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Savage mutates from the atomic future (Thor enemies) (Marvel Comics)

“Savage mutates from the atomic future”


Power Level:
Game system: DC Heroes Role-Playing Game

Powers and Abilities

Mutates are superhumanly strong and savage. For some reason, they speak fluent modern English.


History

Mutates have inherited the earth in a possible future, which was located by the Greek underworld god, Hades (aka Pluto). This future had been through at least two atomic wars ; despite the opposition of scientists, nuclear bombardment continued, turning some humans into a new race — first semi-mutates, then full mutates.

Eventually, the mutates appeared to exterminate the humans ; since they mentioned that humans did not fight back, it is possible that all soldiers, exposed to nuclear radiation, died or turned mutate, leaving only defenseless civilians.

Hades used mutates as his shock troops twice. In the first case, he brought the Atomic Research Center from Manhattan to the mutates’ future, then eventually attacked 20th century New York. They ran straight into Thor, Sif, Balder and elite American forces ; eventually Zeus defeated Hades.

The second time, a force of mutates was sent by Hades to the UCLA campus to locate Aphrodite, who was then living as a mortal teacher. They were defeated by Hercules and Aphrodite.

Thor and Sif explore a post-apocalyptic future


Description

See illustration.


Personality

Brutal barbarians.


Quotes

“We are mutates ! And you… are doomed !”

“We have gathered weapons… since the day of the monstrous fire cloud ! Weapons that will serve us now !!”

Warning posters against nuclear war mutations

“There is no wrath as deadly as the wrath of the mutates !”

(The Tribal Chief speechifying) “You ?? A smooth-skinned, lone intruder ?? You… who have the form and features of a lowly human ?? My people despised them… because the humans would not fight ! But the mutates live for battle ! And we attack… we destroy anything human on sight !”


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Game Stats — DC Heroes RPG Print Friendly

Tell me more about the game stats

Average mutate

Dex: 04 Str: 07 Bod: 06 Motivation: Psycho
Int: 03 Wil: 02 Min: 03 Occupation: Marauder
Inf: 03 Aur: 02 Spi: 03 Resources {or Wealth}: 002
Init: 014 HP: 010

Skills:
Martial artist: 05, Weaponry: 04

Advantages:
Lightning Reflexes, Schtick (Dogpile)

Connections:
Their tribe (Low)

Drawbacks:
Strange Appearance

Equipment:
The atomic mutates have a rag-tag assortment of weapons, ranging from home-made melee weapons to salvaged military hardware from the Atomic War.

  • Melee weapons [BODY 08, EV 04 (08 w/STR)]
  • Sample energy pistol [BODY 05, Energy blast: 08, R#05]
  • ATTRACTO-SPHERES (x3) [BODY 14 STR 14 — the STR can only be used to keep its victim captive. A Kirbyesque device that can hold even a superhumanly strong person helplessly captive]. The device has a “remote” [BODY 05, Attraction/repulsion: 13, Limitation: Can only Repulse into the nearest Attracto-Spheres, Bonus: Attraction/Repulsion is its own AV] that will throw an opponent into the waiting spheres.
  • Top-of-the-line Energy Rifle [BODY 04, Energy blast: 13, R#04]
  • Heat Bazooka [BODY 04, Flame project: 12, Note: Affects 24 APs of Volume, Ammo: 06, R#04]
  • And tons of other, often weird, weapons

Gangway !

The mutates seem very adept at ganging up on a target with their bare hands — to wrestle it to the ground, to yank it and throw it to the ground, to defenestrate it… As a dice action, all the mutates who can rush the target within that Phase can add their STR to perform a Wrestling or a Submission Hold maneuver. This is AP maths, with a upper limit of +3CS above the highest STR.


Hail to the king, baby

The mutates (or perhaps just this tribe of mutates) are led by a chief who is the strongest and deadliest of them all.

Dex: 07 Str: 11 Bod: 08 Motivation: Psycho
Int: 04 Wil: 03 Min: 04 Occupation: Chief
Inf: 05 Aur: 04 Spi: 04 Resources {or Wealth}: 004
Init: 020 HP: 040

Skills:
Martial artist: 09, Weaponry: 09

Advantages:
Lightning Reflexes, Schtick (Tripping attack)

Connections:
Mutates (Low)

Drawbacks:
Strange Appearance

Equipment:
The chief had access to all of the weapons the mutates did (and was the one holding the “remote” for the Attracto-Spheres), but he favoured his custom weapon. This is a stout staff with a warhammer on one end, and a hook on the other – the latter being used to trip opponents by hooking their ankle : Chief’s Staff [BODY 12, EV 05 (12 w/STR), +1CS to Block melee attacks, can execute tripping attacks]. This weapon was damaged, perhaps even destroyed, by Hercules — but he might have others.


By hook or by crook

The Schtick (tripping attack), along with an appropriate weapon, can allow the fighter to attempt a trip attack a a Dice Action. This pits his Weaponry/STR against the DEX/DEX of the opponent ; any RAPs are subtracted from both the OV and the RV of the opponent during the next Phase.

By Sébastien Andrivet

Source of Character: Thor v1 #163 and Champions #1

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