"description":"Androids are man-made beings who look exactly like Pure Strain Humans and are often mistaken for them. They usually consider Pure Strain Humans to be enemies. All Androids wear Tech Level III armour. Warriors and Thinkers carry Tech Level III weapons.",
"description":"1.5 meter tall bipedal mutated badgers. They inhabit temperate areas. Organized into Tech Level II societies run by their 'nobility'. 10% chance of each badder in a party having 1 Tech Level III weapon. 10d10 males of fighting age live in tunnels under their villages."
"description":"<span class='nickname'>Hound Folk</span> These intelligent man-dogs grow up to 3 meters high [standing on their hind legs]. They are ferocious enemies, but have a deathly fear of large winged creatures. Arks carry Tech Level I weapons and most wear leather or studded leather armour and carry shields. They consider human [or humanoid] hands to be a particular delicacy."
"description":"This black predator fish often grows to a length of 1.5 meters. Once per day it can secrete intensity level 18 radioactive oil over an area of 9 meters square. This slick lasts 10 minutes. If killed before it uses the days allotment of oil, the Barl Nep's oil may be extracted and used as a weapon [but will have to be carried in a lead-lined container]. Oil extracted from the Barl Nep will be only intensity level 12."
"description":"<span class='nickname'>Dragon Bugs</span> These 1 to 2-meter long mutated dragonflies can carry loads weighing up to twice their PS in kilograms while airborne, but not while crawling along the ground. They are often captured and domesticated as flying steeds by small Humanoids and Mutated Animals. However, they must be caught young to be trainable."
"description":"<span class='nickname'>Sweetpads</span> This 2-meter diameter, free-floating aquatic plant rests on the surface of the water much like a lily pad (to which it is related). It will support the weight of a normal human, but pressure on the center of the pad causes it to snap shut around the trespasser. The plant secretes a sweet-smelling acid which attracts and gradually dissolves its prey. <span class='house-note'>HOUSE NOTE: Players should make a dexterity ability check when snared. If successful, they escape. The player takes damage for each round that the check is unsuccessful, as if it were an attack hit.</span>"
"description":"One glance easily identifies a bigoon as a giant, mutated raccoon.The creature is well over two meters tall (old males being known to reach three or more meters in length, nose to tail). The bigoons teeth are very much enlarged, and it bites for 4 dice (4d6) of damage. The creature also has heightened strength to complement its native intelligence and cunning. Despite its increased size and strength, the bigoon has lost none of the manipulative dexterity of its small progenitor. The hand-sized forepaws of a bigoon are quite nimble and can be used to open simple closures and latches. The bigoon is a nocturnal hunter and has infravisual capabilities. When hungry, a bigoon attacks virtually anything, but the creature is prone to ignore other creatures if well fed, unless its curiosity is aroused. A well-fed bigoon has been known to playfully knock down a passing human in order to tear open a carried sack. Fortunately, a blow from a bigoon's forepaw does only 1d6 of damage. A lone bigoon is usually a rogue male. If three or more are encountered, they are likely to be a mother and her immature young. Bigoons are all capable of climbing trees sturdy enough to hold their weight."
"description":"Buggems are bipedal (standing between 150-200 centimeters) and have only two arms. Their bloated abdomen and thorax are connected to a large head complete with long, fern-like antennae and broad mandibles. When attacking, Buggems either strike with their two claws and bite, or they can use a crude weapon such as an axe, sword, or mace. When using a weapon the creatures can also bite. These termite men live within nests made up of a myriad of burrowed passages and chambers. Due to the lack of light in the buggem nests, the creatures have developed heightened senses that allow them to see in the dark. Buggem nests are found in almost all climes and are easily recognizable by the prominent mound of dirt formed over the opening into their chambers. Appearing in one creature out of twenty, the Buggems first mutation is that of gas generation. Several different types of gas are possible with varying probability of appearance. The types and associated probability are: <table><thead><td><b>Die Roll</b></td><td><b>Gas</b></td></thead><tbody><tr><td>1-40</td><td>Opaque Gas</td></tr><tr><td>41-80</td><td>Caustic Gas</td></tr><tr><td>81-100</td><td>Poison Gas</td></tr></tbody></table> Each mutated Buggem is able to generate only one type of gas, and may use this ability only three times per day. Each generation fills a five meter by five meter area and lasts for five minutes or less depending upon the strength of the prevailing winds (if any). Opaque gas forms a billowing, harmless cloud, thick, white, and impenetrable to normal vision. Caustic gas is an acidic vapor that burns all within its area of effect for 1-6 points of damage per round. In addition, all individuals affected fight and defend at a penalty of -3. Poison gas is a colorless, odorless cloud of lethal vapor (intensity 3-18, roll for each mutated Buggem with this ability). All Buggems are immune to any of the gases effects. The second mutation is more rare, occurring in only 1% of the species. Telepaths are able to communicate with any member of their hive regardless of distance or physical obstruction. They direct all important actions taken in their nests, allowing a degree of intelligence to enter into their lesser brothers actions. In addition, these biological freaks use archaic weaponry such as blasters, lasers, and death ray projectors whenever such advanced weapons are available."
