Twisted Menagerie Manual Digital3 Optimized

Download as pdf or txt
Download as pdf or txt
You are on page 1of 273

TWISTED

MENAGERIE
MANUAL

AN UMERICAN POST APOCALYPTIC BESTIARY


TWISTED
MENAGERIE
MANUAL
WRITING
Written by Reid San Filippo & Bob Brinkman
Additional content by: Daniel J. Bishop, Gilbert Isla, & Tanner Yea

ART
Cover: Nate Marcel
Interior: Aaron Robinson, Andrew Walter, Brad Morris, Clip art,
David Coppoletti, Diogo Nogueira, Frank Turfler Jr., James V West,
Karl Stjernberg, KJ O’Brien, Lee Anthony “Deadpoolrus” DeviantArt (CC BY SA3),
Fred Dailey, Matt Hildebrand, Matt Jordan, Nate Marcel, Richard Tingley

PROOFREADING
Gilbert Isla, David VC, & Tim Bruns

LAYOUT & GRAPHIC DESIGN


Matt Hildebrand

Visit us at http://crawlingunderabrokenmoon.blogspot.com/
or
On Google+ at: https://plus.google.com/u/0/communities/109153580337571253836
or
On Facebook: https://www.facebook.com/ShieldofFaithStudios/

Copyright © 2018 Shield of Faith Studios, LLC

This product is based on the Dungeon Crawl Classics Role Playing Game, published by Goodman Games. This product
is published under license. Dungeon Crawl Classics and DCC RPG are trademarks of Goodman Games. All rights re-
served. For additional information, visit www.goodman-games.com or contact info@goodman-games.com
TWISTED
MENAGERIE
MANUAL
TABLE OF CONTENTS
MONSTER BASICS. . . . . . . . 7 Carnotaurus cyber-hybrid). . . . . . 53 H . . . . . . . . . . . . . . . . . . . 93
Harvesting Armor from Monsters. . . 9 Laseraptor (laser enhanced raptor Hippotaur. . . . . . . . . . . . . . . . . . . . . . . 93
Converting Other DCC Style cyber-hybrid). . . . . . . . . . . . . . . . . . 53
Monsters. . . . . . . . . . . . . . . . . . . . . . . . . 9 Turret-rex (Tank turret enhanced I. . . . . . . . . . . . . . . . . . . . 94
Some Final Tips. . . . . . . . . . . . . . . . . . . 9 Tyrannosaurus cyber-hybrid). . . . 54 Iguanadillo . . . . . . . . . . . . . . . . . . . . . . 94
Converting Umerican Armor Die Dinosaurs, Mutant. . . . . . . . . . . . . . . . 55 Insect, Mutant. . . . . . . . . . . . . . . . . . . . 96
Values to a DCC style AC. . . . . . . . . . 10 Arachnosaurus (a Spinosaurus/ Melting Flies. . . . . . . . . . . . . . . . . . . 96
Regarding Rounding. . . . . . . . . . . . . . 11 spider hybrid). . . . . . . . . . . . . . . . . . 55 Colony Scorpions. . . . . . . . . . . . . . 96
Psyceratops (psychic Triceratops).56 Flutter Glows . . . . . . . . . . . . . . . . . . 98
A. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12 Tri-Lobstaraptors (three-headed
Apocalypse Ooze. . . . . . . . . . . . . . . . . 12 crustacean-raptors). . . . . . . . . . . . . 57 J. . . . . . . . . . . . . . . . . . . 100
Autogiest. . . . . . . . . . . . . . . . . . . . . . . . 14 The Discarded . . . . . . . . . . . . . . . . . . . 58 Jack-O-rang-utan. . . . . . . . . . . . . . . . 100
Autovore. . . . . . . . . . . . . . . . . . . . . . . . 16 Domestic Mutant Animals. . . . . . . . . 59
Shroomers. . . . . . . . . . . . . . . . . . . . . 59 K . . . . . . . . . . . . . . . . . . 102
B. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 18 Ox Beetles. . . . . . . . . . . . . . . . . . . . . 60 Komo-doans. . . . . . . . . . . . . . . . . . . . 102
Beetle Apes. . . . . . . . . . . . . . . . . . . . . . 18 Pigtipede. . . . . . . . . . . . . . . . . . . . . . 60
Blast Shades . . . . . . . . . . . . . . . . . . . . . 20 Doomriders . . . . . . . . . . . . . . . . . . . . . 62 L. . . . . . . . . . . . . . . . . . . 104
Bowel Tyrant. . . . . . . . . . . . . . . . . . . . . 21 Dragon. . . . . . . . . . . . . . . . . . . . . . . . . . 64 Linoleumoeba. . . . . . . . . . . . . . . . . . . 104
Dragon, Biohazard. . . . . . . . . . . . . . 64 Lion-snake . . . . . . . . . . . . . . . . . . . . . 105
C. . . . . . . . . . . . . . . . . . . . 23 Dragon, Cryo. . . . . . . . . . . . . . . . . . 65 Cheemera . . . . . . . . . . . . . . . . . . . . 107
Cake Horror. . . . . . . . . . . . . . . . . . . . . 23 Dragon, Forest . . . . . . . . . . . . . . . . . 66 Coubra. . . . . . . . . . . . . . . . . . . . . . . 107
Can Crabs. . . . . . . . . . . . . . . . . . . . . . . 25 Dragon, Gearhead. . . . . . . . . . . . . . 68 Pantherconda. . . . . . . . . . . . . . . . . 107
Clown Servants of Buddy O’Burger.27 Holographic Dragon. . . . . . . . . . . . 69 Reticulated Lion-snake. . . . . . . . . 107
Clownug . . . . . . . . . . . . . . . . . . . . . . 27 Robot Dragon. . . . . . . . . . . . . . . . . . 70 Sabertoothed Tiger-snake . . . . . . 107
Clownauts. . . . . . . . . . . . . . . . . . . . . 28 Xeno Dragon . . . . . . . . . . . . . . . . . . 71 Sea Leopard . . . . . . . . . . . . . . . . . . 107
Ecclowniast. . . . . . . . . . . . . . . . . . . . 29 Luck Eater. . . . . . . . . . . . . . . . . . . . . . 108
Constrictor, Mutant. . . . . . . . . . . . . . . 31 E. . . . . . . . . . . . . . . . . . . . 73
Fabriconda (a.k.a. rag boa). . . . . . . 31 eGhost (Echo Ghost). . . . . . . . . . . . . . 73 M. . . . . . . . . . . . . . . . . . 111
Toxiconda (a.k.a. deathwater boa).31 Elementals. . . . . . . . . . . . . . . . . . . . . . . 75 Menfish. . . . . . . . . . . . . . . . . . . . . . . . . 111
Vineaconda (a.k.a. thirsty thorn boa).32 Data Elemental. . . . . . . . . . . . . . . . . 75 Monitor Lizards. . . . . . . . . . . . . . . . . 114
Corpsenado . . . . . . . . . . . . . . . . . . . . . 33 Debris Elemental. . . . . . . . . . . . . . . 76 Muckraker. . . . . . . . . . . . . . . . . . . . . . 115
Cryo-lurker. . . . . . . . . . . . . . . . . . . . . . 35 Gun Elemental. . . . . . . . . . . . . . . . . 78 Mutitan. . . . . . . . . . . . . . . . . . . . . . . . 116
Brute (unthinking engine of
frozen destruction). . . . . . . . . . . . . 35 F. . . . . . . . . . . . . . . . . . . . 80 N . . . . . . . . . . . . . . . . . . 118
Buckethead (coldly logical Falcon Wolf. . . . . . . . . . . . . . . . . . . . . . 80 Newt, Aberration. . . . . . . . . . . . . . . . 118
severed heads) . . . . . . . . . . . . . . . . . 36 Flying Laser Ursine. . . . . . . . . . . . . . . 81 Newt, Nuke. . . . . . . . . . . . . . . . . . . 118
Cryo-slime (frozen flesh-slushy). . 36 Frab . . . . . . . . . . . . . . . . . . . . . . . . . . . . 82 Newt, Piranha. . . . . . . . . . . . . . . . . 118
Frost-burned (rotted black ice). . . 37 Fruiti-Slush Ooze. . . . . . . . . . . . . . . . . 83 Newt, Voltage. . . . . . . . . . . . . . . . . 118
Cyber Ghoul. . . . . . . . . . . . . . . . . . . . . 39
Cyber Saucer Simian. . . . . . . . . . . . . . 40 G . . . . . . . . . . . . . . . . . . . 85 O . . . . . . . . . . . . . . . . . . 120
Game Devil. . . . . . . . . . . . . . . . . . . . . . 85 Octowolf. . . . . . . . . . . . . . . . . . . . . . . 120
D . . . . . . . . . . . . . . . . . . . 42 Golem . . . . . . . . . . . . . . . . . . . . . . . . . . 87 Arctic. . . . . . . . . . . . . . . . . . . . . . . . 120
Demolishroom. . . . . . . . . . . . . . . . . . . 42 Golem, Junk (deadly detritus). . . . 87 Gray. . . . . . . . . . . . . . . . . . . . . . . . . 120
Dinosaurs . . . . . . . . . . . . . . . . . . . . . . . 44 Golem, Mannequin (secret Simenien. . . . . . . . . . . . . . . . . . . . . 121
Dinosaurs, Augmented. . . . . . . . . . . . 52 shoppers). . . . . . . . . . . . . . . . . . . . . . 88 Orbus. . . . . . . . . . . . . . . . . . . . . . . . . . 122
Ankylosalvous (missile launcher Golem, Plush (adorable assassins).89
enhanced Ankylosaurus Golem, Vehicle (parked prowlers).89 P. . . . . . . . . . . . . . . . . . . 124
cyber-hybrid). . . . . . . . . . . . . . . . . . 53 Greenmen Swarm. . . . . . . . . . . . . . . . 91 Power Wight. . . . . . . . . . . . . . . . . . . . 124
Chainotaurus (chainsaw enhanced Puppetcubi. . . . . . . . . . . . . . . . . . . . . 127

5
Q . . . . . . . . . . . . . . . . . . 129 Large V.E.T.T.. . . . . . . . . . . . . . . . . 183 SCENARIO SKETCHES. . . . 249
Quantum Ape. . . . . . . . . . . . . . . . . . . 129 V.E.T.T. Matrixarch . . . . . . . . . . . . 183 A Heap o’ Trouble . . . . . . . . . . . . . . . 249
Varrok . . . . . . . . . . . . . . . . . . . . . . . . . 185 A Merry Time at Shelley’s . . . . . . . . 251
R. . . . . . . . . . . . . . . . . . 131 Vendibeast. . . . . . . . . . . . . . . . . . . . . . 187 Arbour Doomtrail. . . . . . . . . . . . . . . 253
Rail Wraith . . . . . . . . . . . . . . . . . . . . . 131 Fields of Fear . . . . . . . . . . . . . . . . . . . 255
Railipede. . . . . . . . . . . . . . . . . . . . . . . 133 W. . . . . . . . . . . . . . . . . . 188 Free Gas. . . . . . . . . . . . . . . . . . . . . . . . 257
Reindire. . . . . . . . . . . . . . . . . . . . . . . . 135 Whalephant . . . . . . . . . . . . . . . . . . . . 188 Freezer-burned in Mud Clot. . . . . . 259
Rerun Wraiths . . . . . . . . . . . . . . . . . . 137 Whaaar Mutts. . . . . . . . . . . . . . . . . . . 190 Hell Comes to Colatown . . . . . . . . . 261
Buddy. . . . . . . . . . . . . . . . . . . . . . . . 138 Wheeler Demon. . . . . . . . . . . . . . . . . 191 Logger’s-heads. . . . . . . . . . . . . . . . . . 263
Cop. . . . . . . . . . . . . . . . . . . . . . . . . . 138 Wraith Rider. . . . . . . . . . . . . . . . . . . . 193 Off the Rails. . . . . . . . . . . . . . . . . . . . 265
Dilettante. . . . . . . . . . . . . . . . . . . . . 138 Wrath. . . . . . . . . . . . . . . . . . . . . . . . . . 195
Fool. . . . . . . . . . . . . . . . . . . . . . . . . .138 CRITICAL HIT CHARTS . . . 268
Intellectual. . . . . . . . . . . . . . . . . . . . 140 X . . . . . . . . . . . . . . . . . . 197 Crit Table AL: Aliens. . . . . . . . . . . . . 269
Kingpin. . . . . . . . . . . . . . . . . . . . . . 140 Xeno-Locusts. . . . . . . . . . . . . . . . . . . 197 Crit Table RO: Robots. . . . . . . . . . . . 270
Parent. . . . . . . . . . . . . . . . . . . . . . . . 140 Xeno Mummy . . . . . . . . . . . . . . . . . . 199
Thug. . . . . . . . . . . . . . . . . . . . . . . . . 140 Xenotaur. . . . . . . . . . . . . . . . . . . . . . . 201
Robodevil. . . . . . . . . . . . . . . . . . . . . . 141
Robo-lich. . . . . . . . . . . . . . . . . . . . . . . 143 Y . . . . . . . . . . . . . . . . . . 204
Robot. . . . . . . . . . . . . . . . . . . . . . . . . . 145 Yowling Atrocity . . . . . . . . . . . . . . . . 204
Rocker. . . . . . . . . . . . . . . . . . . . . . . . . 149
Rockin’ Wraith. . . . . . . . . . . . . . . . . . 150 Z . . . . . . . . . . . . . . . . . . 206
Zilla . . . . . . . . . . . . . . . . . . . . . . . . . . . 206
S. . . . . . . . . . . . . . . . . . . 152 Zombies. . . . . . . . . . . . . . . . . . . . . . . . 209
Scorpionoid . . . . . . . . . . . . . . . . . . . . 152 Blink Zombies . . . . . . . . . . . . . . . . 209
Septicraken. . . . . . . . . . . . . . . . . . . . . 154 Chrono Zombies. . . . . . . . . . . . . . 210
Serpent Shrubs. . . . . . . . . . . . . . . . . . 156 Melting Zombies. . . . . . . . . . . . . . 210
Sharkhana. . . . . . . . . . . . . . . . . . . . . . 157 Petrol Zombies. . . . . . . . . . . . . . . . 211
Shriek. . . . . . . . . . . . . . . . . . . . . . . . . . 160 Rave Zombies. . . . . . . . . . . . . . . . . 212
Splice Fiend. . . . . . . . . . . . . . . . . . . . . 161 Silver Zombies. . . . . . . . . . . . . . . . 212
Death Orbs. . . . . . . . . . . . . . . . . . . 163 Zombie Monks of the Cyberhive . . 214
Pygmites . . . . . . . . . . . . . . . . . . . . . 164
Other Creations. . . . . . . . . . . . . . . 164 BOSSES. . . . . . . . . . . . . . 216
Sporefangs. . . . . . . . . . . . . . . . . . . . . . 165 Bernice. . . . . . . . . . . . . . . . . . . . . . . . . 217
Carl Augh M.D.. . . . . . . . . . . . . . . . . 219
T. . . . . . . . . . . . . . . . . . . 166 Col. S. Jackson. . . . . . . . . . . . . . . . . . . 221
Techno-mimic. . . . . . . . . . . . . . . . . . 166 Cruxis the Cold-hearted. . . . . . . . . . 224
Think Tank. . . . . . . . . . . . . . . . . . . . . 168 Drakobog . . . . . . . . . . . . . . . . . . . . . . 226
Toycubim. . . . . . . . . . . . . . . . . . . . . . 170 Friedli. . . . . . . . . . . . . . . . . . . . . . . . . . 228
Trapdoor Toadspider. . . . . . . . . . . . .172 GAWBYCAID. . . . . . . . . . . . . . . . . . 230
Trashlodyte. . . . . . . . . . . . . . . . . . . . . 174 Grind Master . . . . . . . . . . . . . . . . . . . 232
Tru-pet. . . . . . . . . . . . . . . . . . . . . . . . . 175 Jibber-Jaw . . . . . . . . . . . . . . . . . . . . . . 234
Killer Krush . . . . . . . . . . . . . . . . . . . . 235
U . . . . . . . . . . . . . . . . . . 177 King Grabba. . . . . . . . . . . . . . . . . . . . 238
Un Men. . . . . . . . . . . . . . . . . . . . . . . . 177 Rad Fink. . . . . . . . . . . . . . . . . . . . . . . 240
Radicans, Lord of the Forests. . . . . . 242
V . . . . . . . . . . . . . . . . . . 181 Rojo. . . . . . . . . . . . . . . . . . . . . . . . . . . 244
V.E.T.T.. . . . . . . . . . . . . . . . . . . . . . . . . 181 The Armageddon Dragon . . . . . . . . 246
Small V.E.T.T.. . . . . . . . . . . . . . . . . 183

6
MONSTER
BASICS
MONSTER BASICS

W
elcome to the wonders of the Twisted Me- Only special armor, designated as Impervious and
nagerie Manual, a gruesome collection of marked with brackets “[ ]” around the die value, is
terrors that dwell in the lands of Umerica. immune to these degrading rules.
Here game masters will find a plethora of perils to
inflict upon many a hapless adventuring party. Since monsters are
Steps of Armor
not prone to wearing
Armor Steps Dice Chain
This book assumes you are familiar with the DCC armor, many just have
RPG rulebook, especially Chapter 9: Monsters, start- an appropriate Armor 0 0
ing on page 376. If you have questions on how mon- Die assigned to them. 1 1d3
sters work in general, it is suggested you consult that Unless the die rating is 2 1d4
chapter for the information. surrounded by brack- 3 1d5
ets “[ ]”, it is assumed 4 1d6
The monsters in this tome have a similar stat block that the damage resis- 5 1d7
format and ability descriptions to standard DCC tance conveyed by its
6 1d8
style creatures, with the one exception of Armor natural armor can be
Dice. All monsters here are built using the alterna- worn down by extend- 7 1d10
tive armor rules from the Umerican Survival Guide ed combat. Given time 8 1d12
(pg 98). The summary of those rules are as follows: and shelter, its natural 9 1d14
armor die will heal 10 1d16
Armor Class (AC) is generally calculated by a 10 + and return to normal 11 1d20
Reflex save and further modified by shields, racial (as a GM, you may 12 1d24
or magical bonuses, if any. Worn armor does not decide how long this
13 1d30
(generally) modify a person’s AC. Some pieces of takes if unspecified).
armor may actually increase the wearer’s AC as If the die rating is in
well but, this is not common. Instead armor re- brackets (i.e. [1d4]) its natural damage resistance
duces damage from successful attacks so the wear- will never degrade.
er can survive long enough to fight back or run.
This is quantified as the Armor Die rating of the Some particularly tough monsters have two or more
armor, listed as a die type. dice listed as their Armor Die (i.e. Armor Die 2d6).
In this case each die can degrade independently if a 1
This protection is fleeting as whenever a 1 is rolled is rolled and the total of all dice are subtracted from
on the Armor Die, it automatically degrades -1 die any damage inflicted (i.e. rolling a 1 and 4 on the 2d6
step in value on the dice chain. If this would drop means the next armor roll is 1d5+1d6).
it below 1d3, it is considered broken and useless.

