   Date: Fri, 26 Sep 1997 16:40:49 -0400 (EDT)
   From: DMH <dholland@mailbox.syr.edu>
Subject: [gworld] New comer

I am a new comer to GW (I own only the 4th ed. stuff) and am a GM to a
whopping group of 2. I have been facinated with the game since 93 and have
created 250-300 creatures, 40-50 mutations, and many misc. items. My name
is Derek and you guys might have seen some of my stuff on Dan and Dave's
sites. In answering some obvious questions- no i do not like killing
charaters nor am I a poison fanatic. I am a student at SUNY ESF, going for
my BS in entomology (yes that is insects). I really enjoy GW for the
biology aspect- I get to play mad scientist with mutations. Over the next
few days I will be sending my insect stock stats (36 in all) but for now a
mutation that I got from my chemical ecology class:

Poison, Activated, activated, MP 4d6-l
------
This mutation is identicale to the poison mutation except that
the poison does not take effect until the mutant is exposed to:
  1) radiation- intensity 1+
  2) radiation- intensity 15+
  3) light
  4) heat- 3 or more dice worth
  5) cold- 3 or more dice worth
  6) a fall of more than 6 meters
  7) UV- 2 or more dice worth
  8) roll on the allergy table

It is based on a chemical that is light actived that plants use for
defense. Enjoy!

----------------------------------------------------------------------------

   Date: Fri, 3 Oct 1997 12:14:28 -0400 (EDT)
   From: DMH <dholland@mailbox.syr.edu>
Subject: [gworld] bug of the week

To all,
      I have decided to send at least one mutant insect a week,
as classes are killing me, I have only the time to send the
following:


Belos
-----
No.       1
Per.     16
ST/RU    +6
AC       25
MD       18
HLTH     18 (30 vs. radiation)
spd.      swim 9 fly 18
level     8
HD       20
THAC     +8
Attacks  claws 2d4, bite 2d12
int.     high
mor      16
sz.       H (4 m)
xp        5000
FQ       VR
Org       solitary
Act cyc   any
diet      carnivore
Tech.     0
Art.      nil
Clim/ter  deep fresh water

Physical mutations
------------------
Sonic blast (15)
wings
Immune to acids/corrosives
Full Carapace

Mental Mutations
----------------
Intuition (17)

Description
-----------
This giant insect is a mutant giant water bug. Its forelimbs are
covered in long sharp spurs and its mouth is a beak. It is a long
oval in shape and its wings just cover its body (they are also
used to help in breathing underwater).

Combat
------
The belos stays just under the waters surface looking for prey
above and below the surface. When suitable prey comes near (25 m,
the bug jets forward and attacks with its claws. If both hit,
the belos hold the prey and then attacks with its beak. After
the beak is inserted, enzymes are pumped into the prey
(doing 3d6/ round). After the prey is dead, the belos then sucks
the digested organs out of the body. Note that it never fights
in the air.

The GM must make up its society (it doesn't have one in the real
world.)

Enjoy
                                      Derek

----------------------------------------------------------------------------

   Date: Fri, 10 Oct 1997 17:52:22 -0400 (EDT)
   From: DMH <dholland@mailbox.syr.edu>
Subject: [gworld] QPCs and other stuff

I see only one problem in using the idea of a black hole- the fact
it must be fed (a lot) or it evaporates- read the books by Stephen
Hawkens. Also on a similar note Earth by David Brin shows the
problems of an escaping black hole. (It is also my favorite book
and i suggest everyone read it).

And here are some more mutations:

Life detection, automatic, MP 4d6-l
--------------
This allows the mutant to detect intelligent life- plants if the
mutant is a plant, animals if the mutant is an animal (inc. PSH + AH).
The range is 50 m +5/mp mod. pt.


Live metal detection, automatic, MP 4d6-l
--------------------
This allows the mutant to detect ACTIVE live metal. Its range is
60 m + 5/MP mod. pt.


Mental shield, automatic, MP 4d6-l
-------------
The mutants MD is increased by 5+mp mod.


Repelling odor, activated, MP 4d6-l
--------------
The mutant can produce a substance similar to a skunk's musk. It
drives away any lifeform that can detect it and has semi- or less
intelligence. It acts as a health hazard with an intensity of
10+ MP mod.


And a new mutant insect:

Ger'tal
-------
No.         2d4
Per         22
ST/RU       +6
AC          15
MD          15
HLTh        15 35 vs radiation
spd          6 on land; 18 on water; and 20 flying
level        5
HD          15
THAC        +5
Attacks      bite 2d12
IQ           average
MOR.        14
sz           L (2.5 m)
xp        5000
Freq        UC
Org.         cluster
Act cyc      any
Diet.        carnivore
TECH         0
Art.         none
Clim/Ter     lakes and ocean


Physical Mutations
------------------
energy absorption (22)
radiating eyes    (20)


Mental Mutations
----------------
stunning force (18)


Powers
------
skates on water


Description
-----------
Ger'tal are mutant water striders. They have a slender, dark body,
and the ability to "walk" on water. This is accomplished by large water
resistant hairs on each foot. To move It extends one claw into the water
(otherwise it would just sit there unable to move). They are important
carrion eaters.


Combat
------
They lay flat on the water until possible prey or carrion is
sighted. If the prey is live, the ger'tal moves within range of its
stunning force and uses it. Anyone not stunned is bitten or irradiated to
death.


Society
-------
Ger'tal are found in clumps- that is in groups that have no
intraction between members. They feed on anything living or dead on or
near the water.


Also some of my creations are on David's and Dan's sites. I would like
some feed back on any or all of it please.

Derek

----------------------------------------------------------------------------

   Date: Sun, 12 Oct 1997 09:25:53 -0400 (EDT)
   From: DMH <dholland@mailbox.syr.edu>
Subject: Re: [gworld] Re: Bug of the week


I actually meant that the wings are used to trap air so that the belos can
breath underwater. I forgot to add though in all of my insects over .5
meters, the wings have regained their original purpose of oxygen exchange.
The most widely accepted theory of wing evolution is they came from gills-
the veination is to extreme for simple airbrakes. And so I have
"deevolved" the wings to serve as wings and "gills". In non-winged insects
(which there are very few), I have given them gill like formations on the
back of their legs. The reason the open system would fail in large insects
is that the trachial tubes rely on oxygen diffusion from the atmosphere.
The most difficult problem of giant insect though is as the insect gets
larger, the surface to area ratio decreases and there is less area for
muscle attachment- to the point that the insect can't move. I have not
come up with any good solutions to that problem- any ideas people?

Derek

On Thu, 9 Oct 1997, Jory M. Earl wrote:

> Nice that you added specialized breathing apparatus for your large
> insects.  People hardly ever realize that giant insects are impossible
> because they have open circulatory systems.
>
> They breath via a passive network of 'breathing' tubes in their
> exo-skeletons.  Since these are PASSIVE, air travels thru the tubes and
> directly into the bloodstream by process of air pressure.  If the insect
> is enlarged, the breathing tubes lose efficiency.  I think the
> relationship is a geometric one.  therefore, man-sized insects would
> suffocate and die from lack of oxygen.
>
> If insects could be given "lungs", then theoretically, they could
> approach man-size.
>
> The J-Man

----------------------------------------------------------------------------

   Date: Thu, 16 Oct 1997 08:18:22 -0400 (EDT)
   From: DMH <dholland@mailbox.syr.edu>
Subject: Re: [gworld] QPCs and other stuff

I am sorry for the problems this might cause but I have only the 4th ed.
rules. I have seen a little of the stuff for creatures in the 3rd ed.( on
Scott's site) and 1st ( on BJ's); I hope that the rules arent much
diffenent as I do not see much trouble in converting them. Also I have
some new stuff on Kerrry's site under mutations.

Derek

On Tue, 14 Oct 1997, Jory M. Earl wrote:

> It's all great stuff Derek, and I hope you keep posting it; however,
> it's difficult for me to use because I stopped at 2nd Edition rules.  I
> have the other editions, but neither play them or use their rules.  As
> to 4th edition itself, I haven't even opened the book except recently to
> read the starting equipment lists for the PBEM that I am in hosted by
> one of the people on this list.
> --
> The J-Man

----------------------------------------------------------------------------

   Date: Sat, 18 Oct 1997 13:57:06 -0400 (EDT)
   From: DMH <dholland@mailbox.syr.edu>
Subject: [gworld] new stuff (fwd)

None of this stuff is new execpt the modifications to the diseases. And
thank you to all who have sent information on toxic waste dumps. I should
be sending the begining info on "slime beasts" soon.

Derek

---------- Forwarded message

Poisons

Red Death
stage        roll            duration       effects
  -        less than 1         -             none
  I          1-4               -             1d6
  II         5-8               1 hour        2d6 and -2 to combat rolls
  III        9-12              2 hours       2d6 and -3 to combat rolls
  IV         13-16             5 hours       2d6 and -4 to combat rolls
  V          17-20             12 hours      3d6 and -4 to combat rolls
  VI         21-24             3 days        3d6 and incapacitated
  VII        25-28             1 week        2d8 and unconsious
  VIII       29+               -             dead

       This poison, named because it turns the skin red in stages V-VIII,
is used by the assassin's alliance of the same name. It is charaterized by
the following: stage I- sweating, stage II- difficulty breathing, stage
III- pain in the arms, stage IV- back pain, stage V- skin turns red, stage
VI- charater falls over and can't move, stage VII- charater loses
consiousness, stage VIII- death. A standard dose is 5 drops.


Che Na
stage        roll            duration       effects
-         less than 1         -              none
I            1-8              -              1d10
II           9-12             -              1d10
III          13-16            10 min         1d10 and slowed to 1/2
IV           17-20            20 min         2d10 and slowed to 1/3
V            21-25            1 hour         2d10 and paralysed
VI           26-29            2 hours        1d12 and incapacitated
VII          30-33            5 hours        1d12 and unconsious
VIII         34+              -              dead

 Che Na was developed by the Knights of Genetic Purity to destroy mutants.
It has no effects on PSH, MA or SP. It causes horrible pain and paralyses
the target so the Knights can kill the mutant more easily.