"description":"<span class='nickname'>Gamma Moths</span> This mutated gypsy moth often grows to 1 meter in length [with a 2 meter wingspan]. It is fearless and quite carnivorous. When attacking, the intensity 18 radiation it emits from its abdomen causes it to glow brightly. All parties within 6 meters must make a Radiation Check."
"description":"<span class='nickname'>Red Deaths</span> Mutated Scarlet Tanager. Emits intensity level 10 radiation. Parties within 6 meters must make a Radiation Check each Action Turn. 100% resistant to mental attacks. 1m tall."
"description":"<span class='nickname'>Attercops</span> This mutated garden spider stands 1.5 meters at the shoulder. It is unaffected by mental attacks EXCEPT ILLUSIONS. It uses an electrical jolt to stun prey which it then trusses in a sticky web. Blackun webs have been known to reach a diameter of 60 meters."
"description":"<span class='nickname'>Big Walkers</span> Standing 2 meters high at the shoulder, this mutated Percheron is heavily-muscled and can carry 5 times its PS for long distances without tiring. It is surprisingly agile considering it's 1,000 kilograms of bulk. Brutorz willingly serve as riding, pack, and dray animals if well-treated, but will turn on a cruel master."
"description":"<span class='nickname'>Cloud Worms</span> These 3 meter long, carnivorous, winged worms have a 9 meter wingspan. Blights secrete a substance which bends light, causing them to be invisible wherever their skin is coated with the substance. Rain will wash the oil away and takes a full day to replenish the protective coating in such cases. Blights are completely resistant to weapons involving radiation, heat, or sonic effects. Their preferred method of attack is to wrap themselves around a victim, constricting and biting (counts as 1 action, but is resolved as two separate attacks)."
"description":"<span class='nickname'>Flying Rippers</span> This intelligent mutated insect often reaches a length of 2.5 meters. It is immune to weapons using heat or cold. The Cal Then feeds on bone marrow and will rip through anything [even duralloy, given time] to get at fresh bone."
"description":"<span class='nickname'>Dark Emperors</span> Carrins are 3 meter tall mutated vultures weighing about 50 kilograms. Each Carrin has 1d4 Blood Bird followers. They are highly intelligent. Their quills are coated with an intensity level 12 contact poison to which they are immune. <span class='house-note>HOUSE NOTE: Poison Check On Contact.</span>"
},
"centisteed":{
"number":[
1,
4,
0
],
"morale":[
1,
4,
0
],
"hit dice":[
7,
10,
0
],
"armour":9,
"environ":[
"land"
],
"land speed":[
12,
1800,
36
],
"ms":[
1,
10,
11
],
"in":[
1,
4,
0
],
"dx":[
1,
8,
1
],
"ch":[
1,
4,
0
],
"cn":[
1,
10,
5
],
"ps":[
2,
20,
30
],
"attacks":[],
"mutations":[
"Increased Metabolism",
"Force Field Generation"
],
"description":"<span class='nickname'>Fast Trotters</span> Centisteeds are mutated horses of insectoid appearance. Each has between 12 and 18 legs and can carry 2 human sized characters. One rider must concentrate at all times on controlling the mount or it will try to throw (and then trample) the riders. <span class='house-note'>HOUSE NOTE: Mental Strength Ability Check every round.</span>"
},
"dabber":{
"number":[
1,
8,
0
],
"morale":[
1,
4,
6
],
"hit dice":[
4,
6,
0
],
"armour":5,
"environ":[
"land"
],
"land speed":[
6,
600,
12
],
"ms":[
1,
10,
8
],
"in":[
1,
10,
5
],
"dx":[
1,
10,
5
],
"ch":[
1,
8,
1
],
"cn":[
1,
10,
2
],
"ps":[
1,
10,
5
],
"attacks":[],
"mutations":[
"Empathy",
"Illusion Generation",
"Light Generation",
"Repulsion Field",
"Telekinesis",
"Telepathy"
],
"description":"<span class='nickname'>Brown Beggars</span> These highly intelligent 1 meter tall mutated racoons walk upright and have manipulative paws. They are usually found in small family groups and will often have Tech Level III equipment including some weapons but no armour."
"description":"<span class='nickname'>Lizard Fish</span> This mutated lizard-fish prefers to live in water as a 2-meter long fish, but can transform itself into any lizard of about the same size (complete with all lizard characteristics) for up to 24 hours at a time. This power may only be used once per day. In fish form, it lives under overhanging banks and lines its nests with shiny objects. It is a vegetarian."