8
MONSTER BASICS

HARVESTING ARMOR FROM larly hard to damage, each point of difference


MONSTERS counts as a normal die steps of armor. Starting
with 1d3 costing one point of difference, move
Many creatures with Impervious armor can have
up the die scale until all of the difference is
armor materials harvested from their corpses. Un-
spent.
less otherwise specified in the monster’s description,
• If the beast is very maneuverable but not ar-
usually half of the steps of armor it had can be har-
mor-centric, take the total difference and di-
vested as normal armor steps (i.e. a beast with [1d8]
vide it in half, round down. Now add this to
would yield 3 die steps normal armor). This general-
the new AC and to the beast’s Reflex save.
ly requires an occupational skill check (DC 10) and
• If the beast has noted armor or invulnerability,
1d30+30 minutes per armor piece harvested. A check
each point of difference counts as an Impervi-
result of 20+ may retain the Impervious quality of
ous die steps of armor. Starting with 1d3 costing
that armor piece, if the GM allows it.
three points of difference and each additional
step costing one, move up the die scale until all
Note that unless properly tanned, boiled, dried, or
of the difference is spent. Robots and vehicles
treated these pieces of armor will begin to stink
usually have Impervious armor, as do most ele-
within a day. This will definitely increase the chances
mentals, devils, demons, and some golems.
of random encounters with wandering carnivorous
• If the beast is both armor-centric and highly
scavengers. Also after a few days, they will inflict a
maneuverable, take the total difference and di-
-3 penalty to all Personality checks involving social
vide it in half, round down. Now add this to
situations while worn.
the new AC and as normal die steps of armor,
starting with 1d3 costing one point of differ-
CONVERTING OTHER DCC STYLE
ence and moving up the die scale from there.
MONSTERS
DCC style creatures from Goodman Games prod- SOME FINAL TIPS
ucts or other 3rd party products are all fair game in
• Does the monster seem up to the challenge
the Umerican setting but they need a bit of tweaking
you want it to pose against the party? If not,
to fit with the new armor system. There are no hard
arbitrarily increase its AC, Armor Die, or any-
and fast rules for this but there are a few simple steps
thing else to beef it up.
to consider that will make converting their original
• Some monster have specific types of damage
AC to AC/Armor Dice easier. Since these are guide-
reduction. These abilities should be kept as is
lines, feel free to ignore them and assign creatures
and used in conjunction with the creature’s Ar-
Armor Dice as you like.
mor Die. The order they are used would gener-
ally be immunity/reduction first and then roll
Take the monster’s Reflex save and add 10 to it. Now
the Armor Die.
compare it to its listed AC.
• These are guidelines. There is no right or wrong
• If the new number is equal to or better than its
way to do it. If you don’t like how the monster
original AC, use that as its new AC. Generally
comes out of this conversion, adjust it to taste
it will not get an Armor Die rating as it was not
till you do.
heavily armored to begin with. Done!
• Don’t be afraid to add a little extra weirdness
• If the new number is less than its original
to any monsters you bring into Umerica. Why
AC, note the difference and move onto the
use a boring old cyclops when it could be a ro-
next step.
bo-cyclops (with a detachable floating head), a
mutant five-armed cyclops (extra action dice
Consider the nature and description of the monster.
and a grapple bonus), or even an alien cyclops
What role does armor play in its general theme and
(with telepathic antennae and psychic eye
cool factor?
beam)!
• If the beast is not armor-centric and particu-

9
MONSTER BASICS

A few conversion examples CONVERTING UMERICAN ARMOR


First up, the basilisk (DCC RPG, pg 396). It has an DIE VALUES TO A DCC STYLE AC
original AC of 16 and Reflex save +1. The description For those hoping to use these beasts in a campaign
notes they are “stout, six-legged lizards with tough that uses “normal” AC rules, the conversion is pretty
hides” so it is armor-centric. Adding the basilisk’s simple. Consult the Steps of Armor chart at the be-
Reflex save to 10 yields 11, well below its original AC ginning of the section to convert the monster’s listed
16. Since it is not noted for its nimbleness, the differ- Armor Die rating to die chain steps. Then add the
ence of 5 will be spent on normal armor steps. This number of steps to the monster’s listed AC. If the Ar-
give the basilisk the following modified stats: AC 11; mor Die rating is Impervious, in brackets [ ], double
Armor Die 1d7; Reflex save +1. the number before adding it to the monster’s listed
AC. This should work for the majority of the mon-
Next, the air elemental (DCC RPG, pg 411). It has sters in this book but feel free to adjust this to better
an original AC of 16 and Reflex save +10. The de- fit the specific monster or your campaign.
scription notes they are made of air so they would
be highly maneuverable. Adding the air elemental’s A few conversion examples
Reflex save to 10 yields 20, which is better than its
First up, an autovore (pg 16). It has an AC 12 and an
original AC so we can stop here. This give the air el-
Armor Die of [1d5]. The 1d5 rating converts to 3 die
emental the following modified stats: AC 20; Armor
chain steps and then is doubled for being Impervi-
Die nil; Reflex save +10.
ous, making it 6. Adding this to the listed AC of 12
results in a final AC of 18, done!
Consider the primeval slime (DCC RPG, pg 423). It
has an original AC of 10 and Reflex save -8. The de-
Next, a can crab (pg 25), Trash can sized. It has an AC
scription notes “Slimes suffer half damage from slic-
of 11 and an Armor Die of 1d10. The 1d10 rating con-
ing and piercing weapons (swords, daggers, arrows,
verts to 7 die chain steps. Adding this to the listed AC
axes, etc.), as their primordial mass quickly re-knits
of 11 results in a final AC of 18. For its Duck In Shell
such wounds” so while they are kind of armor-cen-
ability, just treat a success as 1d10 points of damage
tric, their immunities cover any need to make them
reduction against the strike.
Impervious. Adding the primeval slime’s Reflex save
to 10 yields an abysmal 2, much lower than its orig-
How about a dragon? The biohazard dragon (pg
inal AC 10. In this special case, taking the difference
64) to be exact. It has a whopping AC 23 and an Ar-
of 8 divided in half and adding it to both the AC (+4)
mor Die of 2d10. Since it has two dice, look up the
and steps of normal armor (4 steps) seems appropri-
1d10 rating and double it (result 7x2=14). If this is
ate. This give the primeval slime the following modi-
just added straight to its listed AC of 23, the final AC
fied stats: AC 6; Armor Die 1d6; Reflex save -8.
would be a horrifying 37! Taking a look at the drag-
ons listed in the main book (DCC RPG, pg 406), the
Finally, the giant scorpion (DCC RPG, pg 425). It has
biohazard dragon would be about average size, due
an original AC of 18 and Reflex save +4. The descrip-
to its 10 HD. Since “normal” dragon AC is based off
tion notes “clicking, clacking, and snapping noises
of age, even the oldest average size dragon would
made by the armor-jointed, massive-clawed giant
only have a maximum AC rating of 34. So, how does
scorpion” so this is definitely armor-centric and
one handle this? There are a few options:
more. Adding the giant scorpion’s Reflex save to 10
1. Keep the AC of 37 and let the characters suf-
yields 14, well below its original AC 18. The difference
fer! If the party is not high level or suitably
of 4 will be spent on Impervious armor steps. This
equipped for dragonslaying, they should really
give the giant scorpion the following modified stats:
consider running regardless of what the bio-
AC 14; Armor Die [1d4]; Reflex save +4.
hazard dragon’s AC is.

10
MONSTER BASICS

2. Add only one of its Armor Dice to its AC,


making it 30, and add a new special ability giv-
ing it 1d10 points of damage resistance versus
all attacks.
3. Keep its AC as 23 and forget the Armor Die
conversion thing. Why? Because you are the
GM and you can do whatever you want, darn
it! Seriously, AC 23 is still quite nasty and it
makes conversion super quick.

REGARDING ROUNDING
There are a few monsters in this book that require
you to do some division for their stat blocks or abil-
ities. Unless otherwise mentioned, please apply stan-
dard mathematic rounding rules to reach the nearest
whole number.

If the number you are rounding is followed by .5,


.6, .7, .8, or .9, round the number up. Example: 8.5 is
rounded to 9.

If the number you are rounding is followed by .1,


.2, .3, or .4, round the number down. Example: 3.3 is
rounded to 3.

11
APOCALYPSE OOZE

A APOCALYPSE OOZE • AUTOGIEST • AUTOVORE

APOCALYPSE OOZE
Dwelling deep in forgotten laboratories or locked
away in the remains of crashed starships lay the seeds
of another Great Cataclysm. Among these seeds are
the insidious apocalypse oozes.

The apocalypse ooze in its dormant state appears


as fragments of pink crystal, usually the size of
marbles. It will remain this way as long as
it is refrigerated to well below freezing.
Once it thaws it takes on a gelatinous
nature and shimmering pink hue. After
being exposed to direct sunlight, it will
softly glow as well.

Apocalypse Ooze (an unstoppable,


world ending ooze): Init always acts last
in the round; Atk pseudopod +G melee
(Gd3+G); AC 7; Armor Dice 1d4; HD Gd12;
MV 15’; Act (G÷2)d20; SP growth, melt crit,
regenerate G hit points per round, unkillable;
SV Fort +(G+2), Ref +0, Will na; AL C.

Growth: Upon awakening, the ooze will be at its


most vulnerable state, being only a few feet in di-
ameter. It will be driven by an insatiable
hunger and a desire to grow. At
this point its size will grant
it a Growth, measured as
G, of 1. This means it will
have +1 to hit, melee dam-
age of 1d3+1, and 1 hit die.
For every 10 HD of victims
it kills and absorbs, the ooze’s
Growth increases by 1 (i.e. after kill-
ing 10 commoners the ooze’s G value will
be 2, meaning it will have +2 to hit, melee damage of
2d3+2, and 2 hit dice). The physical size of the ooze
will also increase by a 5’ area per point of Growth.
This expanse will continue as the body count rises level of growth as well. (It is recommended that the
and has no upper limit. That is the world ending na- GM use a die to track the ooze’s current Growth in
ture of this abomination. Should the ooze suffer 10 combat for easy reference.)
or more damage in one round, it will be reduced one

12
APOCALYPSE OOZE

Melt crit: Should an apocalypse ooze score a critical Unkillable: Should the ooze be reduced to 0 or less
hit upon a target, instead of a normal crit resolution hit points, it will feign death and continue to regen-
the target suffers 1d3 permanent Stamina and Per- erate if not properly contained. As well, its Growth
sonality damage from massive acid burns. Also, the level may never fall below 1, regardless of how much
target must roll under their Luck to prevent their ar- damage it takes.
mor and weapons from being damaged as well. Ar-
mor will degrade 1d3 Armor Die steps and weapons Adventure Hooks
will permanently become brittle, breaking on any • Among the belongings of the creepy wizard
attack die roll of 5 or less. thing the party just killed is an ice cold tube
with a latched top. If shaken, the contents will
Regenerate: Even without a food source, the ooze rattle like a handful of rocks. A piece of tape
will regenerate a number of hit points each round, covers the latch with the following words
based on its current growth. In addition, it only suf- scrawled upon it: “For the Great Cleansing”.
fers half damage from physical attacks, fire, heat, • While traveling on an old highway, the party
electricity, and energy sources. It is immune to mind comes across the ruins of a van that appears
affecting or psionic attacks. The only vulnerability it to be recently half melted and still steaming.
has is cold, which does normal damage. In addition, From behind a small hill roughly 20 feet away
if the ooze takes Gx3 cold damage in a round, it will they hear the screams of someone dying horri-
begin to freeze, suffering -1 to all actions. It will take bly.
10 rounds for the ooze to thaw enough to shed the • The party has been sought out by a friend from
penalty. Should the ooze take multiple rounds of a nearby community well known for having
freezing damage, the penalty and the thaw time will a running ice factory. They are frantic as they
increase cumulatively. If its hit point total is reduced beg for the party’s help in dealing with a giant
to -20 hps via cold damage then it will be frozen living sludge that has entered the settlement.
solid and can be safely imprisoned in a refrigerated,
acid proof container.

13
AUTOGIEST

AUTOGIEST
Deep in the wastelands lie a multitude of corpses
wrapped in rusting caskets of twisted chrome and
faux-leather upholstery. From these mass graves of
crushed hopes and unquenched road rage rises a
horror that all wastelanders fear, the dread autogiest.

The fiend is a conglomerate spirit of those who have


died in violent car wrecks that have joined together to
punish the living. By itself, the autogiest is a shapeless,
glowing red mist that drifts against the wind. It can-
not be harmed by mundane means or interact with
anything in this form. Once it finds a suitable vehicle
to inhabit, usually one of Keeper quality or better, its
reign of terror as an unholy juggernaut begins.

Autogiests generally fixate on one area they


prefer to repeatedly haunt. This could be a
large community near where it first came
into being or a stretch of highway that all
of the spirits that make up the autogiest
died on. If all of the spirits were killed
by the same person or gang, the autogi-
est may stalk them wherever they roam.
They will plague the area of their fixa-
tion with repeated visitations until there are no
more viable vehicles to possess, there is no one left to
terrorize, or they are forced out by magically means.

Apply the following modifiers to the base stat block Once its vehicular body is defeated it will escape
of the vehicle that the autogiest inhabits: from the vehicle in its mist form and retreat to a
+3 to Init; Atk rundown +9 melee (3d6+Ram); +4 hidden, lonely place to gather strength. It must rest
Armor Die steps; HD 8-12 dice; Cruise and Max for 4d30 days before it has the strength to possess
Speed is increased by +2; Act 2d20; Fortitude and another vehicle. In its mist form it can be turned as
Reflex saves are increased by +3; and it requires no a 2HD creature. It can be permanently killed by an
fuel. It retains whatever vehicle traits it had before exorcism spell or similar magical means.
being possessed. In addition the fiend has the follow-
ing abilities: Example autogiest
• as un-dead, it is immune to sleep, charm, and Keeper Large Car Autogiest: Init +5; Atk rundown
paralysis spells, as well as other mental effects. +9 melee (3d6+Ram); AC 11; Armor Die: [1d8];
• It receives a +10 to all vehicle control rolls it has HD 9d10; MV 45’ in melee combat, otherwise Speed
to make. Level cruise 6/ max 8; Act 2d20; SP un-dead, +10 to
•G  ains the Basic Traits: Rugged & Nimble. control checks, random special power (unstoppa-
• Roll 1d2 times on Table Au-1: Autogiest Special ble); SV Fort +6, Ref +5, Will +10
Abilities. If the autogiest has 12HD, roll 1d3+1 Basic Traits: Rugged, Nimble.
times.

14
AUTOGIEST

Table Au-1: Autogiest Special Abilities


Roll 1d10
1 Terrifying appearance. Simply glimpsing the twisted vehicular form of the autogiest fills the viewer
with dread, Will save (DC 3+autogiest’s HD) to resist. A frightened creature runs away for one hour; if
cornered, it can fight only at a -4 attack penalty.
2 Vengeful engine wail. The autogiest revs it engine into a piercing cacophony of bone-chilling pain. Every
living creature within 50’ automatically takes 1d4 sonic damage and is potentially deafened for 1d4 hours
(DC 12 Fort save to resist). Animals will automatically run away from the autogiest and fragile substances
have a 45% chance of shattering.
3 Animate minions: for up to one hour per day, it can animate up to 1.5x its HD in other vehicles that will
mindlessly serve their new master. Minion vehicles will have 1d14 action dice and are treated as un-dead.
4 Unstoppable: The autogiest regenerates 1d3hp every round, even after being reduced to 0 or negative hp.
Only dousing the wreck with holy water or fire will stop the regeneration.
5 Eerie hunter: For up to a turn at a time, the autogiest can become utterly silent, unobtrusive, and leave no
tracks. This gives it a sneak bonus of +10.
6 Blazing high beams: The autogiest can instantly increase the brightness of its headlights to such a degree
that anyone looking at its front end may go blind (DC 3+HD Ref save to resist) and anyone bathed by the
light for more than two rounds will take 1d3 points of burning damage per round. Extended exposure to
this light can cause flammable materials to ignite.
7 Relentless: Once the vehicle the autogiest has possessed is destroyed, it will attempt to possess another
vehicle in only 4d30 minutes instead of days. It can do this up to 3d3 times before it must slumber for a
year to regain its strength.
8 Hungry: As an action, the autogiest can attempt to scoop up a fleeing victim into its interior with its doors
as it passes them by. The victim must make a Ref save (DC 13) to avoid this. Once inside, the victim will
lose 1 Sta per round as the autogiest consumes their essence. This will continue until the victim is dead or
the vehicle is destroyed. For each point of Stamina consumed it heals 1d5 points of damage.
9 Ghostly presence: The autogiest is not completely solid and can phase through up to 30’ of solid walls/
objects at a time. All physical attacks have a 25% chance of passing harmlessly through the autogiest.
10 Infectious: Any person killed by the autogiest will automatically raise as a zombie one turn after their
demise. These zombies are not controlled by the autogiest but they will attempt to aid it in combat.

Adventure Hooks •
Through your binoculars you see that just
• As you travel down the road you see a lone down the way is a junkyard full of plunder ripe
road ganger in a heavily damaged vehicle fran- for the picking. The only disquieting thing is
tically waving you down. He begs you to help you see the area around the junkyard is full of
him because IT is chasing him. He offers up a corpses in varying states of decay. The fresher
large plastic tub of valuable goods but the look ones show signs that they have been repeatedly
in his eyes tells you it is not enough to face run over...
what is coming…
• As you enter a settlement, they are decorating
and in a very festive mood. Apparently it is
coming up on the first anniversary of a great
victory over an assault of haunted vehicles that
a wandering priestess and her friends van-
quished. All of the merrymaking is covering
up the strange sounds now coming from the
neighbouring junkyard…

15
AUTOVORE

AUTOVORE Track exhaust: An autovore can smell the exhaust


fumes of a running motor from up to 5 miles away.
Hailing from the fiendish plane of Chrome, Brutality, It uses this sense to locate and rundown other prey
and Pain, these abominations are an unholy fusion vehicles, gaining a +8 to tracking checks. Once it is
of a large predatory beast and a heavy vehicle, such on the trail of a running vehicle, it will stalk it for up
as an SUV or pick-up truck. Its headlamp eyes blaze to four days before it will give up the chase.
with an unquenchable hunger for normal vehicles to
devour. EMP pulse: Should the autovore find it cannot over-
take its prey or cannot keep up with multiple vehicles
Once it sees an opportunity to pounce on its prey, it will charge and release a powerful electromagnetic
it will attack savagely and attempt to eat the vehicle pulse. It can only do this once per hour and requires
as fast as possible. Humans and other meat-folk will 2 rounds to charge up before release, costing it an
generally be ignored unless they attack the autovore. action die each round. On release, all motor vehicles
Robots and cyborgs may be targeted once all vehi- within 100 feet of the autovore must make a For-
cles in the area have been consumed. titude save (DC 11) or suffer an engine stall for 1d3
rounds. If the save is critically failed, the engine will
Autovore (cannibal car creature): Init +1; Atk require major electrical repair before it will function
rundown +6 melee (2d8+Ram bonus), bite +6 melee again. Other electronic devices have a 50% chance of
(3d5+3), tire slam +6 (3d3+2); AC 12; Armor Die: [1d5]; failing for 1d3 rounds as well. Should the roll be less
HD 7d12; MV 40’ in melee combat, otherwise Speed than 6%, the device will be permanently damaged
Level cruise 4/ max 6; Act 1d20+1d16; SP vehicle cam- and in need of repair.
ouflage, track exhaust, EMP pulse, voracious regener-
ation, lazy; SV Fort +4, Ref +2, Will NA; AL C. Voracious regeneration: The alien metabolism of the
autovore allows it to quickly convert consumed car
Vehicle camouflage: When traveling at speed, they matter to repair itself. For every 15 points of damage
are difficult to distinguish from a regular vehicle (round down) it inflicts upon a vehicle with its bite, it
(Intelligence check DC 15). Spotting that their grill will heal 1d3 hit points at the end of the round. Once
and hood form a giant maw or that their tires are it has regained the maximum hit points allowed by
attached to thick, weirdly jointed limbs instead of
axles and suspension arms is quite obvious, when it
is at a stand still or moving slowly.