Ko Na
stage        roll            duration       effects
-         less than 1         -              none
I            1-3              -              1d10
II           4-6              10 min         no pain
III          7-9              20 min         no pain
IV           10-12            1 hour         no pain
V            13-25            5 hours        no pain
VI           26-30            10 hours       incapacitated
VII          31-35            1 day          unconsious
VIII         36+              -              dead

 Ko Na was developed for suicide squads. It causes minor damage to the
pain centers on the central nervious system (CNS). Then no pain can be
felt by the person taking it. This adds 3 hp/level as the person can take
much more pusnishment. When the poison wears off the phantom hp dissappear
and the damage affects the persons normal hp total (which might kill him).

Diseases

Black Eye
stage      roll    stage duration   effect duration    effect
-      less than 1    -               -                 none
I          1-10       3 days          3 weeks           -2 on combat rolls
II         11-15      3 days          1 month           -4 on combat rolls
III        16-20      3 days          1 year            -6 on combat rolls
IV         21-25      3 days          3 years           -8 on combat rolls
V          26+        -               -                 blind

 This disease is bateria that grows in the cornea of the eye in such great
numbers that the persons vision is dimmed as the eyes go black. It also
chemically attacks the eyes and may cause blindness permenently.

The Bends
stage      roll    stage duration   effect duration    effect
-       less than 1  -                -                 none
I          1-6       1 hour           -                 1d4
II         7-12      2 hours          -                 1d8
III        13-18     2 hours          2 days     1d6 and -1 on combat rolls
IV         19-24     2 hours          1 week     1d6 and -2 on combat rolls
V          25-30     2 hours          2 weeks    1d6 and -4 on combat rolls
VII        31+       -                1 month    1d6 and -6 on combat rolls

 The bends, a misnomer, is an opportunistic species of bacteria. Its
natural habitat is slow moving water. Any time a PC drinks from such
water, there is a 35% chance that he/she is will be infected. Its
byproducts cause cramps and dizziness.


Brown Rust
stage     roll   stage duration   effect duration     effect
-      less than 1  -                -                 none
I         1-5       1 day        1 month     1d4 and plant needs 125% sun
II        6-10      2 days       2 months    1d6 and plant needs 150% sun
III       11-15     2 days       6 months    1d6 and 150% sun and 125% soil
IV        16-20     3 days       1 year      1d6 and 175% sun and 150% soil
V         21-25     3 days       2 years     1d6 and 175% sun and soil
VI        26-30     2 days       5 years     1d6 and incapacitated
VII       31-35     2 days       10 years    1d6 and unconsious
VIII      36+       1 day            -       dead

 This slow disease is a fungus that attacks plants. It covers the plant,
turning it brown, and feeds on the sap. A fungicide is the only cure.

Lyx
stage   roll   stage duration  effect duration   effect
-     less than 1    -             -               none
I       1-8       3 days      1 week     2d12 and -1 on combat rolls
II      9-16      1 week      2 weeks    1d12 and -2 on combat rolls
III     17-24     3 weeks     1 month    1d12 and -4 on combat rolls
IV      25-32     2 months    4 months   1d12 and -6 on combat rolls
V       33-40     6 months    1 year     1d12 and -6 on combat rolls(& 1/2 SPD)
VI      41+       -           -          dead

   Lyx is a protozoan that uses metals as a replacement for oxygen as the
terminal electron acceptor. It uses these metals and puts the reduced (ie
the form that has extra electrons) form on the walls of blood or sap
vessels. This causes major damage and reduces blood or sap flow, weakening
the creature. After death 100-1000 domars of metal/40 kg body weight may
be removed.


The Thirst
stage  roll  stage duration  effect duration     effect
-   less than 1  -               -                none
I      1-4       1 day           -                1d6
II     5-8       1 day           -                1d10
III    9-12      2 days          1 week      1d10 and -1 on combat rolls
IV     13-16     2 days          2 weeks     1d10 and -2 on combat rolls
V      17-20     3 days          3 weeks     1d10 and -3 on combat rolls
VI     21-24     2 days          1 month     1d12 and incapaciated
VII    25+       -               -           Dead

  This disease is protozoan that obtains oxygen from water. If it infects
a person, the blood is acidified and dehydrated. The infected person must
drink twice as much as normal or the stage duration is 1/2.

----------------------------------------------------------------------------

   Date: Sat, 18 Oct 1997 13:51:41 -0400 (EDT)
   From: DMH <dholland@mailbox.syr.edu>
Subject: [gworld] even more new stuff

I just saw that i did not give you the XP for acidweed-1400.
Also the gas vent on the orms is on its head.

Here are the 2 fovorite insects of mine

Hellworm
NO 3d6
PER 12
ST/RU 0
AC 12
MD 14
HLTH 14; 30 vs radiation
SPD 6
LEVEL 4
HD 17
THAC +4
ATS 2
DAMAGE
 o horns 2d6+4
 o bite 2d12
INT animal
MOR 10
SIZE L(4 m)
XP 4000

FREQ rare            ORG swarm
ACT CYC day          DIET omnivore
TECH 0               ART nil
    CLIMATE/TERRAIN volcanic areas

PHYSICAL MUTATIONS diminished sense (sight), heat dependent (treat like
photodependent: 95 C= light), spines(back), horns, immune to fire/heat
MENTAL MUTATIONS pyrokinesis(18 range 50 m)
POWERS breath weapon: cone (3m wide X10m long) of fire, damage 4d10,
useable once per 4 rounds, takes X2 damage from cold

DESC A hellworm is a giant caterpillar with orange and yellow stripes and
spots. It has 4 horns and a ridge of spines along its back. 

COMBAT A 'worm is aggressive and will attack any living thing it detects.
If the prey is distant, the hellworm will use pyrokinesis. If the prey is
upto 10 meters away, the 'worm will rear up and spit fire upon it. If the
flames do not kill the prey, the hellworm will attack with its horns and
bite until the prey is dead or it can spit again.

SOCIETY They have no real society, they just congragate. They feed on haet
resistant lichens and fungus, some minerals, other heat loving animals
(e.g. relanops), and adventurers. 

Hellworms are found in Magamatap, mostly in and around the cavern system
and feed on the blights, yexils, yfiefs, parns, and mantas. They ignore
and are ignored by obbs; they are preyed upon by the Kraak. 

Hellfly
NO 2
PER 25 
ST/RU -6
AC 14
MD 16
HLTH 16; 30 vs radiation
SPD 6
   o fly 22
LEVEL 6
HD 12
THAC +6
ATS 3
DAMAGE 
   o bite 1d10
   o claws 1d12
INT animal
MOR 20
SIZE M (2 m)
XP 6000

FREQ very rare      ORG breeding pair
ACT CYC any         DIET none
TECH 0              ART nil
       CLIMATE/TERRAIN  volcanic areas

PHYSICAL MUTATIONS heightened sense (smell), poison (paralytic int 20
limited to stage V), gas generation (paralytic int 22, limited to stage V)
immune to fire/heat 
MENTAL MUTATIONS mental paralysis(22), confusion (20)
POWERS none

DESC Adult hellworms, hellflies are giant butterflies with red and yellow
markings.

COMBAT The pair hunts for food for the next generation. They swoop down (
and are easy to see) on and attempt to paralyse potental food. When the
prey is paralysed, the female inject it with 100-1000 eggs. The eggs
release a paralytic compound to keep the food from moving until they
hatch. If the eggs are eliminated (inventive GMs will thing of how), the
affected PC/animal/NPC can be restored to normal.

SOCIETY Hellflies live only for 2 weeks and do not feed.

here are those last 2 serpents

Sea serpent, green
NO 1-2
PER 17
ST/RU +8 -4 if the PCs are underwater
AC 15 
MD 20 
HLTH 20 
SPD 10
LEVEL 10
HD 50 
THAC +10
ATS 2 
DAMAGE
   o bite 4d10
   o tail 3d10
   o constriction 16d6
INT average
MOR 16
SIZE G(30 m)
XP 14400
FREQ very rare       ORG solitary
ACT CYC any          DIET carnivore
TECH 0               ART nil
         CLIMATE/TERRAIN  ocean/large lakes 

PHYSICAL MUTATIONS kinetic absorption(17), hands(eyes) of power(gravity
pulse 15), regeneration(20), sonic roar(21), sonar
MENTAL MUTATIONS duality, magnetic control(14), telekinesis(12), fear
generation(24 on 6 targets)
POWERS none
  
DESC This serpent is a mutated eel. Other than it size, it appears no
different.

COMBAT It hunts by sonar. If attacking another creature, the serpent uses
its eyes to slow the prey, then its bite and tail whip to slay the prey.
When attacking ships, the green slows the ship, then uses magnetic control
and TK to unarm the crew. Next it activates kinetic absorption, roars at
the ship nand constricts it. The ship must be made of wodd and be between
4 and 8 meters in lenght for constriction to be successful. After the ship
sinks, the serpent bites the whole crew to death before feeding. If it
fails a moral check, the serpent generates fear and flees.

SOCIETY Green sea serpents are anadromus (qv blue sea serpent) but breeds
only in Ont and Ire. They breed in the late summer at depths of 40-60
feet. They rarely come to the serface and will attack ships only if
starving.


Yellow Belly
NO 1-2
PER 22
ST/RU +4(+8) -6 if the PCs are underwater
AC 14
MD 25
HLTH 25
SPD 12
LEVEL 15
HD 80
THAC +15
ATS 1
DAMAGE
   o 10d4+10
INT semi-
MOR 18
SIZE G(45 m)
XP 30000
FREQ very rare         ORG solitary or pairs
ACT CYC any            DIET omnivore
TECH 0                 ART nil
           CLIMATE/TERRAIN ocean

PHYSIAL MUTATIONS sonar, heightend sense(smell), silence field(26),
phasing(23)
MENTAL MUTATIONS telekinesis(20)
POWERS swallows whole on a 18+, unphasing parts the water (ie it does not
get its molecules mixed with the water)

DESC The largest of the known serpents, the yellow belly looks like a
gigantic tadpole which is grey execept its yellowish belly. It has a very
wide mouth, 4 meters wide- 1/2 it head!