"description":"<span class='nickname'>Stone Fish</span> This 1-meter long fish injects a chemical into those it bites, causing them to petrify and turn to stone within 60 seconds. For purposes of deciding if a character suffers this result, treat the chemical as intensity level 12 poison. Characters turn to stone on a <b>D</b> result. Other results are ignored. <span class='house-note'>[HOUSE NOTE: Intensity Level 10. I don't want my players constantly dying - GMG]</span>"
"description":"<span class='nickname'>Fire Fish</span> This 1-meter long fish lives in backwaters and marshes. It secretes a substance which makes it burst into flame 5d6 seconds after being removed from water and exposed to air. The super-heated fish does 10d6 damage to those within 30 meters when it bursts into flames"
"description":"<span class='nickname'>Red Crep | Pink Crep</span> Creps come in 2 varieties: the Water Crep (also called the Pink Crep) and the Land Crep (also called the Red Crep). Water Creps live totally submerged and Land Creps grow under a mat of other foliage. Both are carnivorous, using their broad flat leaves to feed by Life Leaching those with whom they come into contact. Leaves that have been used to feed drop off once the victim escapes or dies, eventually sprouting new plants. <span class='house-note'>HOUSE NOTE: Players snared by a Crep Plant must make a Dex Check to escape. Life Leach attacks continue for each round the Dex Check fails.</span>"
"description":"<span class='nickname'>Man Fish</span> These intelligent Humanoids are adapted for living both on land and in water, having fish-like tails, stubby legs, and both lungs and gills. They can remain out of water for only 24 hours at a time. They are not affected by attacks involving heat or lasers during the first 5 action turns these attacks are used against them in a combat. Fens can shape-change into the form of a bird of their own size. They carry Tech Level I weapons (usually clubs) and wear Fishkin Armour (similar to fiber armour)."
},
"gren":{
"number":[
1,
8,
0
],
"morale":[
1,
4,
6
],
"hit dice":[
2,
4,
0
],
"armour":4,
"environ":[
"land"
],
"land speed":[
0,
900,
18
],
"ms":[
1,
10,
11
],
"in":[
1,
10,
11
],
"dx":[
1,
10,
11
],
"ch":[
1,
10,
8
],
"cn":[
1,
10,
11
],
"ps":[
1,
10,
11
],
"attacks":{},
"mutations":[],
"description":"<span class='nickname'>Green Men</span> Grens look like <b>Pure Strain Humans</b> except for their deep green skin which provides excellent camouflage in the deep forests where they live. They hate ancient technology and never keep artefacts. Grens carry Tech Level I equipment. They don't wear armour. Grens tend to live in harmony with nature and shun outsiders who might intrude on their peaceful existence. However, they may (30% chance) aid friendly <b>Pure Strain Humans</b>. Gren communities (of 1d4 score inhabitants) are usually guarded by 1d4 domesticated <b>Blackuns</b>, <b>Gators</b>, <b>Kai Lins</b>, or <b>Obbs</b> for every 10 Grens. Grens encountered outside of their community will not be accompanied by these guardians. Grens often keep <b>Ert Teldens</b> as catapult ammunition."
},
"fleshin":{
"number":[
1,
4,
-2
],
"morale":[
1,
4,
3
],
"hit dice":[
8,
6,
0
],
"armour":8,
"environ":[
"water",
"air"
],
"water speed":[
24,
1800,
36
],
"air speed":[
6,
300,
16
],
"ms":[
1,
10,
2
],
"in":[
1,
4,
0
],
"dx":[
1,
8,
1
],
"ch":[
1,
4,
0
],
"cn":[
1,
12,
6
],
"ps":[
1,
10,
11
],
"attacks":{},
"mutations":[
"Shapechange",
"Spines"
],
"description":"<span class='nickname'>Flying Fish</span> These 2-meter long fish are found only in large bodies of water. However, they are able to leap into the air and glide from thermal to thermal using their broad pectoral fins as wings. They can spend an unlimited amount of time gliding. They are carnivorous and will sometimes attack PC parties while hunting. Their Spines contain Intensity Level 15 contact poison (to which they are immune). Fleshins may shapechange, but only into <b>Sleeths</b>. They have the Sleeth's special mutational abilities when transformed."
"description":"Hawkoids are muted Sparrow Hawks growing to a 1.5 meter height and having a 1-meter wingspan. They have many human elements including legs that end in hands instead of talons. They are also very intelligent and use Tech Level I tools of all types (including specially adapted armour). Hawkoids are both fearless and carnivorous. "
"description":"<span class='nickname'>Green Hissers</span> These mutated alligators are only about 1 to 2 meters long from nose to tail. They have a pair of 1-meter long tentacles attached to their forehead which paralyze on contact (treat as a Metal Attack). Gators are immune to radiation. They may use their bit and tailslap at the same time <span class='house-note'>[in the same attack move, I presume that means? - GMG]</span>. Though solitary by nature, in the spring they congregate in groups of 10 to 60 (1d6x10) to spawn."
