World of Thundarr

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    The year: 1994. From out of space comes arunaway planet, hurtling between the Earthand the Moon, unleashing cosmicdestruction. Man's civilization is cast in ruin.

    Two-thousand years later, Earth is reborn...Astrange new world rises from the old: Aworld of savagery, super science, andsorcery. But one man bursts his bonds tofight for justice! With his companions Ooklathe Mok and Princess Ariel, he pits hisstrength, his courage, and his fabulous SunSword against the forces of evil.

    He is Thundarr the Barbarian!

    And with those words, Thundarr, Ookla the Mok,and Princess Ariel the Sorceress rode off to fight

    injustice in a post-apocalyptic wasteland under ashattered moon. The cartoon series Thundarrthe Barbarian ran for 21 episodes from 1980-1982, and it was imaginative fuel for many of my

    junior high Gamma World games.

    Now here I am27 years laterand Im still afan of the show and of ruined-earth RPGs. Afterdiscovering the joys of Mutant Future (rulesavailable for free at www.goblinoidgames.com ), Idecided to create a blog named The Savage

    AfterWorld ( savageafterworld.blogspot.com ) andpopulate it with all of the mutants, ruins, and

    Ancient artifacts I could recall from the RPGcampaigns of my youth. And I kept coming backto a certain barbarian and his companions forblog fodder. Thus began Thundarr Thursdaywhere I would take some facet from the showand convert it for use with Mutant Future .

    Many readers of my blog have written to me,asking me to create a Thundarr the Barbarian supplement for Mutant Future . I obviously

    cannot (and will not) create anything officialdue to the copyrights and trademarks involved.However, as my gift to my blogs readers and tothe many fans of the show, I created thisdocumenta simple compilation of all ThundarrThursday posts that have appeared on TheSavage AfterWorld in the past year.

    Gathered within is a cornucopia of Thundarr-related Mutant Future material including:

    Three new PC character classes! Seven nefarious NPCs! Nine new devices! Twenty-six (!) new creatures! And four adventures based on classic

    episodes!

    It is hoped that you will enjoy reading thiscollection of blog posts andperhapsworkingsome Thundarr-inspired adventure into yourMutant Future campaign!

    ON TRADEMARKS AND COPYRIGHTS

    I want to make one thing abundantly clear: TheSavage AfterWorld and its blog-meister (yourstruly) makes no claim of ownership or rights to any part of the Thundarr the Barbarian television series. All materials are copyrights oftheir respective owners. All information, images,and materials on both the blog and in thiscompilation are intended for entertainmentpurposes only.

    Also, I am somewhat unclear who currentlyowns the rights to Thundarr the Barbarian andits related trademarks, since it has traded handsmore than a few times in the last 27 years. So Ill

    just say thanks to Ruby-Spears Entertainment, AOL Time/Warner, and Warner Bros. Andfinally, Mutant Future and Labyrinth Lord aretrademarks of Daniel Proctor. Thanks Dan forcreating and bringing these great games to us!

    So grab your Sun Sword, jump upon yourequort, and ride off to face yet another evil

    wizard terrorizing the human survivors in theworld of Thundarr the Barbarian !

    Lords of Light! Ookla, ArielWe ride!

    Your Friendly NeighborhoodSniderman, August 2010

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    CHARACTER RACE: BARBARIAN

    Hit Dice: 1d8 per point of CONMutations: none

    Barbarians are the uncivilized nomads of theThundarr universe. Trained since birth in theways of combat and self-sufficiency, Barbarians

    are the natural survivors of the future Earth. It isassumed that Barbarians are part of a largertribal race, but it is very rare to encounter morethan one or two Barbarians at a time. They areusually dressed in animal hides and furs, whichare decorated with bones and teeth of pasthunting victories.

    Barbarians appear to be an offshoot of PureStrain Humans although, unlike the typicalhumans encountered, they are muscular and ingood physical condition. Due to a lifetime ofphysical training, Barbarians gain +2 when

    rolling for both Strength and Constitution.Because of their "hardiness," Barbarians roll 1d8per point of Constitution for their hit point totals.

    A Barbarian's true abilit ies lie within his acrobaticskills and heightened agility, enabling him tocommit almost superhuman feats. This is due tothe +3 Dexterity bonus gained when rolling up aBarbarian. Barbarians will never be encounteredwith any mutations. (In the Thundarr universe,mutations are usually limited to wizarddeformities or the dangerous monsters thatroam the wastelands.)

    Because of their savage outward appearanceand primitive way of speaking, a Barbarian maybe viewed as not very intelligent. In fact, theopposite is true: A Barbarian is incredibly cleverand quick-witted. They do not receive a bonus orpenalty when rolling for Intelligence. However,since Barbarians have not had much exposureto Ancient history, artifacts, and technology, theyhave a permanent -10% Technology RollModifier.

    But even though they may be ignorant of Ancient history and devices, a Barbarian is notdistrustful of technology and may even be foundusing an Ancient device comfortably. (Forexample, Zogar's cyborg arm.) Barbarians areusually armed with a special weapon that theyprefer in combat. The Mutant Lord may wish topresent the PC with a unique weapon to wield,i.e., Thundarr's Sun Sword, Zogar's FlamingTrident, or Shara's Skull Mace.

    Barbarians can be of either lawful or chaoticalignment, but because of their driving passionsand goals, Barbarians will never be of Neutralalignment. Barbarians are usually arrogant andstubborn, refusing to listen to reason until thesituation requires it. Barbarians are quick toaction as well, almost reckless in nature, as theyquickly grow impatient. They will be the first toenter combat, which - to them - is usually themost direct course of action for any situation.

    In spite of their hotheaded shortcomings,Barbarians can be fairly friendly and helpfulonce you get to know them and once they havegiven you their trust. Barbarians are fiercelyloyal to their friends, seeing the value oftraveling in numbers with a like-minded group.

    Any Barbarians encountered who are travelingalone are usually of a self-serving chaotic natureand should be viewed with caution.

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    Barbarians are very vocal, preferring to let loosewith a war cry when fighting. ("Ahhhhhhhh-hee!") They may also have a few catchphrasesthey will utter when surprised or angered.("Lords of Light! Demon Dogs!") The playershould be encouraged to come up with one oftwo "catchphrases" to endlessly shout

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    CHARACTER RACE: MOK

    Hit Dice: 1d8 per point of CONMutations: None

    The Mok is a fierce-looking humanoid race

    known for its superhuman strength andferocious appearance. It is undetermined if Moksare an evolved form of animal, a mutated form ofhuman, an alien race, or a completely newspecies. A Mok is a large humanoid, usuallybetween 7-9 feet tall. The face appears feline-like with a hardened, fang-lined, flattened beakfor a mouth. A thick mane of hair encompassesthe head of a Mok and their bodies are coveredwith fur usually tan, blond, or very dark brownin color. The Moks hands are clawed, and theirfeet are nearly cloven hooves. Because of theirfur, Moks do not need to wear clothing (and

    prefer not to), though they will wear a loincloth,briefs, or other modesty coverings.

    Moks are supremely strong and hardy. A Mokgains a +3 when rolling for Strength andConstitution. Both scores can increase beyond21 during level progression, making an olderexperienced Mok capable of incredible feats ofstrength and endurance. Moks also roll 1d8 perpoint of CON for their hp total instead of theusual 1d6. However, Moks receive a 2 whenrolling for Charisma due to its frighteningcountenance. People who have never beforeencountered a Mok may run away, cower infear, or attack the monster. No Moks have everbeen encountered with mutant abilities.

    Moks have their own language that sounds likerandom growls, snarls, and grunts to mostintelligent species. Even though a Mok can learnand understand most common languages, theyare unable to speak in any language other thanthe Mok tongue, making communication difficult.

    And the Mok language can be learned andunderstood by other non-Moks, but it isimpossible for any other than a Mok to speak it.It is assumed that if a Mok is within anadventuring party, the Mok can understand theother PCs and the PCs can understand the Mok.However, the Mok will oftentimes find that theycannot communicate with NPCs, leading toneeded translation from the other PCs.

    Despite their frightening appearance and quicktempers, Moks are actually very friendly andsocial creatures. Moks believe in the values of

    justice and community, and thus will never be ofa chaotic alignment. Moks are blindly loyal totheir friends. Moks sometimes are unaware oftheir own strength and will accidentally teardoors from hinges, crush fragile items in theiroversized hands, or other damaging mishaps.Moks are incredibly afraid of water and will notwillingly allow themselves to get wet.

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    CHARACTER RACE: SORCERER

    Hit Dice: 1d6 per point of CONMutations: none (or energy manipulation ; seebelow)

    Sorcerers are the magic-wielders of the

    Thundarr universe. They are able to draw uponmystical forces, bending, shaping, and warpingthem to their will. They are able to cast spells ofan offensive, defensive, healing, and/ordestructive nature. Sorcerers are powerful, yetsometimes feared by humans as they can easilybe mistaken for an evil Wizard.

    Sorcerers appear to be Pure Strain Humans,although they are usually dressed in better finerythan the human survivor rabble encountered inthe wastelands. Due to their training and studyof the magical arts, Sorcerers gain a +2 when

    rolling for Intelligence and Willpower. Sorcerersdo not have any mutations (unless the MLdetermines that the ability to cast magic itself isa mutation; see below). Sorcerers are alwaysLawful or Neutral in nature. Chaotic Sorcerersare better knows as the evil Wizards in theThundarr world.

    Sorcerers seem to have a fascination with Ancient culture. Princess Ariel had extensive

    knowledge of Ancient history and geography,whereas Merlik the Sorcerer reveled in OldEarth youth slang (though he was bad at it). It isassumed that Sorcerers studied the Ancientsduring their training in the mystical arts. The MLis encouraged to allow a Sorcerer PC to chooseone facet of the Ancients that he has studied(technology, history, language, etc.).