COMBAT The 'belly hunt by smell and sonar. When it finds prey, it tries to
sneak up by using a silence field. It only attacks with a massive bite and
swallows prey upto 5 meters long. When attacking a ship, it uses
telekinesis to unarm the crew (sending the weapons into the water), then
bites through the hull. If it fails a moral check, it phases and swims
straight down.

SOCIETY The yellow belly is a ocean species of serpent and, once in a
great while, is found swimming into fresh water looking for food. The
greatest concentration is the kelp beds near tropical land.


Land Worm (Ahhhhhh!)
NO 1
PER 23
ST/RU +20
AC 25
MD 12
HLTH 26
SPD 12
LEVEL 16
HD 100
THAC +20
ATS 2
DAMAGE
   o bite 8d10
   o stinger 3d6
   o crush 10d10
INT non
MOR 20
SIZE G(60 m)
XP 45000
FREQ very very rare           ORG solitary
ACT CYC night                 DIET omnivore
TECH 0                        ART nil
          CLIMATE/TERRAIN   deep in soil and bedrock
PHYSICAL MUTATIONS anti-lifeleech; heightend sense(touch); immune to
physical attacks, fire, cold and poison; poison(stinger int 8 paralytic)
MENTAL MUTATIONS phobia(water)
POWERS none

DESC These emmense worms have a brown or tan thick leathery skin. When one
moves there is a 45% chance that the soil above them moves (ST/RU penalty
of 15).

COMBAT When a starving worm senses movement of a large object above it, it
will burst out of the ground to discover if the object is eatable. If it
its the worm will bite or use its mass to crush the prey. There is a 15%
chance it will leave the soil totally and use its stinger. Note that they
are mentally weak and can be tricked or controlled easily.

SOCIETY The only reason the are not more worm is that canabalism is common
and food (soil organic matter) is rare down deep. They fear water because
they can not swim and will drown quickly if submerged.

Dan
 Do you want my versions of the nerbil, schroum, triekr, and pogosi (from
the Overlord Of Bonparr)? If you do ask soon!

Derek

----------------------------------------------------------------------------

   Date: Sat, 18 Oct 1997 13:47:01 -0400 (EDT)
   From: DMH <dholland@mailbox.syr.edu>
Subject: [gworld] new stuff  (fwd)

To all,
      Here is some stuff that has yet to make it to a web site (the
creatures at the end). To those have a site and wish to post these and/or
anything else go right ahead! I really want them somewhere on the web.


Here are 16 of my mutations

mental

atmokinesis activated MP 4d6-L
the mutant can control the air and ca do the following: 1) solidify air-
if an attack against the target meets success, the target is paralysed
until the mutant stops using AK 2) walk on air- the mutant can walk on one
plane of air (ie he can go forward, left and right but not up and down) 3)
move air- gas attacks lose (5+MP mod) int. per round 4) fly- speed of 8+
MP mod and lasts (15+1/MP mod) rounds 5) air bubble- forms an bubble of
useable air with a diameter of (10+1/MP mod) meters

hydrokinesis activated MP 4d6-L
the mutant can control water and do the following: 1) solidify water- if
an attack against the target meets success, the target is paralysed until
the mutant stops using HK 2) move water- 20+2/MP mod L per minute can be
moved in this way 3) air bubble- forms a bubble of useable air with a
diameter of (5+1/MP mod) meters

geokinesis activated MP 4d6-L
the mutant can control soil and stone and do the following: 1) move soil-
moves 10+2/MP mod per minute 2) liquify soil- turn soil into mud in a
cyclinder of 5x2 meters 3) grab object- if an attack against the target
meets success, the target is paralysed until the mutant stops using GK 4)
expode stone- range 45 meters, does 5d6+MP mod points of damage to all
within 10 meters, can be used once per hour

tracking activated MP 4d6-L
this mutation allows the mutant to track by psyhic energy, the effect is
the same as the scout skill of the same name with a score of 8+MP mod

detect poison activated MP 4d6-L
this mutation allows the mutant to detect poison, including poisonous
plant and animals, in a 15 meter radius

physical

lightning generation activated MP 4d6-L
This mutation allows the mutant to throw lightning to 50 meters for 3d8+MP
mod points of damage. It can be uses every 4 rounds.

liquid form activated MP 4d6-L
This mutation allows the mutant to become a thick mobile (spd 4) gel for
10+2/MP mod rounds. Then the mutant must rest for 2 hours.

gas form activated MP 4d6-L
This mutation allows the mutant to become a thick smoke (spd 8) for 5+2/MP
mod rounds. Then the mutant can use this mutation only once per day.

hopping automatic no MP
The mutant hops instead of walking. Each hop is .3 meters, and a leap
forward is (spd+PS mod) meters. A leap up is 1/2 of that.

vision, water automatic no MP
The mutant can see normally underwater to a depth of 150 meters in all but
lightless water. Vision is 1/2 on land.

vision, telescopic/ microscopic activated MP 4d6-L
The mutant can see the really small (50%) or the really far away(50%). The
power is (2+ MP mod)X.

vision, x-ray activated MP 4d6-L
The mutant can see through objects. Reference substances are steel- 5+1/MP
mod cm, wood- 25+5/MP mod cm and plastic- 30+5/MP mod cm. The GM can
determine the rest for his campain.

glue generation activated MP 4d6-L
The mutant produces a super glue with a PS of 20+ MP mod. See stick em up
for details.

grease generation activated no MP
The mutant produces a slick substance. Any attempts to walk on it without
falling require a challenging DX check, to run a tough DX check and to
hold on to a greased object also challenging. Note that the mutant musk
also make the checks.

detox activated MP 4d6-L
The mutant is immune to one type of poison and can neutralize it (up to
15+MP mod int).

odd food habit (D) automatic no MP
The mutant must eat once per day 1 kg of (d8): 1-2)blood/sap 3-5)uncooked
plants 6-7)raw meat 8)soil

And three creatures.


Mimic (the unseen)
NO 4-16 PER 14 ST/RU +20 AC variable MD 15 HLTH 15 SPD variable LVL 5 HD
15 THAC +5 ATS variable  DMG variable INT low MOR 15 SIZE L FREQ rare ORG
pack ACT CYC any DIET omnivore TCH 0 ART A&E CLIMATE/TERRAIN any (in the
real sense of that term) XP 9000
PHYSICAL MUTATIONS shape change (see below), shape change into object (see
below), metamorphosis (30), poison (limbs int 12 paralytic)
MENTAL MUTATIONS displacement, tracking (18), intuition (19)
POWERS see below
DESC Who knows? No living being has seen one in its normal shape and
lived. It is unusual in that it can shape change into objects 1 size
category larger and 2 smaller and can hold that form indefinately. It also
can change into objects just by viewing it for two rounds. The objects are
mobile!! The GM gives the stats.
COMBAT It fights according to form. They tend to change over the course of
combat. Note that it does have poison in all forms.
SOCIETY There are 3 types of mimics, those who acts like brownies, those
who act randomly, and those who "haunt" houses. They do dwell in cities
and are legends like the hidden, who they may prey upon.


Blob
NO 1 PER 25 ST/RU 0 AC 20 MD unlimited HLTH 20 SPD 4 LVL 10 HD 26 THAC +
10 ATS 1 DMG 4-40 INT non MOR 18 SIZE H (5 m) FREQ vry rare ORG solitary
ACT CYC all DIET omnivore TECH 0 ART nill CLIMATE/TERRAIN any warm dry
land XP 11000
PHYSICAL MUTATIONS darkness creation (25), allergy (salt), material
transformation (20 stone to mud)
MENTAL MUTATIONS force field generation (25)
POWERS 1/2 damage from fire, X2 damage from cold, HLTH of 30 vs radiation
and detects life forms within 25 meters
DESC This is the land form of a mutated slime mold. It is light brown to
red. It forms pseudopods for movement and attacks. It has no mind to
attack. COMBAT When suitable prey comes near the blob, it will form
darkness (+2on AC) and attack. As it can not see it does not get a THAC
modifier due to the darkness. If stone blocks its way to food, it will
turn the stone to mud and flow over or through it. If it fails a moral
check, it puts up a force field and runs. If the field fails, it will
fight to the death. SOCIETY They reproduce, unlike a slime mold, by
dividing into 4 parts.


ooze
NO 1 PER 28 ST/RU +15 AC 20 MD unlimited HLTH 22 SPD 8 swim 4 LVL 12 HD 21
THAC +12 ATS 1 DMG 6-60 INT low MOR 15 SIZE H (4 m) FREQ rare ORG solitary
ACT CYC all DIET omnivore TECH 0 ART nil CLIMATE/TERRAIN all warm to cool
water PHYSICAL MUTATIONS chameleon power (21), glue generation (20), sonic
roar (22), heightened sense (smell)
MENTAL MUATIONS pyrophobia, molecular disruption (25)
POWERS can leave water for 1 hour only, HLTH of 30 vs radiation, not
weakened by use of diruption
DESC This is the water form of slime mold. It is silvery if swimming or is
the color of the surface it is on.
COMBAT When it smells prey, it closes from underneath it. It attempts to
glue it to the bottom to drown the prey. It uses molecular disruption on
stong prey, and sonic roar on land bound prey. It melees only as a last
resort.
SOCIETY It splits into 6 parts. The only known preditor is the orm.

There you go for now, I have about 10-12 creatures left to give you.
Next week is finals, so I wiil try to get them all to you by Monday!!

Derek

----------------------------------------------------------------------------

   Date: Sat, 18 Oct 1997 13:49:14 -0400 (EDT)
   From: DMH <dholland@mailbox.syr.edu>
Subject: [gworld] more new stuff

1st I would like to revise one mutation. A normal hop is 2 meters NOT .3
meters. At the time I wrote it, the distance was 1/2SPD, which is to far
for me, and I tried to repair it , but when to short. Since I have been
sending you PC eaters, today I am going to add some weaker ones.

