mutants, men(?), and machines - mad irishmanpyrokinesis ability to ignite the gas clouds, at ranges...

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Mutants, men(?), and machines A GAMMA WORLDfi creature collection by Roger Moore HYDRAGEN NO. APPEARING: 1-4 ARMOR CLASS: 3 MOVE: 12 HIT DICE: 14d6 % IN LAIR: 40% ATTACKS: 5-30 (×2-7) per bite, or by special ORIGINAL STOCK: Diamond-backed rattlesnake MUTATIONS: Taller, multiple body parts, gas genertion, pyrokinesis, illusion immunity The Hydragen is a huge, mutated de- scendant of the diamond-backed rattle- snake. It is found in many places in the deserts of southwest North American (the old United States and Mexico). Hydra- gens range from 15 to 20 meters in length in adulthood and appear to be large, multiple-headed serpents; 2-7 heads are present and each is well equipped with razor-sharp fangs and teeth. The six major fangs, in the upper jaws along the front, contain an intensity 15 paralytic poison effective only against mammalian creatures (including humans, of course). Because of their speed, these monsters rarely go hungry, although relatively intelligent beings give them a wide berth. They are not especially intelligent them- selves, but Hydragens readily pursue any prey and use their cunning to drive vic- tims into dead-ends (box canyons and the like) to prevent escape. If the creature is in grave danger or confronted by many opponents, a special power of the Hydragen can be brought into play. The creature can generate large amounts of highly explosive gases in its stomach, and once every 12 combat rounds it can belch out clouds of this gas from all of its heads, directed at as many different targets (within range) as it has heads. Each head then uses the Hydragens pyrokinesis ability to ignite the gas clouds, at ranges between 10 and 30 meters as desired, creating an explosion with a 5-meter radius of effect. The flames and concussion from the blast will do 10d6 damage to all within the blast Each head of a Hydragen has its own brain, and the heads work together with exacting coordination. Among other advantages, this accounts for the crea- tures immunity to illusions and illu- sional attacks or forces. The lifespan of a monster of this sort is estimated to be over 200 years. A Hydragen nest is a shallow depres- sion in sandy soil about 5 meters across and 2 meters deep. There is a 20% chance of 1-6 eggs being buried one meter below ground. Each egg is one-half meter long, ovoid in shape, and dull yellow in color. It is very possible that more than one adult Hydragen inhabits the nest or the area nerby. There is also a good chance (65%) that 1-6 treasures and 1-2 artifacts will be in or near the nest, previously appropriated from some unfortunate adventurers who ventured too close. Hydragens prefer living in isolated locations like deserts and barren, rough terrain. The brilliant patterns of yellow, red, and black across the Hydragens back stand out clearly in any terrain or envi- ronment, though this is not yet a major problem for it, since its speed and tenac- ity make up for its lack of camouflage. A Hydragen may generate this gas only three times a day. If this fails to stop an opponent after the third use, the Hydra- gen will retreat. Those beings caught in the blast areas may take half damage (5d6) if they are immune to either fire or sonics, or no damage if immune to both. Note that even if the victim is immune to these effects, the 75% chance of being knocked down for 1d6 damage still applies. area, and beings of man-size or smaller out to 10 meters from the blast center stand a 75% chance of being knocked down and suffering 1d6 damage. Raydiums are large, mutated manta rays that still strongly resemble their ancestral species. At present there are three known types, to wit: Alpha Raydiums are dull black in color ORIGINAL STOCK: Manta ray MUTATIONS: Wings, telekinesis, gas generation, heightened radar sense ATTACKS: 2-12 (Alpha), 4-24 (Beta), 6-36 (Gamma) NO. APPEARING: 2-5 ARMOR CLASS: 6 MOVE: 18 (flying only) HIT DICE: 6 (Alpha), 10 (Beta), 14 (Gamma) % IN LAIR: Nil RAYDIUM 34 J ULY 1983 with silver and blue highlights, and have a wingspan of about 2 meters. They are commonly found over the shorelines of the east coast of North America, though a few have been seen further inland. Beta Raydiums are about 4 meters across and are a dark grey dorsally and a light blue-grey ventrally. Beta Raydiums are found in more southerly climates than the Alphas. Gamma Raydiums, spanning 6 meters from wingtip to wingtip, are a pale blue and are known to live only around a few islands in southeast North America. All Raydiums spend their lives air- borne. Young are born in mid-air; they cling to the parent until their wings dry (only a few minutes), and then they can fly as well. For food, Alpha Raydiums eat small aerial creatures up to 1/10 meter in size; Betas can eat creatures up to 3/10 meter in size, and Gammas can eat crea- tures up to 1 meter across in one bite.

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Page 1: Mutants, men(?), and machines - Mad Irishmanpyrokinesis ability to ignite the gas clouds, at ranges between 10 and 30 meters as desired, creating an explosion with a 5-meter radius

Mutants, men(?), and machinesA GAMMA WORLD® creature collection by Roger Moore

HYDRAGEN

NO. APPEARING: 1-4ARMOR CLASS: 3MOVE: 12HIT DICE: 14d6% IN LAIR: 40%ATTACKS: 5-30 (×2-7) per bite, or

by specialORIGINAL STOCK: Diamond-backed

rattlesnakeMUTATIONS: Taller, multiple body

parts, gas genertion, pyrokinesis,illusion immunity

The Hydragen is a huge, mutated de-scendant of the diamond-backed rattle-snake. It is found in many places in thedeserts of southwest North American (theold United States and Mexico). Hydra-gens range from 15 to 20 meters in lengthin adulthood and appear to be large,multiple-headed serpents; 2-7 heads arepresent and each is well equipped withrazor-sharp fangs and teeth. The sixmajor fangs, in the upper jaws along thefront, contain an intensity 15 paralyticpoison effective only against mammaliancreatures (including humans, of course).Because of their speed, these monstersrarely go hungry, although relativelyintelligent beings give them a wide berth.They are not especially intelligent them-selves, but Hydragens readily pursue anyprey and use their cunning to drive vic-tims into dead-ends (box canyons and thelike) to prevent escape.

If the creature is in grave danger orconfronted by many opponents, a specialpower of the Hydragen can be broughtinto play. The creature can generate largeamounts of highly explosive gases in itsstomach, and once every 12 combatrounds it can belch out clouds of this gas

from all of its heads, directed at as manydifferent targets (within range) as it hasheads.

Each head then uses the Hydragen�spyrokinesis ability to ignite the gasclouds, at ranges between 10 and 30meters as desired, creating an explosionwith a 5-meter radius of effect. Theflames and concussion from the blast willdo 10d6 damage to all within the blast

Each head of a Hydragen has its ownbrain, and the heads work together withexacting coordination. Among otheradvantages, this accounts for the crea-ture�s immunity to illusions and illu-sional attacks or forces. The lifespan of amonster of this sort is estimated to be over200 years.

