Post by Mutant Lord: William McAusland on Apr 19, 2013 11:48:41 GMT -8
from Re: Expanding the Beastial Humans list.
by WillMcAusland » Tue Sep 13, 2011 6:51 pm
While we are a ways from releasing Mutant Beastiary 1, I thought I'd bust these crab men out of the crustaceans section of that book to give you a preview of a humanoid crab. This specimen, however, is not part human at all and just evolved into a large, upright, tribal and tool using freak.
Crabkin
Defense Value: -26
Endurance: 36+2d10
Movement: 6/ 5m land
Initiative: +2
Attacks: spear/ 2 pincers
Strike Value: 01-64
Damage: d20+3 each
Strength: 53
Agility: 19
Accuracy: 32
Intelligence: 7
Willpower: 62
Perception: 45
Valuables: meat 0+d20sp
Experience: 30
Morale: Firm
Size: 2.4m tall
Weight: 162kg
Mutations: 15% / 1
Crabkins, also called Crab Folk and Crabmen, are easily one of the more bizarre beings in The Mutant Epoch. They are basically crabs who walk upright, have low but evolved intelligence, exist in what could only be described as tribal communities, and operate in a way which suggests they are ambitious, aware of other intelligent races, and conduct themselves in a deliberate, pre-planned manner. For locomotion, they use four rear legs to keep themselves standing, while another small pair clasp rudimentary tools or weapons such as spears and clubs, the final pair are their main weapons, lethal crab pincers. Their swivel-socketed eyes give them excellent all around vision (+2 initiative) and their drab, red and purple carapaces offer all the armor they need. While of salt-water origins, they have expanded their territories to include the larger rivers systems and lakes of the world, and have been spotted hundreds of kilometers up such rivers as the Mississippi, Fraser, Nile, and Amazon. Little is known about their daily way of life, however, it is clear that they are cunning and resourceful warriors, with single minded determination in battle to obtain objectives and vanquish their foes. Clearly, they are directed by a superior mind than the near robotic behavior exhibited by their ranks in raids, yet no other specimens have yet been discovered. Since they can swim well, they have been known to attack human shipping far from shore, boarding during the night and butchering the crew and passengers, feeding on the dead of both sides, at least according to the accounts of survivors. On shore, and near interior waterways where the crab folk have infiltrated, they have been known to launch sudden, unprovoked attacks on even well fortified settlements for what seems no other reason than to inflict casualties and drag off humanoids for meat. Other intelligent beings who have suffered under their raids are always seeking mercenaries and bounty hunters to slay these much hated beings. In battle, Crabkins will first hurl their flint spears before closing in with both pincers. After incapacitating an adversary, they will usually step over the victim and move onward until such a time as each remaining Crabkin has two victims, and then, as a group, silently change their tactics and simply drag their prey off to the water from where they first emerged.
Each unit of encountered Crabkin are 15% likely to bare a random, group wide aberration from the following crab mutation list.
d100 Crab Mutations List
01-09. Thicker carapace, -1m movement, but add –d6+2 DV.
10-14. Extra thick carapace, -2m movement, but add +2d6+3 DV.
16-21. Two extra eye stalks, better vision, +2 initiative.
22-26. Longer legs, (better fins) +d4m movement.
27-33. Extra pincer, add additional attack.
34-40. Two extra pincers, add 2 extra attacks
41-46. Mental Screen, immune to mental attacks.
47-55. More robust build, plus 50% rolled END value.
56-61. Exudes sickening Gas when struck, 6m radius, lasts 2d6 rounds, all non crustaceans within area must make an END based type B HC or become nauseated and throw up, being –20 SV, -1m movement, and +20 SV for the Crustacean to strike it. Sickness lasts 10+d10 rounds.
62-66. Bladed tentacle, range as body length or height, treat as additional pincer attack.
67-73. Jumper! Can leap directly up, into tree or over wall, equal to half its normal movement rate in meters, once per 4 rounds.
74-78. Sprinter! Once every third round, can expend extra energy and dash or swim forward at double the normal rate.
79-84. Massive specimen, x2 END, +10 SV, double damage inflicted, +d6m movement.
85-91. More intelligent, +d6 INT, cunning, careful and capable of ambushes, false retreats, cornering, doubling back, etc..
92-95. Poisoned pincers, type A death exuded into wounds.
96-00. Roll two mutations on this list, re-roll this result if duplicated.