Slimers (Blue Snails)
NO 2d12 PER 11 ST/RU +3 AC 11(16) MD 11 HLTH 11 SPD 4 LVL 1 HD 4 THAC +1
ATS 1 DMG bite 2-5 INT animal MOR 10 SIZE T(.5 m) FREQ uncommon ORG pod
ACT CYC night DIET omnivore TECH 0 ART nil CLIMATE/TERRAIN moist land
PHYSICAL MUTATIONS carapace(17), attration odor(D), regeneration(10)
MENTAL MUTATIONS none XP 175
POWERS acid slime (2d6 points/round ), senses dead animals
within 400 meters
DESC These large snails have blue skin and a ornate purple shell (worth
100-400 domars). They produce an acid slime that leaves a dead, burned
trail behind it. Its smells of grapes.
COMBAT When very hungry, slimers will attack live prey. When doing so the
use a bite and attempt to slime it. This attack is at THAC-2 and no bite
is possible in that round. The slime burns until washed off with water or
alcohol.
SOCIETY Slimers are dangerous pests in inhabited regions, but do perform
an important duty of eating dead plant and dead animal matter. They are
preyed upon by animal immune to acid.

Note that most insects are resistant to radiation, ad thus I give them
high HLTH against it.

Jo'tal (Lesser Bloodwing)
NO 4d10 PER 20 ST/RU +3 AC 14 MD 13 HLTH 13 35 vs radiationSPD 3 fly 30
LVL 3 HD 5 THAC +3 ATS 1 DMG 1d6 INT non MOR 16 SIZE T(.5 m) FREQ rare ORG
swarm ACT CYC any DIET IN points and blood TECH 0 ART nil CILMATE/TERRAIN
near shallow water XP 2000
PHYSICAL MUTATIONS silence field(15), poison(bite int 6 paralytic), gas
generation(blinding 16)
MENTAL MUTATIONS fear generation(15), detect life(12), mental drain(20)
POWERS none
DESC Giant blackflies, jo'tal have mutated to consume blood and
intelligence. Other than size, they appear no different.
COMBAT When prey is detected, the swarm attacks within a silence field.
They use gas ang bites to immobalize the prey for feeding. If the swarms
moral fails it generates fear and flees.

Che'tal (Greater Bloodwing)
NO 2d10 PER 18 ST/RU +4 AC 16 MD 14 HLTH 14 35 vs radiation SPD 3 fly 20
LVL 4 Hd 8 THAC +4 ATS 1 DMG bite 2d6 INT semi MOR 15 SIZE M (1.5 m) FREQ
uncommon ORG swarm ACT CYC any DIET blood TECH 0 ART nil CLIMATE/TERRAIN
temperate forests and swamps XP 4000
PHYSICAL MUTATIONS sonic roar(12), sonar, hands(eyes) of power(zapping 16)
MENTAL MUTATIONS confusion(15), magnetic control(13)
POWERS none
DESC Giant deerflies, che'tal have yellow eyes, black spotted wings, and a
dark brown body with light brwon stripes. They have a nasty bite.
COMBAT After finding prey with sonar, che'tal attack with confusion or a
roar. After that, they use mutations or a bite randomly.

Ka'tal (Flying Death)
NO 1d10 PER 24 ST/RU +2 AC 18 MD 20 HLTH 20 40 vs radiation SPD 5 fly 40
LVL 10 HD 24 THAC +10 ATS 1 DMG bite 5d6 INT low MOR 15 SIZE L(4 m) FREQ
rare ORG solitary ACT CYC night DIET carnivore TECH 0 ART nil
CLIMATE/TERRAIN
near large rivers and lakes XP 8000
PHYSICAL MUTATIONS nocturnal(D), carapace(15), immunity to light attacks,
hands(eyes) of power (fluctuating 14), night vision
MENTAL MUTATIONS atmokinesis(18)
POWERS kinetic force field (1/2 damage from melee and missle weapons)
useable 3X per day for 1 hour
DESC Ka'tal are mutant darners (the largest of the dragonflies), where
arns are skimmers. They are green with a blue abdomen.
COMBAT If attacking flying prey, a ka'tal will come from behind , forming
a "net" with their legs to snatch up the prey. If it is to fast, tha
ka'tal will use atmokinesis to speed up (to 52). Ground targets are
attacked with eye rays. If attacked with missles, the 'death will raise a
force field and attack the creature who threw the missle. If ground prey
is weak, the ka'tal will land and bite it to death.
SOCIETY Ka'tal may be found in groups, but they ignore each other (so a
group may last only a day, a week or more).

Ja'pin
NO 2-5/KM^2 PER 0 ST/RU 0 AC 18 MD 15 HLTH 15 SPD 0 LVL 5 HD 5d6 THAC 0
ATS 0 DMG 0 INT non MOR 20 SIZE T-G FREQ uncommon ORG solitary ACT CYC day
DIET photosynthetic TECH 0 ART see below CLIMATE/TERRAIN pine barrens XP
HD 5-10 420 HD 11-20 975 HD 21-30 2000
PHYSICAL MUTATIONS none
MENTAL MUTATIONS none
POWERS poisonous cloud (2 m radius/HD) int 20 destructive
DESC These trees are mutated jack pines and have developed exterme
alleopathy (plants that use poison on surounding plants). It is 1 meter
tall/HD. When it is 5 meters, it begins to release a toxic cloud that is
deadly to all life. The tree itself is toxic (int 25) in all stges of
life. The ground beyond the cloud .3 m/HD is also toxic (int 15).
Otherwise the tree is noncombative.

I will try to send you articles on how to use the sea serpents and on
GW insects ASAP along with 2 more serpents and some more insects.
Have fun with them in your group!!
Derek

----------------------------------------------------------------------------

   Date: Mon, 20 Oct 1997 12:40:01 -0400 (EDT)
   From: DMH <dholland@mailbox.syr.edu>
Subject: Re: [gworld] more stuff

VERY COOL!!!

Just what is a cetoid? And why cant metal based organisms be metallic (eg
iron)? And finally would it not be better to put butterfly/moth/skipper in
place of lepidopteroid? Please send the rest.

Derek

----------------------------------------------------------------------------

   Date: Mon, 20 Oct 1997 17:21:44 -0400 (EDT)
   From: DMH <dholland@mailbox.syr.edu>
Subject: [gworld] web sites

I was just looking at some of the GW web sites and someting occured to me.
I ask that those that do not have a whats new section please add one. It
just makes sense so that we do not have to go through the whole site just
to find nothing new.

Derek

----------------------------------------------------------------------------

   Date: Mon, 27 Oct 1997 12:05:07 -0500 (EST)
   From: DMH <dholland@mailbox.syr.edu>
Subject: [gworld] Re: Paintball

To all,
      Yesterday I went out to my first ever paintball game. Because of it
I came up with the following stats:

paintball gun, pump  (semiauto)

Tech IV                range see below
damage see below       complexity 12
rof 5/round (15/round) cost 45 (150)
THAC +2 (+4)

speed (feet per second (fps))     200   280     325     375
range                             5-7   10-11   12-13   13-14
damage                            1     1-2     1-3     1-4

% of ball breakage

against target (in ranges)                        in gun
s    90                                            5
m    80
l    70
x    60

CO2        rounds fired                notes
12 grams   10-20              for one use only (ie it has no valve)
3 oz.  for the rest 40/oz     has valve, but loses 10 shots/change (if
7 oz                          it still has air)
9 oz
12 oz
15 oz
20 oz
25 oz


Note that the damage is exclusive of what is in the paintball (here you
go- have fun, but please send some ideas beyond acid, gasoline, and
spores).


Derek

----------------------------------------------------------------------------

   Date: Sat, 1 Nov 1997 10:27:17 -0500 (EST)
   From: DMH <dholland@mailbox.syr.edu>
Subject: [gworld] Bug of the Week

I have been sending PC eaters- so here is something totally diferent:

Euryl

Number 1d4+1
Perception 14
ST/RU +8
AC 15
MD 14
Health 14 25 vs radiation
Speed 9
Level 4
HD 5
THAC +4
Attacks
     bite 2d4
IQ non-
Moral 8
Size s (1m)
xp 150

Frequency common     Organization cluster
Activity cycle day   Diet omni-
Tech level 0         Atrifacts nil

climate/terrain  cold streams/rivers

Physical mutations:  anti-life leech, chameleon power (15)

Mental mutations:    detect life (15)

Special Powers:      none


Description   The euryl looks like most aquatic insect larvae: long, thin
with the legs cramed up near the head. The long antennae, large tusks, and
frilly gills on its abdomen identify it as a euryl (mutant mayfly). Unlike
its ancestors, the euryl will remain in its larval state (but still will
be able to reproduce). They are found in gravelly areas looking for food.

Combat Euryl are noncombative, and will not attack things larger than
itself unless provoked. It uses dectect life to sense prey and preditors.
If attacked it will try to flee. 

Society Euryl are hunt for food by MA and MH. In some areas they are an
important farmed animal.


Also one campain idea that I use is that during winter, there are many
creatures that migrate south to avoid the extreme cold of Canada. They
come as far south as northern New Jersey. If any of you want, I will post
some of the "blizzard beasts". I am also looking for any inveribrate races
that any of you have developed. 

Derek

PS Thanks to all that sent ifo on toxic waste dumps!

----------------------------------------------------------------------------

   Date: Tue, 4 Nov 1997 08:33:07 -0500 (EST)
   From: DMH <dholland@mailbox.syr.edu>
Subject: [gworld] Bug of the week

As per Mr. Chapman's request- a mutant cicada:


Cid'tal

No.            1
Per.           16
ST/RU          -1
AC             20
MD             17
Health         17  35 vs. Radiation
Speed          9  fly 27
Level          7
HD             15
THAC           +7
Attacks
bite           2d8
IQ             semi-
Morale         15
Size           L (3m)
XP             **

Fq         UC                Org  solitary
Act. Cyc.  day               Diet sap
TECH       0                 Art. nil

Cl/Terr  temperate hills/forest

Phy. mutations  full carapace (21), sonic roar (see below)

Men. mutations  nil

Powers          sucks sap at 1d8 points of damage per round


Desc.  This mutant cicada is the terror of green folk everywhere. Other
than its size, it looks exactly like there small ancestors.