A Hydragen nest is a shallow depres-sion in sandy soil about 5 meters acrossand 2 meters deep. There is a 20% chanceof 1-6 eggs being buried one meter belowground. Each egg is one-half meter long,ovoid in shape, and dull yellow in color.It is very possible that more than oneadult Hydragen inhabits the nest or thearea nerby. There is also a good chance(65%) that 1-6 treasures and 1-2 artifactswill be in or near the nest, previouslyappropriated from some unfortunateadventurers who ventured too close.

Hydragens prefer living in isolatedlocations like deserts and barren, roughterrain. The brilliant patterns of yellow,red, and black across the Hydragen�s backstand out clearly in any terrain or envi-ronment, though this is not yet a majorproblem for it, since its speed and tenac-ity make up for its lack of camouflage.

A Hydragen may generate this gas onlythree times a day. If this fails to stop anopponent after the third use, the Hydra-gen will retreat. Those beings caught inthe blast areas may take half damage(5d6) if they are immune to either fire orsonics, or no damage if immune to both.Note that even if the victim is immune tothese effects, the 75% chance of beingknocked down for 1d6 damage stillapplies.

area, and beings of man-size or smallerout to 10 meters from the blast centerstand a 75% chance of being knockeddown and suffering 1d6 damage.

Raydiums are large, mutated mantarays that still strongly resemble theirancestral species. At present there arethree known types, to wit:

Alpha Raydiums are dull black in color

ORIGINAL STOCK: Manta rayMUTATIONS: Wings, telekinesis, gas

generation, heightened radar sense

ATTACKS: 2-12 (Alpha), 4-24 (Beta),6-36 (Gamma)

NO. APPEARING: 2-5ARMOR CLASS: 6MOVE: 18 (flying only)HIT DICE: 6 (Alpha), 10 (Beta),

14 (Gamma)% IN LAIR: Nil

RAYDIUM

34 JULY 1983

with silver and blue highlights, and havea wingspan of about 2 meters. They arecommonly found over the shorelines ofthe east coast of North America, though a

few have been seen further inland.Beta Raydiums are about 4 meters

across and are a dark grey dorsally and alight blue-grey ventrally. Beta Raydiumsare found in more southerly climates thanthe Alphas.

Gamma Raydiums, spanning 6 metersfrom wingtip to wingtip, are a pale blueand are known to live only around a fewislands in southeast North America.

All Raydiums spend their lives air-borne. Young are born in mid-air; theycling to the parent until their wings dry(only a few minutes), and then they canfly as well. For food, Alpha Raydiums eatsmall aerial creatures up to 1/10 meter insize; Betas can eat creatures up to 3/10meter in size, and Gammas can eat crea-tures up to 1 meter across in one bite.

Page 2: Mutants, men(?), and machines - Mad Irishmanpyrokinesis ability to ignite the gas clouds, at ranges between 10 and 30 meters as desired, creating an explosion with a 5-meter radius

A very powerful innate radar sensegives all Raydiums a +4 bonus to hit witha bite attack, and any �to hit� score of 20or better means the prey has been swal-lowed whole, if it was of the appropriatesize. Raydiums can maneuver easily indarkness or light; they have no eyes, butthe �radar� sense has a maximum rangeof 500 meters to the front of the creature.Typically, Raydiums fly at altitudes of300 to 800 meters.

All Raydiums have special abilitiesthey use to catch prey on the ground,should they happen to notice it. When aflock of Raydiums notices creatures ofedible size on or near the ground, one ofthe flock detaches from the group andswoops down in a silent glide (+2 on sur-prise) at double normal speed (36) andreleases a gas cloud 30 meters long, 10meters wide, and 5 meters deep over thetargets. The gas has a poison intensityequal to the number of hit dice of theRaydium releasing it; the gas affects allmammals, reptiles, amphibians, and avi-ans, causing them to be rendered uncon-scious for a number of minutes equal to20 minus the victim�s constitution. Thegas cloud can only be generated once aday by any Raydium.

The gas dissipates in one minute, andthen the other Raydiums swoop down,use telekinesis to pick up the smallercreatures (treat as a mental attack), andfly off with them for a snack in the

Fortunately, Raydiums are too stupidto use their telekinetic powers to pick uprocks and bomb victims with debris. Ray-diums are locally known as �skydivers�or �dusters� (after �crop dusters,� ancientaircraft that sprayed insecticides on cropsand fields).

All of these gases, except the killingpoison and radioactive gases, take effectonly if a �D� result is obtained on thePoison Attack Matrix. Poison andradioactive gases can cause damage, aslisted on the Poison Attack Matrix, if theydo not kill the victim.

Some Beta Raydiums (1 in 6) andGamma Raydiums (3 in 6) are able togenerate other types of gases besides theunconsciousness gas. Each individual soendowed will produce only one addi-tional sort of gas. Roll d6 and refer to thefollowing list to see which gas the Ray-dium will use:

1 = poison gas (kill)2 = blindness-producing gas3 = paralysis gas4 = tear gas (-2 on all attacks)5 = radioactive gas6 = no effect except to obscure

vision to 1� distance.

clouds. Alphas can lift up to one kilo-gram, Betas up to 10 kilograms, andGammas up to 50 kilograms with theirtelekinetic powers. The telekinesis lastsonly 5 melee rounds, so eating must bedone quickly.

CYCLOPTRON

NO. APPEARING: 2-12ARMOR CLASS: 5MOVE: 8HIT DICE: 16d6% IN LAIR: 25%ATTACKS: 6-36 or specialORIGINAL STOCK: HumanMUTATIONS: Taller, improved infra-

vision, radiated eye (special), trans-mutational touch

In the mountainous regions of westernNorth America may be found the greatcaverns of the folk known as the Cyclop-trons. These are human-descended beingswho stand an average of 6 meters inheight at adulthood. Their hair is abushy black, glossy in appearance, andtheir skins are a dull silver-grey. Cyclop-trons are humanoid in shape, thicklybuilt and powerfully muscled.

The enormous weight they carry is wellsupported by their skeletal systems,because of the addition of a light metallicalloy to the composition of their bones.So much of their physiology requiresmetallic elements that Cycloptrons fre-quently make their own wells and reser-voirs underground and fill them withspecially developed metallic salts. Theirfood is also heavily spiced with metallicsalts and materials.

