Monday, July 14, 2014

Mutant Monday

Switching things up a little, I decided to post my basic take on mutant humans (at least the most common breeds thereof). Since I use -men for the various beastmen types (i.e. mutant animals), I decided that mutant humans are collectively known as -folk. (Now I just need to figure out which appellation I want to use for plant humanoids.)

FOLK

Hillfolk
No. Enc.: 2d4 (1D4x10)
Alignment: Neutral
Movement: 120' (40')
Armor Class: 6
Hit Dice: as CON
Attacks: 1
Damage: 1d6 or weapon type
Save: L1
Morale: 8
Hoard Class: XV
XP: Varies

Mutated descendents of rural humans living off hunting and the proceeds from the ancestral moonshine still. While they are generally wary of outsiders and liable to attack first and ask questions later, they are also known to trade foodstuffs (primarily meat and vegetables), moonshine, and tobacco for things they cannot make themselves. They will typically be found with 3d4 coondogs (stats as per Ordinary Wolves), huntin' dogs (stats as per Dire Wolves), eyedogs, or chickenwolves.
While most (80%) will be found armed with daggers or axes, some will have a polearm (shovel, hoe, rake, or other tool) or machete (treat as short sword). Hunting parties will also typically have either short bows or crossbows. Hunting parties will also have one 2nd level leader for every five hillfolk who will be armed with a firearm (roll 1D4: 1- boomstick (black powder rifle), 2 - scattergun (shotgun), 3 - varmint rifle (sport rifle), 4 - huntin' rifle (automatic rifle)).
Hillfolk villages (called homesteads) will often have a 7th level 'patriarch' or 'grandpa' for every 20 hillfolk. A 5th level preacher may be present in a homestead (1-5 on 1d10). There is also a probability that a powerful "hoodoo man" or "witchie woman" of 4+1d2 levels will be present (roll 1-3 on 1d10) with 1D4 mental mutations.
Mutations: Obesity (50% chance), Moderate Natural Armor, Bizarre Appearance.


Swampfolk
No. Enc.: 2d4 (2d6)
Alignment: Chaotic
Movement: 90' (30')
Armor Class: 4
Hit Dice: as CON
Attacks: 1
Damage: 1D6+2, or weapon type+2
Save: L2
Morale: 9
Hoard Class: XV
XP:

These degenerate descendents of humans are encountered in swamps, bogs, marshes, and bayous. Unlike their friendlier hillfolk relatives, they are cannabilistic predators who hunt other intelligent humanoids for food. Since they also tend to be chronically short on fertile females, they will raid other humanoids to acquire new breeding stock.
Hunting parties will be armed with a mix of crossbows (roll of 1-4 on 1d6) or firearms (type as per hillfolk leaders; roll of 5-6 on 1d6) in addition to a backup melee weapon (roll 1d6: 1 - polearm, 2 - machete, 3 - axe, 4 - dagger, 5 - hammer or pick, 6 - chainsaw). There will be one 3rd level leader for every four Swampfolk.
Swampfolk lairs may have a 4th level "granny" (roll 1-3 on 1d10). There is also a probability of a powerful 5th level 'cousin' (roll 1-5 on 1d10).
Mutations: Gigantsim (75% chance), Obesity (50% chance), Extreme Natural Armor, Bizarre Appearance, Increased Strength, Pain Insensitivity, Atrophied Cerebellum