Archive for April 18th, 2018

Killer Mermaids

Well, it’s been a week and a half since I resigned from my teaching position. In that time, I’ve not had a single migraine, which is a great improvement from the almost daily pain. My blood pressure has also improved, and the tinnitus in my right ear is all but gone. My tutoring services have born fruit. I tutor an hour every day Monday through Friday, I’ve had another contact, and I have a meeting Friday with director of a home-schooling co-op about offering my expertise to families during the summer.

Best of all, I’m able to do stuff at home other than get home late and then fall asleep by 2000. For example, all by 0930, I dropped my son Christopher off at university, went to the grocery store, and played my wife Katrina in Words With Friends. Later today? I’m going to get some writing done.

Earlier this week, I watched Killer Mermaid via Amazon Prime. It’s kind of fun, mashing together a serial killer, a monster, and some beautiful locations. Of course, this also means I have to stat up the killer mermaid, once again using Mutant Future.

Killer Mermaid
Alignment: Chaotic
Movement: 30′ (10′); Swim: 120′ (40′)
Armor Class: 6
Hit Dice: 4
Attacks: 3 (claw/claw/bite) or 1 (tail)
Damage: 1d4/1d4/1d6 or 4d4
Save: L4
Morale: 8
Hoard Class: VI
XP: 300

Mutations: Echolocation, Increased Smell, Metamorph, Siren Song

Killer mermaids are Mutant Human females adapted to life underwater, but capable of breathing air as well. Killer mermaids have two forms: a monstrous one (shown in the picture above), and a secondary form in which they appear as beautiful women with the tails of fish. In this latter form, killer mermaids can only attack with their tails, which inflict 1d6 points of damage due to the lack of barbs and spikes. It takes a killer mermaid two full rounds of inactivity to change form. In either form, killer mermaids gather information about their surroundings via natural sonar to a range of 90 feet. Due to their sonar, killer mermaids receive a +2 to hit in combat. Killer mermaids also have an exceptional sense of smell, able to pick out and identify scents out to 180 feet. Creatures downwind or downstream can never surprise a killer mermaids.

In their beautiful woman form, killer mermaids may emit a hypnotic, ethereal song that affects a designated Mutant Human and Pure Human male within 180 feet. Roll 2d6+7 to determine a killer mermaid’s WIL. The killer mermaid makes a mental test against its target. Success renders the target incapable of violent action and with an irresistible desire to to embrace the killer mermaid. The effects last only until the start of the killer mermaid’s next turn, but the killer mermaid may re-target the victim each round it remains within range.

Killer mermaids speak their own language.

April 18th, 2018  in RPG No Comments »