"description":"<span class='nickname'>Devil Fish</span> These savage fish hunt in schools and will devour anything edible in the water with them. Although only.5-meters long, their bite is quite dangerous since over a third of their length is taken up with teeth and mouth. Herkels secrete a viscous Intensity Level 18 contact poison which coats their scales, making them dangerous to touch. When aroused by large quantities of blood in the water, there is a 30% chance that a school will go into a 'feeding frenzy' during which they will bite anything (including each other) floating near their jaws and will not have to check Morale."
"description":"Herps are 3.5-meter long mutated beetles which have developed a nonfunctional striped wingcase giving them their distinctive appearance and offering total protection against sonic blasts. They can squirt a stream of acid up to 30 meters which will dissolve 1 centimeter of duralloy per minute. Herps are skilled hunters, able to track any prey in any weather."
},
"hopper":{
"number":[
1,
20,
0
],
"morale":[
1,
4,
6
],
"hit dice":[
3,
12,
0
],
"armour":9,
"environ":[
"land"
],
"land speed":[
16,
900,
24
],
"ms":[
1,
10,
2
],
"in":[
1,
4,
0
],
"dx":[
1,
10,
2
],
"ch":[
1,
4,
4
],
"cn":[
1,
10,
11
],
"ps":[
1,
20,
30
],
"attacks":{},
"mutations":[
"Chameleon Powers",
"Horns/Antlers"
],
"description":"<span class='nickname'>Jackalopes</span> Hoppers are abysmally stupid herd animals sometimes used as mounts. These mutated jackrabbits have such a rough gait that first-time riders have an 80% chance of falling off their Hopper and suffering 1d6 damage. Each Hopper stands 3 meters at the shoulder and can carry 1 man-sized character. An unencumbered Hopper can leap 3 times the distance listed in the <b>Leaping and Jumping</b> rules."
"description":"<span class='nickname'>Man Snakes</span> These intelligent, 3-meter long, scale-covered Humanoids have a human torso and arms and a snake's lower body and head. They inhabit deserts and ruins and will almost always possess 1 or more artefacts. Hisser societies are matriarchal and each village will have 1 queen and 20d4 male attendants. Hissers are immune to lasers and <b>Sonic Blasts</b>. They have no language (using telepathy among themselves) and will seldom know even Trade Language. In addition to their species mutations, all Hissers will have 1 other randomly-selected Mental Mutation."
"description":"<span class='nickname'>Porcupine Plants</span> This odd, black 3-meter tall plant looks like a lumpy porcupine from a distance. Its spiky appearance stems from its 1-meter long, spear-like quills which it can fling up to 30 meters. Each quill is tipped with Intensity Level 9 poison and is attached to the Plant by a tough, thin vine that the Horl Choo uses to retrieve misses and haul in prey. The quills do 2d6 damage in addition to their poison effect. The plant secretes a digestive fluid that partially dissolves prey (1d6 damage per Action Turn) that is in contact with the Horl Choo's body."
},
"hoop":{
"number":[
1,
20,
0
],
"morale":[
1,
4,
4
],
"hit dice":[
15,
6,
0
],
"armour":9,
"environ":[
"land"
],
"land speed":[
12,
900,
18
],
"ms":[
1,
10,
11
],
"in":[
3,
6,
0
],
"dx":[
3,
6,
0
],
"ch":[
3,
6,
0
],
"cn":[
3,
6,
0
],
"ps":[
3,
6,
0
],
"attacks":{},
"mutations":[
"Mass Mind",
"Telepathy"
],
"description":"<span class='nickname'>Floppsies</span> These mutated rabbitoid creatures average 2.6 meters in height and walk erect. They are able to leap twice the distances listed under <b>Leaping and Jumping</b> rules. They may will a metal item they are touching to turn to rubber (all attached metal parts within 1 meter are affected). Hoops love artefacts and there is a 30% chance of any Hoop encountered having 1 or more artefacts and a 20% chance of his knowing how to use each artefact he possesses. Hoops carry a mix of Tech Level I and Tech Level II equipment."
"Fear Impulse (set off by intelligent plants with 4+ intelligence",
"Levitation",
"Poison Susceptibility",
"Precognition",
"Telekinesis",
"Telepathy"
],
"description":"<span class='nickname'>Savannah Cats</span> These mutated jaguars prowl the vast grasslands of what was once the Midwest. They use their front paws to manipulate and examine objects, but don't normally carry equipment. Jagets have substantial mental powers and will often be found as followers or hirelings of other species."