Cmbt.  When a cid'tal sees prey, it flys to the attack. It uses it beak to
punch a whole into the plant to get at the vascular tissue. If the prey
resists, the cid'tal uses its beak and whine to kill the prey. The whine
has a range of 35 meters and does 7d6 points of damage. It can be used 1/5
rounds. Remember to check equipment damage!


Soc.   It is unknown where the nymphs lair. The adults live for 3-4 weeks
during the summer. Also the cid'tal appears only once per 17 years (and in
great numbers).


Enjoy. Could some one please give me some feedback on my stuff. I have
only gotten 2 responces and I want to know what you all think!!

Derek


PS **- I have changed the way I figure XP, it is similar to the 1st ed.
AD&D rules. So from now on I will not be giving xps for my creatures.
Sorry.

----------------------------------------------------------------------------

   Date: Wed, 5 Nov 1997 10:35:37 -0500 (EST)
   From: DMH <dholland@mailbox.syr.edu>
Subject: [gworld] Re: Insects

I have decided to send the rest of my 'tals to you. So here they are:

Sin'tal

No. 1d8
Pre. 19
ST/RU +6
AC 16
MD 16
Health 16  35 vs radiation
Speed 18  fly 24
Level 6
HD 15
THAC +6
Attacks
bite  2d10
claws 2d4
IQ semi-
Morale 15
Size L (3.5 m)
XP  **

Fq.                VR            Org.        pack
Act. Cyc.          any           Diet        carnivore
TECH               0             Art.        30% chance of G

Cl/Terr  Hardwood forests (ie broadleaf)

Phy. mutations   ultravision, photogeneration (28), silence field (20)

Men. mutations   mental invisiblity (17)

Powers           none

Desc. These insects are giant assassin bugs. They are shield shaped with a
wide thorax, narrowing towards the abdomen, then the abdomen widens (sort
of like a lopsided hourglass). They have a hooked beak that fits into a
slot on the underside of the insect. They tend to be green and brown.

Cmbt. Sin'tal hide up in large trees attpting to make themselves invisible
and silent to possible prey. When such prey is sighted below the tree, the
sin'tal jumps down, making a charge attack with its claws. It next blinds
the prey, and attempts to bite it to death. Due it its unusual anatomy,
the sin'tal can attack with its claws OR bite, but not both in the same
round.

Soc. Sin'tal hunt in small packs in order to bring down large prey. They
breed in the fall and the egg masses are layed on very large trees in the
canopy.


Bu'tal

No. 1
Per. 14
ST/RU +5 (+15)
AC 18
MD 18
Health 18  35 vs radiation
Speed 8  fly 15
Level 8
HD 12
THAC +8
Attacks
bite 4d6
claws 2d6
IQ semi
Morale 16
Size L(3 m)
XP **

Fq.                UC            Org.     solitary
Act. Cyc.          any           Diet     carnivore      
TECH               0             Art.     none

Cl/Terr.  grassy areas

Phy. mutations  chameleon power (22), silence field (20), power touch
(hot, 18) (this mutation is in a dragon issue in the 180's or 190's)

Men. mutations  magnetic control (25)

Powers immune to heat

Desc. These are mutant ambush bugs. They are stout bodied with greatly
enlarged forelegs like a manta (green render). The abdomen is much wider
than the wings at that point. They are green-brown, and though 3 meters
long, the are only .5 meters tall.

Cmbt. They hide using chameleon power and a silence field. When prey
carrying metal objects comes within 10 metersof the bu'tal, it uses
magnetic control to draw the prey closer. It attacks as a manta. If the
prey struggles, it uses hot hands to kill the prey quickly.  

Soc. Bu'tal feed on the blood of most anything, but prefers those who wear
metal objects (ie PCs and NPCs)


Ti'tal

No 1d4
Per 25
St/RU -2
AC 22
MD 20
Health 20  40 vs radiation
Speed 24  fly 36
Level 10
HD 22
THAC +10
Attacks
bite 4d10
IQ high
Morale 19
Size H (6 m)
XP **

Fq.                VR            Org.     solitary
Act. Cyc.          any           Diet     carnivore               
TECH               II            Art.     F

Cl/Terr  Old growth forests

Phy. mutations  heightened speed (15), gas generation (22, burning),
poison (bite int. 12 desructive), heightened sight and smell

Men. mutations  teleportation (16), mental reflection (20)

Powers none

Desc. This is a huge metallic green tiger beetle. It looks like a long
thinner version of a lady bug (or ladybird beetle or lady beetle- take
your pick). They hunt in the air in open areas and by foot in closed ones.

Cmbt. They attack by running prey down. They are quite intelligent and
will use the best tactics for hunting. It will teleport if the prey does
not sense it as to gain suprise. It spays the prey with gas from its
abdomen, ant then uses its rending mandibles.

Soc. They, unlike most giant insects live more than 2-3 years, they can
live to 45. Thus they do from a lose linked communities, and will help
each other. They are the major preditors in the areas that they are found.
They do, on occasion try to communicate with other intelligent beings, but
it is unknown why, as they tend to eat those they speak to.


Thy'tal
No. 1
Per 14
St/RU -3
AC 18
MD 13
Health 13
Speed 8
Level 3
HD 18
THAC +3
Attacks
bite 2d6+4
IQ low
Morale 12
Size H(4 m)
XP**

Fq.                VR            Org.     solitary
Act. Cyc.          night         Diet     silver and meat
TECH               0             Art.     none
                   
Cl/Terr  light forests near urban ruins and urban ruins

Phy. mutations  material tranformation (flesh to silver, 45 kg.), gas
generation (blinding, 18)

Men mutation life detection (16), water walk (this is on wyldfyre's site)

Powers none

Desc. This is a giant silverfish. They are a major nusance in and near
cities. They are tear dropped shape and are bright silver in color. Their
antennae are hair looking.

Cmbt. When hungry, a thy'tal looks for an animal to feed on. They attack
with a visious bite that converts flesh to silver. After the prey to
totally converted to silver, the thy'tal eats the body. One out of every 4
animals is not converted to silver.

Soc. Thy'tal are sometimes used but evil, greedy people to convert
prisoners into silver. its life cycle is unknown as all are attacked unpon
sight. A dead thy'tal yields 200-500kg of silver.


Ka'tal (flying death)

No. 1d10
Per 24
ST/RU +2
AC 18
MD 20
Health 20  40 vs radiation
Speed 5 fly 40
Level 10
HD 24
THAC +10
Attacks
bite 5d6
IQ semi
Morale 15
Size H (4 m)
Xp **

Fq                  R         Org     solitary
Act. Cyc.           day       Diet    carnivore
TECH                0         Art     none

Cl/Terr  Near lakes and rivers

Phy. mutations full carapace (15), immunity to light attacks, fluctuating
eyes of power (17)

Men. mutations atmoskinesis (AK) (18)

Powers none

Desc. This is a mutant darner- the largest of the dragonflies. The arn is
a common skimmer. Ka'tal are green with a blue abdomen.

Cmbt. If attacking flying prey, a ka'tal comes from behind and forms a
"net" with its legs to catch the prey. If the prey is too fast, the flying
death will use AK to spped up to 48. Gound targets will be hit with eye
rays. If attacke with missle fire, the ka'tal will speed up to evade the
missles (AC+5). If the prey seems weak, the ka'tal will land and use its
bite.

Soc. None, they maybe found in groups but the ignore each other.

(As soon as I can find them, I have larval stats and will send them)


Che'tal (horsefly)

No. 1d6
Per 18
ST/RU +4
AC 16
MD 18
Health 18  35 vs radiation
Speed 3 fly 25
Level 8
HD 15
THAC +8
Attacks
bite 4d6
IQ semi
Morale 15
Size L (3 meters)
XP **

Fq.             R               Org   swarm
Act. Cyc.       day             Diet  blood (esp. horse blood)
TECH            0               Art.  none

Cl/Terr  temperate forests and fresh water wetlands

Phy. mutations  sonic roar (12), sonar, regeneration (23)

Men. mutations  confusion (15)

Desc. This mutant horsefly now loves to feed on its namesake. It has brown
eyes that are striped horizontally, black spotted wings, and a black/brown
striped body. Their mandibles have enlarged even further.

Cmbt. They hunt by sonar and roar to the attack. If horses- mutant or non
mutant- the che'tal will attack these first. It uses confusion to slow the
prey down.

Soc. They hunt in swarms to bring down prey. Only the females hunt
animals, males hunt plants.


And one non- tal


Juggernaut

No 1
Per 18
St/RU -4
AC legs 20 body 16
MD 20 
Health 20
Speed 22
Level 10
HD 35   legs have 12 HD 
THAC +10
Attacks
feeler whips (2)   2d6+2 
fore leg stabs (2) 2d10
fangs (2)          2d10
IQ low
Morale 16
Size G (see below)
XP **

Fq                   VR         Org     solitary
Act. Cyc             night      diet    carnivore (esp insects)
TECH                 0          Art.    none

Cl/Terr    light forests and plains

Phy. mutations poison (int 15 destructive), chameleon power (15),
regeneration (legs only- leg restored per week)

Men. mutations none

Powers none

Desc. This is a giant daddy-long-legs (or harvester spider). Its legs go
up to 10 meters in the air, so the body is held 8 meters aloft. It is
brown with black fangs. ( note that there are several types of
daddy-long-legs- this one has a spider-like body, not oval shaped)

Cmbt. Juggernauts hunt by sight, using all 8 eyes. When prey is sighted,
the juggernaut runs to the attack. It will retreat only when it fails
morale or losses 3+ legs.

Soc. They are a very important organism, as they keep mutant insect
populations down, where they live. When intellignet beings see them, they
tend to run away- which is good for both parties.


Enjoy

Derek

----------------------------------------------------------------------------

   Date: Fri, 7 Nov 1997 12:58:24 -0500 (EST)
   From: DMH <dholland@mailbox.syr.edu>
Subject: [gworld] THEM!

