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Free Download Creature for Society of Excavators members

Version 1.0

Man-Slug

Defense Value: 0 Endurance: 80+d100 (10+d20 per head) Movement: 3m Initiative: -3 Attacks: 1 mental mutation attack or 1 bite

per head (d4+1 heads) or 2 sickle claws Strike Value: Bite 01-60 / Sickle Claw 01-85 Damage: Bite d6+4/ Sickle Claw d20+12 each

Strength: 92 Agility: 8 Accuracy: 36 Intelligence: 10+d20 per head Willpower: 10+d20 per head Perception: 29 Valuables: Bone pile loot Experience Factors: 220 Morale: Firm Size: 4.5m long Weight: 100+1 kg per point of END Mutations: Rotating mental attacks (See description) Relics: none used Implants: nil

Although slow, ponderous, and bulky, the dreaded man-slug is

considered a demon by those forced to live near them. Mainly a dweller of the ruins, especially underground passages where it can corner prey, this nightmarish creature is willing to migrate many kilometers in search of sustenance. It is an omnivore by necessity, but prefers the flesh of mammals, and in particular young humanoids. Equipped with 60 cm long dark red claws on the end of each fatty arm, as well as two or more mouths full of shark-like serrated teeth, the many headed man-slug can hack apart and devour a full grown man in less than ten minutes. Although possessing impressive physical attack modes, this aberration is often too slow to rely on tooth or claw to bring down most prey, including excavators who frequently intrude upon its turf. To deal with adversaries at a distance, then, it employs a battery of potent mental mutations. When encountered, either alone or in small groups, manslugs will remain hidden from view and ambush interlopers with a barrage of assorted mind attacks. Each round the slug will emit one random attack from the list below, using only one of its ugly heads, and only resorting to its terrible claws when finishing off prey, is itself attacked in close quarters, or it becomes frustrated after being unable to bring down prey with its psionic powers.

Although called man-slugs, one in six are female specimens. These Hag-Slugs have with long, oily hair, flat, drooping breasts that are pressed to their undersides, and occasionally several young man-slugs adhering to the creatures back, feeding on the parents blood, like bloated pink leeches. These hideous young drop off when reaching puberty at about age 14, and slither well away from their sleeping parents to avoid being eaten themselves. Man-slugs clearly bare plenty of human DNA, yet see themselves as an entirely different race of creatures. Their view of humans is that of livestock only, and while it is technically possible to crossbreed with assorted humanoids, the results of such a union have never been reported. Every Man-slug met will have between 2 and 5 heads (d4+1). In order to kill the beast with headshots or mind attacks, each head must be killed separately and has its own endurance, Intelligence and willpower trait value, (roll 10+d20 for each). While exhibiting multiple heads, only one launches a mind attack per round, although in melee, instead of using its terrible claws, a man-slug can elect to gnaw on a victim making one bite attack per head. These remotely humanoid beasts are cunning and resourceful, territorial, wicked and delight in inflicting terror and pain in any captives before ingesting them. They fight among themselves for the best hiding spots, sun bathing rocks, borrows and hunting sites, occasionally killing and eating each other when conflicts between two equally sized slugs erupt. Their lairs are filled with the skeletons of men and beasts. These heaping bone piles are also littered with bits of armor, rusted archaic weapons, as well as many ancient articles, including relic arms and armor and other treasures of the old ones.

Man Slug

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11. Telekinesis (84) page 75: The man slug will use this to
hurl large rocks and other debris, throwing one for each of its heads, all at the same target, range as man-slug heads willpower score in meters, strike value double as users willpower trait value, damage d12. 12. Mind Crush, advanced. As normal mind crush, as in roll 8 above, however, this man-slug launches the attack against all prey animals/enemies within range, simultaneously.

For every Man-slug in a pack the bone pile will contain 10+d10 humanoid skeletons, along with one roll, per man-slug inhabitant, from the second table associated with this creature: bone-pile loot roll.

