Monday, May 23, 2016

MUTANTS

There's no better way to relax during finals week than to roll up some mutants for use with Labyrinth Lord or B/X. Might could use some pregen characters for this week's game also.

Johnny McPyle
STR 17     HP 4
INT 13    
WIS 11    AC
DEX 4
CON 15  Alignment: Neutral
CHA 8

Level: 1

Saves:          THAC0 19
Poison 12
Magic Wand 13
Paralysis 14
Breath 15
Spells 16

Mutations: Ultraviolet Vision (300'), Prehensile Tail, Spiny Growth (small 1d4), Shriek, Increased Physical Attribute (Constitution, +1 hp per HD and +2 to Poison saves), Parasitic Control (@ level 7), Frailty (+2 damage per die from fire), Prey Scent (double chances of wandering monsters)

Equipment:

Flip Icup
STR 11
INT 11
WIS 11
DEX 5
CON 13
CHA 14

Level: 1

Saves:
Poison 12
Wands 13
Paralysis 14
Breath 15
Spells 16

Mutations: Optic Emissions (gamma eyes [@ 5th level]), Fragrance Development, Mental Phantasm (level 5), Ultra violet vision, Night Vision, Vision Impairment (can only see 50' -2 to hit), Bizarre Appearance (Scaled)

They both need equipment and I can see why Jeff isn't super stoked on the Mutants and Mazes tables. These dudes aren't as zany as I'd like. I do like that Flip can't see in normal light but is gangbusters in the dark and around radiation. Doubly so since (should he make it) at 5th level those weird peepers of his will start laying down some serious hurt.

Why not make a mutant human for plain vanilla Mutant Future?

STR 13
DEX 13
CON 7
INT 7
WIL 9
CHA 8

hp: 51
Mutations: Poison Susceptibility, Ability Boost

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