I have created stats for the ants in THEM!- which is my fav. 50s monster
flick.


Ant, giant

No 5d10
Per 22
St/RU -4
AC 20
MD 20
Hlth 20  40 vs radiation
Speed 18
Level 10
HD 18-25
THAC +10
Attacks
 bite 2d10 or 3d10
 sting 2d4
IQ non
Mor. 15
Size L-H (3-5 m)

Fq               rare               org        colony
Act Cyc          any                diet       Carnivore
Tech             0                  Art        H

Cl/Terr  any dry warm land


Phy. mutations  full carapace (21),  heightened smell and touch, poison
(int 18 destructive)

Men. mutations  none

Powers  hold and crush

Desc. Big ants.

Cmbt. Ants with 18-20 HD do 2d10 points of damage with their bite, those
with 21-25 do 3d10. If a bite succeeds on an 18+ th ant has grabbed the
target. Roll d6: 1-3- arms free, 4- one arm held, 5- two arms held, 6- all
arms held. One subsequent rounds, teh ant does bite damage. Only a tough
PS check (or the death of the ant) will free the target. If the ant does
not grab it will use its sting on the target.

Soc. As any ant colony the GM wants. 


I left alot out as to encourage you guys to see the movie. 

Enjoy

Derek

----------------------------------------------------------------------------

   Date: Fri, 7 Nov 1997 15:45:47 -0500 (EST)
   From: DMH <dholland@mailbox.syr.edu>
Subject: [gworld] Bug of next week

Here is that immature ka'tal


Ka'tal  (swimming death)

No 1
Per 21
ST/RU +6
AC 17
MD 20
Hlth 20  40 vs radiation
Speed swim 9  jet 21
Level 10
HD 22
THAC +10
Attacks
 bite 3d6/3d8
IQ semi-
Morale 18
Size L (3 m)

Fq                 R                Org          solitary
Act Cyc            any              Diet         carnivore
TECH               0                Art          none

Cl/Terr rivers and lakes

Phy. mutations  full carapace (14), chameleon power (19), zapping eyes of
power (16), water vision, gills (see below)

Men. mutations  hydrokinesis (18), detect life (16)

powers water jet for speed 21 for 1d4 rounds


Desc. A naiad of the adult ka'tal, it looks like a dragonfly without
wings, and has a "limb" with  two hooks for a lower lip, and its gills are
kept in its rectum. It uses this unusual system to build up waste gases
and shoot them out its anus. This allows it to jet forward to catch prey
or run away. (Note that this is a real morpheological system to dragonfly
naiads)

Cmbt. A naiad sits, using chameleon power and life detection to hide and
find prey. It waits until possible prey is within 10 meters, then it
shoots forwards, grabbing the target with the lower lip causing 3d6 points
of damage. It then draws the prey to its mouth to bite the prey. This
causes 3d6+3d8 points of damage. It uses its eye rays on other creatures
that try to interupt its feeding.

Soc. Swimming deaths tend to be the domiate preditor in an given area.
They stay in this form for 3-8 years depending on the species. Then they
molt and live as adults for 2-3 weeks (bummer :) )


Enjoy

Derek

PS I will be seeing Starship Troopers soon and will send the stats ASAP.

----------------------------------------------------------------------------

   Date: Sun, 9 Nov 1997 10:09:48 -0500 (EST)
   From: DMH <dholland@mailbox.syr.edu>
Subject: [gworld] bug of the week after next

I have one of my creation and the the bug from Men in Black:

Staph (this is not bacteria- it is from staphylinidae)

No 2d8
Per 15
ST/RU +6
AC 15
MD 13
Hlth 13
Speed 12 fly 24
Level 3
HD 2
THAC +3
Attacks
bite 2d4
IQ non
Morale 16
Size T(.3 m)

Fq                 Rare                 Org.      swarm
Act. Cyc           night                Diet      Fungi
TECH               0                    Art.      none

Cl/Terr anywhere near fungi

Phy. mutations  immune to radiation

Men. mutations  none

Powers          senses fungi within 80 m

Desc.  These mutant beetles are the bane to all fugi life forms. The
appaer to be earwigs with reduced cerci (tail pincers). Their manidibles
are specialized to cut fungal tissue, against non-fungi they do 1d2.

Cmbt.  Staph attack prey in swarms, trying to cut the fungi to pieces. 

Soc.   Thought staph eat any fungi, they just love obb flesh. Many are
never seen as they burrow in old logs, eating the fungi rotting the wood.



The Bug form MIB

No 1
Per 19
ST/RU -3
AC 18
MD 21
Hlth 18  35 vs radiation
Speed 12 
Level 8
HD 20
THAC +8
Attacks
bite  4d8
claws 2d6
sting 1d8
IQ low-ave
Mor. 19
Size H (5 m) and var.

Fq                    Rare             Org       solitary
Act Cyc               any              Diet      carnivore
TECH                  ??               Art       G

Cl/Terr  any land

Phy. mutations  poison (int 21 destructive)

Men. mutations  linguistic adaptation

Powers          can alter size and shape from 1 meter to 5 meters,
swallows whole on a 18+


Desc.  An insect with low selfesteem, high tech, and little brains. They,
in their normal forms, are long, thin scorpian tailed insects. 

Cmbt. Bugs attack with either a bite or with its claws and tail stinger.

Soc. Bugs attempt to dominate other species with either brute force, or by
replacing the species rulers. The latter almost never works as, most
species are not dumb enough to NOT spot a bug in "wolfs clothing". They
tend to be vindictive and will defend other insects with a passion.



Enjoy

Derek

----------------------------------------------------------------------------

   Date: Mon, 10 Nov 1997 20:56:27 -0500 (EST)
   From: DMH <dholland@mailbox.syr.edu>
Subject: [gworld] tremor worms

James asked and you all shall receive

Worms (Graboids)

No 1
Per 25
ST/RU +8
AC 15 tentacles/ 20 body
MD 22
Hlth 22
Speed 15
Level 12
HD 27
THAC +12
Attacks
tentacles (4 or 6)  2d4
bite                3d10
IQ non
Morale 20
Size H (6 m)

Fq         rare         Org      solitary
Act. Cyc   any          Diet     carnivore
TECH       0            Art      none

Cl/Terr  plains and sand deserts

Phy mutations heightened touch, new body parts (tentacles)

Men mutations none

Powers  sonic attacks do 3X damage and the worm retreats for 2d4 rounds,
swallows creatures upto 2.5 meters long on a 18+

Desc. A big worm with 4 or 6 ( I don't remember which) tentacles with
mouths from its own mouth. The mouth has 3 sections that look like beaks. 

Cmbt A graboid attacks from underground using its tentacles to ensnare its
prey. The it draws the prey to its mouth and tries to swallow the prey.

Soc. unknown


Bipeds (??)

No 5d6
Per 15
ST/RU+2
AC 15
MD 14
Hlth 14
speed 9
level 4
HD 6
THAC +4
Attacks
bite  2d4
IQ non
Morale 18
Size s (1 m)

Fq          rare          Org      a really big group (swarm?)
Act Cyc     any           Diet     carnivore
TECH        0             Art      none

Cl/Terr  plains, sandy desert, and surrounding terrain

Phy mutations infravision

Men mutations none

Powers none

Desc They have the mouth of the other stage of life, but it is small and
has 2 legs.

Cmbt They swarm prey, and attack with a nasty bite.

Soc. These creatures are extremely dangerous as they have a high
reproductive rate. If well fed, an adult can produce one young per hour.
And it needs only 12 hours to reach adulthood! 


Enjoy

Derek

----------------------------------------------------------------------------

   Date: Sun, 16 Nov 1997 11:14:24 -0500 (EST)
   From: DMH <dholland@mailbox.syr.edu>
Subject: [gworld] RE: Starship Troopers

And now ladies (do we have any on the list?) and gentlemen: what you and I
have been waiting for- the stats of (some) of the Aracnids from Starship
Troopers.

But first- Everything below is my interpertation of the movie, if the book
has something different (which it does), I have not read it yet. After I
do read it I will be sending stats for that version of the bugs. Also
there are several entries I left blank- I have no idea how to fill them.

And now for the 3 basic warriors:


Warrior

No.     20d10
Per     14
ST/RU   -10
AC      15
MD      16
Health  16
Speed   18
Level   6
HD      16
THAC    +6
Attacks
claws(2)  1d8
bite      1d12
IQ      semi
Morale  20
Size    L (3m)


Fq             ??              Org        swarm
Act Cyc        any             Diet       carnivore (?)
TECH           0               Art        none

Cl/Terr  ??

Phy. mutations  none

Men. mutations  none

Powers  Impale on a 16+ (X2 damage), bites prey in 1/2 on a 20, on a 20
AGAINST it- hit is on brainstem (death)

Desc. A warrior is 3 meters tall, several shades of brown, has 4 walking
limbs, and 2 combat limbs. Its mandibles are set up as to be above and
below the head. Its eyes are 1" in diameter, set at the base of the
mandibles. They are agile and quick (+2 on DX checks).

Cmbt. Warriors attack with either a bite, which can sever a M (or
smaller) sized creature in 1/2, or with its combat limbs, which can impale
any sized creature.

Soc.  ??


Hopper (Flier)

No          3d4
Per         18
ST/RU       -5
AC          16
MD          17
Health      17
Speed       9  fly 28
Level       7
HD          16
THAC        +7
Attacks
bite        2d10
IQ          semi
Morale      20
Size        H(4m)

Fq           ??               Org.         wing
Act. Cyc     any              Diet         carnivore (?)
TECH         0                Art          none

Cl/Terr  ??

Phy mutations  wings

Men mutations  none

Powers  decapitates on a 19+, a 20 AGAINST it, hit is on the brainstem
(death), lifts M (and smaller sized) creatures on a 20

Desc. Hoppers are just greenish warriors with wings. 

Cmbt. They attack on the wing with a bite which can sever the head off L
sized and smaller creatures.

Soc   ??