Mental Attack by Man-Slug Roll d12

Roll each round per slug when it is not in melee range combat. Note: the tiny number in the brackets behind each mind attack is the mutation number. The page number shown is the page within the Mutant Epoch hub rules where greater detail on the mutation can be found. 1. Agony Sphere (3) page 60: Range, half of random man-slugs heads willpower (WILL 10+d20) in meters radius around manslug. Auto strikes all, including fellow man-slugs within radius doing d6 damage. Victims within this field are distracted and +10 SV easier to strike at. This variant of the mutation takes only one round to charge up and employ, but only lasts one round, too. 2. Beam Eyes (13) page 61: While not a mental mutation, a random head on the man-slug fires one meter for every point of willpower the head has, plus the beasts perception score of 29 (WILL 10+20 +PER 29 = range). SV is 01-95 and inflicts 10+d6 damage on a strike. 3. Coma Inducement (22) page 63: Range as man-slug heads willpower in meters, target allowed a willpower based type B hazard check to avoid being knocked into a coma. If a coma is induced, see the table associated with the mutation to determine how long the victim is incapacitated. 4. Devastator Pulse (25) page 64: Takes 4 rounds to charge up, whereby the man-slug does no other attacks nor moves. If struck while charging up, it tries a different mental attack next round. Range as man-slug heads willpower in meters. SV is as heads willpower plus the beasts accuracy score of 36. Damage on a strike is 3d20 or d100+40 versus machines such as robots and vehicles, but cyborgs only take normal damage. 5. Earth Thump (29), page 64: Range as man-slug heads willpower in meters, strike value as willpower +30. Treat man-slug head to be of third rank, so can potentially harm three people if in a group, doing 3d10 damage to each. 6. Electrical Pulse (31) page 65: Range 2x man-slug heads willpower in meters, strike value 01-100, damage d20 against organic targets and 3d20 versus machines including cyborgs. 7. Mental Mine (54) page 70: Thrown range 1m per point of manslug heads willpower score, with a 5m blast radius or can be deposited 20m away to detonate behind man-slug. Strike value 01-80, damage d20 +intelligence modifier as if strength damage bonus as per table TME-1-3 on page 10 of the hub rules (thus a man-slug with INT of 35 to 44 yields +2 damage). 8. Mind Crush (56) page 70: Range 3 times the man-slug heads willpower in meters, with a random victim forced to make a type B hazard check or suffer d20 endurance damage and d6 intelligence damage. 9. Radioactive Pulse (68) page 72: Range as man-slug heads willpower in meters, strike value 01-90, damage d20 plus a dose of mild radiation and a forced type B current endurance based hazard check to avoid the dose stepping up to Medium exposure, and if failing that, second type A END based HC must be made to avoid the dosage being strong radiation exposure. 10. Stun Ray (82) page 74: Range double man-slug heads willpower in meters, strike value 01-90 inflicting 2d20 stun damage or double this to machines, androids, robots and cyborgs. Stun damage dissipates after one hour.

Bone-Pile Loot Rolls Roll 2d20

Roll once per man-slug inhabiting lair. Re-roll duplicated results. 2. Laser Carbine with d20 shots left in power cell 3. Baggy of 3d6 standard pistol rounds 4. Plastic box filled with 2d6 shotgun shells 5. Anti-toxin injector 6. Magazine for assault rifle with d20 rifle rounds contained within 7. Flashlight, head lamp style with d20 hours light remaining 8. Fragmentation grenade 9. Advanced fragmentation grenade 10. Hip pouch containing 2d100 sp and d20 gold coins 11. Army helmet 12. Combat helmet with flashlight mounted on it containing 10+3d6 minutes or illumination. 13. Headset communicator: d6 hours use in battery charge 14. Power cell, empty 15. Power cell, d100% full (roll to see from 1 to 100% full or not) 16. Mini power cells in baggy, d4, fully charged 17. .22 caliber sporting rifle with d10 rounds of ammo in magazine 18. Four handed sword 19. Compound crossbow, no quarrels 20. Chainsaw with 3d6 rounds of alcohol fuel remaining 21. Stun stick with d20 uses remaining 22. Baggy of d6+2 mini-grenades 23. Leather backpack containing 3d6 days rations, d8 torches, sleeping roll, d6 liters water, clothes for a man, and a dagger 24. Relic 6 person dome tent in zip-bag (worth 300+2d100sp if sold) 25. Android, concubine, legs and arms ripped off and missing but head and torso intact and operational, power cell drained 26. Pocket pistol with d6 rounds remaining in magazine 27. Pistol shotgun, one shell loaded 28. Pump shotgun with d3 shot shells in magazine 29. Automatic pistol with d6 rounds of ammo in magazine 30. Battle rocket 31. Rocket launcher, empty 32. Grenade launcher empty 33. Riot shield 34. Ballistic shield 35. Pouch containing d6 pistol and d6 rifle rounds 36. Night vision headgear with d12 hours operation left 37. Field Medical kit with d10 days power remaining 38. Proximity mine 39. Razor sword 40. Combat armor with helmet. Suit is spread about and will take 40+d20 minutes to gather, organize, clean and another 10 minutes to put on should a PC wish to wear it immediately. H
Free downloadable PDF for SOE (Society of Excavators) members area at www.mutantepoch.com . By Otto Toms Illustration William McAusland Copyright 2012 Outland Arts.com All Rights Reserved. For personal use only.

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