Read more: mutantepochforum.boards.net/thread/45/new-beastial-humans-directory?scrollTo=104&page=1#ixzz2QwMsLZ5p
by WillMcAusland » Tue Sep 13, 2011 6:51 pm
While we are a ways from releasing Mutant Beastiary 1, I thought I'd bust these crab men out of the crustaceans section of that book to give you a preview of a humanoid crab. This specimen, however, is not part human at all and just evolved into a large, upright, tribal and tool using freak.
Crabkin
Defense Value: -26
Endurance: 36+2d10
Movement: 6/ 5m land
Initiative: +2
Attacks: spear/ 2 pincers
Strike Value: 01-64
Damage: d20+3 each
Strength: 53
Agility: 19
Accuracy: 32
Intelligence: 7
Willpower: 62
Perception: 45
Valuables: meat 0+d20sp
Experience: 30
Morale: Firm
Size: 2.4m tall
Weight: 162kg
Mutations: 15% / 1
Crabkins, also called Crab Folk and Crabmen, are easily one of the more bizarre beings in The Mutant Epoch. They are basically crabs who walk upright, have low but evolved intelligence, exist in what could only be described as tribal communities, and operate in a way which suggests they are ambitious, aware of other intelligent races, and conduct themselves in a deliberate, pre-planned manner. For locomotion, they use four rear legs to keep themselves standing, while another small pair clasp rudimentary tools or weapons such as spears and clubs, the final pair are their main weapons, lethal crab pincers. Their swivel-socketed eyes give them excellent all around vision (+2 initiative) and their drab, red and purple carapaces offer all the armor they need. While of salt-water origins, they have expanded their territories to include the larger rivers systems and lakes of the world, and have been spotted hundreds of kilometers up such rivers as the Mississippi, Fraser, Nile, and Amazon. Little is known about their daily way of life, however, it is clear that they are cunning and resourceful warriors, with single minded determination in battle to obtain objectives and vanquish their foes. Clearly, they are directed by a superior mind than the near robotic behavior exhibited by their ranks in raids, yet no other specimens have yet been discovered. Since they can swim well, they have been known to attack human shipping far from shore, boarding during the night and butchering the crew and passengers, feeding on the dead of both sides, at least according to the accounts of survivors. On shore, and near interior waterways where the crab folk have infiltrated, they have been known to launch sudden, unprovoked attacks on even well fortified settlements for what seems no other reason than to inflict casualties and drag off humanoids for meat. Other intelligent beings who have suffered under their raids are always seeking mercenaries and bounty hunters to slay these much hated beings. In battle, Crabkins will first hurl their flint spears before closing in with both pincers. After incapacitating an adversary, they will usually step over the victim and move onward until such a time as each remaining Crabkin has two victims, and then, as a group, silently change their tactics and simply drag their prey off to the water from where they first emerged.
Each unit of encountered Crabkin are 15% likely to bare a random, group wide aberration from the following crab mutation list.
d100 Crab Mutations List
01-09. Thicker carapace, -1m movement, but add –d6+2 DV.
10-14. Extra thick carapace, -2m movement, but add +2d6+3 DV.
16-21. Two extra eye stalks, better vision, +2 initiative.
22-26. Longer legs, (better fins) +d4m movement.
27-33. Extra pincer, add additional attack.
34-40. Two extra pincers, add 2 extra attacks
41-46. Mental Screen, immune to mental attacks.
47-55. More robust build, plus 50% rolled END value.
56-61. Exudes sickening Gas when struck, 6m radius, lasts 2d6 rounds, all non crustaceans within area must make an END based type B HC or become nauseated and throw up, being –20 SV, -1m movement, and +20 SV for the Crustacean to strike it. Sickness lasts 10+d10 rounds.
62-66. Bladed tentacle, range as body length or height, treat as additional pincer attack.
67-73. Jumper! Can leap directly up, into tree or over wall, equal to half its normal movement rate in meters, once per 4 rounds.
74-78. Sprinter! Once every third round, can expend extra energy and dash or swim forward at double the normal rate.
79-84. Massive specimen, x2 END, +10 SV, double damage inflicted, +d6m movement.
85-91. More intelligent, +d6 INT, cunning, careful and capable of ambushes, false retreats, cornering, doubling back, etc..
92-95. Poisoned pincers, type A death exuded into wounds.
96-00. Roll two mutations on this list, re-roll this result if duplicated.
Read more: mutantepochforum.boards.net/thread/45/new-beastial-humans-directory?scrollTo=104&page=1#ixzz2QwMsLZ5p