    Before we can discuss the abilities of Sorcerers,we need to discuss the nature of magic in theworld of Thundarr. Magic is common in thisshattered world under the broken moon, but howto explain it? I offer two explanations for theconsideration of the Mutant Lord:

    When the runaway planet hurtledbetween the Earth and the Moon, itunleashed more than cosmicdestruction. It also tore open the

    magical energy stored within the leylines that crisscross the planet. Magicenergies spilled forth throughout theworld and those persons attuned to itcan harness and channel it. Thesepeople eventually became the originalWizards and Sorcerers of the future.

    Magic isn't "real." Rather, Sorcerers andWizards are actually mutants with theability to manipulate energy. This energycould be defined as the lifeforce in allthings, residual energy in theatmosphere, etc. Regardless, energy

    manipulation could be considered amutation and therefore susceptible toanything that would remove or hampermutations.

    Regardless, a magic system that is compatiblewith Mutant Future already exists and isavailable in Labyrinth Lord . It is suggested thatSection 3: Spells from the Labyrinth Lord rulesbe implemented and used. Sorcerers (and by

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    extension, Wizards) are able to cast spells justas if they were of the same level of a Magic-User or Elf in Labyrinth Lord . Cleric spells areunavailable to Sorcerers. When a Sorcerer castsa spell, there are two facets to remember:

    All Sorcerer spells manifest themselveswith colorful beams of energy. Forexample, if the spell is Hold Person, theenergy snakes out from the caster'shands and wraps around the target.Charm Person may manifest as aflashing hypnotic pattern. It is left to thePC or ML as to how the spell appearswhen cast.

    One limitation is that a Sorcerer MUSThave at least one free hand to castspells. If a Sorcerer's hands and armsare bound or otherwise immobile, a spellcannot be cast. Wizards are not,however, bound by this limitation.

    Sorcerers are level-headed and will not willinglyrush into a dangerous situation, preferring toweigh a course of action. They are bettereducated than most, but they are rarelyegotistical. They use their magical abilitiessparingly as too much magic use can lead tocorruption and eventual downfall into the waysof a Wizard. (See The Wicked Ways of Wizardselsewhere in this booklet.) For each time a PCuses his/her magic in a harmful, destructive, orevil manner, the ML should secretly roll a 5%check versus corruption. This corruption checkis cumulative, so future checks are 10%, 15%,20%, etc. Failure means that the PC hassuccumbed to the power and has become aWizard. This new Wizard can become a newNPC villain for the PCs to contend with!

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    ITEM: AQUAGILL

    An Aquagill is an Ancient facemask that enablesthe wearer to function underwater as if theywere above water. When wearing an Aquagill,the wearer is able to breathe underwater as wellas speak. Treat the wearer as having the

    mutation of water breathing while it is in use.

    An Aquagill is a soft rubber facemask with ahard clear plastic see-through faceshield. Alarge cup-like apparatus (the intake) fits over thenose and mouth. Unlike Scuba gear which actsas a self-contained air reservoir, an Aquagilltakes in water through the nose/mouth intakeand draws out breathable oxygen for the wearer.The deoxygenated water is then expelledthrough twin tubes on either side of the intake.

    The Aquagill not only supplies air to the wearer,it also acts as a pressurizer on the wearer'sbody. Through Ancient processes (not fullyunderstood), the Aquagill allows the wearer todescend to underwater depths that wouldnormally crush them. Even at one mileunderwater, the wearer will feel a slight pressureon his or her chest at most. An Aquagill uses astandard power cell which allows it to run for 1hour before being depleted.

    Even though the Aquagill allows the wearer tofunction underwater, this does not enable themto swim any better than they could without it. Aset of swimfins or other swimming aid may benecessary to keep the wearer from flailing abouthelplessly. Also, since the Aquagill uses wateras its air source, it cannot be successfully usedoutside of an underwater environment. Wearingan Aquagill in this situation would ironically besuffocating for the wearer since it is incapable ofdrawing oxygen from dry air. It will not protectthe wearer from poison gasses, smoke, or otherairborne contaminants.

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    ITEM: THE BLACK PEARL

    The Black Pearl is an Ancient artifact capable ofdeadening the powers of wizards, sorcerers, andother magic wielders. It appears as a fist-sizedglossy black sphere with no markings, openings,switches, or dials. Anyone who physically holdsthe Pearl is immune from the effects of magic,and any village that possesses the Pearl isenveloped by a magic-dampening field,protecting it from the wrath of evil wizards. It isundetermined if the Black Pearl is a mystical ortechnological artifact.

    In the cartoon series, The Black Pearl was beingtransported to the village of Manhatt when thecourier was ambushed by groundlings trying toobtain the Pearl for the evil Wizard Gemini.Fortunately, Thundarr and his party drove awaythe rat-like beings and delivered the Pearl to thevillagers. While carrying the Pearl, Geminismagic had no effect on Thundarr, and at theconclusion of the episode, the Pearl was hurled

    at Gemini to explosive effect.

    If your Mutant Future game has magic in it, theBlack Pearl should act as a magic sink. Magicdoes not work within a 100-yard radius of thePearl. Both wizards and sorcerers should findthemselves powerless within the Pearls range.

    Also, any magic cast into the Pearls range ofinfluence fizzles out once it comes within 100yards. However, pre-existing magical effects areNOT canceled out if brought into the Pearlsarea of influence.

    On the other hand, if your Mutant Future gamedoes not encompass magic, the Black Pearlshould rather act as a mental mutationdampener within a 100-yard radius. All mentalmutations both beneficial and drawback areunavailable to the mutant. (Physical mutationsare unaffected.) And, just like magic, mentalmutation effects will be abolished if they are castinto the Pearls range.

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    ITEM: DEATH FLOWERS

    The Death Flower is a bright red tulip-like flower.Despite its name, it is not deadly. Rather, theDeath Flower's pollen can place a humanoidcreature into a powerful "death-like" trance.

    Anyone under the hypnotic spell of the DeathFlower will be a mindless thrall until the pollenwears off.

    Death Flowers grow in hot, sunny, humidclimates. Wizards and other villains with grandplans will grow large fields of the flower in orderto cultivate the pollen for their nefarious use.(And it's easy to get slaves to harvest the flower- just use the flower itself and bring victimsunder your thrall!)

    The Death Flower's pollen acts as a powerfulsedative, literally blanking the mind of anyonewho is careless enough to breathe in any of it.Lackeys and minions will often arm themselveswith a "pollen blower." If pollen is blown into theface of a victim, the victim must save versuspoison or come under the command of themanipulator. A hypnotized victim can roll versustheir WIL (halved) once an hour to try to breakfree of the pollen's spell. The pollen will wear offafter 24 hours. However, since the slave is oftenput to work in the Death Flower fields wherethey are in constant contact with the pollen, theymay never break the spell. One note - Death

    Flowers are highly flammable, so cultivators willtry to keep all sources of flame and heat awayfrom the fields.

    Death Flowers can be used by the Mutant Lordas the hook for an adventure. ("The localpopulace are starting to disappear and thenearby wizard seems to be amassing an army ofmindless slaves!") Or a local gang of toughsmay discover the use of the pollen and will havemade up some crude pollen blowers with whichto enthrall some victims for their use and/orentertainment.

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    ITEM: THE GUARDIAN

    One of the most powerful artifacts in theThundarr universe is The Guardian. Thismechanical marvel looks like a largecomputerized sphere on a mechanized basewith two satellite dishes attached to the top of it.Seated at the foot of The Guardian are threelarge spheres riddled with antennae, each with a

    single laser barrel sticking out of the center.When a predetermined perimeter is breached orthreatened, The Guardian's three orbs willactivate, taking flight in tandem to neutralize thethreat.

    In actuality, The Guardian is an Ancientsupercomputer designed to disarm andimmobilize an armed foe. According toinformation revealed in the episode "Portal IntoTime," The Guardian was developed byGuardian Computer LTD in the late 1980s forthe U.S. Defense Department. When TheGuardian is programmed and activated, itssensors constantly sweep the area, searchingfor any threats within range. If any threat isdetected (weapons, large armored vehicles, orother devices of a combat-offensive nature), TheGuardian's three orbs will launch, flying off toinvestigate.

    If they encounter any hostile action or if apotential threat is determined to exist, the orbswill each fire a very destructive disintegrationbeam. This beam will instantly de-atomize anynon-living item. (The device was designed to

    disarm, not to kill.) The orbs will first target anylarge mechanized devices (tanks, trucks, etc.). Ifthe threat still exists, they will then target anyenergy-based weapons as well as explosives.They will then move onto projectile-firing gunsand rifles. If the enemy still advances, the orbswill begin removing everything else of a non-organic, non-living nature (leaving the enemydisarmed and demoralized). Usually a disarmedfoe will either retreat or will be easier for thedefenders to subdue. The orbs themselves arehighly armored (treat as AC 1) as well as beingprotected by a forcefield.

    Because of its highly destructive ability (andpotential for abuse by power-hungry PCs!), TheGuardian should be used as a plot device for theMutant Lord rather than a potential weapon. Inthe episode "Portal Into Time," The Guardianblew a circuit while defending a village (housedin the remnants of The Alamo) from the wizardKrom. Thundarr, Ookla, and Ariel had to travelback to the 1980s and retrieve a new circuit torepair The Guardian of the future before Kromand his minions could overtake the Alamovillagers. A similar quest would make for anexciting adventure in the World of Thundarr!

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    ITEM: THE MOONDIAL

    The Moondial is a very powerful Ancient artifactthat opens a doorway to other times and otherplaces. Simply put, The Moondial is a timemachine.

    In the world of Thundarr the Barbarian, timetravel is not unheard of, though it is rare. Somepowerful wizards such as the wizard Vashtarrare able to rip open the fabric of time using onlytheir magic. Others, like the wizard Krom, rely ondevices and machines to open a portal into time.The Moondial is one such device.