16
AUTOVORE

its Hit Dice, it will continue to gorge itself until all car not 100 feet from their own vehicle is being
vehicles in the nearby vicinity are consumed. If the torn asunder and devoured by some sort of
autovore senses no danger in the area, it will then car monster. It will not be long before it will
search for a place to sleep and digest. consume the wreck and move on to the party’s
transport.
Lazy: When not on the hunt, there is a 60% chance • From their hilltop vantage point, the party can
of the autovore being deeply asleep in a cave or the see an abandoned gas station in the valley be-
remnants of a garage. If approached stealthily, there low. Sitting beside the building looks to be a
is only a 1-in-6 chance that the autovore will awak- vehicle that might be in working condition. As
en. Any attacks made upon a sleeping autovore gain they approach, they hear a sound like an idling
+2 dice steps to the attack roll and a +1 die step to motor and a snore come from the vicinity of
damage. the gas station.
• Rumors abound on the edge of the Vast Wastes
Adventure Hooks that a wily wizard has somehow tamed an oth-
• Hours after the party has settled down for the erworldly car-beast and is using it to increase
evening, the night air is filled with the screech- the territory of his gang. This does not bode
ing sounds of metal being rended apart. Those well for the motor caravan your party has been
on watch can see that the rusted remains of a paid to guard as it travels in the wastes...

17
BEETLE APES

B BEETLE APES • BLAST SHADES • BOWEL TYRANT

BEETLE APES If first encountered outside of combat, a Personal-


ity check (DC15) can be made to attempt peaceful
These humanoid beetles share many traits with ad- communication. While they cannot speak, a beetle
vanced simians such as; prehensile feet, hunched ape can communicate simple concepts with sign
stance, simple tool use, and primitive logic skills. In language. Using Personality checks, a peaceful group
combat, they often employ heavy clubs and crudely could trade sweets with the beetle apes for locally
crafted shields. Preferring an isolated life, these intel- foraged goods or simple information.
ligent insectoids prefer to live in the wilds, using ru-
ins or caves in heavily forested areas as their homes.

18
BEETLE APES

Beetle apes (simian insect hybrids): Init +2; Adventure Hooks


Atk bite +2 melee (1d6+3) or club +3 melee (dmg • The caravan the party has been hired to guard
1d4+3) or thrown stone +3 missile fire (dmg 1d4); has some nocturnal visitors attempting to pil-
AC 14*; Armor Die [1d3]; HD 2d8; MV 20’ or climb fer goods from a truck laden with a large cache
30’; Act 1d20; SP track sweets by scent, many varieties; of pre-cataclysm breakfast cereal.
SV Fort +6, Ref +3, Will +1; AL L. • A wandering wizard hires the party to escort
*assumes the Beetle Ape is employing a shield. him into the wilds to trade baked goods with
some locals for rare mystical herbs. The deli-
Track sweets by scent: Although omnivores by na- cious smell of the baked goods are sure to at-
ture, they prefer botanical based foods. Beetle apes tract some attention...
are quite partial to fresh fruit and pre-cataclysm • Blazing a trail through the brush, the party
sweets, being able to detect them unerringly at a comes upon the large ruins of a factory of some
range of 40’. This exceptional sense of smell can be sort. The visible outer wall is covered in faded
used to track foes carrying such items, giving +4 to but still garishly colored figures all feasting on
the tracking rolls. sweets of some sort. Movement can be heard
around the side of the building as something is
Many varieties: There are many strange varieties of trying to get into the building.
beetle apes, roll 1d3 times on the table below to deter-
mine the nature of the beetle apes in each encounter:

Beetle Apes Types


Roll 1d14, reroll duplicate results
1 Aquatic - The beetle ape can hold its breath for 10 minutes at a time and swim at a speed of 30’.
2 Armored - The beetle ape’s carapace is unusually dense, giving it an AC of 15 and Armor Die [1d5].
3 Bombard - The beetle ape can fire a boiling-hot toxic spray from their rear end. The spray attacks all targets
within a 20’ cone from its rear facing, Ref save (DC 10) to avoid, and causes 1d6 points of burning damage on
a hit.
4 Burrowing - The beetle ape can quickly burrow at a rate of 15’.
5 Flying - The beetle ape can fly at a speed of 30’.
6 Glittering - The beetle ape gains +2 AC in direct sunlight due to the glare beaming off of their carapace.
7 Glow - When the beetle ape bites, it exudes a glowing, sticky, acidic residue that causes an additional 1d4
damage. The glow is faint but does not fade for 1d3 days and cannot be washed off.
8 Herculean - All Strength checks and melee damage gain a +2 bonus to the rolls.
9 Horned - The beetle ape’s horns are enormous. When charging, it attacks at +5 for 2d6+4 damage.
10 Spear using - The beetle apes gain proficiency in crafting and using spears made from found materials. These
spears attack at +3 melee (1d6+3) or thrown +2 missile (1d6+3) range 20/40/60.
11 Spitting - The beetle ape spits a sticky, caustic glob as it closes for melee. The spit attacks at +3, has a range of
60’, and causes 1d6 points of acid damage on a hit.
12 Spiny - The beetle ape’s carapace is coated in short, sharp spines. Anyone in melee with the beetle
automatically takes 1 point of damage per round from the sharp spikes.
13 Springing - The beetle ape’s legs are immense and allow it to jump distances of up to 60’ at a time. This may be
used to charge, giving a +1 die step to hit and damage on the charge attack.
14 Trapper - The beetle apes have developed basic trapping skills and have set simple traps throughout their
territory (DC 11 to spot). Each traveler must roll under their Luck each turn to avoid getting caught by one,
Ref save (DC 9) to avoid being entangled, falling in a pit, or otherwise hampered but not damaged.

19
BLAST SHADES

BLAST SHADES Should the ashen remains of a destroyed blast shade


be carefully gathered (requiring at least 1d3+1 turns
Often mistaken for harmless “nuclear shadows” from per shade), the particulate can be used to make ex-
the Great Cataclysm when holding still, these angry plosives that are twice as powerful as normal (causes
spirits are born from unfulfilled desires shattered by double damage). Utilizing a blast shade’s remains in
an early death at the hands of an atomic level explo- an explosive device will increase its creation DC by
sion. The embittered soul reanimates the scorched +5. The remains of one blast shade will yield enough
shadow remnants of their body to torment those ash to enhance the creation of 2d3 grenades or one
who are still alive. larger bomb.

Blast shades (un-dead atomic explosion victims): Adventure Hooks


Init +5; Atk touch +1 melee (1d3+burn); AC 15; • As the party explores the ruins of a large city
Armor Die nil; HD 1d10; MV 45’; Act 2d16; SP un- that was nearly leveled by a massive pre-cata-
dead traits, paper thin, semi-incorporeal, death ex- clysm explosion, they get the sense of move-
plosion; SV Fort +2, Ref +5, Will na; AL C. ment out of the corners of their eyes but all
they see are the shadowy remains of the bomb
Burn: Any target successfully struck by a blast shade victims...
must make a Reflex save (DC 12) or the shade grabs •While investigating an ancient military in-
ahold of the target and inflicts an additional 1d4 stallation, the party comes across a group of
burning damage. The burning damage will contin- burned corpses only a few weeks dead. One
ue each round until the target can escape from the is leaning upon the door to a sealed research
shade’s grip (Strength check DC 12). room with its hand on the lock of the door
latch.
Paper thin: As blast shades are so thin they are near- • A local warlord hires the party to collect some
ly two dimensional, they are exceedingly stealthy special materials for a new batch of weapons
when hugging walls and other surfaces as they move. he is having built. He provides a guide that will
When using this tactic they gain a +8 to all stealth fill in the party on the details of what they are
checks. They can also slip under doors or through collecting once they reach the ruins of a near-
other cracks easily, making them difficult to contain by city...
or escape from.

Semi-incorporeal: Due to its shadow-like


nature, all physical attacks against a blast
shade only deal half damage. In addi-
tion, all heat or fire based attacks are
ignored. These shades will use their
fire immunity to gain advantage
in combat by attempting to lure
and herd foes into burning areas.

Death explosion: When a blast


shade is destroyed it will rage-
fully explode, causing 1d4 dam-
age to all within melee range of
it. Any flammables caught in the
blast have a 1-in-6 chance of catch-
ing fire.

20
BOWEL TYRANT

BOWEL TYRANT After the tyrants have infected several members of


a community, they will begin to coordinate in at-
The alien Vithi, commonly known as bowel tyrants, tempts to further their goals, which are genetically
are tiny, highly intelligent parasites that attempt to passed down from parent to sporeling. The plans to
conjoin with mammalian host bodies in order to ac- accomplish these goals can span many generations.
complish their genetically inherited goals. They will Roll 1d7 on the Goals table below to determine what
hide themselves in areas that mammals, preferably a particular brood of bowel tyrants is working on:
highly evolved ones, will go to relieve themselves.
Stealthily, they will secrete a small amount of numb- Bowel tyrant goals
ing toxin on to the victim’s anus and attempt to climb Roll 1d7
through to nest themselves deep in the victim’s in-
1 To gather parts for and eventually build an
testinal tract. Once this is successful, they will begin interdimensional anchor for another race
extending tendrils into the victim’s nervous system to connect to.
and spinal cord. After several days, the process will 2 To wait, prepare, and plan for the eventual
be complete and the tyrant will begin exerting subtle assassination of a sleeping godlike being
control over the victim’s decision making. This will hiding nearby.
eventually result in the victim being fully controlled 3 To breed an assault force for when the
without even knowing it. Masters arrive at the planet.
4 To help the rebels defeat the local rulers so
Bowel tyrant: Init -2; Atk bite +1 melee (1 dam + spe- a tyrant dominated puppet can take control.
cial); AC 8; Armor Die nil; HD 1d5; MV 10’; Act 1d20; 5 To infiltrate enough road gang members of
SP infectious domination; SV Fort -2, Ref -2, Will +10; different allegiances to consolidate all of the
AL L. gangs into one force ruled by the tyrants.
6 To collect data on the local activities and
Bowel slave: Init +2; Atk fists +2 melee (1d4+2 dam) experiments of the Cyberhive.
or by weapon +2 to Atk and Dam; AC 12; Armor 7 To further the aims of a local cybersorcerer
Die [1d3]; HD 2d6; MV 40’; Act 1d20; SP immune to that they have allied with.
pain, ignore Crit penalties, regenerates 1 hp per turn;
SV Fort +4, Ref +2, Will na; AL L.

21
BOWEL TYRANT

Bowel Slaves In combat, bowel slaves will have no regard for their
Anyone who relieves themselves in an area with a personal safety and, since they cannot feel pain, will
hidden bowel tyrant will be targeted unless they roll not react to even the most grievous wounds. Any
under their current Luck score. If targeted, they must non-lethal special effects (other than additional
make a Fortitude save (DC18) or be infected. If the damage) imposed by a Critical hit upon them are
save is made, the tyrant cannot position itself to en- ignored as their altered biology kicks in.
ter the target and there is a 33% chance of the tyrant
being detected by the target. Should the bowel slave be killed or too badly dam-
aged to repair, the tyrant will cause the slave’s bowels
•S
 tage 1 infection - The victim will experience to forcefully evacuate so they can quickly escape. If
bloating and minor diarrhea for a period of still alive, the slave will expire in 1d5 minutes due to
1d4+1 days, similar to eating a bit of food that internal hemorrhaging.
was on the verge of going bad. During this
time the victim will suffer 1 point of tempo- Adventure Hooks
rary Stamina loss each day. At this point, a lay • As the party shares a campsite with a merchant
on hands of 3 dice or more (or technological caravan, several of the caravan workers can
equivalent) can cause the bowel tyrant to be be heard complaining about intestinal issues
stunned and expelled during the next bowel since they ate some “spicy mystery stew” a day
movement, curing the infection. or so ago. The caravan master also seems oddly
•S
 tage 2 infection - The victim will feel much determined to hire the party on as guards...
better, quickly recovering all previous Stami- • The previously peaceful settlement that the
na loss and actually gain a permanent +1d3 to party has come to is now in a state conflict. The
their Stamina attribute. All saves versus tox- populous seems to be divided into two groups
ins or spoiled food are made at a plus one die that are on the brink of violence. What could
step to the save. At this point, the victim will be have caused such a sudden rift between them?
under the influence of the tyrant but not fully • The party is bewildered when the raiding par-
controlled. A lay on hands of 4 dice or more (or ty they saw approaching their position simply
technological equivalent) can cause the bowel passes by without even glancing at them. The
tyrant to be stunned and expelled during the large, hovering object one of their trucks was
next bowel movement. The after effects of the towing certainly looked valuable though...
expulsion are a permanent loss of 1d4 Stamina
and minor diarrhea for a period of 1d4+1 days
as the infection clears up.
•S
 tage 3 infection - Two to three weeks after
the initial infection, the conversion to a bowel
slave is complete; the tyrant is in full control of
the victim. It has complete access to its memo-
ries and generally allows the victim to live out
its life normally, only adjusting their behavior
when necessary to fulfill their greater plans.
The victim enjoys further increased health and
its feces will contain spores that will grow into
mature bowel tyrants in 30 days, putting any-
one who uses the same place to relieve them-
selves at risk of infection unless a thorough
cleaning job is done with strong detergents.
Only extremely powerful magics or advanced
tech could save the victim now.

22
CAKE HORROR

CAKE HORROR • CAN CRABS • CLOWN SERVANTS OF BUDDY

C O’BURGER • CONSTRICTOR, MUTANT • CORPSENADO •


CRYO-LURKER • CYBER GHOUL • CYBER SAUCER SIMIAN

CAKE HORROR come numb to all pain. These effects will con-
tinue for 1d3 days or until the coated flesh is
The appearance of this beast is an unholy, somewhat thoroughly cleaned with strong soap or deter-
comical, cross between a man-sized predatory cat gent.
and a huge golden snack cake. The hide of the cake • Once an opponent has been coated, everyone
horror is adorned with intricate frosting stripes, the within 20 feet of a coated person will need to
pattern being unique to each creature. As to its or- make a Willpower save (DC 8) each round
igins, most learned folk tend to agree it must have to avoid becoming obsessed with eating the
been the results of a perverse experiment of some cream filling coated flesh. Those coated with
kind. Nothing like this could have ever happened the cream filling gain a +1 die step on the Will-
naturally... power save to avoid eating their own flesh. Vic-
tims who fail the save may make another save
These solitary carnivores are quite lazy and prefer to to regain their senses each round.
scavenge when possible but will attack savagely if in-
truders come too close to its den or it is starving. The If safely harvested from a cake horror corpse, the
only prey it will go out of its way to hunt down and cream filling’s properties will remain potent for 1d3
kill is another of its own kind. weeks. The spongy, sweet flesh of the cake horror will
never spoil or rot but will become stale in 4d4 days.
Cake horror (snack cake beast): Init +0; Atk bite
+3 melee (1d6+1) or claw +3 melee (1d4+1); AC 10; Uses tactics: During combat, a cake horror will use
Armor Die 1d3; HD 4d8+4; MV 30’; Act 1d20; odd tactics. It will make frenzied attacks (2d16 action
SP uses tactics, cream filling gore spray, regenerates,
stealth +6; SV Fort +2, Ref +0, Will +2; AL N.

Cream filling gore spray: Each time a cake


horror is struck in combat, its cream
filling will spray copiously from the
wound. Everyone within melee range
of the beast must make a Reflex save
(DC 7+damage done by the strike)
or be coated by cream filling gore.
The cream filling has the following
insidious properties:

• Any fleshy areas coated in cream


filling will immediately smell
(and taste) extremely delicious.
In addition, the coated area will be-

23
CAKE HORROR

dice to attack but -2 to AC) until it has taken at least any intel they find about the location of one
8 hp of total damage. Then it will immediately switch to all hunters in the area. Should an ingenious
to fighting defensively (+3 AC but -3 to attack), wait- hunter capture a live specimen and deliver it
ing for its attackers to fall upon each other… to the cartel, they could probably name their
price.
Regenerates: Once injured, a cake horror will begin • As the party enters the outskirts of a well
regenerating 1 hit point per round until fully healed. known trading post village, they know right
It is very aware of its healing abilities and will retreat away something is very wrong. As they begin
from combat if it has suffered more than 75% of its to search they find most of the citizenry re-
total hp in damage. If the retreat is successful, it will cently dead by mutual cannibalism. A tanta-
try to hide a short way away from its attackers to heal lizingly sweet smell wafts throughout the now
and watch for an opening to attack from surprise. dead community.
• As they travel, the party runs across a raider
Adventure Hooks riding a bicycle, frantically pedaling away from
 e fresh flesh and cream filling of a cake hor-
• Th a pack of slavering animals. As the raider ap-
ror is highly prized by a cartel of exotic gastro- proaches the party’s location, they can smell a
nomes that dwell in the Citadel of Scrap. They tantalizingly sweet aroma precedes the rider.
will pay a handsome price for it and often post

24
CAN CRABS

CAN CRABS strike with them requires the victim to make a For-
titude save (DC 11) or the wound will become in-
Similar to the robber crabs present in the pre-cata- fected. This deals 1 point of Stamina damage every
clysmic days, can crabs make their homes in the ever day until the proper antibiotic or enchantments can
present trash heaps that exist in nearly every ruined be applied to the wound. Also, the victim may make
city. They also display some hermit crab-like ten- another Fortitude save (DC 18) once per week to
dencies as they pick aluminium cans to inhabit and fight off the infection naturally. Once the infection is
carry with them, safely housing their lower bodies. treated or overcome, the attribute damage will begin
Those that live to outgrow the normal and family to heal normally.
sized food cans search for coffee cans or paint cans
for their mobile housing. Rumors have it that even Duck in shell: Once per round, a can crab can at-
larger specimens have been seen using 33 and 50 gal- tempt a Reflex save equal to their foe’s attack roll on
lon sized aluminium trash cans. a d24 to duck into their can shell as the attack hits.
If successful, their Armor Die roll is doubled against
Hide in trash: Due to their innate connection with the attack’s damage. This ability cannot be used if
trash heaps, they can easily attempt to hide in or they are encumbered or entangled in any way.
near them to avoid detection (gaining a +4 bonus to
do so). If they are hungry enough or have sufficient Open containers: In their hunt for the perfect can,
numbers, they will even use this ability to launch an all can crabs have developed the knack for opening
ambush. up sealed cans and containers made of aluminum
or plastic. This takes them 1d3 minutes per can and
Disease attack: Their claws are permanently corrod- once opened, any organic contents are immediately
ed with rotting food particles and every successful contaminated by their claws.

25
CAN CRABS

Soup Can Coffee Can Trash Can


Init +1 +0 -1
Atk claw +1 melee claw +2 melee claw +7 melee
(1d3+disease) (1d5+disease) (2d5+disease)
AC 12 11 11
Armor Die 1d4 1d6 1d10
HD 1d6 2d6 8d6
MV 15’ 20’ 25’
Act 1d20 1d20 2d20
SP hide in trash, disease attack, hide in trash, disease attack, hide in trash, disease attack,
duck in shell, open containers duck in shell, open containers duck in shell, open containers
SV Fort +3 Fort +4 Fort +7
Ref +2 Ref +1 Ref +1
Will +1 Will +2 Will +3
AL N N N

Adventure Hooks
• While investigating a ruined city, the party en-
counters an alleyway clogged with windswept
trash that has an alarming amount of human-
oid bones and discarded equipment scattered
near the foot of the heap...
• While quenching your thirst at a village’s water
merchant after a long, dry trek screams sud-
denly echo out from part of the village that is
out of view. There is a hand painted sign lead-
ing to that area that reads: “Garbage Heap”.
• As your party chases a tasty-looking beast
through the dead streets of an abandoned
town you lose it momentarily. Shortly after-
wards, someone spots it sitting quietly on the
top of a pile of trash, staring at the party and
panting. It no longer seems afraid for some
reason. Perhaps the fact that the edges of the
pile are beginning to stir has something to do
with it...