},
"kai lin":{
"number":[
1,
4,
0
],
"morale":[
1,
4,
1
],
"hit dice":[
12,
6,
0
],
"armour":6,
"environ":[
"land"
],
"land speed":[
12,
600,
12
],
"ms":[
1,
10,
2
],
"in":[
1,
4,
0
],
"dx":[
1,
10,
2
],
"ch":[
1,
4,
0
],
"cn":[
1,
12,
9
],
"ps":[
3,
6,
0
],
"attacks":{},
"mutations":[
"Attraction Odor",
"Electrical Generation",
"Radiation Eyes"
],
"description":"<span class='nickname'>Lizard Bush</span> This 3-meter tall plant looks like a large reptile from a distance, especially when it runs along the ground on two strong stalks ending in thorny, claw-like pads. It is covered with green, scaly bark that gives complete protection from radiation. It's roots look much like a tail when it is in motion. When it finds carrion, it entwines these roots in the victim and absorbs sustenance. Although it usually eats only carrion, the Kai Lin is capable of hunting live prey if the need arises."
"description":"<span class='nickname'>Sand Devil</span> This hideous carnivorous plant prefers sandy soil and will not allow other plants to occupy the same ground. It grows entirely underground, throwing a network of pressure-sensitive roots below the surface of a 30-meter diameter area. These roots snap out of the ground to entangle and constrict prey unknowingly walking over the plant. Its roots do 5d6 damage per Action Turn and gradually grow into and digest the flesh of dead victims. After feeding, the Kep releases a mobile seed that burrows 60 meters away and begins sending out its own roots. When a Kep fails a Morale Check, it retreats underground."
"description":"<span class='nickname'>Thunder Lizard</span> This 18-meter tall mutated forest iguana is one of the most fearsome carnivores in the entire Gamma World."
"description":"<span class='nickname'>Water Wierds</span> This 1-meter long, white mutated amphibian lives in small bodies of water. It is a greedy and solitary creature that lines its partially submerged stone dwellings with shiny objects of varying worth. Keeshins can stay submerged for an hour. They die if they are out of the water for more than 24 hours."
},
"lil":{
"number":[
1,
20,
0
],
"morale":[
1,
4,
1
],
"hit dice":[
6,
4,
0
],
"armour":6,
"environ":[
"land",
"air"
],
"land speed":[
0,
120,
3
],
"air speed":[
6,
900,
18
],
"ms":[
1,
10,
8
],
"in":[
1,
10,
11
],
"dx":[
1,
10,
11
],
"ch":[
1,
10,
11
],
"cn":[
1,
4,
6
],
"ps":[
1,
4,
2
],
"attacks":{},
"mutations":[
"Anti-Life Leach",
"Dual Brain",
"Empathy",
"Force Field Generation",
"Illusion Generation",
"Light Generation",
"Mass Mind",
"Physical Reflection",
"Shorter",
"Telepathy",
"Total Healing",
"Wings"
],
"description":"<span class='nickname'>Wee Ones</span> The grace and beauty of these 20-centimeter tall Humanoid hides an incredible toughness. They live only in jungles and forests where they build mazes of brambles to hide and protect their dwellings. They often possess artefacts of great sophistication, though their ability to use these items is limited due to their size. Non-artefact equipment will invariably be Tech Level I or II. Lil are nocturnal in nature and their bodies give off light sufficient to illuminate a 90-centimeter area around them. They are much like fireflies in that this effect is involuntary and only happens when the Lil are in darkness or very deep shadow. In addition to species mutations, each Lil will have 1 randomly selected Mental Mutation. Unlike most species with Anti-Life Leach, the Lil are not albinos."
"description":"<span class='nickname'>Green Renders</span> These mutated Praying Mantises stand 3 meters at the shoulder and are voracious carnivores. They will not attack or keep fighting a party that is clearly stronger, however. Mantas can be recruited with offers of food, but cannot be hired."
"description":"<span class='nickname'>Slime Devils</span> These 10-meter long intelligent water snakes have 1d12+4 1-meter long arms ending in hands with opposable thumbs. They don't normally carry equipment, but can learn to use simple items at their master's request. Menarls are relatively friendly toward <b><em>Humanoids</em></b> and <b><em>Pure Strain Humans</em></b>. They prey on water birds and the presence of any kind of bird sends them into a frenzy."
},
"narl ep":{
"number":[
1,
4,
0
],
"morale":[
1,
4,
5
],
"hit dice":[
20,
12,
0
],
"armour":3,
"environ":[
"land"
],
"land speed":[
0,
0,
0
],
"ms":[
1,
4,
0
],
"in":[
1,
4,
0
],
"dx":[
1,
4,
0
],
"ch":[
1,
4,
0
],
"cn":[
1,
10,
5
],
"ps":[
4,
20,
80
],
"attacks":{},
"mutations":[
"Send Mobility",
"Modified Vines (Squeeze Vines)"
],
"description":"<span class='nickname'>Ghost Trees</span> This white tree looks like a banyan and grows to a height of 60 meters. It lives only in marshes, lakes, and ponds. The Narl Ep's squeeze vine network extends 30 meters around its trunk, floating on the water until disturbed and then leaping into activity, gripping and squeezing anything it contacts. In the spring, these vines are covered with seed pods which the plant can fling outward when ripe. THe pods husks take several weeks to rot away, but when thy finally disintegrate the seeds burst forth with a <b>Sonic Blast</b> (doing 3d6 damange to those within 9 meters). Pods may be found as far as 120 meters from their tree."