    The Moondial apparently runs on magicalenergy. (If magic is not used in your campaign,the energy meeded to power this should beastronomical - such as a dedicated power plantor fission chamber.) Once enough arcaneenergies are poured into the device, it willactivate - gears and knobs turning, dialsspinning, and other lights and diodes blinkingand flashing. Behind The Moondial is a large setof doors which will then slide open, revealing animage of the destination. This "time door" is thegateway to whatever time and place TheMoondial has been set for. Once somethingpasses through the time door, a portal iseffectively "locked open" at the destinationcoordinates usable only by the originaltravellers. When the open portal is re-entered,

    the travellers will return moments after they left.For example, if Thundarr entered the time doorand appeared in 1982, there would be a timedoor back to 3994 - his home time - at the samelocation he appeared at. Only he can see andre-enter the doorway back to his home time.(This is to keep others from wandering into theshining doorway to find themselves surroundedby wizards and moks.)

    Setting The Moondial for a specific time andplace is a very complex process understandableonly by the most cunning and educated ofwizards. Most likely, the PCs will use TheMoondial to go back in time to whatever placeand coordinates the device is already set for.Fooling around with The Moondial's settings isdangerous indeed. Anyone who tries to reset itshould find themselves thrown to some randomlocation in space/time. (If you really wish toteach them a lesson, have the return time doorbe inaccessible or missing.)

    The wizard Krom uses The Moondial to loot thepast, bringing powerful Ancient artifacts andweapons back to the future for his use.Fortunately, Krom is not a very imaginativewizard, settling on bringing back rifles, lasers,and armored tanks rather than more destructiveweapons or more dangerous substances.Thundarr and his companions used TheMoondial to travel back to 1982 to secure areplacement part for The Guardian. Upon their

    return to the future, Thundarr destroyed TheMoondial so Krom would be unable to gain moreweapons or - worse - fool around with andchange the past.

    A clever Mutant Lord should be able to find allkinds of uses and plots for The Moondial, but itshould be used sparingly and with caution. Afterall, if Krom thought to bring working Ancientweapons and devices back to the future, what'sto keep a clever PC from doing the same?

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    ITEM: SAROTTS GAUNTLET

    Weapon: Sarott's GauntletDamage: Electrical-4d6; Laser-4d6; Crushing-STR x 2; Stun

    Attacks: 1Range: N/AWeight: 2 lbs.Battery: Beltpack or BackpackCharges: 25/50

    The wizard Sarott stole an Ancient Gauntlet ofPower from a village at the beginning of theepisode "City of Evil." Thundarr and hiscompanions were able to retrieve it before Sarottcould do any real damage with it. However,while he wore it, he managed to trigger severalinteresting effects. This entry encompasseseverything this gauntlet was shown to do.

    Sarott's Gauntlet is capable of four differentkinds of attacks. The wielder is able to triggerany one of the four attacks per round. (The userchooses which attack method will be used eachround.) The four abilities of the Gauntlet are:

    Electrical Shock - The Gauntlet can fireout a bolt of electrical power that will do4d6 hit points of damage unless a savevs. energy attacks is made. This attackwill fry electronics and possibly short outa robotic/android PC.

    Laser Beam - The Gauntlet candischarge a series of four laser beams,one from each fingertip. This beam willalso do 4d6 hit points of damage unless

    a save vs. energy attacks is made.However, the lasers will also setflammable materials on fire as well asburning a hole through softer materials.

    Crushing Grasp - The Gauntleteffectively doubles the strength of the

    wielder, bestowing all STR benefitsassociated with it. (If a PC has STR of15, they have a STR of 30 when usingthe Gauntlet as an attack weapon.)

    Also, if the Gauntlet's wearer chooses todo so, they will do their STR times 2 hitpoints of damage just by holding andcrushing the item. (A PC with STR of 15will do 30 HP damage with the CrushingGrasp.)

    Stun - Upon contact, the Gauntlet canemit a Stun attack. If a save vs. stunattacks is failed, the victim will bestunned for 2d4 turns.

    Due to the variety of attacks available, theGauntlet should be viewed as a very powerfulweapon. However, the Gauntlet also has a hugepower drain on it, using two charges per attackrather than the usual one charge. Owners of theGauntlet have come to find that their powerusage is more trouble than the variety of attacksis worth.

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    ITEM: SHOCK LANCE

    Weapon: Shock LanceDamage: 2d6+15, Stun

    Attacks: 1Range: N/AWeight: 7 lbs.Battery: N/A (if magical) or BeltpackCharges: N/A (if magical) or 25

    The Shock Lance is a magical weapon wieldedby the Raiders of the Abyss during their humanhunts. It appears like a long slender rod of boneor ivory, covered with deeply carved lines andveins. A Shock Lance is slightly longer than anEnergy Baton and weighs slightly more.

    When a Shock Lance strikes a victim, it does2d6+15 hit points of damage. This damage willnot penetrate a force screen however. Anyattempt to hit a victim will count toward adischarge. Even more devastating is that asuccessful hit will also stun a victim for 1d6rounds if a save versus stun attacks fails in thesame manner as a Stun Baton. When a victim isimmobilized in this manner, the Raider will thenscoop up the collapsed human prey in a net,taking them back to the Abyss where they neverreturn from.

    In the Thundarr universe, magic co-exists withfuture technology. The Shock Lance is a magical

    weapon rather than a technological one. If magicexists in your Mutant Future campaign, then theShock Lance does not have a battery to rely onfor its energy purposes and it should havelimitless charges to pull from. If, however, magicdoes not exist in your campaign, use the techstats as described above.

    http://2.bp.blogspot.com/_a4jxDnqKPqg/S3NiiUx3t1I/AAAAAAAAAhk/2GTXjukoLNg/s1600-h/shockbaton2.JPG
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    ITEM: THE SUN SWORD

    Weapon: The Sun Sword

    Damage: Toon version Special; Mutant Future version 1d10+16 Attacks: 1Range: N/AWeight: 5 lbs.Battery: Toon version N/A; Mutant Future version Minifusion cellCharges: Toon version N/A; Mutant Future version Cell depleted after 30 minutes of use

    The Sun Sword is the iconic flaming swordwielded by Thundarr the Barbarian and hasbeen referred in the show as "the most powerful

    weapon on the planet." When inactive, the SunSword appears to be a simple bladeless swordhilt that magnetically attaches to Thundarrswrist gauntlet. When grasped by Thundarr, ablazing flame-like beam of energy springs to life.

    On the show, the Sun Swords blade caneffortlessly cut through nearly anything withoutproblems. It can also deflect energy bolts,standard projectiles, and magical spells (whichexist in the Thundarr future). The Sun Swordhas been used to cut a passage throughconcrete walls; melt open a steel doorway; andactually cut through bedrock to allow escapefrom a cave. There seems to be very little thatthe Sun Sword cannot cut through. However,even though the Sun Sword could apparently cutthrough flesh as if it were butter, the cartoonnever showed Thundarr cleaving an opponent intwo. Instead hed trap them or block theirpassage by using the Sun Sword to bring downtheir surroundings (cutting down a tree so itwould fall on a villain, for example).

    In the Thundarr universe, magic co-exists withfuture technology. The Sun Sword is a magicalweapon rather than a technological one.

    Although the Sun Sword has nearly limitlessenergy, it needs to be recharged in a magicalPool of Power only when it is seriously damagedor drained (such as when it is struck by scarletlightning in Master of the Stolen Sun Sword).Only the person who recharges it can activatethe blade, as the Sun Sword will imprint uponthe wielder during the recharge.

    OK, thats enough background about the originalversion as presented in the show. As you cansurmise, a flaming sword with limitless energythat can cut through anything is just too powerfulan artifact to be introduced into a Mutant Future game. (Also, the Sun Sword is a wholly uniquedevice usable only by Thundarr, so the originalwouldnt be of any use even if it WEREavailable.) So try this version:

    A Sun Sword is a technological weapon similarin design and construction as a warp-field sword(MF rulebook, pg. 112). The activated blade,however, is a thin column of blazing plasma thatdoes 1d10+16 hit points of damage. It alsoattacks as if the target has an AC 1 level worsedue to the searing heat produced by the blade.The Sun Sword runs on a minifusion cell that willbe depleted after 30 minutes of use.

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    ITEM: WAR MACHINES

    War Machines are the gargantuan, death-dealing transports of evil wizards. They aremonstrously huge and bristling with highlydestructive weapons. A wizard often uses a WarMachines in one of three ways: as an impressive

    and intimidating show of his power; to utterlydecimate a village or town with minimal effort; orto attack another wizard. In the cartoon, WarMachines have been wildly varied with respectto size, armament, weaponry, and crew. But allWar Machines have one thing in common theyare pretty much unstoppable short of theinterference of another, larger War Machine.

    It is difficult, if not impossible, for the MutantLord to come up with statistics for a WarMachine since the devices size itself isstaggering. They can be as small as a

    skyscraper, or as big as a several city blocks. Asan example, one of Mindoks War Machines seen above dwarfed the multilevel buildingcomplex it was parked next to.

    War Machines also have a wizards mostpowerful weapons. Entire Ancient buildings havecrumbled into dust with only one shot of adisintegrator beam. It could have a huge set ofrobotic claws that can pick up and thrown

    buildings. It could be covered with lasers that fireout simultaneously in a multitude of directions. Ifthe Mutant Lord can imagine it, a War Machinecould be armed with it.

    War Machines are also versatile as far as towhere they can go. They have been showntraveling underwater, trundling across thewastelands, and flying through the skies andeven into space. Theyve been seen running onhuge tires, tank treads, hover jets, rocketengines, or other modes of transport. WarMachines are often crewed and defended byeither a robot army or a wizards mutant minions(such as Groundlings, Carrocs, or Feloids).However, some War Machines are fullyautomated, either being run by the wizardhimself on the bridge or remotely from adistance.

    Once a War Machine is underway, nothing shortof a tactical nuke will slow it down. So how arethe PCs supposed to go up against a fortress onwheels? Well, if a War Machine has aweakness, it would be its size. They are not ableto move very quickly; a fast horse can keep upwith one. In addition, due its size, they are verydifficult to defend from intruders and boarders. Awizard may be watching for a massive army toattack, but is not prepared for one mutant with acrowbar to open up a hatch to gain entrance.Once access is gained to the inside, the MutantLord could run the exploration as a kind ofmobile dungeon crawl with the War Machinetaking on the qualities of a large building or eventown.