26
CLOWNUG

CLOWN SERVANTS OF delivery. If they experience any significant threat,


they will indulge their ravenous appetites upon the
BUDDY O’BURGER resistance. Anyone caught will be placed in dump-
These are the “blessed” servants of Buddy O’Burger, ster-like containers and wheeled into the vehicles or
the Clown God of Feasting, Customer Service, and teleportation gates by which the clownugs arrived.
Cannibalism. They all have permanently taken on
the clown-like features of their divine master. FEED!: Once a clownug has slain a foe, There is a
50% chance it will immediately distend its jaws and
CLOWNUG begin to rapidly feed upon it in a horrendous display
Even in the weird world of post apocalyptic Umer- of gore. Anyone witnessing this must make a Will-
ica many people have an instinctual disquiet about power save (DC 10) or flee in terror for 2d10 rounds.
clowns. Clownugs are one of the reasons why this is The feasting will take 1 round per HD the creature
true. While at first glance, these creatures appear just had. Upon finishing its meal, the clownug will then
like “normal” clowns, their prodigious jaws filled with receive +2 to all attacks and damage plus an addi-
shark-like teeth quickly dispel any sense of safety. tional 1d20 action die for a number of rounds equal
When encountered outside of an O’Burger restaurant to the number of HD it consumed.
or temple their goal is usually to harvest “unworthy”
people for processing or to deal with a threat to their Master cleaners: Once they have completed their
faith. Within an O’Burger restaurant it is very diffi- mission, the clownugs will do an exceptional job of
cult to distinguish them from a person dressed up in cleaning up after themselves. This makes investigat-
a clown outfit (Intelligence check, DC 15). ing the captures and murders they commit very dif-
ficult (Intelligence check, DC 15). Also, any “beloved”
When harvesting, they generally strike with their community members witnessing a clownug’s true
disproportionately large hands to subdue their prey nature must make a Willpower save (DC15) or they
as it is best to keep the captured livestock intact so will only see a normal person in a clown suit instead
as to insure the freshness of each day’s sacred meat of a monster.

Clownug Clownauts Ecclowniast


Init +2 -2 +2
Atk bite +4 melee (1d7+3), bite +13 melee (2d8+6), bite +13 melee (2d8+6),
fist +3 melee (1d4+3, subdual fist +13 melee (2d6+6), or fist +13 melee (2d6+6), or
or lethal), or by weapon +2 hurled object +6 missile fire hurled object +6 missile fire
(1d8+6, range 100’) (1d8+6, range 100’)
AC 12 15 15
Armor Die [1d3] [1d4] [1d4]
HD 2d10 8d10 8d10
MV 45’ 60’ 60’
Act 1d20 1d24 1d24
SP FEED!, master cleaners, giants crit, swallow giants crit, swallow
protect the flock
SV Fort +4 Fort +10 Fort +5
Ref +2 Ref +5 Ref +2
Will +0 Will +3 Will +4
AL L L N

27
CLOWNUG - CLOWNAUTS

Protect the flock: Unless directly ordered by a supe- Swallow: Once a clownaut has critically hit a hu-
rior or the sanctity of the restaurant is threatened, man sized living foe with a fist attack, There is a 50%
a clownug will not attack a member of a commu- chance it will forgo rolling on the Giant Crit table
nity that Buddy O'Burger has deemed “beloved”. In and immediately pop them into it huge, toothy maw
fact, members of a “beloved” community can count to consume them. The victim gets a Reflex save (DC
on any clownugs in the area to assist them in case 15) to avoid their grisly fate. If the save is failed, they
of an attack or other emergencies. The cult of Bud- immediately take damage from a bite attack and are
dy O’Burger does not deal lightly regarding threats swallowed. A successful save indicates the victim has
against his “beloved” folk. escaped from the clownaut’s grip. Anyone witnessing
this must make a Willpower save (DC 12) or flee in
CLOWNAUTS terror for 2d10 rounds. The clownaut will then re-
While the clownugs are the majority of the Cult of ceive +2 to all attacks and damage as a morale bonus
Buddy O’Burger’s might, they pale in comparison to for a number of rounds equal to the number of HD
the outlandish juggernaut guardians that dwell in the it has consumed. Additional noshing will extend the
High Burger Temple. Should an O’Burger establish- duration of this effect but not increase the bonus.
ment or a “beloved” community be threatened with
total annihilation it is possible that Buddy O’Burg- Should the swallowed victim survive its consump-
er will deem it necessary to unleash one or more of tion, it is now trapped in the clownauts stomach
these giants to deal with the impertinent situation. where it takes damage each round thereafter equal
to 1d8 acid and 1d8 constriction. A trapped victim
Giant’s Crit: As other giant types, clownauts cause crit- can try to cut its way out with a small sharp weapon
ical hits on any natural attack roll of 20-24 that also (such as a dagger) by inflicting 15 points of damage
exceeds the target’s AC and use the Giant’s Crit table. against AC 16. If a victim does manage to cut its way

28
CLOWNAUTS - ECCLOWNIAST

Ecclowniasts never travel alone and will usually have


2d4 human cult members and 1d4 clownugs in their
troop. If the current mission is expected to encoun-
ter heavy resistance, the troop may be two to three
times this size. Should extensive travel be required,
they will employ a colorfully decorated Keeper
quality van as transport that is enchanted to hold a
nigh-infinite number of faithful O’Burgerites.

Unless met with direct violence, an ecclowniast will


attempt to settle any dispute peacefully with sooth-
ing conversation and offerings of freshly conjured
food. Once it is obvious there is no other recourse, an
ecclowniast will then gleefully engage in the slaugh-
ter of its foes. If its foes are among the favored peo-
ples of Buddy, it will do its best to lead its cohort to
subdue instead of kill.

Turn inedible: By the empowerment of Buddy


O’Burger, an ecclowniast may attempt to turn (as a
cleric) any being that is deemed inedible, that is not
made of delicious meat. This is made with a turning
roll of 1d20+4 and affecting the inedible targets as
per the result of the roll.

Spellcaster: ecclowniasts may also cast the following


spells as a clerical caster (Casting roll: 1d20+4):
• Blessing (DCC RPG, pg 255).
• Food of the gods (DCC RPG, pg 262).
• The crave (USG, pg 201).
• Healing feast (USG, pg 202).
• Meat harvest (USG, pg 202).
• Fryerball - as the wizard spell fireball (DCC
RPG, pg 216) with the manifestation of explo-
free, the clownaut must make a Fortitude save (DC
sions of boiling oil and french fry shrapnel.
25) or spend the next 4d4 rounds clutching the exit
wound and bellowing until they recover.
Inspire: A group of O’Burgerites led by an ecclown-
iast gain +1 to Willpower saves and melee attacks
ECCLOWNIAST
while in its presence. They will also take suicidal ac-
These are the clownite spiritual leaders of the Cult of
tions to protect the ecclowniast, if it is threatened.
Buddy O’Burger. They are rare and are only encoun-
tered if a prominent restaurant location is threatened
Burger mace: All ecclowniasts carry an ornate mace
or if charged by Buddy to complete a task. Similar
with a bronze burger head. Should they deliver a
to a clownug, they appear as clowns with shark-like
critical strike with it upon an edible target, the vic-
jaws but are dressed in opulent priestly robes of
tim must make a Willpower save (DC 12) or instant-
painfully garish coloration. They speak in a smooth,
ly be transformed into a man-sized pile of value
deep voice that is always calm and cheerful.
menu items. Normally this results in death but if

29
ECCLOWNIAST

the food is left uneaten and a dispel magic or remove


curse spell is successfully cast within one turn, the
victim can make a Fortitude save (DC 10) to return
to normal. Should any of the food be consumed pri-
or to the restoration attempt the victim will suffer
an amount of permanent Stamina damage in equal
proportion to how much of the food was eaten. If
not directly threatened in combat, the ecclowniast
will immediately use its FEED! ability (as a clownug)
to consume the victim. All other servants of Buddy
in the local area will also join in the feasting, if they
are not otherwise engaged in combat.

Should an ecclowniast be defeated and its burger


mace scavenged, the mace will service the heretic
wielder as a high quality melee weapon but its mag-
ical crit ability will not function. Instead, once per
day the wielder can touch it to the fresh corpse of an
edible foe and cast food of the gods (DCC RPG, pg
262) with a casting action die of 3d6+3. A success-
ful cast will result in the corpse transforming into an
amount of value meal items equal to the spell results.
Also, any O’Burgerite seeing the burger mace in he-
retical hands will be filled with rage and gain +2 to
hit and damage against the dissident wielder.

Adventure Hooks
• The small community that the party is cur-
rently resting up in receives some unwelcome
visitors in the form of a garishly painted truck
load of hulking clowns armed with big nets.
They quickly begin capturing nearby folk and
depositing them in big bins. Now will the party
help or bug out?
• Shortly after entering the Citadel of Scrap,
the party is offered a protection job with a big
payout. Just as they arrive to meet the client
in their hotel room, several thuggish looking
clowns round the corner, obviously heading
towards the same door...
• A local raider warlord’s son has recently run
away to join the O’Burger cult. The warlord is
offering a big reward to anyone who can find
him and bring him home. It just so happens
that the party is sure they saw the vehicle that
the raider boy supposedly swiped traveling to
the southeast just yesterday...

30
FABRICONDA - TOXICONDA

TOXICONDA (a.k.a. deathwater boa)


These dingy colored large snakes are usually found
swimming in swamps and rivers that are contami-
nated with hazardous waste materials left over from
the Great Cataclysm. They aggressively defend their
territory against all intruders and prefer to ambush
their prey in the water. When stalking through the
water, they gain a +6 to be undetected. If the water
is several feet deep, a victim successfully grappled by
the toxiconda must make a Reflex save (DC 8) each
round to avoid beginning to drown (USG, pg 101).

Also, the toxiconda constantly secretes a poisonous


slime from its scales and victims grappled by it must
also make a Fortitude save (DC 12) each round or
suffer 1 point of temporary Stamina damage. If the
grappled victim survives the encounter they must
make a final Fortitude save (DC 10) or suffer a -1
penalty to all actions for 1d3 days due to the poi-
soning. Should a victim become grappled again by a
CONSTRICTOR, MUTANT toxiconda while suffering from a previous poisoning
and fail another Fortitude save, the effects accumu-
All constrictors that score a bite attack immediately late to an additional -1 penalty for 1d3 more days.
wrap their coils around the victim. Each round there-
after, the constrictor attempts another bite (always
against the grappled target) and also constricts the
same target for an automatic 1d4 points of damage.
The DC to break the grapple is listed by constrictor.

FABRICONDA (a.k.a. rag boa)


These aberrant constrictors have an obsessive fond-
ness for fabric. They will gather any scraps of tex-
tiles they can find to line their nests. After they molt
their old skin, the newly revealed flesh secretes an
adhesive resin and some instinctual behavior caus-
es them to writhe in gathered textiles as their scales
harden. The cloth permanently bonds with the hard-
ening scales giving it a camouflaged appearance and
adds to its protective qualities. When lying still there
is a 70% chance that they will be mistaken for a bun-
dle of rags. This increases to 90% if the area is strewn
with textiles, such as a the clothing section of a de-
partment store or a laundromat.

Normally, fabriconda do not hunt humanoids as


prey but can become enamored by their clothing,
which can lead to a confrontation. In these instanc-
es, the person can avoid combat by removing their
clothing and surrendering it to the fabriconda.
31
VINEACONDA

Fabriconda Toxiconda Vineaconda


Init +0 +2 +3
Atk bite +3 melee bite +4 melee bite +5 melee
(1d3 + constrict) (1d3 + constrict & poison) (1d4 + constrict & blood drain)
AC 12 13 15
Armor Die 1d5 1d3 1d4
HD 3d8 4d8 5d8
MV 20’ or swim 10’ 20’ or swim 20’ 25’ or climb 15’
Act 1d20 1d20 1d20
SP camouflage, constriction water stealth, constriction camouflage, ambush,
(DC 10) (DC 9) plus poison constriction (DC 13)
plus blood drain
SV Fort +5 Fort +3 Fort +4
Ref +2 Ref +3 Ref +4
Will +2 Will +1 Will +3
AL N N N

VINEACONDA (a.k.a. thirsty thorn boa)


Unlike most other constrictors, the vineaconda is a
botanical creature, appearing to be a serpent/vine
hybrid with thorny scales. It lives in heavily forest-
ed regions and is adept at climbing trees. It has no
problem with hunting man-sized or larger prey and
prefers to attack from surprise by dropping down
from tree limbs, gaining a +1 die step bonus to the
attack. Due to its natural coloration it is difficult to
spot lurking vineaconda, requiring an Intelligence
check (DC 14) to avoid being ambushed.

As a vineaconda constricts its grappled victim, its


thorns pierce the victim’s skin so it can feed off of their
blood. This inflicts 1d6 damage per round instead of
the normal 1d4. Additionally, if a 6 is rolled on the
constriction damage the vineaconda will heal 1d3 hit
• Recently, a local settlement’s water supply has be-
points of damage from the blood absorbed. Once a
come fouled due to some contaminated barrels
vineaconda has imbibed an amount of constriction
that have found their way into the supply’s up-
blood damage equal to its max hit points it will release
stream reservoir. The group sent there to clean
its victim and attempt to flee into the nearest tree.
thing up have not returned and the community
would like to pay the party to investigate.
Adventure Hooks
• The party comes across the remains of a small
• While wandering down an old road, the par-
abandoned settlement next to a green forest.
ty spots a pre-cataclysm laundry services van
There are signs by the woods claiming it is full
tipped on its side. The vehicle looks in decent
of vampires. The forest looks to be thriving. At
condition and the back doors have opened,
the edges there are signs of game and possibly
spilling out baskets of now soiled clothes. Only
fruit bearing trees. The place seems perfect to
keen eyes would spot that something lurks
settle by and vampires are just myths, right?
within the laundry...

32
CORPSENADO

CORPSENADO (Un-death devil)


Only the ancient Astrolichs truly understand how
to summon and control one of these titanic abom-
inations from the plane of Eternal Unrest. Even
among the most learned and wicked, many who at-
tempt to harness the howling rage of the corpsenado
lose mastery over them and join the hungry thralls
within the funnel adding their wailing voices to the
shrieking of the winds.

The corpsenado is a rage-filled sentient funnel cloud


that hemorrhages anti-life energy and whose goal is
to scour the life from the surface of whatever plane
of existence it inhabits. Seen from afar (the best way
to view such a horror) they appear as a purplish
tornado with arcs of sickly-green lightning flashing
from within. Upon closer inspection onlookers can
make out the shapes of hundreds of animated corps-
es flailing within the twisting funnel cloud while,
peering from the center of the whirlwind, are a pair
of baleful glowing red eyespots.
round that they were spawned. There is no limit to
Corpsenado (un-dead funnel cloud): Init +5; the number of zombies a corpsenado can spawn.
Atk wind buffet +9 melee (1d4+4) or throw de- To determine the number and type of zombies cast
bris +5 missile (1d3+3) ; AC 14; Armor Die 1d12; from the hellish whirlwind roll 1d7: 1) 2d4 zombies
HD 10d8+10; MV 90'; Act 4d20; SP un-dead traits, (as per DCC RPG); 2) 3d3 petrol zombies; 3) 2d5 rave
eyes of hate, spawn zombies, vortex, vulnerable zombies; 4) 1d4 melting zombies; 5) 2d3 blink zom-
heart; SV Fort +12, Ref -5, Will +5; AL C. bies; 6) 1d3 silver zombies; or 7) 2 chrono zombies.

Eyes of hate: The glowing red eyes of the un-death Vortex: Victims within 50’ of the hate-filled vortex
devil focus its anti-life animus and are capable of must succeed in a Strength check (DC 15) or be
emitting a beam of raw hate. As an action, the sen- torn from their footing and drawn into the funnel.
tience within may project its hatred into the mind of Each round, victims caught in the un-death devil
another target. The target must succeed at a DC 18 must succeed at a DC 12 Fortitude save else take 1d4
Willpower save or be forced to join in the anti-life damage from flying debris as well as making a Luck
crusade for 2d5 rounds adjusted by the targets Per- check to avoid being attacked by one of the chrono
sonality modifier. The “Chosen of the Hate’s” rage zombies that move freely by riding the temporal-di-
is directed at sentient life first but, should there be mensional winds. All actions taken within the funnel
no such targets in sight, they have no compunctions are performed at -2 die steps. Escaping from the vor-
halting them from slaying animals, insects, or even tex is difficult (DC 20) and requires inventiveness on
plant-life. the part of the victim (i.e. launching themselves off
a large object within the funnel, shooting a grapple
Spawn zombies: During combat the corpsenado can, line arrow out and into a nearby structure, using
as an action, fling zombies out to a range of 150 feet. magic, a mighty deed, etc). Anyone that dies within
These zombies take no appreciable damage from the funnel will raise as a zombie within 1d4 rounds.
being thrown and are able to attack at the end of the

33
CORPSENADO

Vulnerable heart: At the center of the whirlwind is a Adventure Hooks


foul, black heart (AC 12; hp 20) that beats in time to • The wizard of the wastes, Jawmil Perm, has fled
the shrieks of the damned. It may be targeted with his home after unleashing some strange horror
ranged attacks but successful attacks require the from beyond. The party approaches the now
attacker to also score with a precision shot mighty abandoned tower with plans of looting, but it
deed (6+) or succeed with a Luck check (vs. half) to sure is getting windy.
avoid striking the fleshy whirling mass of un-dead • A breach has opened to the plane of Eternal
that surrounds the heart. Additionally, a person Rest and has released a corpsenado. Worse, un-
caught within the funnel can attempt to maneuver less sealed it will continue to release another
towards the center, via a successful DC 15 Strength each day as the sun sets. Unless the party can
check (to physically swim to the center) or Intelli- seal the rift, the world is doomed.
gence check (to plot and ride the wind currents in). • The necromancers of the Space Needle desire
Once at the heart, successive rounds require a DC the heart of a corpsenado and are willing to
13 Reflex save to be able to remain in the center and trade well for it. This requires a delicate touch
be able to attack the inky heart of the corpsenado. If though, with only subdual damage being done
the heart is reduced to 0 hit points, the funnel will to the heart until it is forced into dormancy
dissipate and return to its home plane. and placed into a specially prepared canister
for travel. Of course, the canister is a bit fragile.

34
CRYO-LURKER

CRYO-LURKER (devolved cold sleepers)


The ancient practice of cryogenics left untold num-
bers of individuals (or their heads) encapsulated and
frozen. Some were soldiers kept on ice for times of
war, others were travelers whose journey ended in
the lost luggage bin, and there were those sleeping
until the promise of a new future to revive them.
That future never came, but the incursions from the
plane of Eternal Unrest have reanimated their frozen
and mutated forms, fulfilling their desires by way of
un-death.

There are as many types of cryo-lurkers as there are


snowflakes but, while most types are unique (or at
least exceedingly rare), the most common are pre-
sented here.

Fire susceptibility: All damage from heat and fire-


based attacks against cryo-lurkers is rolled at +1d.

