New Mutant Monday #10 - Worca

New Mutant Monday #10 - Worca

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This particular mutant is a true enigma among the scholars of the wastelands. No one has been able to decide if it is the result of random genetic mutation or deliberate design. If it is due to the toxins and radiation released during the final wars, it is quite shocking. Some speculate the creature might be a bizarre type of Uplift. There are others who argue that such a mutant could not have happened through random chance. These are the ones who believe there is a group of scientists, maybe androids or someone else, who is purposefully genetically engineering new species of life and releasing these creatures into the wild.  No matter the actual origin of these creatures, they are found both on land and in the ocean and can be deadly predators.

Well before the final wars and the fall of civilization, the province of British Columbia was home for many illegal cannabis grow-ops. This lasted for many decades until at long last the Canadian government finally saw the folly of their actions and decided to collect on the ‘cash cow’ selling legal cannabis. The once illegal grow-ups were suddenly brought into the fold and although the growers did not make the kind of money they did before legalization, they were far from destitute.

BC continued to be the home for most of the cannabis grown in North America. After the fallout settled and the survivors crawled out from their shelters, nature still thrived, and so did the plant.

Like many creatures effected by the Uplift virus, as it turned out, this plant was ripe for mutation and a new race quickly sprouted and began to take over their former farms across the Pacific Northwest.

These creatures took on a decidedly human-like appearance. They tend to be tall, green-skinned men and women. The hair is really nothing more than the leaves, and they can grow the leaves on their bodies to provide modest cover. The females are especially prone to change the color of their leaves, making them appear to be more attractive.

They are as intelligent as humans and have set up communities and small societies across the mountains and islands along the coast of what used to be British Columbia and Washington. These beings have developed a relationship with the plants and trees in their home and craft magnificent structures, using their special bond with plants. All the structures they create are purely organic in nature and they abhor the creation of structures using dead plants or even stones.

They will openly trade with other groups, offering the literal fruits of their labors in return for fertilizer, clean water, and protection. The creatures are pacifists, and as such do not like to engage in violence. If someone or something is threatening them, they will gladly hire mercenaries to deal with the threat.

If they are forced to engage in combat, attackers soon discover how difficult it is to harm one of these creatures, simply due to the structure of their bodies. What appeared to be a clean blow may have torn through leaves, but rarely cause any permanent damage. They are able to use natural weapons (a large, deadly thorn from each hand) if forced to engage in combat, and have developed a special cloud. This cloud has many different effects on those who fail a saving throw versus poison.

Any fruit or vegetable grown by these creatures will always produce the maximum results (in crop yield, effect and so forth). As such, they are widely sought-after to trade and the fact they mainly want water or fertilizer make these creatures very popular to trade with.

Mutations: Aberrant form (xenomorphism) (natural weapons), increased intelligence, toxic weapon

Hallucinogenic Gas

Physical

The creature is capable of producing a gas. This gas will cover a 30’ radius, centered upon the creature using the gas. Those caught in the radius effect must make a saving throw versus poison or suffer a random effect (roll on the table below). This saving throw must be made every round the victim is exposed to the gas, and even once the victim has left the effective area, the gas will continue to effect the victim for 2d4 rounds.

Returning to the gas will under the effects will not require another saving throw, but the effects will remain as long as the victim is in the gas. The cloud itself will dissipate in 1d6 minutes (or less, depending on wind conditions). The mutant can use this gas once every hour.

Hallucinogenic Gas Effect Table

Roll

Type of Gas

Effect

1

Calming

The victim cannot engage in any sort of combat while under the effects

2

Hunger

The victim will instantly stop what they are doing, sit down and eat any food in their possession.

3

Laugh

Everything the victim sees is hysterical and is helpless with laughter, incapable of movement or attacking and defending.

4

Depression

The victim is hit by sudden, crippling depression. They are at a -2 to hit, saving throws and damage while under the effects.

5

Confusion

The victim mistakes allies for enemies and will attack them until the target is killed, the victim is rendered unconscious, or the effects wear off.

6

Love

The victim will instantly begin to try and have sex with the nearest member of the opposite sex (unless they happen to swing the other way). Armor, clothing, everything will be removed. If multiple victims fall under the same effect, it’s one giant orgy.

7-8

ML Chooses

The Mutant Lord chooses the effect.

Please note the image is of the Sylvari race from Guild Wars 2. Need to give credit where credit is due! =)

No. Enc: 1d12
Alignment:  Neutral
Movement: 90’ (30’)
AC: 2
HD: 8
Attacks: 2 thorns or 1 cloud
Damage: 1d6 / 1d6 or special
Save: L8
Morale: 8
Hoard Class: VI, VII, VIII, X

No. Enc: 2
Alignment: Neutral
Movement: 120’ (40’) or 1 hop up to 300’                   
AC: 5
HD:  3
Attacks:  1 bite or 1 tongue or spit (for males)
Damage: 1d6+1, 1d4 or 2d6+3
Save: L3
Morale: 5
Hoard Class: N/A

 

Dead-Eye: Once per session, you may lower your needed to hit target number with your signature attack by 5.