Cycloptrons have only a single eye,

D R A G O N 3 5

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with a red-gold iris. Though they havelimited depth perception (and are -4 tohit with thrown missiles), the larger eye-ball better enables them to see in the infrared spectrum up to one kilometer

distance. Daylight causes them no dis-comfort. Three times a day, a Cycloptronmay launch a ray of energy from its eyeagainst an opponent or opponents, withthe same ranges and scores �to hit� as aFusion Rifle. Every time this ray strikesan opponent, it will cause the loss of 1point of physical strength and 1 point ofconstitution (plus all attendant bonusesand hit points) for 1-6 days. After thistime the lost points will be regained; butnote that if a victim is hit two or moretimes, the duration of the strength andconstitution losses are cumulative. (Twohits =2 points loss from each ability, for2-12 days.) Should either the victim�sphysical strength or constitution score bereduced to zero, he or she is slain. Other-wise, the victim can survive the encoun-ter, and recuperation can eventually takeplace.

Cycloptrons are able, by simply touch-ing something that is predominantlymetal, to draw the metallic elements outof the object and effectively disintegrateit. A Cycloptron can destroy 1 cubic meterof metal in this fashion every round �and this power cannot be �turned off.�Clever merchants from other races willtrade old machinery parts to these beings(for use by them as food) in exchange fortheir services.

As a result of this metal-disintegratingcharacteristic, Cycloptrons cannot userobots or the like, and their technologicallevel is quite low. Cycloptrons energeti-cally avoid contact with duralloy andradioactive elements; the former acts as anintensity 15 poison if touched by one ofthe creatures (doing 3d6 damage), and thelatter is greatly feared by all Cycloptronsfor religious reasons.

CYBER-NETTER

NO. APPEARING: 1ARMOR CLASS: 1MOVE: 18HIT DICE: 20d6 (100 hit points)% IN LAIR: NilATTACKS: See belowTYPE: RobotPOWER SOURCES: Nuclear plantSENSORS: Standard, infrared, ultraviolet

at 2 kilometersCONTROL: Only by a specific

permanent cybernetic installation

Adventurers in the Great Lakes regionof North America have reported a new,apparently post-holocaust robot type thatis occasionally found as far as 200 kilome-ters from Lake Superior�s shorelines.Observors believe that it is being manu-factured by one or more unknown PCI�sfor unknown reasons.

The �Cyber-Netter,� as the locals callit, is a flattened sphere 6 meters in diame-ter and 3 meters tall. Eight legs projectout from the sides of the body at regularintervals, lifting the body some 8 metersoff the ground. Its armament is lighterthan for other types of robots or warbots,but effective nonetheless. The mechanismhas two batteries of Mark VII blaster rifles(3 �guns� each) that each do 20d6 damageout to 500 meters, 15d6 out to 1,000meters, 10d6 out to 1,500 meters, and 5d6out to the maximum range of 2,000meters. It also has a grenade launcherthat can fire 50 rounds of stun grenadesout to 100 meters.

Peculiar to the Cyber-Netter is a specialsort of weapon (of non-lethal design)called a �webber.� A single barrel, pro-jecting from the front of the Cyber-Netter,is capable of ejecting long strands ofsticky material onto a target or targets,like water from a fire hose. Everythingwithin a 60-degree arc to the front of theCyber-Netter, out to a maximum range of20 meters, has an 80% chance of being

caught in the sticky masses of materialwhen the webber is used.

Victims caught in the mess mayattempt to pull free; their base chance ofsucceeding is equal to their physicalstrength doubled and expressed as a per-centage. Only one attempt may be madeto pull free; failure means that the victimis trapped for the time being.

The webs are not flammable in theleast, and the strands harden in five min-utes to the consistency of a steel-mesh net.The Cyber-Netter may then recover thecaptives at its leisure, lifting them outwith a tractor/presser beam on the under-side of the body (able to move 500 kg at20 meters) after cutting away the strandswith the atomic torches mounted on theends of the two front legs. When not inuse, the torches retract into the mechani-cal foot-pad at the end of the legs.

Captives are deposited inside the Cyber-Netter through doors on the underside ofthe body by the tractor/presser beamequipment, and then carried away. Noone knows where they are taken or whathappens to them after that. The machineemits coded radio signals from time totime, but they are not decipherable, andno receiving station is known.

36 JULY 1983

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NITRODJINN

NO. APPEARING: 1ARMOR CLASS: 2MOVE: 6HIT DICE: 17% IN LAIR: 100%ATTACKS: See belowORIGINAL STOCK: UnknownMUTATIONS: Absorption, illusion

leech,generation, life weathermanipulation

The nocturnal creature of desolateareas known as the Nitrodjinn is a rareand strange being. Each creature is invar-iably associated with an atomic energysource such as a reactor or large battery,from which it appears to draw its �lifeforce.� Each being manipulates the localweather conditions to produce a thick fogfor a 100-meter radius around the atomicpower source.

Unless opponents can see in the ultra-violet spectrum, the Nitrodjinn is com-pletely invisible to the casual observerwhile within the fog. In ultraviolet lightor when seen without the surroundingfog, this being appears to have a vaguelyhumanoid torso with four arms and a fea-tureless head. The lower half of the bodyis a long serpentine form stretching alongthe ground all the way back to the powersource. The Nitrodjinn may move a max-imum of 150 meters from the atomic

source, and no more: if forced beyond thispoint, it will die immediately.

Nitrodjinns may use their life leechability within a 30-meter radius of the

creature�s head. They may also use illu-sion generation, making shapes of menand monsters appear and disappear in thefog, misleading adventurers until theystumble into a hidden trap or pitfall.Nitrodjinns have a mental strength of 18.They may also attack physically, fourattacks per round, and each strike from ahand will drain one point of dexterityfrom the opponent for 2-12 hours. If anopponent has his or her dexterity reducedto zero in this manner (multiple hits arecumulative), death occurs. The absorp-tion abilities of the Nitrodjinn apply toany form of cold or gaseous attacks, andthe creatures are immune to all poisons.

Nitrodjinn fog reduces normal visibil-ity to one meter, makes infravision use-less, but does not affect ultravision. Anystrong light source within the fog willcreate a �white-out� effect, and makes allopponents without ultravision take a -4to hit penalty from the partial blindnessresulting from it. Nitrodjinns seem to bevery highly intelligent and know how tobest utilize their powers for defensive andoffensive purposes.

The Nitrodjinn�s torso is roughly man-sized, and the snake-like lower body isabout 1/4 meter in diameter. As thesebeings are partially composed of energy,they are only semi-material and hencehave such a low armor class. If the powersource of a Nitrodjinn is destroyed, thecreature will be destroyed as well.

D R A G O N 3 7

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Gamma HazardsNew mutants for the GAMMA WORLD® game

by John M. Maxstadt

Editors� Introduction: Three new crit-ters to encounter in the land of theGAMMA WORLD game are describedbelow, in a modified form of the revisedrules format. They are guaranteedfiendish and, worse yet, are approvedof by Jim Ward himself. Just when youthought it was safe to go back into theradiation. . . .