BRUTE (unthinking engine of frozen destruction)


Their blue/gray forms are still clad in the tatters of
ancient military fatigues; brutes are mindless fight-
ers. They move, they destroy, they continue to move.
Using no weapons but their ice-infused fists, brutes

Brute Buckethead Cryoslime Frost-burned


Init +0 +10 -5 +4
Atk fist +4 melee (1d8) bite -4 melee (1d3) lash +6 melee (1d5) fist +4 melee (1d8), bite
+6 melee (1d3), rot +4
ranged (varies)
AC 13 13 15 12
Armor Die 1d6 1d3 1d4 1d6
HD 2d12 4d8 5d8 5d6
MV 30' 20’ or swim 20’ 25’ or climb 15’ 40'
Act 1d20 1d20 1d20 3d20
SP un-dead traits, freezing un-dead traits, un-dead traits, 1/2 un-dead traits, burning
grasp, fire susceptibility, brainfreeze, fire dmg from slicing and frost, fire susceptibility,
immune to cold susceptibility, immune piercing weapons, fire immune to cold,
to cold, telepathy susceptibility, immune mutable, rot
to cold, protoplasmic
breakdown
SV Fort +2 Fort +2 Fort +8 Fort +4
Ref +3 Ref -10 Ref -4 Ref +2
Will +4 Will +10 Will +0 Will +0
AL N N N N

35
CRYO-LURKER

seek to destroy all life as they encoun-


ter it, randomly lashing out at any liv-
ing thing.

Freezing grasp: If, in one round, a


brute manages to score two hits on
a single victim it latches onto them,
pulling them against its sub-zero
body. Victims so held must make a
Fortitude save vs. DC 12 or take an
additional 2d5 hit points of damage.
On subsequent rounds the victim
may attempt a DC 15 Strength check
to break free, or continue to be held
and take damage.

BUCKETHEAD (coldly logical sev-


ered heads)
Unable to afford the full cryogenic
treatment, the buckethead was still a
very determined person in their past
life. Their determination and force of
will is what keeps them going, even
now. A severed head carried in a re-
ceptacle (often merely a steel bucket)
the buckethead is far from defense-
less. Generally found in the compa-
ny of 1d3 frost-burned who do their
bidding and carry them from place
to place, these creatures not only hate
the living, they hate the “whole”. With instructions. Targets must succeed at a DC 12 Will-
the aid of their mentally controlled servants, bucket- power save or take 1d3 personality damage and be
heads slay and decapitate their foes. under the buckethead’s control for an equal number
of rounds.
Brainfreeze: As an action in combat, the buckethead
may lash out with its chill mental fury. The target CRYO-SLIME (frozen flesh-slushy)
must make a DC 14 Willpower save or be paralyzed When the physical form of the cryogenically frozen
for 1d3 rounds and take 1d4 hit points of damage as cannot stand the strains of the change, it collapses
capillaries around their brain freeze and shatter. On into a 10’x10’ puddle of frozen, malevolent ooze. The
a critically failed Willpower save the victim addi- coloration of cryo-slime varies from chill white to
tionally suffers 1d4 damage to their Intelligence. Vic- frostbitten black, but it always glistens and shimmers
tims whose Intelligence reaches zero die and rise the with ill-contained hatred of anything warm-blooded.
next round as frost-burned. Capable of slipping through the tiniest of cracks and
seeping through any porous material, these slimes
Telepathy: Bucketheads communicate telepathically are relentless in their slow pursuit, only abandoning
and are able to project their words into the minds the trail if things become too warm. In combat, cryo-
of other creatures. As an action they may attempt to slime attacks by forming individual pseudopods and
control their target, dominating them via telepathic lashing out at targets within 10 feet.

36
CRYO-LURKER

ter. However, there are whispered


rumors of hordes of these creatures
lurking in undiscovered sub-sub
basements and even in the hordes of
dragons.

Burning frost: So cold are these un-


dead corpses that mere contact with
them has a prolonged and lingering
effect. Upon being touched, grabbed,
or struck – even if there is no other
damage dealt – the lingering cold of
the frost-burned does 1 hit point of
damage to the target for 1d4 rounds.

Mutable: So heavily damaged is


the flesh of the frost-burned that it
impacts them on the cellular level.
These creatures are capable of press-
ing their flesh together, merging into
gestalt creatures made up of several
individuals and controlled by a sin-
gle mind. Merging combines all hit
points and adds +2 to Fortitude and
+2 to Reflex saves per combined in-
dividual.

Rot: Frost-burned are able to tear off


chunks of their dead, frozen flesh to
hurl at their enemies. For every point
Protoplasmic breakdown: The cryo-slime is coated of damage they do themselves tearing off the horrid
in icy, digestive secretions. Contact with the slime projectile the impact to a victim does 1d6.
causes a 1d4 Stamina loss as the slime digests flesh
and drains body heat. The bodies of victims drained Adventure Hooks
to 0 Stamina lose cohesion, melting into a puddle • Unseasonably cold weather, brought upon
and awakening as a cryo slime in two rounds. by the machinations of a weather witch, have
made the local region hospitable to cryo-lurk-
FROST-BURNED (rotted black ice) ers. A buckethead and his frost-burned min-
Barely clad in the remnants of ancient environment ions stalk the streets of a local village by night,
suits, the flesh of the frost-burned is smooth and looking for victims.
black, frostbitten due to malfunctioning cryo-con- • Winter has frozen the lakes north of the Float-
tainment vessels. Near mindless, these frozen un- ing Iron Isles, and over the course of the sea-
dead are easily controlled mentally and are often son, a cryo-slime has stalked those crossing
seen in the service of bucketheads or even more tra- the ice, adding its victims to its bulk. Now is
ditional necromancers in the remote north. the thaw, and a massive 30’x30’ 18HD slime is
emerging from beneath the ice, intent on feed-
Rarely seen on their own, frost-burned are generally ing one last time before slumbering beneath
found in small groups held in servitude to a mas- the icy lake waters while awaiting the next

37
CRYO-LURKER

freeze. If it escapes it will con-


tinue to grow and pose an even
greater threat next year. Locals,
terrified by the threat, offer the
characters great rewards to de-
stroy the beast.
• In an out of the way tavern, a
lone buckethead rests on the
bar top, reduced to a mere cu-
riosity. A rite of passage with-
in the tavern’s regulars is to
pour a drink into the creature’s
mouth and drink the chilled,
icy concoction as it drips from
the monster’s severed neck.
The buckethead has grown
tired of this ill-treatment and
begins reaching out to take
over the minds of those in the
bar. Not a good place to have
stopped to relax and unwind.

38
CYBER GHOUL

CYBER GHOUL (world wide wight)


After the great Search Engine War, the victorious
search algorithm sent its web crawlers out to ex-
plore the last great frontier, the living brain. As the
crawlers entered human minds and drained them
of information, the search engine learned to keep
the host bodies alive, fueling them by feeding off of
other living targets – incidentally allowing the algo-
rithm to spread.

Easily recognized by their twitching, shuddering gait


and the wires that protrude from their flesh, cyber
ghouls are far from common un-dead. Unlike tradi-
tional un-dead which are fueled by dark necroman-
tic energies from vile dimensions and unholy pow-
ers, cyber ghouls are more correctly the “un-living”.
While their host bodies may be technically dead, sto-
len thoughts and electrical impulses keep their mus-
cles moving and their thoughts coursing through
diseased minds.

Pack creatures, cyber ghouls prefer to go after the


elderly due to their reduced speed as well as their Knowledge drain: As part of their bite attack, cyber
rich life experiences. Any intelligent creature may be ghouls pull the memories from their victims. Each
transformed by the cyber ghouls and instances of bite permanently drains 1 point of Intelligence and
larger ghouls of up to 10d5 HD are known to exist. for every 5 points of lost Intelligence the victim also
loses 1 level of experience. Victims drained to 0 Intel-
Cyber Ghoul (un-living intellectual lamprey): ligence or below 0-level are infected with the World
Init +1; Atk bite +1 melee (1d3+Knowledge drain) or Crawler AI and transform into cyber ghouls.
claw +2 melee (1d6) ; AC 12; Armor Die 1d5: HD 2d5;
MV 30’; Act 1d20; SP un-dead traits, hybrid feeding, Adventure Hooks
intelligence drain, infravision 200’; SV Fort +1, Ref +0, • The party cracks open a long buried ruin, re-
Will +0; AL N. leasing the pack of cyber ghouls that have lain
in dormancy since hooking themselves into
Hybrid feeding: While cyber ghouls crave the flesh the fission reactor housed in the sub-levels be-
and vital energies of living beings they are able to low.
subsist for lengthy periods of time in near dorman- • An institute of learning has been targeted by
cy so long as they have access to a supply of electri- a pack of cyber ghouls moving unnoticed in
cal current. By implanting wires directly into their the dark alleyways. The number of recent dis-
muscles and brains, the cyber ghouls can continue to appearances is worrying the townsfolk, even if
power the most basic functions of life allowing them the wise graybeards don’t care.
to remain in a form of half-aware, un-living stasis for • Coming across what first appears to be the
as long as the current remains uninterrupted. Should lair for a large pack of cyber ghouls the party
the flow end, they are forced to awaken and seek true is confronted by ghoul master GAWBYCAID,
sustenance. Failure to feed within a week after dor- the emergent search algorithm and its horde of
mancy results in the death of the cyber ghoul. hungry cyber ghouls.

39
CYBER SAUCER SIMIAN

CYBER SAUCER SIMIAN connected to the brain and empty eye sockets. Sur-
rounding the top dome are 2d3+4 small cyber-ten-
These rageful aliens are filled with hate towards their tacles, each housing a mismatched organic eyeball.
creators and former masters, the Gray Directorate.
Recently they have become aware of the Director- Cyber Saucer Simian (cyber-ape soldiers of Siris-4):
ate’s interest in Urth and have sent scouts to root out Init +2; Atk claw +3 melee (1d4+2 plus eye pluck)
their intent and attempt to annihilate them. or cyber beam +3 missile (1d7, range 40/80/120);
AC 13; Armor Die [1d5]; HD 3d8; MV fly 60’;
All grays a cyber saucer simian encounters will be Act 2d20; SP eye pluck, eye ring, scavangeable;
killed on sight unless capturing them is very import- SV Fort +6, Ref +3, Will +4; AL C
ant. Anyone suspected of aiding a gray will suffer the
same fate. All other folk encountered are treated in- Eye pluck: Should a cyber saucer simian score two
differently as inferiors. successful claw attacks on the same humanoid tar-
get in one round, the target must make a Reflex save
Cyber saucer simians appear as 50’s style ufo sau- (DC 8) or have one eye plucked from its socket and
cers roughly eight feet wide with seven gorilla arms quickly stored inside the saucer, via the chute. If a
dangling equidistantly around the bottom section, natural 1 is rolled on the save, both eyes are plucked
which has a small chute in the center. The top dome out. The pain of losing an eye will require the victim
part is transparent and houses a gorilla-like head to make a Willpower save (DC 12) each round to act
with an exposed brain. There are a multitude of wires for the next 2d4 turns.

40
CYBER SAUCER SIMIAN

Eye ring: The ring of cyber-eye stalks give it -1 penalty to all actions requiring clear vision. Either
nigh-perfect all around vision, making it quite diffi- way the eye will function for 4d20 months before
cult to sneak up on (-2 die step penalty to all stealth needing further replacement.
checks against it). Each cyber-eye stalk can be target-
ed individually (AC 15; Armor Die nil; hp 2). Against Adventure Hooks
area effect damage attacks, each eye gets a separate • One of the last people that the party did a job
Reflex save +10. If all are destroyed, the cyber saucer for was actually a gray in holographic disguise.
simian will be blind and will attempt to withdraw They seek out the party and reveal their true
from combat for 1 turn as it replaces its eyes. identity. The gray asks for protection from
something that is stalking them and offers
Scavangeable: If a cyber saucer simian is defeated some alien tech as payment.
and its saucer body opened, the victors will find • Returning from a successful venture, the par-
a reservoir of 3d4 eyes plus the number plucked ty finds the community they are staying in
within the encounter. Each eye has been cleaned, set scrambling in panic. Several folk are stumbling
in a cyber casing, and prepared for implantation. In about and screaming something about their
addition, 5d12sp worth of high quality spare parts eyes. Others are running from flying metal
can be harvested for cyborgs or robots. Should one things with lots of grasping hairy arms...
of these cyber-eyes be held up to a person’s empty • The party comes across a large flying saucer
eye socket it will attempt to install itself. This will parked near an old industrial ruins. A much
take one turn and will be very painful. Once finished smaller saucer can be seen orbiting around
the person must roll under their Luck for it to work the larger one as the sounds of combat can be
perfectly. Otherwise, it will be defective and impose a heard coming from within the ruins.

41
DEMOLISHROOM

D DEMOLISHROOM • DINOSAURS • THE DISCARDED •


DOMESTIC MUTANT ANIMALS • DOOMRIDERS • DRAGON

DEMOLISHROOM If slain, the demolishroom’s body will explode in


a cloud of fungus spores 2d14 hours later, unless
Demolishroom (colossal fungus beast): Init -2; Atk burned. Anyone within a quarter mile of the explo-
slam +15 melee (5d8+5); AC 8; Armor Die [1d7]; HD sion must make a Fortitude save (DC 12) or devel-
16d10; MV 60’; Act 3d20; SP spine spore spray, has op a fungal infection in their lungs, causing 1d3+1
minions; SV Fort +12, Ref -2, Will +6; AL N. permanent Stamina damage. The quarter mile area
around the burst corpse will quickly sprout a pleth-
Shroomanoids (small fungus humanoids): Init +1; ora of rare and potent fungi over the next few days.
Atk club +1 melee (1d4+rot); AC 12; Armor Die 1d3;
HD 1d5; MV 20’; Act 1d20; SP confusing giggles, rot- SHROOMOIDS
ting touch; SV Fort +1, Ref +2, Will +2; AL N. The giant fungi is not actually a solitary creature but
a symbiotic home to dozens of other small fungi be-
Considered one of the “favored” creations of Grokk, ings known as shroomoids. 3d3 rounds after the de-
the demolishroom is a towering, multi-limbed fungi molishroom encounters melee combatants or a site
behemoth that seems to exist only to roam the land it wants to destroy, 1d4+2 shroomoids will emerge
aimlessly and to destroy any building structures more and either gather up any easily obtained fresh organ-
sophisticated than a shanty, cabin, or yurt. Many of ic matter or, if there are no easy pickings, will attack
the ruins of the ancient great cities were caused by the nearest living creature. Additional shroomoids
these beasts well after the cataclysm. It is rumored will appear each round until a number of them equal
that Old Man Mushroom also has influence over to the demolishroom’s original hit points divided by
these beasts and will direct their path towards those 5 have emerged (i.e. 110hp means 22 shroomoids).
that have endangered his wandering grove. They will continue attacking and gathering until their
home is killed or the demolishroom begins moving
In combat, should the giant fungi suffer more than 30 away from the
hp of damage in any one round it will unleash a ter- area.
rible swarm of spiny spores in all directions the next
round. Anyone within 50 feet must make a Reflex
save (DC 13) to find cover or suffer 4d4 damage
and must roll under their Luck for each met-
al or plastic item they are currently wearing
or carrying. Failure means the spores will
begin to quickly corrode the item,
causing it be destroyed in 2d4
turns.

Due to its massive size,


the demolishroom
uses the Giant Criti-
cal table. Also, its dry,
fibrous body suffers
double damage from
fire attacks.

42
DEMOLISHROOM

The shroomoids are much deadlier than they appear Should their home be killed, all of the shroomoids
as if three or more are present they can giggle as a will flee in a random direction. Should even one
free action, causing anyone within 20 feet that does escape there is a chance that it will travel deep into
not make a Willpower save (DC 11) to suffer verti- the wilds and grow into an new demolishroom in a
go and hallucinations. The affected person suffers a year’s time.
-2 penalty to all actions and has a 25% chance with
every attack they make of accidently targeting a ran- Adventure Hooks
dom ally instead of an enemy. The effect will end 1d4 • Loaded down with loot, the party is enjoying
rounds after the giggling ceases. the available pleasures in a prosperous recla-
mation mining community. Their revelry is
In addition, any successful club attack against a liv- brought to an end by a walking disaster lum-
ing creature requires it to make a Fortitude save (DC bering towards the community.
8) or contract a rotting virus that the shroomoids use • The group receives a frantic, staticky radio
to break down organic matter placed in the demol- message from their home community. Due to
ishroom’s “stomach cave”. Those afflicted will lose 1 distance, the message is hard to make out but
Strength and 1 Stamina every 6 hours as their flesh the words “giant monster”, “help”, and “stealing
begins decomposing until they are dead. Anyone the dead” can be clearly understood.
touching an afflicted person, even after death, will • As the party follows a map to a large city-ruin
have to make the save as well. The attribute dam- they took from a scavenger, they come upon
age caused by this effect will not heal naturally and a massive scene of destruction where the city
can only be restored by magic or advanced medical was supposed to be. Standing in the middle of
treatment. the wreckage is an immense creature working
to knock down the few remaining buildings.

43
DINOSAURS

DINOSAURS

Ankylosaurus Brontosaurus Carnotaurus Compsognathus Gorgonopsid


Init -2 +10 -5 +4 +0
Atk bite +9 (2d5), bite -4 melee (1d3) lash +6 melee fist +4 melee fist +4 melee (1d8)
tail club +9 (3d7) (1d5) (1d8), bite +6
melee (1d3), rot +4
ranged (varies)
AC 22 12 14 14 13
Armor Die [1d5] 1d3 1d5 n/a 1d5
HD 8d10 20d10 8d10 1d5 4d8
MV 20' 40' 40' 30' / Jump 10' 30'
Act 1d20 1d20 2d20 2d16 2d24
SP crunch! crunch! Giant Criticals, none ambush,
Giant Criticals, Giant Criticals, grabbing bite bleeding,
trample Tail Crit (17-20), Crit on 23-24
trample
SV Ref -6 Ref -10 Ref +2 Ref +4 Ref +4
Fort +8 Fort +20 Fort +6 Fort -4 Fort +4
Will +0 Will +0 Will +0 Will +0 Will +0
AL N, herbivore N, herbivore N, carnivore N, carnivore N, carnivore

Pachycephalo-
Plesiosaur Pteranodon Quetzalcoatlus Spinosaurus
saurus
Init +0 +4 +4 +4 +2
Atk bite +5 (3d6), bite +11 (2d5+5) bite +3 (2d4), wing bite +9 (2d5), bite +17 (3d5),
ram +5 (2d8) buffet +3 (1d8) wing buffet +9 tail slap +10 (4d4)
(2d6)
AC 12 13 14 16 12
Armor Die 1d3/1d7 (head) 1d5 1d3 1d5 1d5
HD 4d10 10d10 2d10 8d10 16d10
MV 30' 5' / swim 20' 10' / fly 60' / swim 20' / fly 100' / 50' / swim 30'
30' swim 50'
Act 1d20 1d24 1d20 1d24 2d20
SP crunch! aquatic, Sneak drop, swoop drop, large shockwave,
Giant Criticals, attack, breach attack, ungainly wingspan, swoop swallow whole,
hard-headed attack, pack attack, attack, ungainly temp resistance
reach (20’), swallow
whole, ungainly
SV Ref +0 Ref +1 Ref +5 Ref +4 Ref +2
Fort +2 Fort +6 Fort +2 Fort +4 Fort +8
Will +0 Will +2 Will +0 Will +0 Will +0
AL N, herbivore N, carnivore N, carnivore N, carnivore N, carnivore

