Media monsters thread.

For Discussion of all things Mutant Future (especially spidergoats).

Media monsters thread.

Postby Agrippa » Wed May 04, 2011 3:32 am

I've noticed that the new Goblinoid Games site is sorely lacking a monster thread for Mutant Future. I have a problem with that. So to rectify this error I'm starting my own thread. Take any monster from fiction, whether a whole species or a unique individual, and try to stat it up it using MF rules and if you feel like mix in some Rules Cyclopedia or LL rules too. All you need are a decent picture, some stats, a basic description and where it comes from. If anyone needs help it's okay to ask. Now I'll start with a beastie of my own. By the way I'm using an expanded version of Malcadon's Strength bonus damage house rules. There's no need to feel like you have to yourselves.

P.S. Okay then two of them.
Last edited by Agrippa on Thu May 12, 2011 1:33 am, edited 3 times in total.
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Re: Media monsters thread.

Postby Agrippa » Tue May 10, 2011 11:48 pm

Absol, Harbinger of Disaster and Silent Protector of Mankind
Image

Level: varies
Hit Points: 18 average (8+3d6)
Armor Class: 6
THAC0: varies
Alignment: Lawful Good

Attacks: 3/round, +5 to attack for melee and +1 to attack for missle.
Damage: 1d8+2d6+2 (claws), 1d10+2d6+2 (bite)
Morale: 9 (15 using AEC rules)

Strength: 26 (min. 14 +3+1 per level up to 7th) Dexterity: 15 (min. 12) Constitution: 13 (min. 8) Intelligence: 15 (min. 12) Willpower: 12 (min. 6) Charisma: 9

Physical Mutations
Increased Balance/Mutation Score 14: Due to their mountain habitats, absols have become expert climbers and capable of balancing on almost any surface. This grants a +14 bonus to all attempts to retain balance and a +14% to climbing sheer surfaces.
Increased Smell/Mutation Score 15: Absols can pick up scents at 150 feet and tell the difference between
various smells even if some seem overwhelming to others. Creatures that are upwind can never surprise an absol.
Increased Strength/Mutation Score 10: Absols can summon bursts of great strength, dealing an extra 2d6 points of damage in melee.
Natural Armor (fur) Mutation Score 12: An absol's thick fur provides as much protection against physical harm as it does against the cold.
Natural Weapon (bite)/Mutation Score 18: The bite of an absol is known to be particularly vicious, inflicting 1d10 points of damage.
Natural Weapon (claws)/Mutation Score 14: The long sharp claws of an absol some of the most perfect weapons and hunting tools in the natural world. They inflict 1d8 points of damage.
Unique Sense (Seimic Disturbances)/Mutation Score 18:
Unique Sense (Weather Patterns)/Mutation Score 18:
Mental Mutations
Combat Empathy/Mutation Score 12: The mental accuity of these creatures grants them a +1 to attack and a +2 to damage.
Know Direction: Absols never lose their way, ever.
Mental Barrier/Mutation Score 18: Like their fellow dark aspected creatures absols are more difficult to mentally control or psychically damage. This means that they all inflict a -4 penalty to all mental attacks against them and can sense mental attacks within a 40 foot radius.
Iron Will: All mental attacks against absols must succed four times to take effect.

Diet, Habitat and behavior
At around 3'04" in length and weighing 106 lbs, absols are a race of large sapient felines that dwell in remote mountain passes and trail and feed off of smaller non-sapient mammals. Being semi-social they will at times congrate in groups of up to 20 adults in a mile radius. Having no real group hierarchy absols simply band together when necessary or more likely on sheer whim. With that said they almost always form these temporary groups out of the same individuals and mate for life. When hunting or defending fellow packmates absols use their innate cunning and resourcefullness to full advantage, occasionally taking out prey animals four times their size. Not only can these large wildcats think, they can reason. But what makes them truly special is their ability to predict with 100% accuracy all sorts of natural disasters. More than this is they do with this knowledge. Absols will actually walk into human settlement lands to warn the inhabitants of the oncoming catastrophy, hoping that they'll evacuate, saving themselves and their children. Sadly, too often these noble creatures' warnings are ignored and they're later persecuted as perpetraitors of the tragedy in question. Yet they still warn us and attempt to guide lost humans back to their own kind.

Absols come from the Pokemon franchise.
Last edited by Agrippa on Sat Aug 31, 2013 9:05 pm, edited 4 times in total.
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Re: Media monsters thread.

Postby Agrippa » Wed May 11, 2011 11:56 pm

Pikachu, A.K.A. Lightning rat
Image

Level: varies
HD: As 1/4 Con in d6, 7 hit points average
Armor Class: 2
THAC0: 19
Alignment: Neutral

Attacks: 1/round, +0 to attack for melee and +3 to attack for missle.
Damage: claws (1d4+3d6), bite (1d6+3d6), tackle (2d6+3d6) or lightning shock (6d6 to a range of 85 feet)

Strength: 11 (min. 4) Dexterity: 18 (min. 14 +2) Constitution: 7 (-2) Intelligence: 9 Willpower: 8 (-1) Charisma: 12 (min. 6)

Physical Mutations
Dwarfism/Mutation Score 19: Lightning rats reach a hight of 1'4" and a weight of 13.2 lbs. This grants them a +1 to hit human sized or larger foes in melee but a -2 to armor class but has a -2 penalty to damage against human sized creatures.
Energy Ray/Mutation Score 17 (Thundershock): A lightning rat can unleash a bolt of lightning to a range of 85 ft. for 6d6 points of electrical damage every three rounds.
Energy-Retaining Cell Structure/Mutation Score 14 (Volt Tackle, Thunder Punch and Biting Spark): When sufficiently charged a lightning rat can shock others by touch. Add 3d6 points of electrical damage to melee attacks.
Improved Dexterity/Mutation Score 11: Due to their higtened agility, lightning rats decrease their AC by 2.
Natural Weapon/Mutation Score 5 (Scratch): The claws of a lightning rat are sharp enough to inflict 1d4 points of damage.
Natural Weapon/Mutation Score 9 (Bite): The bite of a lightning rat is strong enough to inflict 1d6 points of damage.
Unique Sense/Mutation Score 14 (electricity): Lightning rats can sense major sources of electrical power in a range of 7,000 feet and can pin-point its origin.
Mental Mutations
Ranged Paralysis/Mutation Score 13 (Thunderwave): Once every three rounds a lightning rat can paralyze three enemies within 65 feet of its self if they fail a Save vs. Stun. The paralysis lasts for 2d4 rounds.

Diet, habitat and behaviour
Lightning rats are mutant rodents possessing human intelligence if not the ability to speak. Wild lightning rats often travel in packs of up to 24 adults, searching for berries and other plants for food. While they have traditionally made their homes in forests these large rodents have begun moving into human settlements and power plants obviously drawn by the electricity they generate. These lighting rats frequently enter human residences and farms in the search for food. While they often times came into conflict with humans, lightning rats have developed a symbiotic relationship with us. We give them food and shelter in return for their protection and suplementing our power plants.


New Mutation: Ranged Paralysis
Once every three rounds the mutant can paralyze one enemy per MSmod within a range of MSx5 feet if they fail a Save vs. Stun. The paralysis lasts for 2d4 rounds.
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