NAME: FungimalsNUMBER: 1d6MORALE: 0 (fungimals cannot berecruited or hired)HIT DICE: 7d6ARMOR: 10SIZE: 1 meter tall or bigger (see below)

LAND SPEED: 16/1200/24 (or slower,see below)

MS: 1d6+6 IN: 2d6DX: 1d6 CH: 1d6+4CN: 2d6 PS: 2d6

ATTACKS: Special (see below)ORIGINAL STOCK: Giant puffball(Lycoperdon maximum)MUTATIONS: Mobility, Increased Sense(hearing), Telepathy, Shapechange (spe-cial), Attraction Odor, Size Increase, andIntelligence in adult form; Size Increaseand Poison in immature form.HABITAT: Temperate forests and scrubDIET: Special (see below)

DESCRIPTION: The fungimal is a para-sitic plant with a truly unique duoformlife cycle. The adult fungimal movesabout in the shape of a small, white,lamblike animal. It can keep this shapeindefinitely, but cannot change to anyother shape (excepting unusual speci-mens, as explained below). Adult fungi-mals actively seek to be eaten bycarnivorous animals and use theirAttraction Odor (usually considered a

defect) to lure predators.When attacked, fungimals will run

away but not quickly enough to avoidbeing caught. If a predator appears tobe losing interest in the chase, a fungi-mal may feign injury and slow down. Ifthe fungimal can successfully Telepath apredator, it will use whatever knowl-edge it can glean to find ways to encour-age the other creature to eat it, withinthe limits of the fungimal�s own intelli-gence.

A carnivore that catches a fungimalwill be able to kill and eat it with notrouble. Fungimals have no bones orinternal organs, but they have a faint,repellent fungus flavor noticeable onlyto creatures with Heightened Taste. Toordinary carnivores, the fungimal isabsolutely delicious.

Six hours after the fungimal is eaten,the eater will suddenly bolt away from

minutes, the carnivore will sit down andits comrades in order to hide. In thirty

painlessly metamorphose into a giantpuffball of size and weight comparableto its former self. This process takesthree hours and cannot be preventedby any means short of killing the crea-ture. The puffball is the immature formof the fungimal and has no Mobility,Telepathy, odor, senses, or intelligence. Ifeaten, the puffball acts like intensity 16poison. After six days, the puffball willsplit open to release one adult lamblikefungimal per 20 kg of puffball weight.

If only part of an adult fungimal iseaten, the percentage of its mass con-sumed is divided by five and treated as apoison of that intensity for its chance tometamorphose a creature. For example,a creature which eats 50% of a fungimalmust be able to survive intensity 10poison (as per the Poison Matrix) or be

D R A G O N 75

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metamorphosed. Only a �D� result onthe matrix indicates metamorphosis;results indicating dice of damage areignored. Mutations involving poisoneffects or resistances (e.g., HeightenedConstitution, Poison Susceptibility) willhave no effect on this outcome.

Fungimals in any form are immune toall kinds of mental attack except Devolu-tion, Density Control, Molecular Disrup-tion, Plant Control, Pyrokinesis,Cryokinesis, and Telepathy. One fungi-mal in ten can expand itself into a largerlamblike shape (2-5 meters tall) to attractgiant carnivores. It is rumoredthat very rare individuals can change toany shape and alter their odor to attractherbivores, insectivores, or scavengers.

NAME: HumbugsNUMBER: 1 (rarely more)MORALE: 2d4HIT DICE: 3d6ARMOR: 7 (but see below)SIZE: 60 cm long

AIR SPEED: 12/900/18LAND SPEED: 0/100/4

MS: 1d12 + 8DX: 1d4CN: 1d4 + 3

ATTACKS: None

IN: 1d10 + SCH: 1d4PS: 1d4

ORIGINAL STOCK: Angular-wing katy-did (Microcentrum rhombifolium)MUTATIONS: Shapechange (improved),Illusion Generation (improved), PhysicalReflection (nuclear), LargerHABITAT: Virtually anywhere, butprefers ruinsDIET: Grasses and leaves

DESCRIPTION: The humbug is a rela-tively defenseless insect that has devel-oped a considerable intelligence andextraordinary protective skills to avoidpredators. Its intelligence eventuallyenabled it to notice how carefullyhumans and humanoids protect theirartifacts, and it shaped its abilities tocapitalize on the phenomenon.

The humbug�s Shapechange ability isunusual in three ways. It can change itsshape into that of an inanimate object; itwill gain the object�s armor class; and itcan hold the shape it takes indefinitely(unless it wants to eat, which it must doin its own shape). A humbug will beencountered in the shape of some rela-tively simple artifact (typically a pistol,

76 MAY 1984

The humbug can generate an infinite The humbug will suffer with its

number of. . . illusions in a day. . .owner if the latter is hit by Sonic Blasts,Pyrokinesis, Cryokinesis, or StunningForce while carrying the humbug, but it

rifle, energy weapon, or ID card), hop-ing to be picked up and cared for bysome intelligent creature.

The humbug gains the AC of thedevice (typically 1 or 2), but not its func-tional capabilities. It uses its IllusionGeneration capability to hide this fact.For example, a humbug posing as a laserpistol will generate the illusion of a laserbeam emanating from its �barrel� whenfired. It will always appear to miss thetarget, as the bug could not maintain theillusion of a slain opponent for long(besides, the monster would still beattacking)!

The humbug can generate an infinitenumber of such illusions in a day, butthey must affect its owner as a mentalattack. If the illusion does not hit, thecharacter may think the pistol fire or isout of power. In any case, the bug can-not help emitting a quiet hum whilegenerating illusions. This sound hasprovided the creature with its name.

NAME: Jungle LurkersNUMBER: 1MORALE: 1d4 + 1HIT DICE: 13d4ARMOR: 7SIZE: 2½ meters tall

LAND SPEED: 2/400/12

MS: 3d6 IN: 2d6DX: 2d4 + 12 CH: 1d4 + 2CN: 1d8 + 10 PS: 1d10 + 10

ATTACKS: 2 bladed forelimbs (2d6damage each) or 1 bite (1d8 damage)ORIGINAL STOCK: African Leaf Insect(Phyllium pulchrifolium)MUTATIONS: Life Leech (improved),Illusion Generation (limited), LargerHABITAT: Dense tropical jungles andrainforestsDIET: Most animals and humanoids

DESCRIPTION: The jungle lurkerresembles a tall, large-leaved tropicalshrub, similar to a split-leaf philoden-dron. It is an insect, however, a distantcousin of the walking-stick and prayingmantis. It is entirely immobile whenhunting and has no distinctive smell, sothe chance of telling it from an ordinaryplant is only 10% plus the intelligence ofthe creature scrutinizing it. If characterscasually look around, the chance ofrecognizing it is 2% per party.