    If the War Machine is headed toward that smallvillage a few miles away, the PCs will need tofind out how to stop it in time. There are severalways to stop a War Machine (left to the MutantLords discretion):

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    The War Machines power source couldbe removed or destroyed.

    If access is gained to the control room,the War Machine could be steered off acliff, into the ocean, or if it flies crashed into the ground or into the

    depths of space. The War Machine may be heavilyarmored on the outside, but the interioris not. Enough damage to the controlsand mechanics will cause it to grind to ahalt.

    One of the minions operating thecontrols could be convinced to sharethe self-destruct codes.

    The PCs may be able to defeat thewizard, convincing him to stop the WarMachine in exchange for his life.

    Bringing a War Machine into a Mutant Future campaign should not be done lightly since thepower of one is potentially campaign-breaking.(You're introducing an unstoppable machine withunimaginable weapons into your game. Whathappens if the PCs take control of it?) A WarMachine should be introduced as somethingakin to a force of nature - and one that must beutterly destroyed before it completes its missionof doom.

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    THE WICKED WAYS OF WIZARDS

    In the post-apocalyptic world of Thundarr theBarbarian, magic exists side-by-side withmutation and future technology. People who canactually harness and use magical power arevery, very rare. And with very rare exception,magic is usually wielded by power-madindividuals who use their arcane abilities toterrify and rule over the disheveled humans.These evil spell-slingers are the Wizards of theThundarr universe. But there are good spell-casters - Princess Ariel, for instance. Sinceshes often referred to as a Sorceress, wellassume that Sorcerers are uncorrupted magicusers whereas Wizards are corrupted and foul.

    Wizards are often land barons, conquering and

    lording over a large area and its population.Compared to the relative ruin the normalhumans live in, Wizards live in comparativesplendor, constructing large enforced palaces tolive in. Wizards are often in possession of

    Ancient technology and - surprisingly - have agood idea on how to use it. Wizards are alsofond of building large destructive war machines -floating battleships or monstrous tanks - thatthey use to keep their slaves in check as well asto wage war with other neighboring Wizards.

    Pictured are four of the more powerful Wizards

    who have been encountered in the Thundarrfuture world:

    Gemini: This Wizard had head with twofaces - one good and one evil. Whencrossed or angered, his head wouldrotate, revealing the evil Gemini face(pictured). Gemini was the only Wizardto appear in two episodes.

    Mindok: The brain of one of the Ancientswas placed into a mechanical robotbody. Over the years, Mindok learnedthe ways of magic. It is said he isimmortal.

    Argoth: The Wizard with One Thousand

    Eyes, Argoth can see in 360 degreesaround him. His eyes are the sources ofhis power, as all of his spells come firingout of them.

    Skullus: This Wizard is nothing morethan a head living inside of a glassdome. But dont let that lull you into asense of security as Skullus commandsone of the largest armies in the world.

    Wizards are, lets face it, insane. They areegotistical, paranoid, shallow, andmegalomaniacal. Wizards are also often

    touched by several physical mutationaldrawbacks, making them as ugly on the outsideas they are on the inside. It is thought that theawesome magical forces they command havesomehow warped their minds and bodies.

    On the other hand, Sorcerers are level-headedand clear of thought. They are often foundtraveling the countryside, assisting theoppressed and downtrodden. Sorcerers eitherhave no physical mutations or else they are sominor as to be unnoticeable. One school ofthought is that Wizards have surrenderedthemselves fully to their magical power, makingthem virtually god-like but twisted in all respects.But Sorcerers use their magical ability sparinglyand only for good purposes, allowing them tostave off the warping effect of the limitlesspower.

    Most Wizards in the Thundarr world have longsince established themselves as lord and rulerof their domain. Therefore, they should be ofsufficiently high enough level to present achallenge - say 8th level or higher. Wizardsshould have an army of minions at their disposalwhich they will send forth to do their bidding.

    (See entries on Groundlings and Carrocs fortypical Wizard minions.) A Wizards strongholdshould be virtually impenetrable to the party. Inother words, waltzing into a Wizards fortressand confronting him just isnt going to happen. AWizard should be encountered only as the finalencounter of a long campaign, or if the party hasdone something to REALLY tick him off. Meeting

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    a Wizard should be something to be feared orbuilt up to.

    Mutant Future is fortunately fully compatible withGoblinoid Games fantasy RPG Labyrinth Lord ,so the introduction of magic into your campaignshould be fairly easy. Wizard spells should beselected from the Magic-User and Elf Spellssection of the Labyrinth Lord rulebook. SinceWizards would focus their studies on spells of anoffensive or destructive nature, spells like MagicMissile and Lightning Bolt are assumed to be intheir arsenal. Defensive spells like Hold Personand Invisibility are also preferred. Since many ofthe spells shown on the TV show dont actuallyexist in the RPG, a Mutant Lord could have theWizard use a form of Phantasmal Force tosimulate the creation of monsters, thedestruction of buildings, etc.

    In the world of Thundarr, those who can castspells are feared and loathed - and with goodreason. It would be in keeping with the spirit ofthe cartoon to have only evil NPC Wizardscapable of using magic, and playersdiscouraged from choosing a path of magicalpower lest they lose their mind and soul.However, the Sorcerer PC class is explainedand fleshed out elsewhere in this document forthose adventurous enough to try.

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    NPC: CAPTAIN KORDON, QUEEN OF THERIVER PIRATES

    9th Level Pure Human

    STR: 12 --- INT: 15

    DEX: 18 --- WIL: 13CON: 10 --- CHA: 16HPs: 58 --- AC: 7Mutations: none

    Described by Thundarr thusly: "As evil as she isbeautiful." Captain Kordon is an old-world piratein a new world. Known as the Queen of theRiver Pirates, Kordon does not patrol the oceansand seas, rather sailing and pillaging up anddown the widest rivers of the ruined earth. (Inthe Thundarr universe, it is hinted that sheterrorizes the Ancient river once called theMississippi.) In the truest sense, she is a deadlyopponent who will stop at nothing to get whatshe wants. Captain Kordon has trained herself inthe ways of swordfighting and fencing, seeing itas the "true" way of fighting as her pirateancestors did. When fighting with her rapier,Kordon receives a +2 damage bonus when shestrikes. She is also incredibly dexterous andfast, making two attacks per melee round.

    Kordon has had a very successful career as apirate thanks to her ruthlessness and cunning.She sails the rivers on a modified craft createdfrom parts from a naval shipyard. An aircraftcarrier platform and towers have been mountedto a wooden log frame. Her ship is propelled bythe wind only (25 MPH max speed). This hugecraft has a battery of firearms and primitiveweapons available to the crew, but the real armslie in the six "fire lances" she has at her disposal- Ancient surface-to-air missiles that can belaunched via catapult. But rather than wastethese valuable destructive weapons, Kordonprefers to use the catapults to fire large hiveswith mutant killer wasps as well as flamingbarrels of oil at her enemies.

    To run her ship and to do her bidding, Capt.Kordon has a small army of 50 minions. Many ofthese pirate lackeys dress in a skindiver's rubber

    suit with a large stylized skull and crossbonespainted on the chest. Others dress in astereotypical pirate fashion. These minions aremostly pure humans (though there could besome mutants working for her). They have verybasic fighting skills, preferring instead tooverpower a foe in sheer numbers. They are notparticularly loyal to Kordon and will break andrun if a battle is turning against them. However,while on board the ship, they are fearless as thecraft is the largest, most powerful water vesselknown.

    Captain Kordon is always pillaging for Ancientweaponry with which to strengthen her ship andher standing as the most dangerous force on thewater. If a party encounters Captain Kordon,they'd better be prepared to face a clevertactician, a master swordsman, many armedminions, and the most powerful ship they willlikely ever encounter.

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    NPC: GEMINI THE WIZARD

    11th Level Sorcerer

    STR: 13 --- INT: 16DEX: 11 --- WIL: 20CON: 16 --- CHA: Good-17; Evil-8HPs: 60 --- AC: 4Mutations: optic emissions

    The evil wizard Gemini is the closest thingThundarr has to an archvillian. He is the only foeto face Thundarr on more than one occasion,and he even appears in the opening credits ofthe show. Gemini should be considered themost dangerous being in the Thundarr universe.

    Geminis most striking feature is his dual-facedhead. He reveals one face his good face -when initially dealing with people or when tryingto win over strangers to his lands. This face hasan effective Charisma score of 17. However,when angered, Geminis head spins around anda face shield slides up, covering his good faceand revealing his evil face. This evil face hasglowing red eyes and is covered with wrinklesand scars. Although most sorcerers and wizardsare without mutations, Gemini has one special

    ability. When his evil face is exposed, Gemini isable to use his mutation of optic emissions which blast out a laser-like beam for 4d6 hitpoints of damage if they strike.

    Like other evil wizards, Gemini has establisheda massive stronghold where he lords over hisdomain as absolute ruler and master. At hisimmediate beck and call is an army of 12 knownas Gemini Knights. These Knights are actually

    mindless robotic drones dressed in armor fromvarious periods throughout history (taken fromvarious Ancient museums). Gemini will sendthese warrior Knights out to fight for him beforehe will enter combat himself.

    As an 11th level wizard, Gemini has thefollowing numbers of spells and levelsmemorized: four 1st level spells; three 2nd, 3rd,

    and 4th level spells; two 5th level spells; andone 6th level spell. The Mutant Lord should usethe magic-user/elf spells from the Labyrinth Lordrules. Even without his spells, Gemini is apowerful fighter. He receives 2 attacks per roundand gains a +2 damage bonus when in hand-to-hand combat.

    When encountered, Gemini may very well havea small number of Groundlings and Hawk-People with him, as these creatures have servedhim as minions in the past. All of his minions areblindly loyal, as disloyalty is punishable by anynumber of very painful deaths.