And my personal fav. (and to give them a melee attack-a bite)


Tanker

No.      1d4
Per      14
ST/RU    -5 on ground; +15 underground
AC       18
MD       20
Health   20
Speed    8
Level    10
HD       30
THAC     +10
Attacks
bite     6d4
IQ       semi
Morale   20
Size     G(12m)


Fq           ??                 Org.         swarm
Act Cyc      any                Diet         carnivore (?)
TECH         0                  Art          none

Phy mutations  none

Men mutations  none

Powers Breath weapon- a cone 5 meters by 20 meters, of corrosive liquid
that does 5d10 points of damage. It can be used every 3 rounds.

Desc The tanker looks like a scarab beetle with 8 legs. Its head has a
triparted mouth from which the corrosive is fired.

Cmbt. These walking flamethrowers hide underground, bursting to the
surface to attack. They use the corrosive first, then the bite until they
can fire again.

Soc  ??


They reason I chose a corrosive instead of fire is the movie's look. They
arm and 2 soldiers seem to melt under the blast, not burn away. The GM
must decide where to put them, as I cant think of on place where they
could exist without totally dominating the contintent. 

Also I noticed that on P (the planet that the brainbug was captured),
there was nothing for the bugs to eat. In fact, how did they get there?

Enjoy

Derek

----------------------------------------------------------------------------

   Date: Mon, 17 Nov 1997 08:11:17 -0500 (EST)
   From: DMH <dholland@mailbox.syr.edu>
Subject: [gworld] SST2

And here are the other 3 bugs from the movie. 


Plasma bug

No         2d2
Per        12
ST/RU      -6
AC         16
MD         22
Health     22
Speed      9  fly 18
Lvevl      12
HD         50
THAC       +12
Attacks
bite       8d8
IQ         semi
Morale     20
Size       G(30 m)


Fq          ??                 Org         ??
Act Cyc     any                Diet        carnivore (?)
TECH        0                  Art         none

Cl/Terr  ??


Phy. and Men. mutations   none

Powers    Fires plasma- short range 1000; damage 30d10; can fire every
other round.

Desc These giant insects have a transparent spots on its abdomen, small
wings (compaired to its size), and the ability to produce plasma in the
aformentioned abdomen.

Cmbt Plasma bugs are used as anti-aircraft guns. They use a bite on all
S-H targets, and plasma on G and flying targets. 


Walking eyes

No        3d10
Per       18
ST/RU     +3
AC        15
MD        15
Health    11
Speed     16
Level     1
HD        6
THAC      +1
Attacks
none
IQ        average
Morale    1
Size      s (1.5 m)

Fq             ??                 Org         ??
Act Cyc        any                Diet        carnivore (?)
TECH           0                  Art         none

Cl/Terr    ??

Phy, Men mutations and powers   none


Desc. These bugs look like overgrown cockroaches. They act as the eyes and
ears of the brainbugs.

Cmbt. They run away from violence.

Soc  ??


Brainbug

No                1
Per               14
ST/RU             -4
AC                12
MD                16
Health            16
Speed             3
Level             6
HD                12
THAC              +6
Attacks
suction tube      4d10
IQ                genius
Morale            1
Size              H (4m)


Fq              ??                Org         ??
Act Cyc         any               Diet        carnivore (?)
TECH            0                 Art         none

Cl/Terr ??

Phy and Men mutations  none

Power  on 18+, sucks brain out of target, if target is prone on the ground


Desc A brainbug looks like a queen ant with a pushed in head. It has 10
eyes surrounding the orifice where the suction tube is held.

Cmbt Brainbugs don't fight, they order the others to do so. To remove a
brain, the head must be no more than 3 feet in the air. After 10 hours of
study, a brainbug can gain 1d20 relevent facts from a brain.


Enjoy

Derek

----------------------------------------------------------------------------

   Date: Mon, 17 Nov 1997 08:30:24 -0500 (EST)
   From: DMH <dholland@mailbox.syr.edu>
Subject: [gworld] Re: the rust monster of GW

To all,
      I came up with this insect after looking over a list of what
cockroaches and silverfish eat.


Zar'tal

No        10d20
Per       10
ST/RU     +5
AC        20
MD        15
Health    20
Speed     8
Level     5
HD        1
THAC      +5
Attacks
bite      1d3
IQ        non
Morale    15
Size      T (.1 m)

Fq        VR        Org     swarm
Act cyc   night     Diet    concrete, steel, plastic and glass
TECH      0         Art     none

Cl/Terr  urban

Phy mutations darkness creation (see below), metal mandibles

Men mutations none

Powers constantly creates darkness

Desc. These mutant roaches feed on the leftovers of Ancient civilization.
They are larger and absorb all light in a 18" diameter. Only death will
reveal the insects true form.

Cmbt. They attack with their mandibles, but only for defense of food.

Soc. Zar'tal are nature's responce to all the waste left by Man. They are
feared by the Created and the robots stomp them out when they are found.



I saw a trailer for Godzilla 98, does anyone want some stats for him and
his "friends"?

Derek

----------------------------------------------------------------------------

   Date: Wed, 19 Nov 1997 17:44:31 -0500 (EST)
   From: DMH <dholland@mailbox.syr.edu>
Subject: [gworld] Slime beasts

Here is the overview of toxic waste dumps and their inhabitants:

  One of the very visible byproducts of the Ancients are toxic waste
dumps- called slime pools or deadlands, depending on if the waste is
liquid and on the surface or not.
  Many unusual mutants have evolved near or in the dumps, collectively
called slime beasts. They are an extremely diverse group with only the
following mutations in common: immunity to acids/corrosives, poisons and
radiation; poison (this is the toxic waste concentrated in or on the
mutant); and 2 defects- one physical, one mental. When one is used by the
GM, 1-3 additional mutations (50/50 for physical or mental, roll for
each). Each of these mutations have a 60% chance of being a defect.
  Because of the tendancy of many defects, slime beasts tend to be rare in
number. Also the current species are unusually large and agressive.
Several can be found in one deadland, but each has its own turf.


And here are two of them:

Slime beast, kath

No             1
Per            17
ST/RU          +4
AC             15
MD             16
Health         16
Speed          14 swim 7
Level          6
HD             20
THAC           +6
Attacks
 bite          6d8
IQ             semi
Morale         20
Size           H (4m)

Fq             rare               Org        solitary
Act Cyc        any                Diet       carnivore
TECH           0                  Art        none

Cl/Terr  slime pools

Phy mutations multiple teeth, allergy to sulfur, kinetic absorption (15),
multiple limbs (2 extra legs)

Men mutations empathy (14), intuition (16), hydrokinesis (17), siezures

Powers HK affects the liquid of the slime pool

Desc Kaths are of lizard stock. They look like 6 legged iguanas with many
teeth. Because of their unusual allergy, kaths are not found in many
dumps.

Cmbt They detect prey with their empathy and attempt to ambush from the
pool. They use a bite and HK to kill the prey.



Slime beast, spirt

No      1
Per     23
ST/RU   +9
AC      20
MD      19
Health  19
Speed   0
Level   9
HD      26
THAC    +9
Attacks
toxic waste blasts (10)  3d4+poison
IQ      animal
Morale  20
Size    G (9-18 m)

FQ      very rare          Org       solitary
Act Cyc any                Diet      liquid toxic waste
TECH    0                  Art       none

Cl/Terr  Deadlands

Phy mutations none

Men mutations Alpha sense (500 m range), pyrokinesis (9), hydrophobia

Powers chemical pump (range 20 meters)

Desc Spirts are mutant trees. They look long dead and covered with dead
broken branches. They feed on the waste kept underground. They PK is used
to keep the waste warm enough to stay liquid in the winter and in artic
conditions. It is not used in combat.]

Cmbt When attacked, a spirt defends itself with a spray of toxic waste.
This is shot out one of the broken branches. The typical waste does
the above damage and is a desructive poison of intensity 15. The GM
is encouraged to be creative here. It will not attack anything that
just is passing by. (But some villages thing dead wood makes good fire
wood :)).


Enjoy

Derek

----------------------------------------------------------------------------

   Date: Sun, 23 Nov 1997 11:28:16 -0500 (EST)
   From: DMH <dholland@mailbox.syr.edu>
Subject: [gworld] Re: GODZILLA

Ask and you shall recieve:

Godzilla, King of Monsters

No      1
Per     16
ST/RU   -20
AC      22
MD      30
Health  30
Speed   45
Level   20
HD      300 (1800 hp)
THAC    +20
Attacks
stomps  17d10
tail    25d10
IQ      average
Morale  20
Size    G (120 m)

Fq      unique              Org       solitary
Act Cyc day                 Diet      meat and radiation
TECH    0                   Art       none

Cl/Terr  any (who is going to stop him?)

Mutations  none

Powers  Breath weapon- a cone that is 200 meters long and 30 wide at the
end, it does 30d10 points of damage and intensity 30 radiation, it can be
used every other round, 12 times before recharge. Godzilla must absorb 180
points of radiation to recharge.
Radiation heals damage at a rate of (2x intensity/round)

Desc  Godzilla is a huge bipedal lizard or dinosaur. It is brown, has a
set of ridges down its back, and has a long thick tail.

Cmbt  Godzilla attacks T-H sized creatures with foot stomps and a tail
lash. It uses its breath on flying targets, G sized creatures, other
monsters, and buildings.


I know that there is one inconsistancy- He only needs 1/2 power to
regenerate his breath. I did this because one must remember that it is
also made up of a great deal of heat (and i wanted to make up for the low
THAC and hp IMO).

Derek

PS why don't some of you post some your favorite movie monsters?

----------------------------------------------------------------------------

   Date: Thu, 4 Dec 1997 09:07:14 -0500 (EST)
   From: DMH <dholland@mailbox.syr.edu>
Subject: [gworld] Re: weapons

I had a brainstorm after looking at the ground zero site and here are the
results.


