This weeks mutant is all gold…. Well form Legion of Gold anyway; presenting a Photonic-Saurian!
STR: 16 (+3)
DEX: 6 (-2)
CON: 12 (+1)
INT: 18 (+4)
WIS: 14 (+2)
CHA: 15 (+2)
+2 Dark overcharge
Fortitude Defense: 16
Reflex Defense: 16
Will Defense: 13
Armor Class: 16
Hit Points: 24
SKILLS
Science +8, Nature +4
MUTANT POWERS
Laser Resistance
Glowing Blades
Sonic Resistance
Tyrannosaur Charge
BACKGROUND
Holy cats a giant purple glowing dinosaur! Barnabas appears as an overweight humanoid-T-Rex with small antennas. He can create glowing blades of purple energy to combat his foes.
Barnabas is gullible, enthusiastic, and dutiful. He is also willing to do anything to help a friend or anyone else in need. Unfortunately he makes friends too easily and can be taken advantage of.
COMING NEXT WEEK!
Well that makes eight mutants of the week. Now comes the time when we start to pair them off, put them in a box, then shake it to make them fight.
#1 Pementa: A mutant chili pepper
#2 Wegg: A human mutant fused with a shopping cart!
#3 Zzzzzzzzzzzzz: A Nightmare-Entropic creature from another universe
#4 Fredbert: A Mind Coercer-Cryokinetic
#5 Boimp: A giant gelatinous ball!
#6 Xera: A shapechanging psychic
#7 Kitty: A mutant cat
#8 Our super dee-duper pal Barnabas
Leave a comment and let me know what match-ups you’d like to see first as next week brings the Mutant Arena!
A collection of random items. This blog covers whatever happens to cross my mind at a given time.
Showing posts with label Mutant of the Week. Show all posts
Showing posts with label Mutant of the Week. Show all posts
08 February 2011
01 February 2011
Mutant of the Week - Kitty
This weeks mutant is a Felinoid-Mind Coercer
STR: 10 (0)
DEX: 18 (+4)
CON: 15 (+2)
INT: 11 (0)
WIS: 13 (+1)
CHA: 16 (+3)
+2 Bio overcharge
Fortitude Save: 13
Reflex Save: 15
Will Save: 16
Armor Class: 15
+1 to Speed
Skills
Interaction +4, Stealth +4, Mechanics +4
Mutant Powers
Catfall
Slasher’s Claws
Group Telepathy
Mental Push
Background
Kitty is cute and loveable. She is basically a cat or rather large size who is very fluffy and cute. Her mental powers make her all the more irresistible. She uses this cuteness to get in close to her opponents and deals with them using her nasty claws.
Her claws are very dexterous and she has taken up a hobby of tinkering with junk and salvage. She usually keeps her mechanical skills a secret so that she can utilize them when others are not expecting it.
Her goals include safety and comfort. Of course given the nature of a post-apocalyptic world most of the survivors are looking for the same thing.
STR: 10 (0)
DEX: 18 (+4)
CON: 15 (+2)
INT: 11 (0)
WIS: 13 (+1)
CHA: 16 (+3)
+2 Bio overcharge
Fortitude Save: 13
Reflex Save: 15
Will Save: 16
Armor Class: 15
+1 to Speed
Skills
Interaction +4, Stealth +4, Mechanics +4
Mutant Powers
Catfall
Slasher’s Claws
Group Telepathy
Mental Push
Background
Kitty is cute and loveable. She is basically a cat or rather large size who is very fluffy and cute. Her mental powers make her all the more irresistible. She uses this cuteness to get in close to her opponents and deals with them using her nasty claws.
Her claws are very dexterous and she has taken up a hobby of tinkering with junk and salvage. She usually keeps her mechanical skills a secret so that she can utilize them when others are not expecting it.
Her goals include safety and comfort. Of course given the nature of a post-apocalyptic world most of the survivors are looking for the same thing.
26 January 2011
Mutant of the Week - Xera
This week we've got a Shapeshifter-Precient. Actually it's kinda a strange one to roll given the week I've had.