    When first encountered, Gemini will have hisgood face in place. A PC party may very wellmistake Gemini as a benevolent and kindly ruler.But once crossed, Geminis true face and naturewill shift into place and his true evilness will berevealed. Once angered, Gemini will neverforget the party and will resurface to tormentthem for years to come until either he or they aredestroyed. And with his abilities and resources,the odds are squarely in his favor.

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    NPC: QUEEN STRYIA

    8th Level Sorcerer

    STR: 13 --- INT: 15DEX: 16 --- WIL: 18CON: 11 --- CHA: 9

    HPs: 49 --- AC: 6Mutations: water breathing

    Queen Stryia is a very powerful denizen of thedeep. She is the current leader of the Amazons -an aquatic race of women warriors - as well as apowerful wizard. Her plans are to raise an armyof Amazons and then strike and conquer theland as she has the sea. Queen Stryia usurpedthe throne from Queen Deona - the rightful

    Amazon ruler. As Amazon leader, she has anunderwater palace that she rules from as well asa large number of Amazon warriors who will

    follow her orders unquestioningly. However,Queen Deona and a small rebel band hope toone day wrest the throne away from thispowerful foe (which could be the plot hook thatleads the PCs to their first encounter with her).

    Queen Stryia has many of the features of ashark including a mouth lined with razor-sharpteeth. To enhance her shark-like appearance,she wears a wetsuit that has dorsal fins on the

    head and back. Her hands are both clawed andwebbed. Since she is an Amazon, she has themutation of water breathing , which allows her tobreathe both underwater as well as on dry land.She can also swim very quickly, doubling hernormal movement rate when underwater. Whenin the water, she and her warriors ride bullsharks (MF rulebook, page 94) as mounts.These sharks are well-trained and will join inunderwater combat if commanded to do so.

    As an 8th level wizard, Queen Stryia has thefollowing number of spells and levelsmemorized: three 1st level spells; three 2ndlevel spells; two 3rd level spells; and two 4thlevel spells. The Mutant Lord should use themagic-user/elf spells list from the Labyrinth Lord rulebook. When fighting hand-to-hand, QueenStryia receives a +1 to hit and +2 to damagewhen using a handheld weapon.

    Although she is a skilled warrior and haspowerful magic at her command, Queen Stryiaprefers to let her Amazon army do her fightinginstead. She may confront another sorcererthough, just to test her own power againstanother spell-slinger. But if the tide begins toturn against her, she'll retreat to her underwaterlair where she shall regroup and plot herrevenge...

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    NPC: SHERIFF KORB

    5th Level Pure Human

    STR: 16 --- INT: 9DEX: 12 --- WIL: 13CON: 14 --- CHA: 11

    HPs: 78 --- AC: 8Mutations: none

    Sheriff Korb is the sheriff and de facto ruler ofwhat remains of the Ancient city of Atlanta - nowmerely a walled-in village of huts. He is anoverweight pure strain human who speaks withan exaggerated southern accent. He dresses ina tattered Ancient uniform of the office, and hewears a policeman's badge, a sheriff's star, andother law officer insignia on a sash that runsacross his chest. He wants there to be nomistake that he is "the law around these h'yere

    parts."

    Sheriff Korb runs the village out of an old jailhouse in the middle of the town. Assisting himis a loyal group of 8 Pigmen (see MF rulebook,page 88) whom he refers to as "his deputies."These deputies are fairly dim-witted, but theyfollow Korb's orders without question. Thedeputies and Korb himself are armed with LaserPistols Mk1 (5d6 hp damage) as well as Stun

    Batons to keep the peace. Although he appearsslow and clumsy, Sheriff Korb is a crack shot,receiving two attacks per round as well as a +1hit point damage bonus when fighting hand-to-hand. He also has three Ancient Highway Patrolcars at his disposal that are still functional whichhe will use to chase down and capture fleeing"criminals."

    Sheriff Korb is incredibly corrupt. He's a bully, acoward, a cheat, and a thief who uses hisposition to push around the villagers. One tactiche has used is to commit a crime himself, thenframe an innocent villager. Since he's judge,

    jury, and executioner, the trials move swiftly andno one is the wiser. Sheriff Korb is also inleague with the Wizard Artemus, assisting him inhis local quest for power. The Sheriff is perfectlyhappy to secretly support and assist the Wizard,knowing that he will be rewarded once Artemus

    is in power.Sheriff Korb can be easily underestimated by agroup of PCs. When first encountered, heshould appear as a down-south, aw-shucks,clumsy, good-natured oaf. However, Korb is aruthless criminal who will use those mistakenimpressions to his advantage. When the PCsdrop their guard, Korb will use his deputies, hisweapons, his vehicles, and his position to framethe PCs for a crime he himself committed. Agood adventure hook would be for the PCs toescape from jail and avoid recapture, whiletrying to clear their names!

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    NPC: SKULLUS THE WIZARD

    8th Level Sorcerer

    STR: 3 --- INT: 14DEX: 5 --- WIL: 21CON: 14 --- CHA: 9

    HPs: 59 --- AC: 8Mutations: advanced mind control

    Although he is only a disembodied head, Skullusis one of the most powerful wizards found in theThundarr universe. As a giant 3-foot-tall head ina glass dome, Skullus is fairly weak physically.He is carried around on a special platform byfour hooded slaves, as he is unable to travelabout on his own. He is, however, very powerfulmentally. His high Willpower makes himformidable in mental combat. Aside from hismagic-casting ability, Skullus also has one very

    powerful and unique mental mutation. Skullus'advanced mind control mutation gives him theability to completely enslave a victim's mind. Todo this, Skullus must make eye contact with thevictim for 30 seconds. If the victim then fails asave versus their WIL halved, Skullus will haveinducted a new slave into his army.

    Yes, that is Skullus' other power - he hasamassed one of the largest armies in the World.

    His army consists primarily of mind-controlledvictims who will fight to the death for Skullus. Itis estimated that he has more than 500 mind-controlled soldiers to do his bidding. Skullus isalso very technologically advanced, having alarge regiment of four-armed Battle Droids whoalso do his bidding. Skullus has 20 of theseBattle Droids who have the ability to fly and firelasers. He will use these as a line of defense forhimself, sending his mind-controlled rabble intothe lines of combat first. Skullus also has a largeWar Machine available that he uses to wage waron those who oppose him.

    In fact, that is one of Skullus' weaknesses - hisdeep-rooted hatred for and ongoing war withanother wizard by the name of Octagon. Skullushas been waging war against Octagon'simpenetrable fortress for many years now to noavail. He has been amassing his largest armyyet, preparing for one last all-out assault againstOctagon. When the PCs first meet Skullus, hecould be "recruiting" more victims for his army,or Skullus' final drive toward Octagon could beunderway.

    As an 8th level wizard, Skullus has the followingnumber of spells and levels memorized: three1st level spells; three 2nd level spells; two 3rdlevel spells; and two 4th level spells. The MutantLord should use the magic-user/elf spells listfrom the Labyrinth Lord rulebook. Skullus is ableto cast spells quite easily without the use of his

    hands. Skullus has a very low AC due to hisinability to fight and/or defend himself. His glassdome offers him 50 hit points of protectionbefore it fails. Because of his vulnerability,Skullus will make certain that his armies, droids,and machines are between himself andwhomever may want to harm him.

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    NPC: TYE, THE SWAMP URCHIN

    3rd Level Pure Human

    STR: 9 --- INT: 12DEX: 8 --- WIL: 15CON: 10 --- CHA: 14HPs: 38 --- AC: 9Mutations: none

    Tye is a young human girl who is one ofThundarr's closest friends and allies - althoughhe'd never admit it. She is bull-headed,stubborn, and sharp of tongue. She claims thatshe's seen "12 summers," making her 12 yearsold. She has long platinum hair and is usuallyseen wearing a tattered dress. Thundarr refersto Tye as "the swamp urchin," as that's whereshe and Thundarr first met - in the swamplandthat has overtaken the former Texas/Mexicoborder.

    Although she is a child, Tye possesses tworesources unique to the World of Thundarr thatmakes her a very valuable ally.

    First of all, Tye owns and runs an ancient steam-driven locomotive throughout the lands. Thistrain consists of a steam engine, two flat cars,and three boxcars. Tye ships goods andsupplies for many merchants and dealers

    throughout the area (for a nominal fee). She alsotransports passengers and refugees. Since sheis the only one who seems to know how to repairand run it, even the most ruthless of villainsleave her alone lest those who depend on it riseup in revolt.

    Tye's other resource is her long-standingfriendship with the Marsh Hulks that roamthroughout the swamplands. (See Marsh Hulkentry for more information.) Because Tye haslived in the swamps her entire life, she hasdeveloped a relationship with the Marsh Hulkspecies; she is able to communicate with them,and they view her as one of their own. If Tye isin danger, she can call upon 1d4 Marsh Hulkswho will rise out of the watery depths anddefend her to the death. Tye will not call uponthe Marsh Hulks unless her life is in dangerthough, as she does not want to abuse thisconnection with them.

    Tye should be portrayed as very worldly andwise beyond her years. But she is still a 12-year-old girl at heart with all of the interests andflightiness that entails. She will lose her temperat the drop of a hat, but she also realizes herimportance in the world, giving her a bit of anego. If Tye is befriended, she'll gladly transportthe party anyplace the rail line travels - at adiscounted price, of course.

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    NPC: YONDO THE WIZARD

    6th Level Pure Human

    STR: 15 --- INT: 21DEX: 15 --- WIL: 11CON: 16 --- CHA: 16

    HPs: 76 --- AC: 7Mutations: none

    Yondo the Wizard is an apparently powerfulmagic-user who terrorizes and extorts the rabbleliving in the ruins of what once was Beverly Hills.His lair is a large foreboding structure known asThe Magic Castle, said to have been built by the

    Ancients themselves. He claims to have learnedhis magical secrets and skills from the "AncientMasters of Abracadabra."

    Yondo dresses in flowing white robes topped

    with a blue hooded and horned helmet whichconceals his face. A skilled fighter, Yondoreceives a +2 to hit bonus with handheldweapons, as well as a +1 damage bonus. Hehas a small group of six minions who do hisbidding (any intelligent humanoid creature willdo), and he rides upon the back of a trained SkyDragon (see Sky Dragon entry for moreinformation).

