Monday, August 24, 2015

Tinker: Enemy NPC-Mutants: Version 1

Troika
Mechanical organic synths designed for search and rescue, first response and stalking zones of danger. Equipped with a directed energy weapon. Size varies from child size to human and above. The Troikas operate independently and in groups. The bigger Troika is the mother brain.
Zipper
The Zipper is a mutant created from Venus Flytrap dna and simian. The creature was later warped by the zone. It prefers dark places in the Tartaric forest and occasionally abandoned buildings. Its agile and quick, preferring to use sharp claws to dispatch victims. It added feature is that it can split its body in half to consume its food.
Balrog
Is a mutation in the zone by the zone it self. They are asexual and are often alone or in groups of three. Their sizes vary as does their skin color. The lowest is tan, red and highest is green. Their hostility varies. They are found roaming in the Tartaric forest, near the mountains and in abandoned buildings.
Rot
Formarly people exposed to high doses. They work on smell, as their eyes have burned out. Physically strong and capable of taking high damage they are very dangerous and very hostile; as their brains have been leasioned by the Psi pulses in the zone.
Vampyre
A disgusting, unintelligent, furious, shrieking horror prone to violence from the depths of the bio research lab, the Vampyre is an abomination walking the lands. Hostile, fast and agile this being prefers to use its fangs to slash at it victims. Found walking around day and night in the upper east part of the zone, these beings stalk the old research complexes.
Blind Dog
Mutants, found in darker areas, forests, caves, and buildings. They are timid and territorial at first. Blind by birth they are easily evaded, however antagonizing them will lock the persons smell. Every interaction from them on will always make them violent. They are very fast and capable of strong bites and tears with their font paws.
Razor
Reclusive and found in the Tartaric forest, Razors travel in small packs and show signs of communication by high shrieks or low growls as well as complex social structure to the point of developing housing, totems and written glyphs. Despite their intelligence, they have no need for weapons(though its suspected they can use them) their long arms give them a great reach and quick movement of their arms make for good defense coupled with their sharp and tempered frontal head makes them a danger. They wont attack unless provoked, usually by attacking their totems or standing to long in their "villages".

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