"description":"<span class='nickname'>Flying Eyes</span> Obbs are mutated fungus, nearly immobile on the ground, but deadly swift when in the air. Each has a single black eye (from which it emits blasts of radiation) and 1d4 claw-like appendages (each doing 2d6 damage) with which it can attack whatever it touches. Obbs are carnivores, but eat only half their victims. They leave spores in the uneaten portion which grow into 1d6 young Obbs (minimum characteristics) within 24 hours. Obbs are completely resistant to radiation, heat, light, and lasers. They may (rarely) be recruited (but never hired)."
},
"orlen":{
"number":[
1,
4,
-1
],
"morale":[
1,
6,
4
],
"hit dice":[
15,
6,
0
],
"armour":7,
"environ":[
"land"
],
"land speed":[
12,
900,
36
],
"ms":[
1,
10,
11
],
"in":[
1,
10,
8
],
"dx":[
3,
6,
0
],
"ch":[
3,
6,
0
],
"cn":[
3,
6,
0
],
"ps":[
3,
6,
0
],
"attacks":{},
"mutations":[
"Telepathy",
"Telekinesis",
"Will Force"
],
"description":"These 2.5 meter tall Humanoids have two heads, each controlling part of the body, and four arms (two controlled by each head). All Orlens have 1 extra Mental Mutation per head. They have all the benefits of a Dual Brain and often use their superior powers in this regard to modify equipment to fit their unique anatomy. Orlens carry Tech Levels I and II equipment and at least one artefact. They are peaceful by nature."
"description":"<span class='nickname'>Sword Beetles</span> This 3-meter long mutated beetle is a ruthless carnivore, killing with the 4 sword-like appendages attached to each of its 2 antennae. Each antenna does 3d6 damage and they are such effective weapons that 3 is added to the die roll when the Parn tries to hit anything with them. <span class='house-note'>HOUSE NOTE: this is an ATTACK modifier, not a damage modifier</span>. The Parn may attack once with each antenna per Action Turn. In addition, the Parn may cast up to 2 of its spines a distance of 60 meters each Action Turn. Spines that hit do 2d6 damage. Each parn antenna is Armor Class 5 and can absorb 18HP of damage (in addition to those affecting the Parn itself). Players may strike at the antennae, trying to destroy them, or they may attack the Parn normally (announce which they will do before rolling to hit)."
"description":"<span class='nickname'>Gamma Bushes</span> This 2 meter tall palm-like bush is unremarkable for most of the year, but in late spring and early summer, it sprouts a 1 meter tall flower. If the plant is disturbed, this flower glows for one Action Turn, emitting a bright rainbow-colored light. The next Action Turn it emits a blast of Intensity Level 3d6 radiation affecting those within 15 meters. Each Action Turn for 2d6 Turns afterward (or until destroyed), the flower alternates emitting bright light and 3d6 Intensity Level radiation (deterimine Intensity level again for each blast). On any Action Turn that it suffers new damage, the Perth emits 1d4 blasts of either light or radiation (depending on the turn). The flower of a newly-dead Perth may be sun-dried and ground into 20 grams of <b>healing powder</b>, each gram of which heals 1d4 points of damage within an hour of being ingested. It takes 3 days of sunlight to dry the flower."
"description":"<span class='nickname'>Horse Cactus</span> This mutated thornbush is neither a horse, nor is it a type of cactus. Its horizontal trunk and thick legstalks do give it an equine appearance, increased by the way the Pineto dips its roots to take in water (much like a horse lowering its head to drink). The comparison to the cactus arises because of the sharp thorns entirely covering the plant. These thorns make it impossible to ride the plant without a saddle. A sharp prod is kept jammed into the sensitive root clump to control the Pineto when riding. Pinetos have keen visual and olfactory organs in this clump that warn them of the approach of strangers, and allow them to flee. Few have ever been caught or tamed."
"description":"These huge mutated mastiffs can be ridden by man-sized characters. In a wild state, they often hunt human prey in savage but somewhat cowardly packs. Podogs are immune to all poison. There is a 1% chance that a particular podog will be a prize-breed (having a <b>Dual Brain</b> and <b>Telepathy</b>). When excited by combat or the hunt, a podog will bay in such a way as to exactly mimic sounds made by its opponent or prey. Podog packs normally consist of a mated pair and half the pups from each previous litter. Podogs throw one litter of 1d4+2 pups per year for 1d12 years. [HOUSE NOTE: It seems ridiculous not to include a claw attack with an animal like this. Therefore: one front claw can sometimes be used for a slashing attack. 1d6 damage. Either claw or bite, per Action Turn, but not both.]"