    Where Yondo truly excels is his intelligence,having studied every Ancient text he has beenable to lay his hands on. In fact, he has one ofthe most extensive libraries of Ancient tomes inthe Thundarr Universe. Because of this, hereceives a +30% Technology Roll Modifier. Hisintelligence and tech skills brings us to Yondo'ssecret: He is not a real wizard.

    In reality, Yondo is actually Lomax, the BeverlyHills village scholar. Years ago, while scoutingfor research, he stumbled across The MagicCastle and the stage magician secrets it

    contained. Since he has no real power, butwanting to taste the power of wizards, Lomaxstudied stage magic in secret, learning the tricksthat entertained audiences in Ancient times. Heuses these stage tricks to frighten and enslavethe villagers as Yondo, but he lives amongstthem as Lomax. In this way, he can sowuncertainty about Yondo's powers as well aseavesdrop on information that Yondo can actupon. Lomax's Ancient studies are such that hehas developed several stage tricks that borderon the mystical to the villagers, but they are stillperformed with "smoke and mirrors" (or actuallyhigh-tech equipment).

    Wanting even more power for himself, Yondoactually challenged Thundarr and - for a time -had possession of the Sun Sword. Thundarr wasable to retrieve his weapon, but not beforeYondo had a chance to examine and duplicateit, creating a very powerful vibroblade he calledThe Nega-Sword. This blade was able to standup to the Sun Sword and actually reflected a fewblows. Thundarr was able to deactivate it bycutting off its power supply, but the fact thatYondo was able to build so powerful a weaponis a frightening.

    In the game, Yondo should be built up as a verypowerful wizard whose exact abilities areunknown. The spells he wields have thetrappings of the Ancient magicians - balls, rings,cabinets, scarves, etc. However, his tech skills

    and knowledge make these "spells" just asdeadly as the real magic the wizards sling, soYondo should be treated just as carefully.

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    CARROC

    No. Enc.: 1d6 (2d6) Alignment: ChaoticMovement: 90' (30')

    Armor Class: 4Hit Dice: 8

    Attacks: 1 (claw, bite, or weapon)Damage: 1d8, 1d10, or as weapon typeSave: L4Morale: 9Hoard Class: None

    Carrocs are reptilian bipeds that have evolved(or mutated) from crocodiles and/or alligators.They are covered with a thick scaly hide thatacts as a natural armor . They have a longreptiles tail, jet-black eyes, sharp claws, and a

    strong wide jaw filled with razor-sharp teeth.

    Carrocs are incredibly strong, able to lift fivetimes their own weight with ease. Even throughthey look like they come from a watery and/orswampy area, carrocs cannot breatheunderwater and do not swim very well. Carrocsare quick to anger and are very vicious fighters,preferring to slash and bite an opponent, even ifthey have a weapon in hand.

    Carrocs are a slaver race, capturing mutantsand humans to work in their fields and/or to be

    sold off as slaves for profit. It is rumored thatcarrocs will eat a slave that no longer pulls hisweight, so being captured by a carroc tribe isconsidered to be a fate worse than death.

    Mutations: increased strength, natural armor

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    CHATTERER

    No. Enc.: 1d4 Alignment: NeutralMovement: Fly: 120' (40')

    Armor Class: 4Hit Dice: 9

    Attacks: 3 (bite/claw/claw)Damage: 1d8/1d10/1d10Save: L5Morale: 9Hoard Class: VII

    Getting its name from the clicking and clacking itmakes with its claws and mandibles, theChatterer is a giant mutant beetle with anincredibly heavy exoskeleton. They are normallyfound in caves and other underground caverns,preferring to leap out of the darkness to surprisea victim.

    The Chatterer attacks with its two giant pincerclaws, grabbing and crushing a victim for 1d10hit points of damage. They may also lift a victimto its mouth, biting them for an additional 1d8 hitpoints.

    It is very difficult to successfully attack aChatterer as their natural armor is nearlyimpenetrable. However, they are very adverse tofire and will take an extra 1d6 hit points ofdamage whenever they come into contact with itor are attacked with fire.

    Chatterers have only an insectoid intelligenceand cannot be trained or otherwise tamed. Theyattack by instinct only. Some wizards have beenknown to trap a Chatterer, letting it get nice andhungry before releasing it onto a foe to bedispatched. Chatterers have also wandered intovillages, attacking and consuming the weak andthe small before being driven out by the

    villagers. A rampaging Chatterer is a dangerouscreature to contend with.

    Mutations: natural armor, epidermal susceptibility

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    DESERT PEOPLE

    No. Enc.: 1d10 (2d20) Alignment: ChaoticMovement: 120' (40')

    Armor Class: 5Hit Dice: 4

    Attacks: 1Damage: per weaponSave: L4Morale: 7Hoard Class: XXII

    Desert People are 2-foot-tall humanoids whohate and mistrust all outsiders - to the point ofbeing violently xenophobic. Desert People areoften found in the sandy wastes of the post-apocalyptic Earth, preferring to make theirhomes in sand-covered, long-forgotten ruins. If acity has been slowly consumed by a desert,

    you'll find Desert People lurking within the burieddwellings.

    Desert People prefer to keep themselveswrapped from head to toe in loose-fitting clothes,keeping their faces hidden behind scarfs andhoods. The only facial feature seen will be a pairof hateful scowling eyes. Since Desert Peoplehate strangers, they will either keep hiddenaway if outsiders enter their area, or they maytry to subdue and capture a prisoner if theDesert People are being employed by a Wizardor other powerful ally. Once captured, the victimis either turned over to the one who hired them,or the victim is left to perish in a deathtrap or fedto a large beast they keep for such events. Youwill never befriend a Desert Person, so it's bestto not even try.

    Desert People speak in a high-pitched chatter oftheir own that will be incomprehensible tolisteners. (Although Ookla was able to speak toand understand a Desert Person, so it is

    apparently possible to learn their language.)Desert People have a unique device called aSpring Lariat that they use to capture a victim. Along coil of spring is compressed between theirhands. When released, the coil shoots outtoward a victim, trailing a length of rope or wirebehind it. On a successful roll to hit, the springwill spin around the victim, entangling themwithin the trailing cord. If a group of DesertPeople use their lariats on a victim, they are asgood as captured.

    Mutations: none

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    DEVIL RAT

    No. Enc.: 2d6 (2d10) Alignment: ChaoticMovement: 120' (40')

    Armor Class: 6Hit Dice: 3

    Attacks: 1 (bite or claw)Damage: 1d8 or 1d6Save: L2Morale: 6Hoard Class: XIII

    Devil rats are vicious beasts that have evolvedfrom common rats. They are fairly large due togigantism , running from 7 to 14 feet from headto tail. When they stand upon their hind legs,they can tower over most normal-sized mutants.Devil rats are found in very dimly lit locationssuch as caves, caverns, and sewers. Though

    they are not blind, they have developed severelight sensitivity and will be unable to see if thelight is brighter than a torch or flashlight.

    Devil rats have a natural armor . They arecovered in bony horns and plates, the mostobvious is the bony fin along its spine, the hornson its head, and the jutting tusks thrust from itsmouth. However, the devil rat does not usethese horns and tusks for attacking. Devil rats

    attack by biting for 1d8 hit points of damage. Ifthey sit up on their haunches, they can lash outwith a claw attack for 1d6 hit points of damage.However, they are fairly slow when attacking thisway and get only one claw attack in a round.(Devil rats rear up like this to frighten andintimidate its victim, not because it's a better wayof attacking.)

    Mutations: gigantism, natural armor, visionimpairment (severe light sensitivity)

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    DREADLON

    No. Enc.: 1 (1) Alignment: ChaoticMovement: Swim: 240' (80')

    Armor Class: 4Hit Dice: 20

    Attacks: 5 (bite, four tentacles)Damage: 4d8, 2d8, 2d8, 2d8, 2d8, 2d8Save: L9Morale: 10Hoard Class: None

    A dreadlon is an incredibly giant sea creaturewith the head and body of a giant lizard andtentacles like a squid. It is often brought intoexistence by very powerful wizards, though theycan be encountered naturally in the ocean.

    Dreadlons are gilled water-breathers onlyencountered in oceans or seas. They feed onunderwater sealife and have the appetite of awhale crossed with a shark. They have beenknown to come up from the ocean depths toattack large ships on the surface.

    A dreadlon attacks first by biting at its target.Due to its incredible size, a dreadlon will inflict4d8 hit points of damage with a single bite. If anatural 20 is rolled, the target is eitherswallowed whole (if human-sized or smaller) oran additional 1d8 hit points of crushing damage

    is inflicted from its massive jaws. The fourtentacles of a dreadlon surround its midsection.It uses these to grasp prey and/or crush ships orobstacles. A tentacle can crush for 2d8 hit pointsof damage. Due to their size, they have anincredibly high hit dice pool and morale. It is verydifficult to hurt or drive away a dreadlon once itbegins its attack.

    The only saving grace of a dreadlon attack isthat it cannot stay above the waterline for verylong as it needs to submerge to breathe again. Itwill also quickly grow bored or frustrated with anattack if it lasts too long, preferring larger prey toeat or prey that doesn't put up much of a fight.So a dreadlon will only attack for 2d12 roundsbefore it breaks off and goes back underwater.

    Dreadlons are huge unstoppable monstrositiesand should only be introduced to increasetension or to "herd" a party in a certain direction.

    Mutations: none

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    EQUORT

    No. Enc.: 0 Alignment: NeutralMovement: 90' (30')

    Armor Class: 7Hit Dice: 3

    Attacks: 2 (hooves)Damage: 1d6/1d6Save: L2Morale: 9Horde Class: None

    Primarily used as a means of transport, theequort is a large horse-like creature with a beak-like mouth, cat-like eyes, and a thick reptiliantail. Equorts are hairless, covered instead with athick pale-yellow hide, with pointed ears that

    could be mistaken for horns at a distance.