The jungle lurker attacks withoutmoving a muscle, using Life Leech. It is

is immune to radiation. Other attacksdirected at the insect will affect it nor-mally, but artifacts are rarely attackedseparately from their owners even inmelee. The humbug is not hurt by hav-ing energy cells �plugged in� or�inserted� (the devices are simplygrasped by the humbug�s feet while itgenerates the illusion of the device beingconnected).

A humbug must eat only once a week;it will try to do this while the party isasleep, possibly using an illusion to dis-tract the guard when it leaves and whenit returns. If its owner becomes frus-trated enough with a weapon thatalways misses to harm the humbug insome way ("I oughta bust this thing intoa million pieces!�), the humbug willrevert to its own shape and fly away.

Humbugs are extremely fond of Archi-vists, and some Archivists� collectionshave been discovered to have beenalmost entirely made up of humbugs.

able to target the power on any beingup to 30 meters away, so that the area ofeffect is a 10-meter radius around thatpoint (it cannot leech more than a 10-meter radius area, regardless of its men-tal strength) rather than centeringaround the lurker itself.

After the first attack, the lurker willgenerate the illusion of a scrabblingmovement in the undergrowth, as if asmall, invisible creature were runningfrom place to place. Each subsequentLife Leech will center on the pointwhere the �creature� was last seen,since the lurker is trying to make itappear responsible for the attacks. Thelurker will never bring the �creature�very close to itself. The illusion will bevisual only and will stop at the end offive minutes, at which time the lurkerwill stop attacking (if anyone is stillpresent and alive).

If characters leave the lurker�s maxi-mum Life Leech range, it will let themgo rather than tip the victim�s hand. If acreature becomes so involved with theillusion that it stays long enough to becompletely �leeched,� the lurker willwait until its comrades are gone orkilled and then devour its prey. It willhave finished eating when its victim hastaken bite damage equal to double itsfull hit-point total. If a lurker is attacked,it will fight with its sharp, leaf-shapedforelimbs. It will not bite in combat.

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A Field Guide toLunar Mutants

The macrobes and plants of Tycho Centerby James M. Ward

In DRAGON® Magazine #86, the Moon of theGAMMA WORLD® game was described andadventuring suggestions for daring parties ofexplorers were given ("A World Gone Mad�).Six of the most commonly encountered mu-tant macrobes and plants of Tycho Centerare presented below.

NAME: Sword MacrobeNUMBER: 2d8MORALE: 10 (never retreats)HIT DICE: 8d6ARMOR: 3LAND SPEED: 12/600/12

MS: 1d12 IN: 1d10DX: 3d6 CH: 1d4CN: 4d4 PS: 1d8+10

ATTACKS: See descriptionMUTATIONS: Absorption (electrical), Adapta-tion (as per the plant�s power), and Anti-LifeLeechDESCRIPTION: This creature has a meter-long body and a two-meter tentacle. TheSword Macrobe can sense any plant orwarm-blooded creature along an unblockedline of sight up to 30 meters away; the mo-ment it finds prey, the .4-meter-long end ofthe tentacle activates and has the exact prop-erties of a Vibro Blade. The creature will thenmove towards its target and flail out with theenergized tentacle. All plants and animalsslain by this attack will be absorbed andeaten by the Sword Macrobe after the com-bat is finished. This creature will continue toattack as long as �food� is around. It willnever attack any other bacterial lifeform.

NAME: Ball MacrobeNUMBER: 2d12 chainsMORALE: 1d4+6HIT DICE: 1d6 per �seed ball�ARMOR: 2LAND SPEED: Nil

MS: 1d4DX: 18CN: 2d6

IN: 1d4CH: 1d4PS: 5d4

ATTACKS: See descriptionMUTATIONS: Explosive Seeds, Spore Cloud(as per the plant�s powers)DESCRIPTION: The adult version of thisbacteria appears to be a long chain of multi-colored balls each about .2 meters across;there can be up to one hundred balls on thechain. The entire chain is always in motion,swaying slowly back and forth from an an-choring point on a wall or floor. The bacteriais sensitive to all forms of movement in a 60-meter radius. Anything moving into this areawill cause the plant to hurl the endmost pairof macrobe balls at it.

One of the balls will explode on contact,doing 6d6 damage to all within a 3-meterradius and giving off a poisonous spore cloudof variable intensity (3d6) filling the three-meter radius with spores (attacking victims asper the Spore Cloud mutation). The secondball will attach itself to the victim�s person. Ifthe victim dies, then the �seed ball� will feedon the dead creature and grow. All victimswho survive the attack will easily be able toshed the seed and destroy it.

NAME: Eye MacrobeNUMBER: 1d4MORALE: 1d6+4HIT DICE: 6d6ARMOR: 4LAND SPEED: Nil

MS: 1d6+12DX: 1d10+2CN: 4d4

IN: 1d6+12CH: 1d4PS: 1d4

ATTACKS: See descriptionMUTATIONS: Absorption (electrical); triplepower and range for the following mutations:Telepathy, Telekinesis, Life Leech, RepulsionFieldDESCRIPTION: This macrobe is about twometers long and will always be found grow-ing on a wall near an electrical power source.It is very intelligent and serves as sort of agardener for the rest of the macrobe colony.Using its mutations, it places new growths ofbacteria in areas where they will grow andbecome useful to the whole colony. This mu-

80 J U L Y 1984

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tant has also been known to coordinate at-tacks against plants and robotic beings, andwould attack animals and humans as well.Although it cannot move, it will get othermacrobes to carry it from one chamber toanother, so long as the chambers are securefrom attack. The Eye Macrobe is rarely foundat the forefront of any plant-bacteria battle.

NAME: ConerNUMBER: 1d20MORALE: 1d4+5HIT DICE: 4d12ARMOR: 3LAND SPEED: Nil

MS: 1d6DX: 3d4CN: 3d4

IN: 1d4CH: 1d4PS: 3d4

ATTACKS: See descriptionMUTATIONS: Explosive Seeds, New BodyParts, Increased Sense (hearing), ShorterDESCRIPTION: This new mutant standsabout one meter tall at full growth. It cangrow on a solid metal floor if it can connectits root system to water and food sourceswithin 30 meters of the parent plant. It re-produces by shooting its cones towards mov-ing targets of any type that it senses with itsacute hearing organs within 45 meters. Itsfirst attack is to shoot explosive �energycones� doing 1d20 points of electrical damageto whatever they hit (this damage is doubledif the plant can �plug� itself into an electricalpower source in the local environmentthrough its roots).