STR: 9 (-1)
DEX: 12 (+1)
CON: 16 (+3)
INT: 16 (+3)
WIS: 10 (0)
CHA: 18 (+4)
Hit Points: 28
Fortitude Save: +14
Relfex Save: +16
Will Save: +16
Armor Class: 12
+2 to bio overcharge
Skills - Interaction +8, Acrobatics +4
Mutant Powers
Subtle Motive
Shapeshift Feint
Third Eye
Thwarted Defense
Background
Xera was a hideous mutant as a child. Tar-like blackish-green lumpy skin, triple the normal weight for a humanoid her size. All of that changed at adulthood when her mutant powers fully manifested. Now she can take the shape of just about any humanoid she can imagine.
Combined with here extraordinary ability to read people she had become a master of disguise and deception. She uses these powers primarily for survival, sometimes to benefit herself in property, and occasionally because of the sense of power she has manipulating and fooling people.
STR: 9 (-1)
DEX: 12 (+1)
CON: 16 (+3)
INT: 16 (+3)
WIS: 10 (0)
CHA: 18 (+4)
Hit Points: 28
Fortitude Save: +14
Relfex Save: +16
Will Save: +16
Armor Class: 12
+2 to bio overcharge
Skills - Interaction +8, Acrobatics +4
Mutant Powers
Subtle Motive
Shapeshift Feint
Third Eye
Thwarted Defense
Background
Xera was a hideous mutant as a child. Tar-like blackish-green lumpy skin, triple the normal weight for a humanoid her size. All of that changed at adulthood when her mutant powers fully manifested. Now she can take the shape of just about any humanoid she can imagine.
Combined with here extraordinary ability to read people she had become a master of disguise and deception. She uses these powers primarily for survival, sometimes to benefit herself in property, and occasionally because of the sense of power she has manipulating and fooling people.
18 January 2011
Mutant of the Week – Boimp
Dang, I was hoping for a Gelatinous-Plaguebearer but instead my dice gave me: Gelatinous-Wheeled
STR: 18 (+4)
DEX: 12 (+1)
CON: 16 (+3)
INT: 9 (-1)
WIS: 8 (-1)
CHA: 17 (+3)
Skills: Stealth +4, Athletics +4, Conspiracy +4
Fortitude Defense: 17
Reflex Defense: 14
Will Defense: 14
Armor Class: 11
Initiative Modifier: +2
Hit Points: 28
Powers
+2 Bio Overcharge
Translucent
Paralytic Goo
All-Wheel Drive
Maximum Overdrive
Background
Boimp is a translucent blob of gelatinous material in a spherical form a little over four feet in diameter. In the center of this mass is a humanish skull with tendrils of nerves spreading all throughout the mass. Boimp has trouble changing its shape from this spherical one so tends to roll and bounce around for movement. It can create temporary arms and digits to manipulate equipment and can draw small items into its mass for transportation.
The gelatinous mass of its body rolls around in any direction while the central skull stays relatively stable. Boimp doesn’t get dizzy rolling around the neighborhood.
Boimp’s favorite places to roam are the ruined highways. Always on the lookout for useful salvage and potential enemies (and friends!). It is very enthusiastic about learning new things and uncovering conspiracies.
STR: 18 (+4)
DEX: 12 (+1)
CON: 16 (+3)
INT: 9 (-1)
WIS: 8 (-1)
CHA: 17 (+3)
Skills: Stealth +4, Athletics +4, Conspiracy +4
Fortitude Defense: 17
Reflex Defense: 14
Will Defense: 14
Armor Class: 11
Initiative Modifier: +2
Hit Points: 28
Powers
+2 Bio Overcharge
Translucent
Paralytic Goo
All-Wheel Drive
Maximum Overdrive
Background
Boimp is a translucent blob of gelatinous material in a spherical form a little over four feet in diameter. In the center of this mass is a humanish skull with tendrils of nerves spreading all throughout the mass. Boimp has trouble changing its shape from this spherical one so tends to roll and bounce around for movement. It can create temporary arms and digits to manipulate equipment and can draw small items into its mass for transportation.
The gelatinous mass of its body rolls around in any direction while the central skull stays relatively stable. Boimp doesn’t get dizzy rolling around the neighborhood.
Boimp’s favorite places to roam are the ruined highways. Always on the lookout for useful salvage and potential enemies (and friends!). It is very enthusiastic about learning new things and uncovering conspiracies.
11 January 2011
Mutant of the Week - Fredbert
This week we have a Mind Coercer–Cryokinetic. Also, my dice were much nicer to me in rolling up his remaining stats.