"description":"These slow but powerful mutated oxen sport a tough cluster of eight forward-pointing horns with which they may gore one target per Action Turn. They will tend to charge when frightened, doing triple damage on successful charge attacks. Although stupid and nervous by nature, their great strength makes them the most popular draft animal on the post holocaust American continent. <span class='house-note'>HOUSE NOTE: I have added 'trample' as a potential attack. MUCH more deadly, but this attack is only invoked if a spooked herd tramples the party.</span>"
"description":"<span class='nickname'>Land Shark</span> The Sep is a mutated shark, fully adapted to life on land (no longer suited to ocean living). Seps come in two varieties: The Sand Sep (found only in deserts) and its less common Arctic cousin, the Snow Sep, which migrates south into the Great Lakes area with the winter snowpack. Both types have an organ in their brain which allows them to telekinetically push sand, snow, and loose earth out of their path. They use this ability to 'swim' beneath the surface of the earth or snow, leaping into the air to snatch prey in their strong jaws and then pulling the victim beneath the surface when it is dead. Typically, Seps attack while moving, snapping at their victim as they rush by and diving under the surface again when the attack is finished. In this way, they will attack from a different direction every other Action Turn. Seps sense sound and motion up to 60 meters away (even when submerged)."
"description":"<span class='nickname'>Thought Masters</span> These humanoids have claws instead of fingernails and can make 2 claw attacks per Action Turn for 1d4 damage each. Each successful claw attack exposes the victim to Intensity Level 8 poison. Serfs are semi-nomadic and live in quasi-military clans, wearing ancient police and military uniforms as clan symbols. Serfs prefer Mental Combat to Physical Combat (90% chance that each attack they make will be a Mental Attack). They carry tech level II equipment (including weapons and armour). A large Serf clan will be organized as a 'brigade' of 5d20+50 troops led by a 'general' who holds power by strength and cunning."
"description":"This 30-meter tall aquatic plant is usually found among peaceful groups of Narl Eps, which it resembles. Between 2 and 3 meters of the stalk extends above the water as a socket for the seroon lou's single eyeball. The plant will grip any handy weapons (including rocks, clubs, etc.) and will use them to attack. This carnivore feeds by dragging victims underwater where it's roots can enter and absorb them. <span class='house-note'>HOUSE NOTE: I have added grappling as an attack. Player who is the target of a grapple, must roll a dexterity check to see if he escapes being entangled. While entangled, the seroon lou gets a +1 to hit against the entangled player, for attacks with gripped weapons.</span>"
},
"sleeth":{
"number":[
1,
10,
0
],
"morale":[
1,
4,
3
],
"hit dice":[
18,
8,
0
],
"armour":5,
"environ":[
"land"
],
"land speed":[
8,
900,
18
],
"ms":[
1,
10,
11
],
"in":[
1,
12,
4
],
"dx":[
3,
6,
0
],
"ch":[
1,
12,
4
],
"cn":[
1,
10,
11
],
"ps":[
1,
20,
30
],
"attacks":{},
"mutations":[
"Plant Control",
"Precognition",
"Telepathy",
"Total Healing"
],
"description":"<span class='nickname'>Seer Lizard</span> These highly intelligent mutated lizards walk erect, have manipulative hand-like appendages on their front legs, and tend to congregate in small, peaceful, scholarly communities. Each will have one non-defect, non-species Mental Mutation. All Sleeths are immune to illusions and can negate Force Fields within 30 meteres of them. Sleeths will always (90% chance) befriend travellers, providing whatever assistance necessary."
"description":"<span class='nickname'>Skeeters</span> This flightless, mutated mosquito grows to 1.5 meters in length. It inhabits grasslands, marshes, and forests where it can easily hide. Its 2-meter long, coiled feeding tube does 1d6 damage when jammed into a (preferably sleeping) victim and victims must check for exposure to Intensity Level 18 paralytic poison. The Soul Besh does double damage to paralyzed victims, drinking their blood for sustenance. The exoskeleton of the Soul Besh may be boiled down into 15 does (10cc each) of Intensity Level 18 poison antidote."
"description":"<span class='nickname'>King Rats</span> These mutated Norway rats are 5 times the size of their non-mutated cousins, growing to a length of over a meter. They hunt in packs and are fond of the flesh of <b><em>Pure Strain Humans</em></b>. <span class='house-note'>HOUSE NOTE: Both claws count as one Action Turn. Bite counts as one Action Turn.</span>"
"description":"<span class='nickname'>Tree Fish</span> This 3-meter long mutated barracuda is covered in bright feathers, and lives in trees. It's power of flight is the result of it's mutations, not it's feathers. It returns to the water only to spawn in the spring, though it is fully capable of breathing either water or air and can live in both. This dangerous carnivore uses its mental powers to kill its prey, resorting to its bite only as a last resort. If both bite and mental powers fail, it will retreat to find easier game. The Terl's feathers protect it against heat and lasers and are sensitive to the presence of radiation, warning it of exposure."