    Equorts are incredibly strong creatures, oftenused as pack animals and cart-pullers. They cancarry up to 450 pounds and move at full speed,and up to 900 pounds and have their movementhalved. Because of their size and strength, theyare the favored mounts of Moks, who often usethem for transport. When threatened, an equortwill rear up and kick with their front hooves for1d6 hit points of damage. Equorts are not agilecreatures when at a full gallop, often crashingthrough smaller barriers rather than leaping overthem the way a horse will. They are alsosomewhat slower than a Riding Horse (MFrulebook, pg. 76) with a max speed of 90' perturn.

    Equorts are as loyal as horses and areincredibly protective of their master. They willnever be found in the wild, however, since theyare specifically bred, raised, and trained byequort handlers. A PC who wishes one as a

    mount will have to find someone willing tosell theirs.

    Mutations: none

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    FELOID

    No. Enc.: 1d10 (3d10) Alignment: ChaoticMovement: 150' (50')

    Armor Class: 6Hit Dice: 8

    Attacks: 3 or 1 (2 claws and bite, or weapon)Damage: 1d6, 1d6, 1d8 or weapon typeSave: L7Morale: 8Hoard Class: V

    Feloids are mutant felines often found workingas muscle for wizards. Upon first glance, feloidscould be mistaken for tigrisoids (MF rulebook,pg. 87). However, whereas tigrisoids are mutantdescendants of Ancient tigers, feloids havedescended from domesticated felines, i.e.,housecats. Because of this, feloids are slightly

    smaller and less courageous than their largercousins. Since they are descended fromdomesticated stock, Feloids are often foundworking for humans, especially wizards whoappreciate their relative obedience. Feloids havealso evolved without any mutations.

    Feloids usually attack with whatever weaponthey have been provided - often stun or laserpistols. However, in close combat, they will lashout with their claws for 1d6 hit points damageeach and a fanged bite for 1d8 hit pointsdamage. Feloids are fairly dexterous andcunning, though they will often retreat oncecombat has turned against them.

    Mutations: none

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    FIREWHALE

    No. Enc.: 0 (1d4) Alignment: ChaoticMovement: Swim: 180' (60')

    Armor Class: 6Hit Dice: 8

    Attacks: 1 (bite or flamejet)Damage: 1d20/ 2d12Save: L3Morale: 10Hoard Class: None

    The firewhale is a large aquatic creaturerenowned for its ferocity and ill temper.Firewhales are often used as guardians ofunderwater domains, islands, and atolls by otherintelligent sea-based beings.

    The primary method of attack of the firewhale isby biting using its massive mouth of stalagmite-sized teeth. The bite of a firewhale deals 1d20damage to the unfortunate victim. Also, if anatural 20 is rolled for a firewhale bite attack, thevictim is instead swallowed whole by the whale.The victim will suffer 1d6 of drowning damageper round until they are either freed or they havedied in the whales stomach.

    Over the course of time and evolution, thefirewhale has developed a flamejet where a

    whales blowhole would normally be. A firewhalecan use this flamejet as a secondary attack,spewing a fiery stream of magma over 50.

    Anyone struck by the magma will suffer 2d12damage from the initial burn. The magma willcling and burn for 1d6 additional damage for 1d4rounds. Water will not wash off the magma oncecontact has been made.

    Firewhales are known to attack in packs andhave been known to ram watercraft with theirhorn, overturning any boats that happen toventure into their territory.

    Mutations: unique (flamejet)

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    FRAEKEN

    No. Enc.: 0 (1d3) Alignment: NeutralMovement: Swim, 90' (30')

    Armor Class: 7Hit Dice: 9

    Attacks: 8 (tentacles) or 1 ( energy ray )Damage: 1d4 per tentacle/4d6 per energy raySave: L4Morale: 7Horde Class: None

    A Fraeken (fray-ken) is an eight-armed, squid-like, underwater creature that may be mistakenfor a Giant Octopus (MF rulebook, pg. 87) whenfirst encountered. It is usually colored a sicklyreddish-purple, and a thin webbed skin runsbetween each of its tentacles, giving it a saucershape. Its most disturbing feature is its eerie

    human-like face that takes up most of its centralbody mass.

    A Fraeken can grab and crush a foe with anyone of its eight tentacles for 1d4 hit points ofdamage. These tentacles will also wrap arounda victim upon a successful hit, crushing them for1d3 additional points of damage per round.However, the Fraeken prefers to attack with itsenergy ray mutation. A Fraeken can fire a blue

    laser beam from the tips of two of its tentaclesfor 4d6 hit points of damage.

    If a fight is going against a Fraeken, it will spraya 40' cloud of black ink, obscuring the vision forall in the area. It will then try to make its escapewhile its combatant is blinded.

    Mutations: energy ray

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    GAMMA HARE

    No. Enc.: 1d6 (1d8)]Alignment: NeutralMovement: 90' (30')

    Armor Class: 4Hit Dice: 9

    Attacks: 2 or 1 (claws or gamma eyes )Damage: 2d8/2d8 or 6d6Save: L5Morale: 7Horde Class: None

    Gamma Hares are large mutated rabbits aboutthe size of a fully grown adult bear. They arecovered in a thick green fur with a long lizard-like tail. Gamma Hares have thick bony platesrunning down their spines which gives themextra armor protection from attacks.

    Gamma Hares attack with their sharp claws for

    2d8 hit points for each claw that lands. However,instead of a claw attack, a Gamma Hare can optto use its gamma eyes mutation, firing out ascorching ray of radiation for 6d6 hit points ofdamage.

    Gamma Hares usually walk upright, but theyhave developed incredibly strong haunches,giving them the ability to leap away from trouble.With this ability, a Gamma Hare can launch itself100 feet straight up or 200 feet in any direction.

    If combat starts to turn against a Gamma Hare,it will suddenly shoot into the air and out ofrange of its attacker.

    Mutations: gamma eyes, leaping

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    GRIZZLY SNAKE

    No. Enc.: 1d4 (1d6) Alignment: ChaoticMovement: 90' (30')

    Armor Class: 6Hit Dice: 7

    Attacks: 2 (bite, constrict)Damage: 1d6, 2d10Save: L3Morale: 9Hoard Class: VI

    The Grizzly Snake is a 20-foot-long snake-likecreature that lives in desert and arid areas. TheGrizzly Snake isn't a true reptile, however. It is amutated legless bear that has evolved alengthened snake-like body covered in a mattedbrown fur with a large bear's head at one end.

    The Grizzly Snake is as aggressive as anyangered bear. They do not live in caves though,preferring to use its hyperburrowing mutation tohollow out a large underground pit in which itlives. A Grizzly Snake has evolved a very acutevibration sense that gives it the ability to feelvibrations in the earth from up to 200 yardsaway. The Grizzly Snake can use this sense likea radar, "feeling" the approximate position of anearby victim through vibrations from them

    walking or riding above. The Grizzly Snake willthen burrow to a position under the victim,exploding out from under them and surprisingthem, gaining initiative in the attack.

    A Grizzly Snake attacks by wrapping around andstrangling a victim. If successful, it will crush avictim for 2d10 hit points of damage. Theconstriction continues on subsequent rounds.They can also bite for 1d6 hit points of damage,although the bite is not poisonous.

    Mutations: hyperburrowing, vibration sense

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    GROUNDLING

    No. Enc.: 1d10 (3d10) Alignment: Chaotic

    Movement: 120' (40') Armor Class: 5Hit Dice: 6

    Attacks: 1 (claw, bite, or weapon)Damage: 1d6, 1d6, or as weapon typeSave: L4Morale: 6Hoard Class: VII

    Groundlings are rat-men that are devious,cowardly, and untrustworthy. They are coveredin fine grey hair, and they have the elongatedsnout and ears of a rodent. Groundlings attackthe weak and shy away from the strong, so theyare often found tormenting and robbing weakermutants they encounter. Because of theircowardice, they are often found working asminions for more powerful villains.

    Groundlings live underground in massivecaverns and cave complexes. Most groundlinglairs have one leader, who is the strongestand/or most intelligent of the clan. This leadercan be identified by the human finery hechooses to outfit himself with (robes, jewelry, acrown perhaps).

    Groundlings are fairly clever and dexterous.They are able to use most advanced weaponsand some have even been seen drivingvehicles. It isn't unusual to see groundlingsarmed with lasers or other firearms. In combat,they are very quick and nimble, so hitting themcan be problematic. However, they aren't veryphysically strong, so they wont stand toe-to-toewith an enemy, preferring to either attack from a

    distance or run in, attack, and dash away. Theyare also quite cowardly, choosing to ambush aparty from the shadows and then run if the tideturns against them.

    Mutations: increased balance, reduced strength

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    HAWK-PEOPLE

    No. Enc.: 2d4 (2d6) Alignment: ChaoticMovement: 120' (40')

    Armor Class: 6Hit Dice: 7

    Attacks: 1 (weapon)Damage: as per weaponSave: L6Morale: 9Hoard Class: VII

    Hawk-people are wingless, bird-like bipeds thatare fairly strong and fearless. However, hawk-people have no real motivation or drive of theirown, preferring to follow the orders of a strongcharismatic leader. Because of this blind loyalty,hawk-people are often found working as musclefor wizards. Hawk-people do not have wings orany other ability to fly, although they have theface, beak, and feathers of a bird. They arenever found without their backpack where theykeep all of their valuables. (It is thought that thebackpack also helps hide whatever vestigialstumps remain of what was once their wings.)

    Hawk-people have the mutation of shriek ,preferring to let loose with a bloodcurdlingscream when they enter battle. The hawk-people can be found using any kind of weapon,although when trying to accumulate slaves for

    its master - they prefer to use a man-catcher.This large fork-like polearm ends in a large claw-like apparatus and is used to snare, entrap, andotherwise capture a victim. On a successful hit,the man-catcher has ensnared a victim. If threeor more hawk-people ensnare the same target,that victim is immobilized. This ensnaring doesno damage though.

