually, and are fully capable of surviving on their own after only four months. They can be domesticated and if well fed, make excellent pets.

Mutations: Energy retaining cell structure, immunity (energy, electrical)

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