If the target dies or stops moving, theConer shoots out a �tendril cone� connectedto the parent plant by a thin cord. This seedwill slowly sprout, its roots consuming thebody of the target within two days; then itbecomes a full-grown Coner and can eitherdraw off the parent plant for water or findits own source. At least 30 energy cones maybe found on a plant at any given time, andthey take only two hours to grow back afterbeing fired.

NAME: RosoidNUMBER: 1d4MORALE: 1d6+4HIT DICE: 18d6ARMOR: 2LAND SPEED: 12/600/12

MS: 3d6DX: 3d4CN: 2d4+10

IN: VariableCH: 3d4PS: 6d6

ATTACKS: Physical blow does 2d20MUTATIONS: Total Carapace, ThrowingThorns, Modified Leaves, MobilityDESCRIPTION: These mutant plants have

Rosoid thorns arecoated with a poisonous

and acidic sap.

humanoid shapes, and each walks about ontwo leglike stalks. All of their appendages arethickly wrapped in thorn vines and are cov-ered in small rose flowers. Adult Rosoids are3 meters tall and are very strong.

The color of a Rosoid�s roses determineshow intelligent it is and what it will mostlikely attack. The yellow Rosoid is the mostintelligent variety (IN: 2d6+6) and can usetechnological items of all types in its manipu-lative �hands.� The red Rosoid has a low intel-ligence (IN: 2d4) and has been bred to attackrobots of any type within sighting range (10meters). The pink Rosoid is not very intelli-gent (IN: 1d6), but can sense the presence ofmacrobes within 15 meters of it and willinstantly attack this lifeform regardless of thecircumstances. The white Rosoid is the leastintelligent type (IN: 1d4) and rarely leaves itsoriginal growing area. This plant will act toprotect all other plants within its area andwill attack all opponents by throwing itsthorns (an attack all the types have).

Rosoid thorns are coated with a poisonousand acidic sap (intensity 13 poison). If thepoison doesn�t kill the attacker, the 1d10 ofacid damage may do the trick. A Rosoid canthrow 1d6 thorns each melee round.

NAME: ShooterNUMBER: 1d20MORALE: 1d4+6HIT DICE: 10d6ARMOR: 8LAND SPEED: Nil

MS: 1d4DX: 3d4CN: 4d4

IN: 1d4CH:1d4PS: 3d4

ATTACKS: See descriptionMUTATIONS: New Body Parts, ThrowingThorns, Texture Change, TallerDESCRIPTION: This mutant dandelion standsone meter tall and has changed greatly fromits parent stock. Instead of one flower it hasup to one hundred (10d10). Each bright yel-low flower is composed of hard, razor-sharppetals. The plant attacks living material byshooting the flowers from their stalks, doing3d10 points of damage to any solid objectthey hit; double damage is done against unar-mored targets (AC 10). In the presence ofmoisture (like blood) the flower softens andbecomes a seed that will grow in hours if leftundisturbed. The Shooter can fire twoflowers per melee round and can sense lifeforms up to fifty meters away.

D R A G O N 81

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Buzzbirds (Flitters)

NUMBER: 1d20 -8 (minimum of 1)MORALE: 1d4 + 1HIT DICE: 2d6ARMOR: 10 (-7 to be hit)SIZE: 7 cm tall

AIR SPEED: 2/1200/30

MS: 3d6IN: 1d8 + 8DX: 1d10 + 11CH: 1d12 + 4CN: 1d4 + 2PS: 1d4

ATTACKS: See below.ORIGINAL STOCK: Ruby-throatedhummingbird.MUTATIONS: Light generation (variant),sonic attack (variant), speed increase(improved), and telepathy.HABITAT: Warm, temperate and tropicalscrublands.DIET: Flower nectar and very smallinsects.

Dagmits (Purple Pygmies)

NUMBER: 2d8 + 2MORALE: 2d4HIT DICE: 6d6ARMOR: 3SIZE: Up to 1 meter tall

LAND SPEED: 6/600/12

MS: 2d6IN: 1d4 + 6DX: 3d4CH: 2d4CN: 2d6 + 6PS: 2d4 + 2

ATTACKS: As per weapon type.ORIGINAL STOCK: HumanMUTATIONS: Density increase (special),physical reflection (nuclear), radar, andfear impulse (D).HABITAT: Deserts and radioactivewastelands.DIET: Desert creatures or passing animals(including humans and humanoids).

DESCRIPTION: These vicious, carnivo-rous humanoids are active day and night,using their radar to locate prey they can�tsee. They attack almost anything thatmoves, but are terrified of large, self-propelled machines such as robots andvehicles (they do not usually recognizeandroids as machines until too late, how-ever). All artifacts make them uneasy, andthey use only Tech Level I weapons them-selves � notably spears, javelins, blow-guns, bolas, and slings with stones. Theblowguns are equipped with insinuativepoison needles of poison intensity 9.

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DESCRIPTION: The buzzbird isextremely dextrous and fast-moving. Itseldom lights unless it believes it is abso-lutely safe. In general, buzzbirds arefriendly to intelligent creatures and fre-quently associate with lils. They are alsopeculiarly attracted to the color red, andreact at a +2 modifier to creatures whichare red or primarily clothed in red. Theyseldom attack anything except to defendthemselves or their friends.

The buzzbird�s sonic attack does no hit-point damage, but it affects the nervoussystem of creatures so endowed. It �hits�as a mental attack of MS 7, and does notaffect unintelligent plants, invertebrates,or deaf creatures. If a creature is affected,the GM should roll 1dl0 on the appropri-ate table.

Affected creatures do not recognizefriends if an 8, 9, or 10 is rolled on thetable. They rarely attack the buzzbird,which attacks while flying rapidly past itsopponents. The attack affects all crea-tures, friend or foe, within a S-meterradius, and is +2 to hit creatures withbetter-than-human hearing. Covering one�s

Sonic Attack Effects Table

1d10 roll Attack effect1-3 Creature falls on the ground holding its ears for two action turns

or for the duration of the buzz, whichever is shorter.4-5 Creature runs away at top speed for three minutes.6-7 Creature runs around in circles, or otherwise moves rapidly and

aimlessly in the same area for two action turns or for the durationof the buzz, whichever is longer.

8-9 Creature physically attacks the nearest other creature at +2 to hitand double damage for two turns or for the buzz duration, which-ever is longer.

10 Creature attacks the nearest object, as above. If no object is withinarm�s reach, the creature may attack the ground (but not itself orits own gear).

ears has no effect on this attack. The Buzzbirds may use their speed increasebuzzbird can continue this attack nonstop one hour per day, as usual, but they mayfor an indefinite period of time. If a crea- split that hour up into smaller units (asture recovers from one of the effects on little as one action turn) if they so desire.the table but is still in the area of effect of Their light generation has a smaller radiusthe buzz, a new attack should be rolled; if (10 meters) than usual and is not direction-the creature is affected again, a new 1d10 al, since it emanates from their bodiesshould be rolled on the table. rather than their eyes.