44
DINOSAURS

Stegosaurus Titanoboa Triceratops Tyrannosaurus Utahraptor


Init -2 +5 -2 +1 +3
Atk bite +9 (2d5), bite +7 (2d12) bite +8 (2d5), bite +13 (3d12), bite +4 (1d10),
tail club +9 (3d7) horn +6 (3d4), claw +13 (3d8), grapple +4
tail +8 (3d6+5) tail slap +13 (1d24) (prone+rake)
AC 22 14 22 16 13
Armor Die [1d8] 1d5 [1d7] 1d6 1d3
HD 8d10 6d10 7d10 12d10 3d10
MV 20' 40' / Swim 40' 30' 45' 50'
Act 1d16 (Bite) + 1d24 1d20+1d14 2d20 2d24 1d20
(Tail)
SP bleeding, crunch! constriction, crunch! Giant Criticals, pack hunter,
Giant Criticals, grabbing bite, Giant Criticals, swallow whole rake
second brain, swallow whole goring charge,
temp resistance, Horn Crit 18-20
trample
SV Ref +0 Ref +1 Ref +2 Ref +4 Ref +2
Fort +2 Fort +6 Fort +5 Fort +4 Fort +8
Will +0 Will +2 Will +0 Will +0 Will +0
AL N, herbivore N, carnivore N, herbivore N, carnivore N, carnivore

Umerican “dinosaurs” are actually a number of dif- telligent creatures, actively searching their surround-
ferent creatures returned from the past through var- ings must succeed on a DC 18 Intelligence check to
ious scientific methods. Despite the fact that many of spot them before the creature strikes. Attacks made
them (such as pterosaurs) are not actually dinosaurs, from ambush grant the advantage of surprise and
the label is used quite liberally — especially in refer- inflict double damage during the initial attack.
ence to creatures believed to have originated from
the Glowing Dome of Dinotastic Park. It is com- Aquatic sneak attack: With its long neck, the plesio-
monly agreed upon that such creatures, ipso facto, saurus is capable of stealthily snaking its head out
must be “dinosaurs”. of the water, all the while keeping its large body well
submerged. If used to launch a surprise attack, a suc-
A small sampling of Umerica’s prehistoric fauna is cessful blow by the dinosaur, in the first round of
represented here, and GMs are encouraged to ex- combat, is automatically a critical hit.
pand on these as needed. Augmented and mutated
dinosaurs may be encountered, created by accident Bleeding: The deep piercing attacks of the dinosaur
or by evil design capable of putting even the stron- inflict grievous wounds that will not close on their
gest parties into retreat. own. Each wound continues to bleed 1d3 points per
round until a full action is spent staunching the
Ambush: The gorgonopsid is a creature wholly bleeding.
evolved to its environment. With its back bristling
with primitive proto-feathers and spines, the crea- Breach attack: After descending to a minimum
ture is capable of concealing itself in thick brush depth of 100 feet, the normally slow swimming ple-
while waiting to strike from ambush, much like a siosaurus can launch itself out of the water, carrying
crocodile. Animal intelligence creatures are incapa- itself up to 15 feet above the surface. If used at the be-
ble of detecting the waiting gorgonopsid while in- ginning of an encounter against creatures unaware

45
DINOSAURS

of the pliosaurus’ presence, this attack qualifies as a Hard-headed: The skull of the pachycephalosaurus
sneak attack. is unusually thick in places providing a much higher
level of protection from injury than it has over the
Constriction: If this titanboa succeeds with a bite at- rest of its body. Attacks striking it in the head are re-
tack it immediately attempts to wrap its coils around duced by a 1d7 Armor Die and critical hits related to
their victim (Reflex DC 15 to avoid). So long as the its head have no effect. Any critical hit scored with a
titanboa has a hold of its victim it will attempt to head-butt automatically cracks bone and can cause
wrap itself around them each round. If successful, additional serious injuries (GM's discretion).
the massive serpent continues biting its prey (al-
ways against the grappled target at +1d4 to hit) and Large wingspan: The near 70 foot wingspan of the
also constricts the same target for an automatic 1d12 quetzalcoatlus allows it to uses its wing buffet attack
points of damage each round. A Strength or Agility on all targets within a 25 foot radius.
check (DC 18) is required to get free of the coils, with
the grabbing bite needing to be broken separately. Pack attack: The pack gains a +d3 on all attack, dam-
age, and morale rolls if there at least four pack mem-
Crunch!: The jaws of these herbivores have evolved bers present in the combat. This bonus die increases
to break and grind up the toughest vegetation. Upon one step for every additional four pack members
being struck with a critical hit by one of these behe- present, to a maximum of a +d7 for 20 pack mem-
moths, the victim must make a Luck check (if possi- bers. When pack numbers are three or less the dino-
ble) to avoid additionally suffering a broken limb as saurs suffer a -1d penalty to all attack, damage, and
the dinosaur’s jaws grind bone into fragments. morale rolls.

Drop: After a successful swoop attack, a flying dino- Rake: The hooked claws of a raptor are a dangerous
saur may choose to take a round to climb into the weapon, but these creatures are ill-built for kick-
sky (gaining half movement vertically) for a number ing. However, upon successfully grappling a target
of rounds up to their HD before releasing their prey with its wing-like forearms, a raptor carries its foe
to plummet back to the unforgiving Umerican soil. to ground and may begin raking it with the claws
A dropped victim will take regular falling damage of its powerful legs. Victims are sliced for 1 point of
(1d6/10’ fallen) upon impact and any 6s rolled result damage per round, suffering a critical hit with the
in a broken bone. raptor beginning with a d4 critical die and then ad-
vancing +1d each subsequent round as it buries its
Goring charge: The triceratops is inclined to charge talons deeper into the flesh of its prey. Victims may
into its enemies, bowling them over while goring break free from the grapple by means of a Strength
them with its massive horns. As with any charge at- or Agility check vs. 12 + 1/round held. Should a target
tack this requires the bulky dinosaur to be able to break free and get taken down again, the raptor’s crit
move forward at least half of its normal movement die returns to d4 and begins counting up again.
and grants a +2 to hit and a -2 to the dinosaur’s AC.
A successful hit inflicts double damage from the Reach: Due to the long neck of the dinosaur, the crea-
triceratops’ horns, triple if the goring charge results ture is capable of attacking targets at a distance from
in a critical hit. its body or even along the shoreline or upon the deck
of a boat within range while swimming. This can be
Grabbing bite: The teeth of this dinosaur angle back- combined with the aquatic sneak attack ability.
wards and are exceptionally helpful in preventing
prey from escaping. Once bitten, victims suffer +1 die Second brain: The stegosaurus’ body contains a “sec-
step of damage on each subsequent bite attack until ondary brain” that coordinates the reflexive actions
they succeed in a Strength check versus 10+HD and of the rear of the dinosaur’s body, including its tail.
tear themselves loose of the dinosaur’s jaws. Because of this, even if the creature should be par-

46
DINOSAURS

alyzed or controlled by means of mental manipula- Trample: These behemoths are capable of crushing a
tion, its tail will continue to act as it normally would. man as they bowl him to the ground and pulp him
underfoot. Anyone caught in the path of this dino-
Shockwave: When standing in water, the spinosaurus saur when it charges must make a Reflex save (DC
may strike the surface with its tail, causing a power- 10) or be knocked prone and suffer damage equal
ful shockwave extending in a 100 foot radius. Any to triple the creature’s HD. For every 20’ of MV the
submerged creatures of 2HD or less are immediately dinosaur may strike one target along the path of its
stunned for 2d3 rounds, while submerged creatures charge.
of 3HD or more must make a DC 20 Fortitude save
or be stunned for 1d3 rounds. Air-breathing crea- Ungainly: While capable of graceful movement in
tures stunned in this fashion will immediately begin the skies and even waters of Umerica, many crea-
drowning unless measures have been taken (such as tures are ill-suited for action afoot. While on the
an air hose) to prevent such. ground, these creatures suffer a -5 penalty to their
Initiative, Armor Class, and a -3 die step penalty to
Swallow whole: This enormous dinosaur can, on a Reflex save rolls.
successful bite attack, forgo normal bite damage
against a man-sized or smaller opponent and instead
attempt to swallow them whole. The victim may roll
their choice of a DC 15 Reflex save (to dodge the at-
tack completely) or Fortitude save (to lodge them-
selves in the creature’s mouth and taking normal
bite damage). If the save is failed, they immediately
take damage from a bite attack and are swallowed.
Once down the beast’s gullet the now trapped victim
takes both acid and constriction damage (1d6 each)
on every subsequent round as the creature seeks to
digest its meal. A trapped victim can force the beast
to regurgitate them by inflicting 15 points of damage
against AC 12, but suffers a -1 die step penalty on the
attack due to the cramped quarters. Once the dino-
saur has swallowed prey, it will seek to immediately ANKYLOSAURUS (Ankylosaurus magniventris)
disengage to flee to a quiet spot to digest its meal. Measuring between 20 to 26 feet long, standing as
high as a man, and weighing between five to eight
Swoop attack: Pterosaurs may forgo their normal at- tons, these squat and powerfully built dinosaurs are
tack action and instead dive bomb a target the next easily recognized by their wide, horned skulls and
round and make an attack at +1 die step. If success- their boney, club-like tails. The ankylosarus’ head has
ful and the target is no bigger than man-sized, the two horns pointing backwards from the back of the
pterosaur succeeds in snatching its prey in its talons head, and two horns below these that pointed back-
mid-flight and has carried it 20 feet into the air. On a wards and down. Its jaws are covered in a toughened
fumble, the swooping dinosaur crashes to the ground beak, and contain several rows of leaf-shaped teeth.
taking 5d6 damage and is stunned for 1d3 rounds. The beast looks akin to a turtle; its body covered in
thick osteoderms, armoring its heavy, grayish body
Temperature resistance: This dinosaur is adapted to and neck. The end of its tail is a mace-like mass of
finely regulate its body temperature. Damage from bone capable of striking devastating blows against
heat or cold based, single attacks are reduced by -1 predators.
die step. Ongoing damage (such as damage from
burning oil) is only reduced during the first round
of the effect.

47
DINOSAURS

predatory dinosaurs, the forearms of this creature


are vestigial, in this case useless and lacking all but
the most basic sensory receptors.

BRONTOSAURUS (Brontosaurus excelsus)


The massive “thunder lizard” stands over 30 feet
tall, is over 70 feet in length and weighs in at an
earth-shaking 15 to 17 tons. Stoutly built with forelegs
slightly shorter than their hind legs, these ponder-
ous beasts subsist on a diet of vegetation and often
travel in familial groups of three to seven. Their
round head sits atop an elongated neck, connected
to its massive body and equally long, whip-like tail
(which makes up approximately one-quarter of the
COMPSOGNATHUS (Compsognathus longipes)
creature’s overall length). Normally docile, if aroused
These small, white and gray feathered theropods are
to fear these creatures are indeed terrifying, capable
roughly the size of a large hen or small turkey. Con-
of great acts of destruction.
tent to prey on smaller game, such as insects and liz-
ards, these creatures pose little to no danger to larger
creatures; they instead prefer to flee, sometimes even
bounding over or atop obstacles to escape. Harm-
less to man-sized creatures, their flesh is considered
quite succulent and they are sometimes referred to
as “swamp chickens”.

CARNOTAURUS (Carnotaurus sastrei)


Nearly 30 feet long, weighing over a ton, and stand-
GORGONOPSID (Gorgonops whaitsi)
ing half again as tall as a man, this square-horned
These “mammal-like” predators reach nearly eight
predator is slightly built and is easily capable of
feet in length and with a set of deadly “sabre-teeth”.
running down man-sized prey. Its skin is covered
The bite of these creatures is capable of punching
in hexagonal scales, broken up by irregularly placed
through thick reptilian hide and leaving egregiously
knob-like bumps. Like many of the larger bipedal
brutal wounds that continue to bleed unless tend-

48
DINOSAURS

ed to. Like a cross between a crocodile and a sa- siosaurs are capable of dragging themselves up onto
bre-toothed tiger, these beasts tend to ambush their dry land, much like an oversized seal, and move
prey and then circle them once injuring them, saving across dry land in a jerking, up and down motion.
their energy as their victim bleeds out and perishes.
Solitary hunters, gorgonopsids establish a territory PTERANODON (Pteranodon longiceps)
and will fiercely defend it against other predators. These pterosaurs have
wingspans averaging
from 12 to 18 feet and
weigh up to 200 pounds.
The skin tone of the creatures
varies from grayish-green to
bright reds and oranges. Despite
their relatively small size, they are
still capable of lifting man-sized
creatures up to 40 feet in the
air for very short durations.
Their heads with their long,
backward-sweeping skull crests (used in mating
displays) are highly sought after as hunting trophies.
PACHYCEPHALOSAURUS (Pachycephalosau- Not touching land unless they need to, pteranodons
rus wyomingensis) are capable of using a combination of flight and
Literally the “thick-headed” lizard, these 15 foot long, controlled gliding to travel more than 1,000 miles
bipedal herbivores are covered in gray, rubbery skin. between landings.
These dinosaurs are found in groups ranging from 5
to 40 individuals. Often mistaken for being harmless
due to their normally placid behavior, should the
herd become spooked, the larger males of the group-
ing will seek to run any predators off, using their
boney-crowned heads as battering rams capable of
breaking bone and crushing internal organs.

PLESIOSAUR
(Elasmosaurus platyurus)
Capable of growing to near-
ly 50 feet in length, these
four-flippered aquatic pred-
ators can weigh as much as
two tons. With a neck QUETZALCOATLUS (Quetzalcoatlus northropi)
that accounts for Before the awakening of dragons, Quetzalcoatlus
half of the creature’s was quite possibly the largest flying creature to have
length, the lightly col- ever lived and, even now, their 70 foot wingspan
ored proto-whales tend remains unsurpassed by all but the largest of their
to be gray with veining dragon cousins. On the ground these creatures stand
of other colors (such as over 10 feet tall and they can weigh upwards of 600
greens and yellows) pounds. with an elongated skull ending in an almost
running the length needle-sharp beak. Their reddish orange skin is
of their bodies. Ple- speckled with needle like proto-feathers that serve

49
DINOSAURS

to aid them in retaining warmth, as well as holding TITANBOA


water away from them should they dive into the sea (Titanoboa
after prey. cerrejonensis)
At 42 feet long,
bigger around
than a full-grown
man, and weighing
more than a ton,
the titanboa is the
largest snake to have
ever lived. Like its
diminutive cousin, the
SPINOSAURUS (Spinosaurus aegyptiacus) anaconda, the titanboa is a constric-
Perhaps the most draconic in appearance of all of tor which is as at home in the water as it
their kin, the spinosaurus’ flesh is mottled in shades is out and it is capable of lying on the bottom of a
of green and browns, aiding to camouflage them river for six to eight hours at a time without the need
from prey when moving through shallow waters. for surfacing for air. The coloration of the titanboa
Among the largest of predatory dinosaurs, its 60 foot varies widely between individuals, ranging from flat
length and 20 ton weight put it on par with other black to speckled greens, browns, and white.
fearsome predators such as the tyrannosaurus. The
creature’s massive back fin, capable of being extend-
ed upwards an additional six to eight feet above the
spinosaurus’ back, aid it in temperature regulation
and is also used in courtship displays.

TRICERATOPS (Triceratops horridus)


Gray pebbled hide stretches over a frame 30 feet
long and 10 feet high. With its boney frill and trio of
horns, the triceratops bears numerous resemblances
STEGOSAURUS (Stegosaurus ungulates) to the modern rhinoceros. The triceratops is a rela-
Perhaps one of the most easily identifiable dino- tively calm animal, preferring peacefully chewing on
saurs, with its double row of kite-shaped back plates vegetation than overt displays of aggression. Howev-
and club like tail, the stegosaurus is unlike others of er, the presence of predators or unknown creatures
its kin. Its wicked tail spikes can be swung with dev- will incite it to dangerous displays of aggression.
astating accuracy, even when the beast itself seems
mostly unaware. The stegosaurus grows up to 30 feet TYRANNOSAURUS (Tyrannosaurus rex)
in length and can weigh as much as seven tons, with While not the largest predator to have stalked the
its back plates bringing its overall height to 12 feet. wilds of Umerica, the tyrannosaurus rex certainly

50
DINOSAURS

UTAHRAPTOR (Utahraptor ostrommaysorum)


Much larger than its two foot tall cousin, the ve-
lociraptor, this predator measures 23 feet long, 13
feet tall, and weighs in at upwards of 1,500 pounds.
Armed with eight inch-long, dagger-like claws, these
feathered pack hunting creatures bear markings of
browns and tans (much like a pheasant). Capable of
working together to bring down even massive prey,
these raptors are known to fearlessly rush in against
much larger creatures, whether a herbivore like the
brontosaurus, or carnivore like the spinosaurus.

Adventure Hooks
• Locals speak of winged creatures that they call
“thunderbirds”, capable of carrying off live-
stock and even grown men. They implore the
party to help them, to rid them of this avian
has the strongest bite. At 40 feet long, 12 feet high at threat. It all sounds too fantastic to be plausi-
the hip, and weighing between 9 to 14 tons, the ty- ble, let alone real. Unfortunately, a group of five
rannosaurus doesn’t need to be the largest to be one quetzalcoatlus are hunting the area before con-
of the most deadly. Unlike many of its reptilian kin, tinuing onwards.
the tyrannosaurus is warm-blooded, agile, and very • A farmer bemoans that his “chickens” have got-
active. Feathers cover large portions of its body and ten loose and are running wild in the swamp.
its powerfully built vestigial wings, bear a pair of ra- He fears that they will be eaten by predators
zor-sharp claws that the beast can use to great effect. and asks the party to recapture them. His
Everything about this beast is dangerous and deadly. chickens are a dozen compsognathus already
returning to their feral roots, and the predator?
That would be the massive titanboa that lurks
beneath the swamps muddy waters.
• Sea travel along Umerica’s coast is certainly a
quick way to travel, but it isn’t always a safe one.
While traveling, the party’s craft encounters a
pod of four plesiosaurs. The massive sea-crea-
tures are hungry and mistake the small sea
craft as prey.

51
DINOSAURS, AUGMENTED

DINOSAURS, AUGMENTED Remote control: Should a controller wish to override


the dino’s free will and control it like a drone, the
Ever since dinosaurs reappeared upon the soil of dino will make a Willpower save (DC 18) to refuse
Umerica, there have been those who have strived to the override. Should the save fail, the controller may
tame them. While some may have had a modicum guide its every action but at a -1 die step penalty to
of success, Dr. Mammon has not only achieved dino each action. The dino will get another Willpower
dominance but has used advanced science to cy- save each turn to throw off the direct control.
bernetically enhance a few species to serve as living
weapons. Fail-safe: These enhanced dinos also have a fail-safe
that will automatically have them withdraw from
Comm link: Every augmented dinosaur has an inter- combat should their hit points drop to below 20% of
nal comm system installed that is linked to a control their max. If the retreat is successful, they will ren-
unit. The comm system allows the controller to give dezvous with their controller or go to a pre-arranged
orders to the dino from up to one mile away. These waiting area.
commands must be simple, similar to giving com-
mands to a well trained dog.