 

Redirect: When an opponent misses with a ranged attack by 10 or more, you can make an Agility/ Acrobatics check against your new target's Defense to direct the attack at another target within 2 squares of you.

 

Trick-Shot: Once per session, you may ignore the +10 difficulty of a called shot.

No. Enc: 1d6
Alignment:  Chaotic
Movement: 90’ (30’)
AC: 6
HD: 4
Attacks: 1 tongue or 1 bite.
Damage: 1d4 plus poison (see below) or 1d4+2
Save: L8
Morale: 7
Hoard Class: VII (x2, 75%), VIII (80%), XXII (artifacts only, 50%)

No. Enc: 1d4-1 (always minimum of 1)
Alignment:  Neutral
Movement: 210’ (70’) Flight
                    90’ (30’) ground
AC: 2
HD: 6
Attacks: 2 claws and one beak 
Damage: 4d6+3 / 4d6+3 / 3d6+1
Save: L8
Morale: 7
Hoard Class: Incidental

No. Enc: 6d6
Alignment: Chaotic
Movement: 60’ (20’)
AC: 8
HD: 3
Attacks: 1 bite or 2 punches
Damage: 1d6 plus special, or 1d4/1d4
Save: L6
Morale: N/A
Hoard Class: Incidental

No. Enc: 1
Alignment:  Neutral
Movement: 90’ (30’)
AC: 4
HD: 1-20
Attacks:  1 bite, 1 constriction
Damage: see below
Save: L1-20
Morale: 8
Hoard Class: Incidental

No. Enc: 1d6
Alignment:  Neutral
Movement: 180’ (60’) Air
                     90’ (30’) Climb
                     120’ (40’) land
AC: 4 (2 when flying)
HD: 2
Attacks: 1 bite or 1 spit while flying.
Damage: 1d4 & class 4 poison / no damage but class 4 poison.
Save: L2
Morale: 7
Hoard Class: Incidental

No. Enc: 1d6
Alignment:  Neutral
Movement: 90’ (30’)
AC: 2
HD: 1 hp
Attacks:  1 bite plus class one poison
Damage: 1d2
Save: L1
Morale: 2
Hoard Class: Incidental

No. Enc: 1d12
Alignment:  Chaotic
Movement: 210’ (70’) Swimming
120’ (40’) on land
AC: 4
HD: 10
Attacks: 1 bite, two fins
Damage: 2d4+4, 1d6+2 / 1d6+2
Save: L12
Morale: 8
Hoard Class: II, III, VII (x4), XVI

 

No. Enc: 3d8
Alignment:  Lawful
Movement: 240’ (80’) Swimming
                    90’ (30’) on land
AC: 5
HD: 8
Attacks: 1 ram, 1 tail slap, 1 bite On land, see below
Damage: 4d6+4 /2d6+2 / 1d6+1
Save: L8
Morale: 9
Hoard Class: None in water, VIII, IX XIV (items only) (x4, 65% on land)

No. Enc: 1d4 patches (see below)
Alignment: Neutral
Movement: None
Armor Class: 6
Hit Dice: 1 per square yard
Attacks: special (see below)
Damage: special (see below)}
Save: same as hit dice
Morale: 11
Hoard Class: incidental (ML’s choice)

Barsoons

                        Workers       Warriors       Thinkers              Queen

No. Enc:          10d10             6d8            4d4                      1

Alignment:      Lawful

Movement:      90’ (30’)      120’(40’)      60’(20’)                None

Armor Class:   4                  1                   6                           1

Hit Dice:          8                  12                 6                           20

Attacks:           2 (claws)      5 (bite, 4 claws or by weapon)                                                                          

                                                      2 (claws)               5 (bite, 4 claws)

 

Damage:          1d4/1d4        1d6 plus special/ 2d4x4

                                                     1d4/1d4               3d4 plus special / 1d10x4

Save:                L6                 L12             L8                       L20

Morale:            7                   11                8                         11

Hoard Class:    I                   V                  VII                     VII (x4)     XXII (in hive)

No. Enc: 3d12
Alignment: Neutral
Movement: 150' (50')
Armor Class: 3
Hit Dice: 1 hit point
Attacks: 1 (bite)
Damage: 1d2
Save: L1
Morale: 4
Hoard Class: None

No. Enc: 6d6
Alignment:  Neutral
Movement: 120’ (40’) Air
                     210’ (70’) Water.
AC: 3
HD: 1
Attacks: 1 horn, or one bite
Damage: 1d6 or 1d3+1
Save: L1
Morale: 4
Hoard Class: None

No. Enc: 5d4
Alignment:  Neutral
Movement: Land 150’ (50’)
                    Water 300’ (100’)
AC: 5
HD: 5
Attacks: 1 bite, 4 claws (water only)
Damage: 2d6, 2d4 / 2d4 / 2d4 / 2d4
Save: L5
Morale: 9
Hoard Class: None

New Mutant Monday #11 - Flids

New Mutant Monday #11 - Flids

Comicpalooza Preparation

Comicpalooza Preparation