Sunday, May 5, 2013

...And to Every Overlord, a Mutant.

A couple of years ago I was working on a Gamma World 1e game that involved a marauding army of mutants. The mutants were the Friends of Entropy, lead by Jim Ward's own munchkin Mary Sue, Blern the Stranger. Anyone who has played GW should know what the F.O.E. is. The very obscure Blern, on the other hand, comes from a story written by Ward and of whom I'll write more about in a later post.

From left to right: Strong mutant, Agile mutant, Tough mutant. The guy behind them is obviously a demon, so he doesn't count.

Long story short, I needed some generic mutants to fill out large groups of opponents as you would find in the army of Blackwolf, the villain of Ralph Bakshi's post-nuke epic Wizards. Orcs, basically. Cannon fodder.

These humanoids make up troops for evil mutant overlords. They are all essentially the same save for their respective mutant powers. They should all supplied with the same weapons, usually Tech Level II or III, for ease of implementation. Since these guys are fodder they shouldn't have high hit dice, except for the Toughs. I would recommend adjusting the number appearing rather than AC, HD, etc for more powerful parties. The mutations need not be applied to every single mutant of that type. Maybe just give them to the squad leaders or whatever.

TOUGH MUTANT
No. Appearing: 1-10
Armor Class: 5
Movement: 8
Hit Dice: 18
Mutations: Heightened Constitution
STRONG MUTANT
No. Appearing: 1-10
Armor Class: 6
Movement: 10
Hit Dice: 12
Mutations: Heightened Strength 
Strong mutants add three dice to melee weapon damage

AGILE MUTANT
No. Appearing: 1-10
Armor Class: 7
Movement: 12
Hit Dice: 8
Mutations: Heightened Dexterity

After that, just add visual touches (horns, weird skin colors, etc) and you should be good to go.

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