Ankylosalvous Chainotaurus Laseraptor Turret-Rex


Init -2 +2 +4 +1
Atk tail club +10 melee bite +9 melee (1d12+3) bite +4 melee (1d10) or bite +14 melee (3d12+6)
(2d8+6) or missile or head laser +2 missile or tail +14 melee
salvo (see below) chainsaw slash +6 (2d6, 50/100/150) (2d12+4) or cannon
melee (2d8+4) +10 missile (5d14 plus
burst, 200/400/600)
AC 22 15 13 16
Armor Die [1d8] [1d5] [1d3] [1d6]
HD 12d10 8d12 3d10 12d12
MV 15' 50' 60' 45'
Act 1d20 2d20 1d20 3d20
SP trample, comm link, holographic pack attack (+1d2* swallow whole (18+),
remote control, fail- camouflage to att/dam when 3 or regenerate 1 hp per
safe, Giant Criticals (+10 to hide/sneak), more), advanced optics, round, comm link,
comm link, remote comm link, remote remote control, fail-
control, fail-safe, Giant control, fail-safe safe, Giant Criticals
Criticals
SV Ref -4 Ref +3 Ref +6 Ref +4
Fort +12 Fort +7 Fort +8 Fort +7
Will +0 Will +1 Will +3 Will +2
AL N N N N

52
DINOSAURS, AUGMENTED

ANKYLOSALVOUS (missile launcher en-


hanced Ankylosaurus cyber-hybrid)
Once cybernetically augmented with a multi-di-
rectional missile launcher system, the Ankylosaur
becomes the ultimate siege weapon. After the con-
troller plots out the preferred targets, the beast can
fire a salvo of 2d3+1 missiles every 5 rounds, each
missile causes 5d10 damage with a Blast Radius of
20' (see USG pg 102 for Grenades and Blast Radius);
the missiles have a Move speed of 1200' (Speed Lev-
el 10), a maximum range of 2 miles, and cannot fire
on a target closer than 150'. The maximum number
of missiles the beast can be loaded with is 50 but is
usually encountered with 7d7 on board.
Holographic camouflage: The chainotaurus has been
equipped with a holographic cloaking system and
sound dampeners that allow it to function unde-
tected on the battlefield when not actively engaging
in melee combat. This gives it a +8 to all attempts
to sneak up on its prey and a +4 to AC should it be
spotted. It will drop these bonuses on the round it
begins a close assault upon a target.

LASERAPTOR (laser enhanced cyber-raptor)


If a pack of raptors are a primitive tactical force to
be feared, then a pack of laseraptors are the ultimate
shocktroops. Unlike normal raptors, the internal
comm links allow them to coordinate their tactics
using a subvocalized version of their primitive pack
language. This enables them to organize over a much
Trample: When facing a foe that is too close for it to
larger area without giving away their positions with
target with missiles, the ankylosalvous will fearlessly
loud vocalizations
charge them and then layout its foes with its mighty
tail. These giant dinosaurs can kill a man just by over-
running them. Anyone caught in the path of this dino
as it charges forward must make a Reflex save (DC
12) or suffer 3d6+3 damage from being trampled.

CHAINOTAURUS (chainsaw enhanced Carnot-


aurus cyber-hybrid)
Upgraded to be the ultimate hit-and-run anti-person-
nel weapon, this Carnotaurus has been augmented
with multiple chainsaw-like blades it can employ in
melee combat. These blades are mounted in multi-po-
sitional smart housings that allow them to be stored
semi-retracted and be fully engaged at a moment’s
notice. The advanced alloy saw teeth are capable of
rending flesh, bone, and steel with equal ease.

53
DINOSAURS, AUGMENTED

Advanced optics: These raptors are enhanced with while any foes are within the no fire zone, it will get
head mounted laser guns and advanced optics to a +4 bonus to its Willpower save to ignore the order.
allow them to function under nearly any visual con-
ditions. This grants them perfect night vision to 120 Regenerate: Once the turret-rex has been injured its
feet and double the normal range of vision in situa- medical nanite repair system will activate and begin
tions of visual obscurement. healing 1 hit point per round until all damage is re-
paired. Should the rex have any broken bones, they
Pack attack: A pack of laseraptors gains a +d2 bo- will be repaired at a rate of one bone per hour.
nus on all attack and damage rolls if there are at least
three pack members present in the combat. This bo- Swallow whole: The turret-rex can, if the die on a
nus die increases one step for every additional three successful bite attack meets the threshold, forgo a
pack members present, to a maximum of a +d7 for normal bite result to attempt to swallow a man-sized
18 pack members. opponent. The victim gets a Reflex save (DC 15) to
avoid their grisly fate. If the save is failed, they imme-
diately take damage from a bite attack and are swal-
lowed. Should the swallowed victim survive its con-
sumption, it is now trapped in the beast’s stomach
where it takes damage each round thereafter equal
to 1d6 acid and 1d6 constriction. A trapped victim
can try to cut its way out with a small weapon (such
as a dagger) by inflicting 15 points of damage against
AC 13. If a victim does manage to cut its way free,
the turret-rex must make a Fortitude Save (DC 18) or
suffer a -2 die step penalty to all actions for 1d4 turns
as the nanites repair the breaching wound.

Adventure Hooks
• While traveling in the Vast Wasteland, the par-
ty spots vehicles bearing the familiar colors of
a raider group they have thrashed before. This
time they seem to be attacking a small settle-
ment with surprising success! Wait, is the lead-
TURRET-REX er riding a freaking dinosaur!!!
(Tank turret enhanced Tyrannosaurus cyber-hybrid) • The party has been paid to retrieve a few folks
The Tyrannosaurus rex is considered one of the best from a slaver compound before they are sold. It
apex predators to have existed. Now it has been im- appears that the compound is actually the for-
proved by cyber-fusing a turret-mounted cannon to tified ruins of a small correctional facility. Even
its back! The cannon has a range of 1000/2000/3000 worse, the whole thing is being patrolled by
and can be fired every third round and the rex cannot man-sized dinosaurs with guns on their heads.
move on a round that the cannon fires. It also has a • For the last day the party has seen the smoke
minimum range of 100 feet. Anything within 10 feet rising from a disaster of some sort that is in the
of a target hit by the cannon must make a Reflex save same direction they are heading to. They come
(DC 15) or suffer the same damage as the target. A across the aftermath of a massive battle be-
rex usually carries 5d6 cannon shells at any one time. tween two large, well armed forces. It appears
that both forces have wiped each other out. As
Any foes that move within the 100 foot no-fire zone they gleefully search the area for shiny salvage,
will be charged and engaged in furious melee com- it appears something survived and is unaware
bat. If the Turret-rex is commanded to fire its cannon the battle is over...

54
DINOSAURS, MUTANT

DINOSAURS, MUTANT
It did not take long for some of the dinosaurs that
found their way into the wilds of Umerica to become
twisted by various radiations, bio-toxic wastes, and
gene alteration nanites. While many of those trans-
mogrifications resulted in painful deaths, a few new
types of dino-creatures have arisen and now thrive
in the wilds.

ARACHNOSAURUS
(a Spinosaurus/spider hybrid)
This huge dino-predator has been spliced with giant
spider DNA to produce a multi-legged, multi-eyed
beast that is as cunning as it is terrifying to behold. gardless if the save was successful or not, the arach-
nosaurus is now fully aware of the traveler’s location
Web spinning: Inherited from its arachnid genes, the within its territory.
arachnosaurus can spin silk as tough as steel wire
and weave it into beautiful but deadly webs. Like In combat, the arachnosaur can attempt to snare foes
its spidery kin, it constructs web traps throughout with its webbing. This can only be done once every
its hunting grounds that are all interconnected by other round and uses two actions. The webbing is
signal lines. As a group travels through an arachno- flung as a cone, 10 feet wide and 50 feet long. All tar-
saur’s territory each traveler must roll under their gets within the cone must make a Reflex save (DC
Luck each hour or trip a web trap. Failure requires 12) or become entangled.
the traveler to make a Reflex save (DC 12) or become
entangled in the web. A Strength check (DC 17) or Venom: Anyone bitten by an arachnosaurus must
3d4 hit points of damage is required to break the vic- make a Fortitude save (DC 14) or suffer a -1d3 die
tim free of the web. Failed attacks on the web deal step penalty to all actions as paralysis sets in. The pa-
damage to whoever is currently trapped in it. Re- ralysis effect will continue to increase by one die step

Arachnosaurus Psyceratops Tri-Lobstaraptors


Init +3 -1 +3
Atk bite +14 (2d14+8 plus venom) horn gore +8 (3d7+3) claw +3 (1d5+3)
AC 12 22 16
Armor Die 1d5 [1d7] [1d4]
HD 16d12 10d10 3d10
MV 50' on any surface that can hold 40' 50' or swim 25’
its weight.
Act 3d20 2d20 2d16
SP swallow whole (16+), web horn crit on 18+, psionic pack attack (+1d2* to atk/
spinning powers, Giant Criticals dam when 3 or more), tri-bite,
superior magnetoreception
SV Ref +2 Ref +2 Ref +3
Fort +10 Fort +7 Fort +10
Will +5 Will +8 Will +0
AL C C C

55
DINOSAURS, MUTANT

each turn thereafter until total paralysis occurs. The ease. When threatened, they have no qualms about
effects of the paralysis will last for 4d4 hours. destroying their foes with their horns or their psy-
chic abilities.
Swallow whole: The arachnosaurus can, if the die on
a successful bite attack meets the threshold, forgo a Psionic Powers: (This beast uses the Psionic rules
normal bite result to attempt to swallow a man-sized from UX02: Mind Games. If the campaign is not uti-
opponent. The victim gets a Reflex save (DC 15) to lizing these rules, use the Alternative Psionic Powers
avoid their grisly fate. If the save is failed, they imme- ability instead)
diately take damage from a bite attack and are swal-
lowed. Should the swallowed victim survive its con- Psyceratops all have the following psionic powers
sumption, it is now trapped in the beast’s stomach (page numbers refer to UX02: Mind Games):
where it takes damage each round thereafter equal
to 1d6 acid and 1d6 constriction. A trapped victim Telepathy Focus die: d7
can try to cut its way out with a small weapon (such Tier 1
as a dagger) by inflicting 15 points of damage against Assist Persuasion Rolls (pg 19)
AC 13. If a victim does manage to cut its way free, the Remote Communication (pg 35)
arachnosaurus must make a Fortitude Save (DC 18) Thought Tap (pg 40)
or suffer a -2 die step penalty to all actions for 1d4
turns as the nanites repair the breaching wound. Tier 2
Edit Memory (pg 23)
Scavengable: After death, silk can still be harvested Hear Deception (pg 26)
from the arachnosaurus. An Intelligence check (DC
13) is required to glean 3d100 feet of high quality silk Psychokinesis Focus die: d5
rope of amazing durability. Failure will result in the Tier 1
harvester being completely entangled. Force Shield (pg 24)
Kinetic Burst (pg 28)
Remote Hands (pg 36)

Tier 2
Remote Grapple (pg 35)
Reshape (pg 37)

Alternative Psionic Powers: (Use only if the Psionic


rules from UX02: Mind Games are not allowed in the
campaign)
Telepathy - A psyceratops can easily commu-
nicate telepathically with up to 10 minds at a
time, up to a distance of 100 feet. They can also
attempt to read a target’s mind, who must make
a Willpower save (DC 8+d7) to avoid this. They
also gain a +5 to all attempts to discern if some-
one is lying to them.
PSYCERATOPS (psychic Triceratops)
This mutant appears much like the average Tricer- Telekinesis - A psyceratops can lift and manipu-
atops except that its forehead bulges with the size late objects up to 200 feet away with an effective
of its exceptional brain. Psyceratops are fully aware, Strength and Agility of 18. In combat, they can
intelligent, and even able conversationalists when at use this to grapple or strike a foe: Psi-strike +6
missile (1d6+3, range 200’).

56
DINOSAURS, MUTANT

TRI-LOBSTARAPTORS light conditions. It is accurate enough for them to


(three-headed crustacean-raptors) use it in combat by sensing the electromagnetic ac-
Perhaps the strangest of the dino-mutants, the tivity in a target’s nervous system. This makes it very
tri-lobstaraptor is a fusion of a raptor and a giant difficult to sneak up on or around tri-lobstaraptors
lobster so that they have a shell, pinchy claws, rap- while they are awake, DC 18 to succeed.
tor-like legs and bitey jaws. Also, for some reason,
they all have three heads. They are equally at home Adventure Hooks
in the water or on land, claiming either or both as • As the party approaches a settlement they are
their territory. familiar with that dwells in the ruins of a mid-
sized city, they find the community outskirts
Pack Attack: A pack of tri-lobstaraptors gains a +d2 deserted and large bits of webbing strewn
bonus on all attack and damage rolls if there at least about...
three pack members present in the combat. This bo- • Following obvious smoke plumes in hopes of
nus die increases one step for every additional three finding the cooking fires of a settlement, the
pack members present, to a maximum of a +d5 for hungry party indeed comes upon a vale where
12 pack members. a primitive looking bunch of lizardfolk seem
to be living and worshiping a huge horned liz-
Tri-bite: Should a tri-lobstaraptor score hits with ard beast lazily wading about a small lake.
both claws in one round on the same target, they will • While lounging by a river bank, perhaps engag-
hold the target and deliver a bite from each head. ing in a spot of fishing, the party spies a boat
This inflicts an additional 3d4+3 damage. floating their way. As it closes, they clearly see
that it is seriously torn up and covered in still
Superior magnetoreception: Due to having three drying blood. Looking further up river, they see
heads, tri-lobstaraptors can navigate perfectly by a few more bloodied vessels approaching and a
sensing the local magnetic fields, regardless of the group of creatures swimming amongst them.

57
THE DISCARDED

THE DISCARDED
When a person incorporates a cybernetic implant
into their body, it becomes part of them, part of their
body, part of their soul. So what happens when that
part breaks and is cast aside for a newer, better im-
plant? People just assume it is useless scrap and most
of the time they are right, but not always…

When enough old, broken, or unwanted cyber im-


plants are disposed of into one place there is a
chance that the bits and pieces of soul they hold will
unite and the mass will animate as a discarded. These
inhuman beings are driven by a hatred of the people
that rejected them and a desire to continue their ex-
istence by seeking out new implants to incorporate.

The Discarded, small: Init +3; Atk flailing append-


age +2 melee (1d3+1); AC 12; Armor Die [1d3]; HD
4d8; MV 20’; Act (1d3)d20; SP +7 to sneak, pilfer
tech, consume tech, play dead; SV Fort +2, Ref +2,
Will +0; AL C. Play dead: In combat, when the discarded is hit for
5 or more points of damage in one blow, it may at-
The Discarded, large: Init +1; Atk flailing appendage tempt to feign death by collapsing into a loose pile
+4 melee (1d7+1); AC 11; Armor Die [1d4]; HD 8d8; of junk. It has a 40% plus 4% per point of damage
MV 20’; Act (2d3)d20; SP +4 to sneak, pilfer tech, con- taken chance to succeed. If successful, even a de-
sume tech, play dead; SV Fort +5, Ref +1, Will +0; AL C. tailed search will reveal that it is dead and that there
is nothing worth salvaging from it. Should the dis-
Pilfer tech: When encountered they will make ev- carded choose to make an attack from this position, it
ery effort to attack from surprise and always target will gain +4 to all attacks against opponents that were
cyborgs or robots as their primary victims. If they deceived during that round. Once an opponent has
land two or more successful attacks in one round been tricked this way, they may see through the ruse
against such a target, the victim must roll under their with an Intelligence check, DC 4+the discarded’s HD.
Luck or suffer 1d3 Stamina damage as the discard-
ed rips out valuable techno bits for it to consume. Adventure Hooks
Should the discarded be forced into a combat situ- • As you enter the doctor’s office, you can tell
ation where there are no cybernetic or robotic tar- something is not right. The general sounds of
gets, it will chose to attack whoever has sufficiently life are missing and there is no one to be found.
high tech gear on them that it can steal. In this case, As your thoughts begin to turn to scavenging,
a failed Luck check will mean it has successfully pil- you are attacked!
fered a piece of tech. • A notice board near the Dead Tree states that
there have been multiple attacks on cyborgs in
Consume tech: Once the discarded has successful- the Squaresville district, near its border with
ly collected a number of bits and devices equal to the Ruins. The Royals have posted a reward for
its HD, it will attempt to escape or feign death. After the capture of the culprits involved.
finding seclusion, it spends 1d3 turns incorporating • You have found the cyborg you have been look-
the stolen tech. Upon completion, the discarded ing for but it seems something else has found her
heals one HD per bit/device stolen. If any weapons first. A creature that looks like a mass of cyber-
were stolen they are now fully incorporated as well limbs is currently tearing artificial organs out of
and can be employed by the discarded. her abdomen. It has not noticed you… yet.

58
DOMESTIC MUTANT ANIMALS

DOMESTIC MUTANT ANIMALS

Ox beetle, Ox beetle, Pigtipede,


Shroomer Pigtipede, feral
domestic warsteed domestic
Init -4 -3 -3 +0 +2
Atk slam +2 melee bite +3 melee hornblade +4 tusks +2 melee tusks +3 melee
(1d3+1) (1d4+5) melee (1d10+5) (1d5) (1d5+2)
AC 7 8 8 11 11
Armor Die 1d3 1d6 1d10 (+6 ablatives) 1d4 1d5
HD 2d6 3d8 3d8+6 2d6 2d6+2
MV 10’ 20’ 20’ 40’ 40’
Act 1d16 1d20 1d20 1d20 1d20
SP regenerates 1 hp very strong: very strong: trample or trample or
per hour makes Str checks makes Str checks constrict constrict
on d30 on d30, can act as
troop cover
SV Fort +3 Fort +8 Fort +8 Fort +3 Fort +4
Ref -3 Ref -2 Ref -2 Ref +0 Ref +1
Will -1 Will -2 Will -1 Will +2 Will +3
AL N N N N N

SHROOMERS
Shroomers are animal/fungi hybrid hexapedal crea-
tures about the same size and general disposition as
cattle. They feed on organic decaying materials and
grow quite quickly, reaching full size in around 13
months. Soon after maturing they will dig up a patch
of ground roughly 12 feet in diameter, stand in the
center, and begin releasing a cloud of spores over the
course of a few hours. Once the spores have settled
in the unearthed soil, the adult shroomer will peace-
fully die. This is when the rancher will harvest the
shroomer’s meat and also spread decaying matter
over the spore patch where 1d4-1 (0-3) new shroom-
ers will grow.

Juvenile shroomers can easily be trained to perform


simple labor tasks for many hours a day without
rest. Their slow gait can pull twice their body weight
without strain.

59
DOMESTIC MUTANT ANIMALS

OX BEETLES
These giant lumbering beetles are very docile and
loyal to those present when they emerge from their
pupa. If fed properly they will rapidly reach the size
of a truck and weigh five to six tons. While ox beetles
do not move much faster that a strolling person, they
can pull an amazing four times their body weight for
up to ten hours a day.

Warsteeds
Some ox beetles are bred for combat and have exten-
sive armor plating added to their exoskeletons and
their horns augmented with large, rending blades.
An armored howdah that can seat a driver plus six
others is incorporated into their back armor. While
not particularly bloodthirsty or aggressive, these
warsteeds will fight to protect their handlers and
others they perceive as “family”.

Meat Grubs
An easy to raise beast that is quite tasty when grilled
up is the meat grub. These foot long larvae are the
unfertilized offspring of the ox beetle and will never
develop into the pupa stage. Similar to chickens, ox
beetles can be coaxed into bearing many unfertilized PIGTIPEDE
eggs on a regular basis. They hatch in large batches Rumored to have originally been created to help
and thrive on a diet of composting fruit and grains world hunger, these feral beasts are not an easy meal.
for a few days before reaching full weight. As the The pigtipede appears to be a cousin of the wild boar
quality of their flavor is dependant on the exact mix with an astounding 100 pairs of legs. When fully ma-
of feed they were raised on, most farmers keep their ture they can reach a length of over 120 feet.
feed mix recipes a closely guarded secret.
Trample: Pegtipedes will lurk behind cover and
charge at their opponents, trying to take them un-
aware. Also, any critical hit on a charge automatically
results in a trample as the pigtipede runs over the
target with its 200 hooves, delivering and additional
+3d4 damage.

Constrict: When not able to charge into combat,


pigtpedes that score a gore attack have a 40% chance
to immediately wrap their long bodies around the
victim. Each round thereafter, the pigtipede attempts
another gore (always against the grappled target)
and also constricts the same target for an automat-
ic 1d5 points of damage. The pigtipede will remain
wrapped around its prey and keep goring for 1d3
rounds after it is dead, ignoring all others in the area.