},
"wardent":{
"number":[
1,
4,
-2
],
"morale":[
1,
4,
3
],
"hit dice":[
13,
4,
0
],
"armour":6,
"environ":[
"land"
],
"air speed":[
12,
900,
18
],
"ms":[
1,
10,
11
],
"in":[
1,
10,
11
],
"dx":[
3,
6,
0
],
"ch":[
1,
10,
11
],
"cn":[
3,
6,
0
],
"ps":[
1,
10,
2
],
"attacks":{},
"mutations":[
"Heightened Brain Talent",
"Heightened Intelligence",
"Mental Shield",
"Mental Control of Body",
"Genius Capability (Scientific)",
"Telepathy",
"Telekinesis",
"Will Force"
],
"description":"<span class='nickname'>Devo Beasts</span> This 1-meter tall humanoid is covered in thick, silky blonde fur. They are solitary by nature and tend to live in inaccessible forests and mountains. Wardents have a compulsive hunger for food, knowledge, and odd experiences, and will readily join in an adventure which promises any two of these. They carry a mix of Tech Level II and III equipment, including 1d4 artefacts. Contrary to popular legend, there is no evidence that Wardents ever mated with Sleeths."
},
"win seen":{
"number":[
3,
4,
0
],
"morale":[
1,
4,
0
],
"hit dice":[
13,
6,
0
],
"armour":9,
"environ":[
"land"
],
"land speed":[
0,
0,
0
],
"ms":[
1,
10,
5
],
"in":[
1,
4,
2
],
"dx":[
3,
4,
0
],
"ch":[
1,
4,
0
],
"cn":[
1,
10,
8
],
"ps":[
1,
10,
8
],
"attacks":{},
"mutations":[
"Modified Vines",
"Sonic Blast",
"Magnetic Control (primitive)"
],
"description":"<span class='nickname'>Tanglers</span> This carnivorous plant usually covers a 30-meter diameter area and grows in groups which are so entangled that it is difficult to tell where one plant begins and another leaves off. There are two varieties of Win Seen: the <b>Yellow Win Seen</b> that lives in shallow water, and the <b>Green Win Seen</b> that dwells on land. The land-dwelling type gives off an odor that encourages carnivore to live nearby and has primitive <b>Magnetic Control</b>. Both types may be chopped up and boiled into 10 (10cc) doses of Intensity Level 14 poison antidote."
"description":"<span class='nickname'>Borer Beetles</span> These orange beetles only attain a length of 30 centimeters, but are among the most feared denizens of the Gamma World. They will attack anything regardless of size, spitting an Intensity Level 16 paralytic contact poison up to 6 meters. Victims must make a poison check each Action Turn for each drop of poison which previously hit them and has not been washed off. Zarns can teleport up to 60 meters once per Action Turn and usually do so immediately after each attack. Zarns usually bore into the skulls of paralyzed victims (2d6 damage) and lay 1d12+4 eggs inside which hatch within 48 hours unless surgically removed. Newly hatched Zarns immediately devour their eggs and all surrounding tissue. Zarn poison remains in effect for 1d4 hours."
"description":"<span class='nickname'>Orange Scarfers</span> This flying creature of unknown origin has a 9-meter wingspan and stands 3 meters tall on 2 hairy hind legs. I has human hands attached to its shapely wings and a lion-like head with large mandibles. It is entirely covered in long, soft, orange down. Yexils are slow-witted, but friendly. Their size and ability to shoot a laser blast from their eyes (24-meter range and 5d6 damage) discourage predators. Yexils are immune to old attacks. They eat manufactured clothing of all types and find synthetics especially tasty. In fact, the snappier the outfit, the better Yexils like the taste. They will often trade 'worthless' artefacts for 'food' of this type."
"description":"<span class='nickname'>Gamma Grass</span> This purple grass is easily identifiable in summer by its long tassels topped by spiked seeds. When one or more warm-blooded entities are within 30 meters of this grass, the individual stalks will each try to teleport 25% of their seeds into the bodies of the entities. Seed which miss vaporize instantly. Those that enter the body do 2d6 damage immediately and secrete a Dissolving Juice that does an extra 1d4 damage per day for 7 days (after which they die if the victim is still alive). Damage caused by seeds can't heal until the seeds are dead. If the host dies while infected, the seeds cause Zeethh to sprout from his body within an hour and the blades grow tassels within 3 days. Teleported seeds are replaced at the rate of 1 per day. If more than one target is in range of a Zeethh field, the grass attacks everyone in range impartially."