Though limited in intelligence, dagmitsare very clever at setting traps; a dagmitencounter often begins with a deadfall, pittrap, or snare, as is appropriate to theterrain. Sometimes, dagmits capture intel-ligent creatures alive and torture thembefore cooking and eating them � particu-larly Pure Strain Humans, as dagmits haveMutationist leanings.

Dagmits are small (usually 80 cm tall andbroad in proportion), but very dense (upto 200 kg). This density increase is con-stant in dagmits from birth, and theycannot control it. It gives them a goodarmor class and makes them proof againstall hurled and nonpowered missile weap-ons, needlers, and the claws and teeth ofany creature with fewer than 16 HD.Nonpowered edged weapons, such as axesand swords, are blunted (-2 to hit, -1 hpdamage until sharpened) on an attack rollof 1 of 2 against a dagmit. Despite theirextreme density, dagmits have retained theability to move and fight at near-normalspeeds, although their dexterity is low andthey cannot run as fast as unburdenedPure Strain Humans.

Dagmits have metallic-purple skin,straight, ochre-colored hair, and wizened,wrinkled faces without beards. They onlywear animal skins and live in huts made ofdebris or stuhumphagus shells (see below).Serfs sometimes enslave small numbers ofdagmits.

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Giggle Bugs

NUMBER: 1 (5% 1d4)MORALE: 10 (never retreat; cannot berecruited or hired)HIT DICE: 5d6ARMOR: 10SIZE: 1% meters long, with S-meter wing-span

AIR SPEED: 8/1200/24LAND SPEED: 4/300/6 (0/60/6)

MS: 1d4 + 2IN: 1d4DX: 1d6 + 6CH: 1d4CN: 2d6 + 5PS: 1d8 + 6

ATTACKS: Does not attack.ORIGINAL STOCK: Puss moth.MUTATIONS: Beguiling (special), poisonimmunity (special), and taller.HABITAT: Temperate forests and scrub-lands.DIET: Green plants, especially poisonousones.

DESCRIPTION: Giggle bugs spend mostof their lives as caterpillars (the statisticsin parentheses above refer to the adultmoths, which do not have the beguilingmutation). Unlike most caterpillars withprotective coloration, giggle bugs are quiteprominent and distinctive: spotted,striped, and checkered in green, yellow,pink, red, blue, and white, with aclownlike false face on each end andmobile projections that resemble pin-wheels and party noisemakers. The effectis magnified by its mutational powers tobecome highly comical � so much so thatmost intelligent creatures that see a giggle

bug must make a successful check vs.their MS x 2 or collapse in helpless laugh-ter. A new MS check is rolled every 6action turns after a failed one; if a crea-ture makes a subsequent roll, then it maystop laughing and crawl away. However, ifa creature having made a successful MScheck continues to look at the caterpillar,however, or even thinks about it clearlyenough to make an attack, another MScheck is required every action turn.

If a creature laughs without rest formore minutes than it has points of CN,then exhaustion sets in, incapacitating thecreature for 3 search turns. During thistime, the creature may make no attacks,and must move at half speed. Creatures(including PCs) with IN less than 4 orgreater than 16 are not affected by thegiggle bug�s comical appearance. Blindcreatures and machines with purely artifi-cial intelligence (like androids and robots)are also immune, but cyborgs, with theirhuman brains, are not.

Giggle bugs are immune to all kinds ofpoison, and they habitually feed on poison-ous plants; consequently, their bodies arealso poisonous (roll 3d6 for poison intensi-ty for any giggle bug that a character triesto bite or eat). Giggle bugs remain in cater-pillar form from March through Novem-ber. They pupate in the winter andemerge the following March as huge,gaudy moths that live only long enough tomate and lay eggs. The eggs take a fullyear to hatch. Eggs, pupae, and adultmoths are all harlequin-colored; theycannot excite laughter as the caterpillarsdo, but they are equally poisonous.

Molnangs (Death Snails)

NUMBER: 1d4 - 2 (minimum of 1)MORALE: 1d4HIT DICE: 14d8ARMOR: 1SIZE: 4-meter-diameter shell

LAND SPEED: 10/480/8

MS: 1d10 + 8IN: 1DX: 1d4 + 3CH: 1CN: 1d10 + 11PS: 1d20 + 30

ATTACKS: See below.ORIGINAL STOCK: Garden snail.MUTATIONS: Death ray (special), acidsecretion (special), death-field generation,physical reflection (greatly improved), andtaller.HABITAT: Temperate forests.DIET: Plants and animals of all kinds.

DESCRIPTION: Horribly dangerous anddestructive predators, molnangs leave anunmistakable trail of blasted earth (noliving plants or animals or even theirremains) wherever they go. For this rea-son, they are sometimes called �pathfind-ers� or �roadbuilders� in moments of darkhumor. If this path is touched before it is aday old, the victim takes 1d6 hp damagefrom the residual acid. About 50% of allmolnang encounters begin with the discov-ery of a molnang track, so molnangs are

Reptoads

NUMBER: 1d4 - 2 (minimum of 1)MORALE: 1d4 + 4HIT DICE: 1d6ARMOR: 10 (-4 to be hit without repul-sion fieldSIZE: 7 cm diameter

LAND SPEED: 1/150/3

MS: 2d4 + 13IN: 1d10 + 11DX: 3d6CH: 1d4CN: 1d4 + 4PS: 1d4

ATTACKS: See below.ORIGINAL STOCK: Western spadefoottoad.MUTATIONS: Repulsion field (greatlyimproved) and physical reflection (thermaland nuclear).HABITAT: Mud banks, dry grasslands,deserts, beaches, and other areas withloose, sandy soil.DIET: Small insects and invertebrates.

DESCRIPTION: Reptoads appear to benothing more than normal, olive-brown

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often surprised or left alone.Molnangs cannot hear, but if they see a

living creature within 30 meters in frontof them, they train their eyestalks on theinterloper and fire a beam equal in everyway to that of a black ray gun. If hit frombehind, a molnang turns (this takes anaction turn) and fires. It can fire a rayevery other action turn.

The molnang secretes a powerful acid allover its black body. If touched in combat,the acid does an automatic 10d6 hp dam-age to the snails opponent, its weapon, orits armor (as appropriate). The acid ruinsany weapon except one made of duralloy,which can survive one (and only one) hit.When an attack misses the snails body, itis assumed to hit the massive, golden shell,which is as sturdy as duralloy, reflects allkinds of energy except kinetic (includingheat, cold, radiation, electricity, sound/blasters, and light/lasers), and is proofagainst acid and black rays.