STR: 10 (0)
DEX: 16 (+3)
CON: 15 (+2)
INT: 16 (+3)
WIS: 11 (0)
CHA: 20 (+5)
Skills: Interaction +4, Stealth +4, Science +4
Fortitude Defense: 14
Reflex Defense: 15
Will Defense: 18
Armor Class: 11
Initiative Modifier: +4
Hit Points: 27
Powers
+2 Psi Overcharge
Group Telepathy
Mental Push
Frosty the Mutant
Icy Grasp
Background
Fredbert was born in the high mountains. He led a group of survivors and with his mental abilities managed to dominate and profit well from his group’s activities.
That all ended one day when a bizarre, radioactive, winged polar bear attacked their camp. Fredbert’s allies were all dead and he was severely wounded by the creature. In the weeks after the attack he learned that he had further mutated and was developing cryokinetic powers.
To-day Fredbert is traveling the world looking for the right group of weak-willed adventurers to become his new slaves.
STR: 10 (0)
DEX: 16 (+3)
CON: 15 (+2)
INT: 16 (+3)
WIS: 11 (0)
CHA: 20 (+5)
Skills: Interaction +4, Stealth +4, Science +4
Fortitude Defense: 14
Reflex Defense: 15
Will Defense: 18
Armor Class: 11
Initiative Modifier: +4
Hit Points: 27
Powers
+2 Psi Overcharge
Group Telepathy
Mental Push
Frosty the Mutant
Icy Grasp
Background
Fredbert was born in the high mountains. He led a group of survivors and with his mental abilities managed to dominate and profit well from his group’s activities.
That all ended one day when a bizarre, radioactive, winged polar bear attacked their camp. Fredbert’s allies were all dead and he was severely wounded by the creature. In the weeks after the attack he learned that he had further mutated and was developing cryokinetic powers.
To-day Fredbert is traveling the world looking for the right group of weak-willed adventurers to become his new slaves.
04 January 2011
Mutant of the Week - Zzzzzzzzzzzzz
Here is another mutant for the D&D Gamma World game (game by Wizards of the Coast).
This one is a Nightmare-Entropic
STR: 10 (0)
DEX: 7 (-2)
CON: 11 (0)
INT: 18 (+4)
WIS: 12 (+1)
CHA: 16 (+3)
Fortitude Defense: 11
Reflex Defense: 16
Willpower Defense: 16
Armor Class: 12
Hit Points: 23
Psi overcharge +2
Skill Bonuses: +4 bonus to Interaction, +4 bonus to Science, +4 Nature
Mutant Powers
Insidious Mind
Fear Manifested
Disordered
Disrupting Touch
Background
Zzzzzzzzzzzzz is a bizarre being from a twisted and dying dimension of nightmares. During the cataclysm that lead to the destruction of civilization on Earth the barriers to this nightmare realm were weakened. A century and a half later Zzzzzzzzzzzzz broke its way through and began exploring this bizarre new home.
It has learned how to control its appearance to look like a relatively normal humanoid. This was a survival trait in its new environment. As time passed it began to learn more about the laws of nature and physics on Earth. However, at times of high stress or danger, Zzzzzzzzzzzzz can revert to its true form which can cause intense fear in all onlookers.
This one is a Nightmare-Entropic
STR: 10 (0)
DEX: 7 (-2)
CON: 11 (0)
INT: 18 (+4)
WIS: 12 (+1)
CHA: 16 (+3)
Fortitude Defense: 11
Reflex Defense: 16
Willpower Defense: 16
Armor Class: 12
Hit Points: 23
Psi overcharge +2
Skill Bonuses: +4 bonus to Interaction, +4 bonus to Science, +4 Nature
Mutant Powers
Insidious Mind
Fear Manifested
Disordered
Disrupting Touch
Background
Zzzzzzzzzzzzz is a bizarre being from a twisted and dying dimension of nightmares. During the cataclysm that lead to the destruction of civilization on Earth the barriers to this nightmare realm were weakened. A century and a half later Zzzzzzzzzzzzz broke its way through and began exploring this bizarre new home.
It has learned how to control its appearance to look like a relatively normal humanoid. This was a survival trait in its new environment. As time passed it began to learn more about the laws of nature and physics on Earth. However, at times of high stress or danger, Zzzzzzzzzzzzz can revert to its true form which can cause intense fear in all onlookers.
28 December 2010
Mutant of the Week - Wegg
Here is another mutant for the D&D Gamma World game (game by Wizards of the Coast).
