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Junk-Mobster
Defense Value: -10 Endurance: 120+d100 body/ 20+d20 per head (has d3+1 heads) Movement: 9m Initiative: +1 Attacks*: club and net or 4 claws plus 1 random mental
eating mutants. They get their odd name from their many heads which form a gibbering mob atop their hideous, misshapen bodies. These heads, of which there are usually between two and four, shout, swear, spit, mumble and laugh together like an insane crowd, keeping itself company as it haunts the junk mounds and rubble heaps near ancient cities. They are also called Mob-Mutants, Junkers, and Rubble-Gangstas. Normally solitary, these fearsome creatures are known to periodically gather into gangs. Once grouped, they mate, trade slaves, share meat animals, and barter with assorted relics and looted treasures. On some rare occasions, when eight or more get together, they will sally forth to make a raid on a particularity promising humanoid lair, caravan, farm or village. These assaults are designed to either rid them of a troublesome enemy, or merely to find mating slaves, flesh and booty. Clearly having human DNA in them, as evidenced by their man-like arms, feet and many heads, they do not see themselves as human, nor show empathy, pity or mercy to related beings. In spite of their outward inhumanity, they are reliant on humankind for their continued existence. They are incapable of mating with each other directly and instead reprod u c e with humans of the opposite sex, with the offspring of the union always being a small, globular JunkMobster which takes 6 years to reach adulthood. Once the mating
attack per round Strike Value: 01-80 Damage: club d20+8 stun/net (see description) /claw d12+8 each
Strength: 74 (+8 DMG) Agility: 34 Accuracy: 52 Intelligence: 5+d12 per head Perception: 42 (+1) Willpower: 76 Appearance: 2d4 Valuables: Most carry d4 rolls on the Junk-Mobster loot table, however 1 in 6 are laden with loot and carry 3d6 items from the included table on page 4 Experience Factors: 270 Morale: Firm Size: 2.2m tall and 3m across Weight: 400kg +1 kg per point of starting endurance Mutations: Each turn during combat, including melee range fights, a Junk-Mobster will unleash one random mental mutation per round at a random opponent. This freak has unlimited use of these mutations. See random mental mutation table, page 4, this document. Relics: If it carries any relic valuables that it can employ, such as guns and grenades, it will use them in combat, otherwise none. Cybernetics: 9% chance of d3 from set 2, table TME-1-62, page 84 of the The Mutant Epoch hub rules book.
*It is advisable that the GM pre-determine what items of loot each Junk-Mobster carries before unleashing this mutant monster on characters. Many of the items can be used as weapons, or add excellent gaming detail to the encounter.
Junk-Mobster
slave concludes its part in the act, either by giving birth after a 3 month gestation or fertilizing the beast, the prisoner is either traded to another Junker or eaten. The main purpose for their standard club and net attack mode is to capture a potential mate of the opposite sex, and will use these tools to direct both the net and bludgeon at the object of their desire. 7 in 10 Rubble-Gangstas are male, the rest being either female, or of these, 20% are hermaphrodites exhibiting both male and female heads and sexual organs. Hermaphrodites will try to capture both a good looking male and female whenever possible, and, being more prolific breeders, produce a greater number of young than single sex variants. When attacking humans, then, the Mob-Mutant will direct non-lethal attacks on the most attractive target person of the opposite sex, and employ its claws and lethal attack modes on everybody else. Even while engaged in melee combat, the MobMutant can unleash one mental mutation per round, with the mutation being randomly determined, and the target also randomly selected each turn. The exception to this is the mutations of coma inducement and stun ray, which it will always direct on a member of the opposite sex that it has not yet knocked out with its club or ensnared in its lead-weighted net. These random mutations are shown on the table on page 4 of this document. The net attack of a Junk-Mobster is used by sweeping it around a likely target, up to 9 meters away, with a strike meaning the lead balls fling around the back of the person and wrap into the net openings on the other side. Once a hit occurs, the victim is allowed an agility based type C hazard check to leap, summersault or hop clear of the net before it is pulled tight. If the person is successful, the net can not be redeployed for two turns. If the target is unsuccessful, the net is yanked tight. An ensnared person must make another type C agility based Hazard check each round to stay on his or her feet, otherwise he or she is pulled over and dragged to the monsters side, where the victim is pummeled by the Junkers club at +30 SV. If able to stay upright, a snared person can still fight, but at a strike value reduction of -20 and is unable to move or use the dodge skill. The Mob-Mutants club will also be used normally against an ensnared but upright target, gaining a +10 strike value (SV) bonus. If the Rubble-Gangsta is successful in knocking out a likely mate early on in the fight, and another potential reproductive partner is within sight, the beast will be 88% likely to go after the person, too, instead of attempting to merely kill and dismember him or her. During a fight, and forced to deal with undesirable humanoids, the Junk-Mobster will unleash both a mental mutation per round plus all four of its claw tipped arms, aiming to slash, crush and mutilate victims. If able, it will employ one claw-arm against separate opponents while in melee range. The beasts arms can reach 6m away, and can easily pluck defenders off walls or second story windows of buildings. When assaulting large groups of humanoids, particularly skullocks for which these horrid beasts have a particular hunger, Junk-Mobsters will collect up to a half dozen of their dead targets and wrap them in their nets and carry them off to their most recent lair to feed. Mating captives will be bound by gut-string or
Junk-Mobster
When a game master introduces one or more Junk-Mobsters on the scene, he or she might want to pre-roll what loot each specimen carries since some of the many possible items will either add to the encounters look and feel, or else be a weapon that the Mob-Mutant will employ against its adversaries. Each will have d4 rolls on the Junk-Mobster loot table, while 1 in 6
are laden with loot and carry 3d6 rolls.
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