If it fails a morale check (most likely, ifhit more than once or twice in combat), amolnang withdraws into its shell, pulls theoperculum shut, and generates a deathfield. Thereafter, it is unable to fire itsdeath ray (even after regaining conscious-ness) for the rest of the day. Strengthequal to the molnang�s (in one creature) isrequired to pull the operculum open whilethe molnang is alive inside (even if it isunconscious). The molnang can, however,be attacked by a life leech and other men-tal mutations. Vibro weapons and energymaces are not reflected by the shell.

Molnangs are good to eat, once theyhave been leeched of their acid content.However, they contain muscleworm larvae(DRAGON® issue #108) 75% of the time,and so should be cooked carefully. Thebrilliant metallic gold shell is a far greaterprize, as it can be cut with vibro tools intoshields which reflect beams of heat, light,radiation, sound, etc., as well as acid andblack rays. (They are no help against aburst of energy such as a bomb or a sonic

blast however.) Such actions require acheck vs. DX x 4 for a character to bringthe shield into play during normal combatconditions (assuming the character is notsurprised). The shell weighs 500-800 kgand is worth twice that in gold pieces tosomeone who can make use of it.

Molnangs are seldom hired or recruitedbecause it is all but impossible to safelycommunicate with them.

toads. They dig their lairs in sand, loosesoil, or mud, leaving only their darkbrown eyes showing. Unwary creatureshave no chance of noticing these eyes.Creatures without heightened vision haveonly a 2% chance per action turn even ifthey are scanning the ground in search ofa reptoad; creatures with heightened orotherwise highly superior vision have a10% chance per action turn, and creatureswith heightened or otherwise highly supe-rior smell have a 5% chance per actionturn of locating a reptoad if they areactively trying.

The mastery that reptoads have gainedover force fields and repulsion fields isunparalleled in GAMMA WORLD gamelands. Like standard repulsion fields, thesefields last as long as the creature concen-trates on them. Reptoads can create anunlimited number each day. However, thereptoad has developed concentrativepowers sufficient to maintain up to eightrepulsion fields at the same time. Thefields have a surface area of no more than24 square meters, and must remain within20 meters of the toad, but within thosestrictures, a reptoad can shape its repul-sion fields into any shape it wants � a2-meter cube, a circular band to bindopponents together, a 2 x 8 x 8 meter

DR A G O N 63

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cage (with repulsion field �bars� and gapsbetween), or a toad-shaped force field.(Reptoads keep any one of these fieldsaround their bodies at all times.) When itwishes to eat, a reptoad simply puts up anoutside repulsion field around itself and itsprey, and only then takes down the insideone surrounding itself; thus, it is nevervulnerable.

All of a reptoad�s repulsion fields areproof against any normal physical attack;physical objects cannot pass through ordamage the field. Also, laser, blaster, andenergy-weapon attacks cannot passthrough the field, but they can hit andautomatically do normal damage to it.

Stuhumphagas (Stupmers)

NUMBER: 1d4 -2 (minimum of 1)MORALE: 1 d 4 + 2HIT DICE: 15d8ARMOR: 3SIZE: 7 meters long, 4 meters high

LAND SPEED: 12/500/9

MS: 1d8 +10IN : 1 d 8 + 7DX: 1d4CH: 1d8 +1CN: 1 d 1 2 + 9PS: 1d20 + 30

ATTACKS: No special attacks.ORIGINAL STOCK: Desert tortoise.MUTATIONS: Stunning force (improved),thought imitation, telepathy physicalreflection (nuclear), directional sense,and taller.HABITAT: Deserts, dry grasslands, andradioactive deathlands.DIET: Dry grassland plants.

DESCRIPTION: These gigantic, kindlynatured tortoises roam radioactivedeathlands and other dry, desolate places.They are always willing to telepathicallytalk to any intelligent creature, and gener-ally try to help anyone in trouble or need.The only exception here is a dagmit. Thisis understandable, since dagmits kill andeat stuhumphagas whenever they can, andmake their homes out of the empty shells.

When a stuhumphagus is attacked, itimmediately withdraws into its shell. It isable to pull the undershell shut so that it iscompletely protected. In this state, mostattacks can only hit the shell (which is stillAC 3). Thrusting and slashing weapons,such as spears, arrows, and all but two-handed swords, do not harm the shelleven if they hit. Cutting and crushingweapons, such as axes, two-handedswords, and maces do full damage to theshell, which can take damage equal to thestuhumphagus�s hit-point total beforesplitting open. Damage from energyattacks such as sonic blast and heat gener-ation are split evenly between the shell

64 OCTOBER 1987

Each field has 50 hit points, but thereptoad can instantly renew any brokenrepulsion field if it is alive, conscious, andstill within range. Radiation, heat, cold,gas, mental attacks and stun rays do notaffect the repulsion field; these attackspass through the field, although the firstthree attacks cannot harm a reptoad.

Twice per day, a reptoad can also createa long-lasting repulsion field identical tothe others in every way except that it doesnot require the toads continued concen-tration to keep it up. These shields standfor 50 + 1d100 days or until destroyed byenergy attacks, even if the reptoad dies, isstunned, or goes away. The area around a

reptoad�s lair is often cluttered with old,forgotten, invisible �cages.�

Reptoads are vicious and cruel, hating alllarger forms of terrestrial life. Their favor-ite pastime is to trap creatures in repul-sion fields and watch them slowlydehydrate or starve to death. Fortunately,reptoads have never been known to coop-erate with anyone � not even the RedDeath. They care nothing for treasure orartifacts. The only creature feared by areptoad is a sleeth, for a sleeth can dispelall of a reptoad�s repulsion fields just as ifthey were force fields.

and the tortoise inside, but lasers andenergy weapons do their damage to theshell only. Blasters treat the shell as nonliv-ing matter � they put a 10-cm hole in it.

The tortoise relies on its defenses as longas it can, and saves stunning force forcases of absolute necessity, even though itcan use that mutation three times per day.A stuhumphagus uses thought imitationwhen attacked with a mental mutation.

Stuhumphagas have extra room in theirshells; one can carry three human-sizedcreatures. A stuhumphagus can carry orhouse friendly, intelligent creatures in itsshell at need. The passengers gain all ofthe shell�s protection, including immunityto radiation outside. Stuhumphagas some-

times carry Healers through deserts anddeathlands, functioning as small mobilehospitals. Stuhumphagas need very littlefood and water to survive (consideringtheir bulk), but they always know wheresafe food and water can be found. Stu-humphagas weigh approximately 25 met-ric tons each. If one steps on a smallercreature (something they never do inten-tionally, even to a dagmit, and somethingthey certainly cannot do as an attack incombat), the victim takes 2d6 hp damage.Stuhumphagas heal all damage to theirshells at the same rate as they heal dam-age to their bodies. No known medicinecan speed up the process.