The shocker

base damage  4d6+3d8           THAC         0 (+5 vs metal objects)
TECH         V                 complexity   15
short range  15                duration     1 shot
rate of fire 1                 shots/reload 5
cost         -                 weight       4 kg

This weapon is similar to a shotgun in design. The shells however have 2
chambers filled with different chemicals. Upon impact they mix and cause
an electrical surge. An animal hit must make a tough (10) health check or
be paralysed for 1d4 rounds due to muscle spasms. The shells for this
weapon are very rare, and only a chemist can make more.


The wrecking ball

base damage  5d8               THAC         +5
TECH         V                 complexity   15
short range  35                duration     1 shot
rate of fire 1/2               shots/reload 1
cost         6500              weight       15 kg

This gun was developed to drop the target in one hit. It works on the same
principles as a railgun. It must be reloaded every other round. It is
powered by 3 hydrogen cells.


The attractor

base damage  2d8               THAC         +2 (+8 vs ferrous metal)
TECH         VI                complexity   17
short range  12                duration     1 shot
rate of fire 2                 shots/reload 6
cost         -                 weight       1 kg

This pistol fires rounds that magnetize the target (if it is wearing or
made of ferrous metal). Treat the target as if it was hit with the
mutation magnetic generation with a MP of 30 and at point blank range.


The javelin

base damage  3d6               THAC         +3
TECH         V                 complexity   5
short range  10                duration     1 shot
rate of fire 1/3               shots/reload 1
cost         3000              weight       5 kg

This weapon was created to replace the crossbow. It fires steel bolts with
a tiny railgun. It takes 2 chemical cells to power it.


Enjoy

Derek

----------------------------------------------------------------------------

   Date: Thu, 4 Dec 1997 12:30:42 -0500 (EST)
   From: DMH <dholland@mailbox.syr.edu>
Subject: [gworld] Re:  more weapons

Here are some more weapons. 


The vaporizor

base damage  6d12                  THAC          +6 
TECH         VI                    complexity    20
short range  10                    duration      1 shot 
rate of fire 1/2                   shots/reload  3
cost         -                     weight        10 kg

This gun's beam has no affect on unliving substances. To the living, it
causes a breakdown of connective tissues in animals and vascular tissue in
plants (where food and water move). It is powered by 2 chemical cells.


The oxidizer

base damage  see below             THAC          0
TECH         VI                    complexity    20
short range  40                    duration      1 shot
rate of fire 1                     shots/reload  5
cost         -                     weight        8 kg

This gun causes all metal to corrode. It plays havok with the electron
shell around the metal atoms. It affects armor by decreasing its value by
one. It corrodes 1d4 kg of metal per shot. It is powered by 2 hydrogen
cells.


The havok

base damage  see below             THAC          +2
TECH         VI                    complexity    20
short range  30                    duration      1 shot
rate of fire 1                     shots/reload  4           
cost         -                     weight        8 kg

This gun corrodes plastics. 5d6 kg are destroyed per shot. It is powered
by a hydrogen cell.


The defoliator

base damage  6d8                   THAC          +4   
TECH         V                     complexity    15
short range  20                    duration      1 shot
rate of fire 1                     shots/reload  6
cost         7500                  weight        12 kg

This weapon destroys chlorophyll, starch, and cellulose. It does 1/2
damage to animals with photosynthetic skin. To both plants and animals
(with the mutation mentioned before hand) it inhibits photosynthesis for
1d8 days. It is powered by a hydrogen cell.


The pulverizor

base damage  4d12                  THAC          +3
TECH         V                     complexity    17
short range  12                    duration      1 shot
rate of fire 1                     shots/reload  10
cost         -                     weight        15 kg

This gun sends out a sonic pulse the damages minerals. It shatters 2d4
kg/shot and does the above damage to beings with a mineral skeleton. It is
powered by 3 chemical cells.



Enjoy

Derek

PS Does anyone want my stats of chemical and biological weapons?

----------------------------------------------------------------------------

   Date: Sun, 7 Dec 1997 10:00:51 -0500 (EST)
   From: DMH <dholland@mailbox.syr.edu>
Subject: Re: [gworld] insects

On Wed, 3 Dec 1997, James wrote:

> And there I was, believing all along the daddy long legs were spiders. I
> guess I can tell my sister she needs not to be afraid of them anymore :-)
>
> Regards,
>
> --- James ----

Boy did I blow this one. Daddy-long-legs are arachnids. And you must look
at the body to determine if they are spiders or not. There are 2 taxons (I
don't know if they are families, orders or genera) that are called
daddy-long-legs. The "true" d-l-l has a oval body where you can't sperate
the body from the head (they are also called harvester spiders). The
"false" d-l-l has a definate head (and huge fangs or palps). Sorry about
the confusion.

Derek

----------------------------------------------------------------------------

   Date: Mon, 8 Dec 1997 17:42:49 -0500 (EST)
   From: DMH <dholland@mailbox.syr.edu>
Subject: [gworld] Re: even more weapons

Here are the last 5 weapons from my brainstorm:

The dehydrator

base damage  3d12            THAC         +3
tech         V               complexity   18
short range  10              duration     1 shot
rate of fire 1               shots/reload 6
cost         5500            weight       3 kg

This gun uses a ray of heat to dry out the target. Against flesh, it does
the above damage, versus slimy creatures double damage. It evaporates 3d4
l of water per hit. It is powered by one hydrogen cell. 


The dissolver

base damage  8d12            THAC         +3
tech         VI              complexity   16
short range  5               duration     1 shot
rate of fire 1               shots/reload 15
cost         -               weight       8 kg

This gun fires capsules that hold a very concentrated acid. Its firing
system is similar to an air gun. It uses a chemical cell for power.


The shredder

base damage  5d12            THAC         +2
tech         V               complexity   25
short range  50              duration     1 shot
rate of fire 1               shots/reload 1
cost         -               weight       60 kg

This cannon is an antipersonal weapon. It fires a shell that breaks up
after being emitted. The fragments shred flesh upon impact.


The atom smasher

base damage  5d10            THAC         +6
tech         V               complexity   25
short range  80              duration     1 shot
rate of fire 1               shots/reload 5
cost         -               weight       40 kg

This cannon fires a stream of neutrons. This causes some of the atoms of
the target to fission. One side affect is that 2 hits weaken armor by one
point. THERE IS NO RADIATION DANGER FROM THIS WEAPON!


The tags

These devises were developed 5 years after the Cataclysm. They emit a
raido signal to a weapon platform in orbit. On the side of it is a timer
that goes from 30 seconds to 3 hours. After the alotted time, the platform
destroys the target (doing 150X1d100 points of damage). There is a 25%
chance that the tag is a dud. And if the planet is in between the platform
and the target, the platform will wait until it has a straight line of
fire.



And to donovan's comment on the goth- cute, but I have a major writers
block when it comes to names.

Enjoy

Derek

----------------------------------------------------------------------------

   From: Motatumbo <Motatumbo@aol.com>
   Date: Sun, 7 Dec 1997 21:39:05 EST
Subject: Re: [gworld] Re: weapons

Nice job Derek,
I like the brainstorm.  One question, however.
Under the Wrecking Ball and the Javelin, you have it down that all the weapon
can do is 1 shot before reload.  Does this mean it takes 3 or 2 energy cells
(respectively) to fire only 1 shot before needing to replace the cells?  Thats
pretty harsh, so I'm curious if this is what you intended?
Later,
Matt

----------------------------------------------------------------------------

   Date: Wed, 10 Dec 1997 08:16:11 -0500 (EST)
   From: DMH <dholland@mailbox.syr.edu>
Subject: Re: [gworld] Re: weapons

Sorry about that. I meant that only one ball or javelin could be in/on the
weapon at one time. I should have remembered that is taken into account
with rate of fire. They can fire 3 and 5 shots respectively. Or maybe
less, dependent on the GM. A railgun setup uses a lot of energy.

This is my last email to the list, possible for a long while (I am
probably not coming back to this school). I will keep sending stuff
throught Wolfy ( Say Thank you Wolfy everyone). I will be getting back on
the list ASAP (It is my fav game). Also everyone should go out and get a
copy of the current Dragon. It has a survey that WoTC is putting out to
see what game lines should be resurected. This includes GW, so everyone
make their voice heard. Until till the next time I "see" all of you. Have
a happy holiday and vacation.

Derek

----------------------------------------------------------------------------

   Date: Wed, 25 Feb 1998 16:00:59 -0500
   From: dmh71@juno.com (Derek M Holland)
Subject: Re: [gworld] black ray weapons

Good question,
                           I was thinking of that when I came up with
those weapons modifications. I have 2 views- one it affects the nervous
impulses (ie shuts down the synapes or the unmylinated sections of a
mylinated neuron- you can see I am a bio student :). Or that it somehow
damages the DNA/RNA by breaking down the T-T bonds (the reason for some
cancers). If DNA/RNA is totally destroyed, an organism dies instantly
(the stuff runs the body).  Or it just might breakdown cell walls (yuk-
the body would be a puddle of goo afterwards). Or it might affect the
plasma in the bloodstream (no jokes about that one please) or the
cytoplasm (the liquid in the cell).

Well there is a mouthfull- if you have any questions, just ask.

Derek

----------------------------------------------------------------------------

   Date: Sat, 28 Feb 1998 09:27:32 -0500
   From: dmh71@juno.com (Derek M Holland)
Subject: Re: [gworld] Monthly memory giveaway - now win a functional

On Mon, 23 Feb 1998 08:15:04 -0600 Randy Stier writes:
>Druids!
>
>I love the idea of Gaia repairing herself.  I'd be interested in
>hearing what
>you come up with.
>
>Randy
>

I have decided to not go this way, but I was looking at the Complete
Druid's Handbook and came up with the following:
1) That the druids would consider places of radiation to be defiled
sacred groves.
2) Druids should have magic- the amount is up to the GM.
3) Druids should have a resistance to radiation, new diseases, and
mutations
4) Druids would not consider new creatures to be abominations- they are
still alive
5) Druids would be loved and hated in different areas (esp by the Seekers
and Radioactivists)
6) Druid circles would have great power over many new nations as they
would be better organized.
7) I would not use the lost druid kit- Gaia would not allow it.

That is all that I have come up with so far.

Enjoy

Derek