    Mutations: shriek

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    ICE WOLF

    No. Enc.: 1d4 (2d4) Alignment: NeutralMovement: 150' (50')

    Armor Class: 6Hit Dice: 5

    Attacks: 1 (bite or frost breath)Damage: 2d6 or 4d6 cold damageSave: L2Morale: 8Hoard Class: None

    The ice wolf is primarily found in arctic andfrozen wastelands. It is the size of a very largedog, covered in white fur, with a small sharphorn on its muzzle. The ice wolf is a nocturnalanimal, preferring to hunt at night. This is

    because it suffers from albinism and is verysensitive to sunlight, so it has a -2 penalty to hitwhen the sun is up. However, its thermal vision mutation allows it to see perfectly well at night.

    The ice wolf can bite its prey for 2d6 hit points ofdamage. Also it can breathe a cone of frostbreath once every 4 rounds to a distance of 50feet. This subzero attack deals 4d6 hit points ofcold damage to anyone hit.

    Ice wolves live in caves and underground icetunnels, preferring the darkness and the cold

    these shelters provide.

    Mutations: albinism, thermal vision, frost breath

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    LAVA WORM

    No. Enc.: 1d2 (1d4) Alignment: NeutralMovement: 60' (20'), Hyperburrowing : 180' (60')

    Armor Class: 4Hit Dice: 12

    Attacks: 1 (trample or lava stream)Damage: 2d6/8d6Save: L6Morale: 10Horde Class: None

    A Lava Worm is a monstrously large orange-and red-skinned worm that appears to becompletely ablaze. A Lava Worm's AC is fairlyhigh due to its incredibly hot surfacetemperature. More common weapons will eitherbounce off of its hide or will melt upon contact.Because of this, Lava Worms are verysusceptible to cold attacks (taking double

    damage). They can also be injured with largeamounts of water.

    A Lava Worm is slightly smaller than a purpleworm (MF rulebook, page 90), about 8 feet indiameter and 80 feet long. Due to its monstroussize, a Lava Worm can literally "fall" onto itsvictim, crushing them from 2d6 hit points ofdamage. A Lava Worm can also spew a thicklava stream from its mouth, burning the unluckyPC for 8d6 hit points. This lava is also fairlycorrosive due to the heat and will melt throughsurfaces of AC 6 or less. A Lava Worm can

    move underground at an accelerated rate usingits hyperburrowing mutation. It prefers to tunnelunderneath a victim, then explode out from theground in front of them, gaining surprise ifundetected.

    Lava Worms are usually found in extremely hotand arid areas (i.e. deserts, active volcanoes).Due to their aggressive nature and dangeroussurface temperature, a Lava Worm is best

    avoided. However, Wizards have been known toget a Lava Worm under control, sending themout to destroy a village or other Wizard. If thathappens, it's best to stay out of the way.

    Mutations: lava stream, hyperburrowing

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    LEATHERWING

    No. Enc.: 1d6 (1d8) Alignment: NeutralMovement: 60' (20') Fly: 240' (80')

    Armor Class: 5Hit Dice: 7

    Attacks: 1 (bite)Damage: 4d6Save: L4Morale: 8Hoard Class: None

    Leatherwings are giant mutant bats that can beused as flying mounted steeds. They are nearly10 feet in length with a 25 foot wingspan. Theyhave brown fur, red eyes, and a long rat-like tail.They are the preferred mode of transport for themysterious Raiders of the Abyss, although theyare a common enough mount that they could beencountered anywhere in the Thundarr universe.

    Unlike common bats, Leatherwings have fairlydecent eyesight so they do not rely on (orpossess) a radar sense or any mutations like echolocation .

    Leatherwings aren't much good in a fight, onlyable to bite with their large fanged mouth.However, if they successfully bite, they'll do 4d6hit points of damage due to their size andstrength. Also, just like the Giant Bat (MFrulebook, pg. 61), Leatherwings have a paralysispotion in their saliva, causing paralysis in abitten enemy for 1d10 rounds unless a save

    versus poison is successful.Leatherwings aren't naturally violent unlessprovoked. Once "broken," they are as tame asany horse or beast of burden. They are able tocarry up to 300 pounds and fly at their fullmovement rate. They can carry between 301and 600 pounds and still become airborne,however they move at half their airborne

    movement rate. They are unable to take flightonce they are carrying more than 600 pounds.

    Mutations: gigantism, toxic weapon

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    MARSH HULK

    No. Enc.: 1 (1d2) Alignment: NeutralMovement: 90' (30'); Underwater: 90' (30')

    Armor Class: 2Hit Dice: 11

    Attacks: 1 (claw, bite, or weapon)Damage: 1d8/1d8/as weapon (3d6 damagebonus with claw/weapon)Save: L6Morale: 8Hoard Class: XX

    A Marsh Hulk is a huge (7-8 feet tall) fur-coveredhumanoid mutant that lives in swamps andmarshy environments. They have glowing yelloweyes, a mouth full of dagger-like teeth, andsharp four-fingered claws. Because of their

    preferred habitat, a Marsh Hulk is often founddripping wet, reeking of damp rot, with seaweedand other brambles clinging to their matted fur.They are incredibly strong and virtuallyimpervious to harm. Entering into combat with aMarsh Hulk is incredibly foolhardy, and even thebravest of adventurers should avoid angeringone.

    A Marsh Hulk is unusual in that it's one of thefew mammals in the Thundarr universe capableof water breathing . Using this mutation, a MarshHulk will make its lair in an underwater cave orcavern, coming out only when an intruderinvades its turf. A Marsh Hulk doesn't "swim" butit can walk underwater along the bottom of theswamp at the same rate as it can on land.

    It is very difficult to harm a Marsh Hulk due to itsnatural armor . Its matted fur is hardened to amail-like surface, making it impenetrable. Also,its fur is permanently dampened, effectivelymaking the Marsh Hulk immune to all fireattacks. (In fact, Thundarr's Sun Sword bouncedharmlessly off the hide of one Marsh Hulk, whichshould give you some idea of how hard it is tohurt one of these creatures!)

    A Marsh Hulk's basic fighting skill is "grab anobject and beat my opponent with it." Due to itsincreased strength , a Marsh Hulk gets a 3d6damage bonus when it hits with its claw or aclub. And heaven help you if it grabs hold of youand starts yanking in opposite directions!

    In spite of its frightening appearance andformidable strength, Marsh Hulks are actuallyfairly timid, choosing to avoid combat if possible.But if they enter combat, they will tear thecombatant apart to ensure they are neverbothered by them again.

    Mutations: water breathing, natural armor(extreme), reflective epidermis (fire), increasedstrength

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    OCEANBROOD

    No. Enc.: 1 (1d2) Alignment: NeutralMovement: 120' (40'); Swimming: 120' (40')

    Armor Class: 5Hit Dice: 10

    Attacks: 3 (claw/claw/bite)Damage: 3d10/3d10/3d6Save: L5Morale: 12Hoard Class: None

    The Oceanbrood are an offshoot of theLobstrosity species (MF rulebook, pg. 81),although they are ten-times larger, moreaggressive, and infinitely more dangerous. AnOceanbrood is 20' to 40' long and protected by aflexible outer shell. They are often found in ornear large bodies of water. They are as quick in

    the water as they are on the ground, able toswim at its normal land movement rate.

    An Oceanbrood's claws are diamond-hard andrazor-sharp. Its claws have been known topierce and cut through a ship's steel bulkhead!These claws do 3d10 hit points of damage to anunlucky victim. If a single claw attack of anOceanbrood does more than 20 points ofdamage at one time, the PC should roll vs.

    death or they will have a limb severed by theknife-edged claw. A second save vs. deathshould then be rolled, otherwise the clawsevered the PC's head or cut them in half, killingthem instantly. The Oceanbrood will also bite anopponent with its mouth of pointed teeth, doing3d6 hit points of damage.

    Although it has very limited intelligence, anOceanbrood can be trained to obey very simplecommands if it is caught when young andtrained as it grows. The river pirate Capt. Kordonwas able to train an Oceanbrood to come whenshe blew a high-pitched whistle and to attackwhen she pointed to a victim. They cannot betrained to do anything more substantial.

    Mutations: none

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    SPELLRENDER

    No. Enc.: 1 Alignment: ChaoticMovement: 90' (30'); Flying: 120' (40')

    Armor Class: 3Hit Dice: 12

    Attacks: 3 (claw/claw/bite)Damage: 2d8/2d8/4d8Save: L6Morale: 10Hoard Class: None

    A Spellrender is not a naturally occurringcreature; it is a magical being brought intoexistence only through very powerful Wizardmagics. Because of this, only 1 will ever beencountered at a time and there is no chance ofmeeting one in its "lair."

    A Spellrender looks like a large lizard-likemonster with a set of leathery membranouswings ( complete wing development ) and glowingpupilless yellow eyes. Two sets of two-toedclaws are found on its "arms" and "legs" and aserpentine tail rounds out the beast'sappearance. The Spellrender is covered in athick slime coating, but this is harmless and notpoisonous in the least. A Spellrender can attackwith its claws for 2d8 hit points of damage foreach claw that hits and it can also bite for 4d8 hitpoints of damage. The Spellrender's eyes canalso fire out a dazzling bright light which blindsall opponents within 30' for 1d4 rounds. Thisblindness causes a -4 penalty on attack rolls andincreases the victim's armor class by 4 whilethey stagger around blinded.

    The true purpose of a Spellrender is in itsmutation/magic sink ability. All Wizards andSorcerers within 90' of a Spellrender will find thattheir ability to cast spells and wield magic isgone. The creature radiates a field that just

    "shuts down" magical ability. Even worse fordenizens of the Mutant Future is themutation/magic sink also shuts down all mentalmutations within this same area of effect.(Physical mutations are unaffected.) ManyWizards will bring a Spellrender into being andorder it to attack a magic-wielding foe while theWizard stays out of the range of the magic sink.When the victim finds herself unable to castspells, the Wizard will hurl magic from afar whilethe Spellrender moves in for the physical kill.Unless a spell-casting victim is good withweapons as well, the Spellrender will make t