Stickies

Stickies

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Stickies.jpg

These mutants are one of the few creatures that wasteland scholars can agree upon. They appeared about one hundred years after the end of the final wars, seemingly at once all across the globe. It has been discovered that they are in fact genetically engineered monsters, who were developed to not only survive, but thrive in irradiated and toxic post-nuclear environment.

Chris Van Deelen is the author of the Skirmisher Publishing LLC sourcebook Creatures of the Tropical Wastes sourcebook, co-author of its Wisdom from the Wastelands game supplement and contributor to the 'Sword of Kos: Hekaton' Anthology.

No. Enc: 4d6 (2d8)
Alignment:  Chaotic
Movement: 90’ (30’)
AC: 5
HD: 5 (10)
Attacks: 1 bite and two claws
Damage: 1d4+2, 1d6+5 / 1d6+5 (2d6+4, 2d10+10 / 2d10+10)
Save: L5 (10)
Morale: 4 (10)
Hoard Class: Incidental

Note that the second set of numbers in brackets are for the stronger versions that can be encountered)

These mutants are one of the few creatures that wasteland scholars can agree upon. They appeared about one hundred years after the end of the final wars, seemingly at once all across the globe. It has been discovered that they are in fact genetically engineered monsters, who were developed to not only survive, but thrive in irradiated and toxic post-nuclear environment.

Where the wasteland scholars disagree is how and why these creatures seemed to appear globally at the same time. Some believe that they were released from various facilities over a period of several years, while others argue that they were created on one of the outer colonies, probably on the moon or even Mars and somehow transported to the Earth over a period of months. No one actually knows the truth, but it probably will be discovered at some point in the future.

These creatures are about the same size and physical shape as most humans, although they tend to be thin and exceptionally homely. Males are usually bald, while the females tend to have short, wiry hair. They typically have blood-red eyes and mouths filled with sharp teeth.

What gave these mutant monsters their name however are their hands. The hands are about 50% larger than a normal human’s and are covered with suction cups, much like the kind that are found on octopuses.

These creatures are incredibly stupid. They have the intellect of a young child and combined with aggression that would put most creatures to shame; they can be a force to be reckoned with. If they could ever come together as a cohesive group and start to use tactics and weapons, then there is a very good chance that they could be a far deadlier threat than they are. But the simple fact is that they live to fight, kill, eat and breed. Not necessarily in that order, and sometimes they will participate in several of the aforementioned activities at the same time.

There are several breeds known to exist. The most common version is as already described. However, there is a second breed that are pure hermaphrodites, and a third breed that are larger and significantly stronger and even more aggressive than the usual creature. Lastly, there have been rumors of these creatures that appear to be more ‘evolved’ than their incredibly stupid and aggressive cousins. These creatures are intelligent and are capable of using weapons and technology. Fortunately if the rumors of these creatures are to be believed, unlike their primitive brethren, they are not aggressive and prefer to live in peace with other mutants.

No matter the particular breed, these creatures will mate and mate often. The female has the same gestation period as a normal human and gives birth to either twins or triplets. The young grow about twice as fast as human child, reaching sexual maturity around six years of age.

In combat, these monsters will use their hands with great effectiveness. They will attempt to grab onto an opponent and tear great chunks of flesh from their victim. If the victim is armed, they will attack the weapon and latch onto it. A Strength versus Strength roll is required and due to the suction cups on the hands, it gives the creature an effective Strength of 22, even though they typically have a Strength score of only 10.  If they beat their opponent, the creature is able to rip the weapon away from the victim and dispose of it or simply throw it away.

They can also use their hands to latch onto a victim in order to deliver a powerful bite. They must first choose to attempt to ‘grab’ their opponent. Each attack will do only the base damage instead of the full damage. If one hand hits in combat, they can attempt to bite and gain a +2 to hit and +1 damage. If both hands hit in combat, then they will gain a +5 to hit and +3 damage with the bite.

These creatures are also cannibalistic. They require the flesh of humans or humanoids in order to survive, and they seem to be always hungry. Sometimes if food is scarce, they will turn on one another, attacking and consuming the weakest members of their group.

It has also been discovered that these creatures are in fact immune to radiation and only take half damage from any toxic weapon they encounter. Poison will still affect them, but if they save, they will take no damage and cannot be paralyzed.

One important tidbit to note. These creatures are utterly fascinated by fire and explosions. If there is any fire nearby or an explosion, the creatures will have to make a saving throw versus stun or be forced to turn and watch. For fires, they will be forced to watch until the fire is extinguished. They can defend themselves, but they will not pursue or otherwise attack. When it comes to explosions, they will dance and hoot for 2d6 rounds, and likewise will only defend themselves when attacked, otherwise they will not bother any would-be prey.

Mutations: Aberrant form (natural weapons, new body parts), atrophied cerebellum, dietary requirement change (cannibal) (d), bizarre appearance (d), immunity to radiation and partial immunity to toxins.

Source: Deathlands series of novels.

If It Ain't Busted ...

If It Ain't Busted ...

Return to the Necropolis: Chapter 16 (Day 5)

Return to the Necropolis: Chapter 16 (Day 5)