I have Brian Penn, to thank for this one. In a reply to my Clam-head post he said, "...For my style of T&T gaming, I would further mutate clam-heads and take away "humanoid" from their description. The shells would have fluted opening from which pseudopods extend to manipulate their surroundings. Imagine when a clam-head opens up its shell to more closely examine a rare find or "open-up" among trusted friends."
Well I certainly cannot get over my cute little humanoid Clam-heads, they were too integral part of "bi-pedal-centric," to use a angle on Gygax-speak, Glow* campaign. But now they have cousins.
The Deep One (Clammoid)
ST x2, CN x4, DX x1/2, SP x1/4, IN x1, LK x1, CH x1, WZ x1, Hgt x1/3, Wgt x3
Resembling regular giant clams, which are a part of the fauna of the Tidal Lands, Deep Ones hide their pseudopods to mask their mobility. They are sentient and form communities for mutual-protection. They have the same ability to shed the Crud as their cousins.
They trade with and have an affinity towards the Clam-heads, whom they view like the favorite sons in their mollusk family. The Clam-heads for their part refer to them as "Deep Ones" or "the Wise," because of their knowledge of the deeper waters of the post-apocalyptic seas of the world.
This Kin can be any Type they choose. Most prefer to be Warriors because it augments their natural 3d armor (remember TARO).
*"Glow World" isn't exactly my Glow campaign, but both are derived from my same set of notes. Besides I needed a bell or whistle to liven up the article.