This one is a Wheeled-Magnetic
STR: 8 (-1)
DEX: 16 (+3)
CON: 18 (+4)
INT: 9 (-1)
WIS: 10 (0)
CHA: 5 (-3)
Fortitude Defense: +15
Reflex Defense: +16
Willpower Defense: +11
Armor Class: 11
Hit Points: 30
Skill Bonuses: +8 bonus to Athletics, +4 bonus to Mechanics
Mutant Powers
All-Wheel Drive
Magnatized Body
Maximum Overdrive
Lodestone Lure
Background
Wegg was a normal humanish kid. As he approached adulthood he began to manifest magnetic powers. In one failed experiment with these powers he accidentally fused his body with a nearby shopping cart.
To-day he appears to be an obese man with greasy black hair overflowing out of a shopping cart. No sign of any legs under the mass of flesh. Despite this appearance, Wegg is incredibly acrobatic since he can magnetically move the shopping cart that makes up his lower body.
He usually tries to hid his true mobility and tumbling skills and plays up being a clumbsy oaf. When it comes time for conflict, however, he is very daring and usually catches his adversary by surprise.
This one is a Wheeled-Magnetic
STR: 8 (-1)
DEX: 16 (+3)
CON: 18 (+4)
INT: 9 (-1)
WIS: 10 (0)
CHA: 5 (-3)
Fortitude Defense: +15
Reflex Defense: +16
Willpower Defense: +11
Armor Class: 11
Hit Points: 30
Skill Bonuses: +8 bonus to Athletics, +4 bonus to Mechanics
Mutant Powers
All-Wheel Drive
Magnatized Body
Maximum Overdrive
Lodestone Lure
Background
Wegg was a normal humanish kid. As he approached adulthood he began to manifest magnetic powers. In one failed experiment with these powers he accidentally fused his body with a nearby shopping cart.
To-day he appears to be an obese man with greasy black hair overflowing out of a shopping cart. No sign of any legs under the mass of flesh. Despite this appearance, Wegg is incredibly acrobatic since he can magnetically move the shopping cart that makes up his lower body.
He usually tries to hid his true mobility and tumbling skills and plays up being a clumbsy oaf. When it comes time for conflict, however, he is very daring and usually catches his adversary by surprise.
21 December 2010
Mutant of the Week - Pementa
Here is a random mutant rolled up using the new D&D Gamma World game. I think I'm going to do some more of theses as a weekly series just to show some of the strange things you can get with the new Gamma World. Descriptions of the mutant powers can be found in the rule book.:
Pementa
Plant-Pyrokinetic
STR = 12 (+1)
DEX = 11 (0)
CON = 18 (+4)
INT = 13 (+1)
WIS = 16 (+3)
CHA = 5 (-3)
Hit Points: 30
Speed: 6
Fortitude Defense: 17
Reflex Defense: 12
Will Defense: 14
Armor Class: 12
Abilities
+2 Bio Overcharge
Vulnerable to Fire
Fire Resistance
Fiery Aura
Lashing Creepers
Fiery Flare
Character Background
Pementa is a mutant chili pepper. It was born in southern North America a number of years ago.
Being both vulnerable and resistant to fire means that Pementa is in a state of constant pain. It made its way norht over the years hoping that the cooler climates would reduce its suffering.
Having a fire aura makes it difficult for Pementa to make friends. It now lives in the outskirts of the ruins of ancient Rah-Chez-Tur.
(Gamma World is owned by Wizards of the Coast, go to their website and poke around for more info)
Pementa
Plant-Pyrokinetic
STR = 12 (+1)
DEX = 11 (0)
CON = 18 (+4)
INT = 13 (+1)
WIS = 16 (+3)
CHA = 5 (-3)
Hit Points: 30
Speed: 6
Fortitude Defense: 17
Reflex Defense: 12
Will Defense: 14
Armor Class: 12
Abilities
+2 Bio Overcharge
Vulnerable to Fire
Fire Resistance
Fiery Aura
Lashing Creepers
Fiery Flare
Character Background
Pementa is a mutant chili pepper. It was born in southern North America a number of years ago.
Being both vulnerable and resistant to fire means that Pementa is in a state of constant pain. It made its way norht over the years hoping that the cooler climates would reduce its suffering.
Having a fire aura makes it difficult for Pementa to make friends. It now lives in the outskirts of the ruins of ancient Rah-Chez-Tur.
(Gamma World is owned by Wizards of the Coast, go to their website and poke around for more info)
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