Tchklinxa November 7, 2015 - 10:25am | Refer to: Gamma World Creatures.
<!--[if gte mso 9]> CREP PLANT Conversion By Laura
Mumma, Tchklinxa <!--[if !supportEmptyParas]--> <!--[endif]--> The Cal-Then first
appeared in 1978 in the 1st edition of Gamma World, by James M. Ward and
Gary Jaquet. <!--[if !supportEmptyParas]--> <!--[endif]--> <!--[if !supportEmptyParas]--> <!--[endif]--> Type: Carnivore
Plant Number Appearing:
1-10 Moves Very Slow .6
meters/3 meters IM/RS: 3/30 STA: 130 Attack: 80 Damage: see below Special Attack:
life leach, death field generation, molecular diruption Special Defense: Native
World/Habitat: <!--[if !supportEmptyParas]--> <!--[endif]--> There are two
varieties of the crep plant. The water crep is pink, and lives completely
submerged, in the bottoms of lakes and rivers. The land crep is red, and may be
found in any area with a reasonable amount of rainfall. All crep plants, though
unintelligent, have the following mental mutations, which are used when
attacked: death field generation, molecular disruption, and life leech (SL 1
which is one way it feeds). Additionally, they have the following vegetable
mutations: mobility, 1-4 manipulative vines, and parasitic attachment. The
plant reproduces with large leaf-like structures that it uses to make parasitic
attachments. After attaching, the structures drain victims blood (at a rate of
10 STA points per turn). Once the victim is dead, these structures drop off the
crep, and burrow into the ground (or river bed or lake bed) to start a new
plant. <!--[if !supportEmptyParas]--> <!--[endif]--> Manipulative Vines: Physical,
Plant; Automatic, no SL These are vines
that act as appendages for the plant, allowing it the dexterity to handle and
manipulate things. They are not as strong as squeeze vines and do no damage by
themselves, but the could conceivably wield weapons of all sorts. <!--[if !supportEmptyParas]--> <!--[endif]--> Mobility: Physical,
Plant; Automatic, no SL Plants with
mobility are able to walk, slither, or crawl, utilizing mobile roots or vines.
This does not necessarily imply the plant is intelligent. <!--[if !supportEmptyParas]--> <!--[endif]--> Parasitic
Attachment: SL 5 Physical,
Plant; Automatic, SL This allows the
plant to link with the nervous system of another creature and take control of
its body. The plant must first hit the victim with an attacking appendage
(tendril, vine, segment) and then maintain contact for 10 combat turns -1 turn
per SL. The plant will then be in complete control of the being. Unintelligent
plants will utilize such creatures for defense of the plant (or eat them if the
plant is carnivorous), while intelligent plants may have other things in mind. If
contact with the plant is broken control is lost. <!--[if !supportEmptyParas]--> <!--[endif]--> Life Leach: SL 3 Mental; Activated, SL The
mutant is able to drain the life force out of any creature. Small animals and
normal plants are not affected by life leech. Most common animals over half a
meter in size qualify. Plants only qualify if the are mobile or sentient. The
character drains 2xSL STA points from all such creatures within 10 meters each
round. He can continue to use this power for 5+SL rounds, but then must rest it
for at least 20 hours. The STA points drained from nearby creatures are first
used to heal any damage he has taken. Any leftover points are put into a
special pool of STA points. All subsequent attacks do damage to this STA point
pool. Only when the pool is empty do attacks affect the creature's original STA
points. After four hours, what remains of any of these "phantom" STA
points in the pool begin to fade at the rate of 5 per round. The STA pool
cannot exceed the character's SL x 10. <!--[if !supportEmptyParas]--> <!--[endif]--> Molecular Disruption SL 3 Mental; Activated, SL The mutant is able to disintegrate any object. He can affect up to
5 plus his SL x 10 kilograms [(5 + SL) x 10 kilograms]. The object is assigned
a modifier based upon the durability and integrity of its material. Metal is
tougher to disrupt than cloth. The list below is a guideline. Each material
listed can come in a variety of strengths. For example, nylon rope is tougher
than hemp rope. If
molecular disruption is used against a living creature, it does 1d10 damage for
every 10 kilograms destroyed. This power is so taxing on the character that,
immediately after using it, he must rest for four hours. This means no walking,
fighting, using mutations of any sort, etc. About all he can do is talk while
sitting or reclining. See Gamma Dawn for chart. <!--[if !supportEmptyParas]--> <!--[endif]--> Death Field Generation SL 4 Mental; Activated, SL The creature makes an attack on all living things within 5 meters
per SL. Any creature, friend or foe, successfully hit has most of his hit
points drained away. The creature is left with only STA points equal to his
STA/5. If this does not do at least 5 points of damage to the creature, then it
is reduced to zero STA points. Any creature with zero or fewer STA points is
killed instantly. All normal plants, small animals or other simple life forms
are assumed to have been attacked successfully and suffer the consequences.
Interestingly, germs and other microscopic organisms are unaffected. The
mutant using this power loses STA just as if he had also been hit by death
field generation, which means he might be incapacitated. However, record the
lost STA point separately. Assuming that using his power didn't reduce him to
zero STA points, he recovers one STA point every hour until the damage caused
by using this power is healed. These lost STA points can also be cured normally
with other mutations, skills or devices. The character can only use this power
once every 100 hours. "Never fire a laser at a mirror." |