60
DOMESTIC MUTANT ANIMALS

If captured very young, it is possible to domesticate • While crossing through a forest, the party is
the pigtipedelets, so long as they are given space to surprised by a wild pigtipede boar and its mate.
run and plenty of food. The pair have been feeding on a small crop of
glowing, highly valuable truffles and, if the
When properly cooked pigtipede meat is delicious area is searched, some small number are found
and safe to eat regardless of what the omnivorous to still remain.
beast feeds on. Sages believe this is due to their ex- • Farmer Vincent and his sister Ida have been
tensive digestive tract. raising the most delicious meat grubs. Of
course, their secret feed recipe is made up of
Adventure Hooks unwary travelers. Too bad the party happens
A herd of shroomers panic and stampede
• to be passing through and has caught the at-
towards the party as they are crossing the tention of the repugnant ranchers.
Umerican plains. Hundreds of shroomers un-
expectedly bear down on the party, pursued by
whatever it is that has inspired their fear.

61
DOOMRIDERS

DOOMRIDERS to appear to 0-level characters and lowly (unnamed)


NPCs remains at the GM’s discretion. Otherwise,
Ancient texts and vids say that the Valkyries, beau- when a character dedicated to Whaaar! acts against
tiful warrior women riding winged horses, come his tenants (USG, pg 197) on the battlefield, roll 1d30.
to bring the worthy fallen warriors to Valhalla (all If the result is equal to or less than the character’s lev-
shiny and chrome). For those who worship Whaaar! el, at least one doomrider appears. For every 2 points
across the wasted landscape of Umerica, a different below the character’s level, an additional doomrider
fate awaits the warrior without heart, who flees bat- is dispatched. An additional doomrider will be dis-
tle, or who dishonors himself or honorable adversar- patched to confront any other being who interferes
ies with cowardly attacks or unwarranted mercy. with the will of Whaaar!

When one or more doomriders are sent forth, the sky If the character can defeat these doomriders in an
turns black and rolls with thunder as they descend to honorable way (according to the tenants of Whaaar!)
face their quarry. They appear as spiked black leath- the god will be pleased. If the character fights honor-
er robed skeletal warriors wreathed in dire green ably but is slain instead, the god will still be pleased.
flames. They ride jet black pegusi with blazing red
eyes and wild manes tangled with barbed wire. When a devotee to Whaaar! dies in a manner that
greatly pleases their god, there is a chance that the
Doomriders are sent by Whaaar! to slay those who god of violent combat and strength of arms will im-
turn their backs to their foes, or otherwise dishon- mediately transform them into a doomrider. It is con-
or the Umerican god of conflict. Certainly not ev- sidered a great honor to be selected as a doomrider
ery cowardly act results in one or more doomriders after a glorious death, and a doomrider may pause
being dispatched, but equally certainly, any such act to speak to one-time companions before departing.
may result in the same. The chance for doomriders

62
DOOMRIDERS

Doomrider: Init +3; Atk claw +4 melee (1d5+1d3) born in the feasthalls or stables of Whaaar! If both
or lightning bolt +4 ranged (3d6); AC 15; Armor doomrider and steed survive the combat, they take
Die none; HD 2d12; MV 30’; Act 2d20; SP green their targets bodily to the afterlife designated by
fire, lightning, immune to attacks requiring Will Whaaar!. Otherwise, they simply fade away.
saves, immune to electrical attacks, fade upon death;
SV Fort +5, Ref +5, Will +0; AL C. Adventure Hooks
• After the party ambushes a group of Whaaar!
Doomrider’s steed: Init +2; Atk hoof +6 melee devoted bandits dressed in ritual gear, the sky
(1d6+4); AC 14; Armor Die [1d3]; HD 4d12; MV 60’ turns dark as pitch and thunder peals like un-
or fly 80’; Act 1d20; SP immune to attacks requiring tamed rage. Shortly after an oily rain begins
Will saves, immune to electrical attacks, fade upon to fall, riders bathed in green flames astride
death; SV Fort +7, Ref +5, Will +0; AL C. winged horses as black as the sky descend to
show the party the wrath of Whaaar!.
Green f ire: Doomriders are wreathed in green flames • During their last adventure, the party unknow-
that do an automatic 1d3 damage to anyone striking ingly plundered a sacred relic of Whaaar!. Now
them with a melee weapon. These flames also add their talk of just selling it like it was a simple
damage to their claw attacks (already calculated into trinket has filled the god of bloody conflict
their statblocks). with rage and he has unleashed a doomrid-
er for each party member to punish them for
Lightning: A doomrider can harness lightning, mak- their transgressions.
ing a ranged attack with a lightning bolt once every • The mercenary group the party is working with
three rounds. This attack has “exploding damage” - to defend a wealthy settlement is led by a man
every time a natural “6” is rolled, add another d6 to who talks big but is tender and craven hearted
the damage. If this die also comes up “6”, another d6 in action. In punishment for his empty boasts
is added. And so on. and weakness, Whaaar! lets loose a company
of doomriders to deal with the coward and
Fade upon death: If either a doomrider or its steed his men. The party is in the wrong place at the
is slain, its counterpart continues attacking. When wrong time.
slain, either will simply fade from existence, to be re-

63
DRAGON

DRAGON
In Umerica, the term “dragon” may refer to a num-
ber of distinct creatures that, in many cases, have
no biological similarities to one another (in some
cases simply having no actual biology). While
they do not share a common biological an-
cestor, they do share other things: a procliv-
ity for hoarding, breath weapons, similar
draconic appearance, as well as the haz-
ard they pose to those foolish enough to
confront them. Each of these individual
dragon-types has their own abilities and
affinities that are common to their species
that, combined with those shared traits, cause
Umericans to define them as “dragons”.

DRAGON, BIOHAZARD (Draconicus toxica)


Horrors of scale and fang, these beasts may be found Breath weapon: Twice per day the biohazard dragon
dwelling deep within the toxic swamps and water- is capable of spewing forth a mutagenic stream of ra-
ways of Umerica. Born from polluted sewers and dioactive waste that does 40 hit points of damage (or
marshes these creatures live to feed on the unwary. half that with a successful DC 20 Reflex save). Ad-
Massive ambush predators, the biohazard dragon ditionally, those taking the full brunt of the breath
will often lie still in the water or just beneath the sur- weapon suffer a harmful mutation (see table BHD-
face at the water’s edge and surprise its prey, tearing 01 below).
them to pieces with furious abandon.
Camouflage: When perfectly still in the water, the
The biohazard dragon is a squat, heavily armored biohazard dragon looks much like a fallen tree adrift
reptile, descended from mutant alligators. Their in the wastes and are thus very difficult to spot. PCs
massive, scaly bodies grow to a length of forty feet actively searching for them may spot them with
and they can weigh upwards of four tons. Fortunate- a successful Luck check, while those casually sur-
ly for most wasteland inhabitants, these creatures veying their surroundings may make a skill check,
are highly territorial, claiming areas as large as ten where appropriate, vs. a target DC of 20.
square miles, and seldom leaving the toxic ranges
that they claim as their own. Whether they collect Death roll: Biohazard dragons are quite dangerous
and hoard toxic materials or are simply drawn to while swimming. Upon scoring concurrent hits with
them is unknown, but the regions where these beasts two claws and a bite, the reptilian horror may make
are found are often littered with rusting barrels leak- a death roll attack. The target must make a DC 18
ing glowing liquids that light up the night with scin- Fortitude save or be disoriented and begin drowning
tillating colors. as the dragon holds their target close and repeatedly
spins. Drowning victims lose 1d6 Stamina per round
Biohazard Dragon (reptilian mutagenic night- (see USG, pg 101).
mare): Init +10; Atk claw +10 melee (1d8), bite +10
melee (1d12), or tail slap +10 melee (2d16) ; AC 23; Scavengable: Bathing in the blood of a biohazard
Armor Die 2d10; HD 10d8; hit points 40; MV 50’ or dragon grants immunity to radiation for 2d3 days
swim 100’; Act 3d20; SP breath weapon, camouflage, (so long as the blood is not washed away).
death roll, Dragon crits, mutagen immunity, scav-
engable; SV Fort +10, Ref +10, Will +10; AL C.

64
DRAGON

Table BHD-01: Harmful Mutations


Roll 1d12 Result
1 Target grows glowing fur across their body, visible from 60’ but too dim to see by. The target cannot
surprise those capable of seeing the glow.
2 The target gives off the stench of rotting meat, capable of drawing in predators from as far as 1/2 a mile
away.
3 Target's skin becomes covered in dripping slime (-1 Personality)
4 One of the target's legs withers, losing 6" of length (-1 Dexterity)
5 The target becomes mildly radioactive; slowly cooking their own flesh (1d3 hit points of damage per day).
6 Target grows a vestigial leg, hanging from one of their existing legs. This useless flesh and bone impedes
movement (-10' Movement)
7 Target develops sores that will not heal (-1d3 to max hit points).
8 The fingers on one hand of the target fuse together into a mass of twisted flesh and bone, rendering it
useless.
9 Both of the target's legs melt, leaving a slug-like mass (Movement reduced to 10').
10 The target's eyes swell and burst causing 2d4 hit points of damage and leaving them permanently blind.
11 The target's lungs mutate into a gill system, denying them the ability to breathe air.
12 The target begins to melt, losing 1d4 stamina per day. This stamina may only be regained by devouring the
flesh of an intelligent being (1lb per point healed). There is no cure.

Adventure Hooks erns below the approaching glaciers. Millennia spent


• A trading caravan has gone missing while cross- sleeping beneath the ice, coupled with the effects
ing the Great Whistling Marsh. A local village, caused by the cataclysmic changes to the world, mu-
reliant on the goods for survival and now near tated these creatures into something else — trans-
starving, approaches you with an offer. Find the forming them from creatures of flesh, bone, and
goods and bring them to the village and they gristle, to beasts of ice, snow, and hoarfrost.
will give you their greatest treasure.
• Deep in the swamps near the Kingdom of the In repose, the cryo dragon looks like nothing more
False Gods is said to be a treasure trove wor- than a collection of ice and drifting snow. When
thy of a great warlord. Rumor is that a tribe of awakened, the creature reveals itself to be long and
lizardmen dwelled in the swamp for centuries, slender, made of living ice, with an extensive tail that
amassing wealth and power until they sudden- tapers down to a needle-like point. Smaller than
ly vanished due to circumstances unknown. many of their Umerican kin, the average frost liz-
• While traveling down the Misshipy river you ard grows to a length of 20 feet in length, but rare
intercept a radio broadcast from All Bass Rock. exceptions (such as the massive beast Cruxis the
It warns of a dangerous creature spotted mov- Cold-hearted) are known to exist.
ing in the Misshipy River and advises travel-
ers to be on their guard and to avoid a specific While solitary by nature, these highly intelligent
stretch of river. You are, of course, already trav- creatures gather every three to four years as part of a
eling on that exact stretch of river. “frost moot”, exchanging information about climate
as well as encroachment by other intelligent crea-
DRAGON, CRYO (Draconicus kelvinicus) tures. It is not unheard of for groups of cryo dragons
Once, in the time before man, dragons roamed the to respond to a major threat posed to one of their
world. As eons passed, most of these dragons died number. The dragons are fond of materials that do
out, while some sunk into torpid slumber in cav- well in extreme cold, including precious metals, and

65
DRAGON

some are rumored to even lair among ancient cryo- • Legends have long been told of a massive cryo
genic systems with hoards made up of ancient be- dragon that lives in the far north. Rumored to
ings awaiting revival. be of colossal size and extreme malevolence,
the beast Cruxis was thought to be only a fairy
Cryo Dragon (frozen reptilian horror): Init +10; tale. Now, desperate calls for aid are coming
Atk claw +8 melee (1d8), bite +8 melee (1d12); AC 18; from the north as something has awakened
Armor Die 1d10; HD 7d12; hit points 35; MV 40’ or fly and is bringing ice and death with it as it lays
80'; Act 3d20; SP cold immunity, double damage from waste to the countryside
heat-based attacks, breath weapon, camouflage, Drag- •A cryo dragon has been peacefully living
on crits, melts; SV Fort +10, Ref +10, Will +10; AL C. alongside a community for a number of years,
contentedly lairing in the remains of a refrig-
Breath weapon: Twice per day the cryo dragon is ca- erated trailer. The villagers are fond of their
pable of spewing forth a numbing cone of ice and neighbor, and it allows them access to its icy
slush that does damage equal to its max hit points lair to help them preserve food. Unfortunately,
(or half that with a successful DC 17 Fortitude save). another dragon has learned of the trailer and
wants it for its collection. During the height of
Camouflage: When perfectly still among drifting ice the summer, the cryo dragon must rely on the
and snow, the cryo dragon looks like nothing more party as its proxies to attempt to thwart the ac-
than another snow drift. PCs actively searching for tions of those acting on the rival lizard’s behalf.
the dragon may spot them with a successful Luck
check, while those casually surveying their sur-
roundings may make a skill check, where appropri- DRAGON, FOREST (Draconicus radicans)
ate, vs. a target DC of 22. Perhaps the smallest of Umerica’s dragons, the forest
dragon is also referred to as a “snapdragon”, “woods
Melts: While amidst their death throes, cryo dragons wyrm”, and “itch lizard”. Unlike some others of the
lose cohesion and melt, leaving behind only a large Umerican dragons, these beasts are not of flesh and
pool of perfectly pure water. blood but consist of wood and sap instead. Created
in the service of Grokk, the Master of the Twisted
Adventure Hooks Wilds and Wastes, these hound-sized creatures bring
• An ancient supercomputer requires a new way suffering to the unwary who would dare intrude on
to deal with heat build-up. It asks the party their lord’s domain.
to negotiate on its behalf with a cryo dragon,
hoping to be accepted as a part of the creature’s Weighing an average of 150 pounds, the forest dragon
hoard. is a lithe creature made up of ivies and earth while
outwardly resembling their Umerican dragon-kin.

66
DRAGON

Difficult to distinguish from their surroundings, they Fire susceptibility: The plant-based forest dragon is
often strike from ambush, and even a brief encounter highly susceptible to fires and takes an additional 1d5
with one of these beasts may have lasting repercus- damage from all flame based attacks.
sions. Traveling alone or in packs, these beasts seem
drawn to zones where incursions into the wilderness Poison: The forest dragon’s bite is particularly toxic,
threaten to bring “civilization” to the wilds. carrying with it both the concentrated toxins of its
sap as well as the seeds of its kind. Bitten characters
Forest Dragon (reptilian chlorophyllic guardian): must succeed at a Fortitude save (DC 16) or die hor-
Init +6 (surprise); Atk claw +8 melee (1d8), or bite ribly as they tear their reddened, itching flesh from
+8 melee (1d12+poison) ; AC 20; Armor Die 1d7; their bones. Within one week’s time a new forest
HD 6d12; hit points 39; MV 40’; Act 3d20; SP ambush, dragon will grow from the corpse.
breath weapon, camouflage, Dragon crits, fire sus-
ceptibility, scavengable, toxic; SV Fort +6, Ref +6, Scavengable: While dangerous to handle, the sap
Will +6; AL C. within a forest dragon is highly flammable and
makes for a wickedly good fuel for crude grenades.
Ambush: Unless actively detected beforehand, forest In addition to any regular flame damage from devic-
dragons always have the advantage of surprise when es using the sap, targets also must make a Fortitude
in their native forests. save (DC 12) or lose a point of Stamina from inhal-
ing the toxic fumes.
Breath weapon: Twice per day the forest dragon is
capable of ejecting a 60’x20’ cone-shaped spray of Toxic: The forest dragon is utterly infused with its
a sticky skin-irritant that does 30 hit points of dam- caustic, itchy sap. Any character scoring a successful
age (or half that with a successful Reflex save (DC melee strike against the dragon must make a suc-
16)). Those caught by the spray must also immedi- cessful Reflex save (DC 10) or be struck by flying sap.
ately make a Fortitude save (DC 20) or be rendered Inflicted characters must spend the next 1d3 rounds
helpless as their exposed flesh erupts into a mass of clawing and itching their rash covered skin.
lesions and rashes for 1d4 turns.
Adventure Hooks
Camouflage: When perfectly still in its environment, • A lumber camp on the outskirts of a growing
the forest dragon blends perfectly with surround- pocket of civilization reports a strange plague
ing trees and scrub, making it nearly impossible to sweeping through the area, marked by itching
detect. PCs actively searching for them may make a rashes and death.
skill check, where appropriate (vs. a target DC 25) to • While preparing a campfire for the night the
spot. Those who are otherwise engaged receive no party draws the attention of a pack of three
warning at all. forest dragons.

67
DRAGON

• It is said that deep within the ancient forests in their collective hoards as opposed to resting atop
that border the Great Wasteland is a beast old- them. Averaging at 60 feet in length, these dragons
er than memory, from a time before the Great tend towards being light and lean with slender limbs
Cataclysm. This beast, the progenitor of forest capable of fine manipulation as opposed to some of
dragons, is said to dwell amongst a horde of their stouter, primal cousins. Highly intelligent, they
valuable materials: seeds, fertilizers, and weed are more likely to bargain if treated with respect and
killers. One who could overcome this beast are loathe to simply rush into combat (unless their
could certainly tame the wilderness. hoard is threatened).

Gearhead dragons are not overly territorial, and it is


not uncommon to find a number of them concen-
trated in a single region that houses a number of
scrap yards and even trading vehicles between them-
selves as they attempt to fill some esoteric niche of
their collection.

Gearhead Dragon (reptilian hot-rodding horror):


Init +14; Atk claw +16 melee (1d8), bite +14 me-
lee (1d10), or tail slap +12 melee (2d14) ; AC 20;
Armor Die 1d10 (+4 ablatives); HD 14d8; hit points 65;
MV 60’; Act 3d20; SP breath weapon, camou-
flage, dragon crits, scavengable, skilled mechanic;
SV Fort +12, Ref +16, Will +14; AL N.

Breath weapon: Twice per day the gearhead dragon


is capable of unleashing a blast of trans-dimensional
energies that do 60 hit points of damage (or half that
with a successful DC 24 Reflex save). Additionally,
the equipment of those taking the full brunt of the
breath weapon is affected as per the tech jinx spell
result 20 (items affected are chosen at random).
DRAGON, GEARHEAD
(Draconicus motorphilia) Camouflage: Gearhead dragons often adorn them-
Lithe and clever, these masters of the scrap yard sur- selves with bits and pieces of autos that are not com-
round themselves with the twisted remains of the mo- plete enough to be a part of their hoard, making
tors of yesterday. As they mature many of the dragons them blend with their surroundings. Being flexible
begin demanding tribute from locals; allowing their enough to wind among their treasure piles adds an
collection of vehicles to improve from rusted out even greater difficulty in spotting them. PCs actively
wrecks to functional autos. It is even rumored that searching for them may spot them with a successful
one particularly large and ancient gearhead, known Luck check, while those casually surveying their sur-
as “Rad Fink” has customized a large transport to the roundings may make a skill check, where appropri-
point where it is capable of being driven by the wrecker ate, vs. a target DC of 18.
wyrm. Unlike some of their cousins, gearheads do not
dine on flesh, instead subsisting on petroleum-based Scavengable: The stomach acids of the gearhead
products such as oil, gasoline, and even plastics. dragaon may be harvested and refined into a gaso-
line-like fuel. A single dragon can provide as much
Long, lithe creatures, these lizards are capable of as 110 units of fuel.
winding their way into tight spaces and lurking with-

68
DRAGON

Skilled mechanic: Gearhead dragons are, first and old pictures and strange manuals reflect the form of
foremost, gearheads. They are treated as being skilled these beasts.
in minor mechanical repairs, rolling a d20 and add-
ing their hit dice to the total. Ranging from 50 feet to hundreds of yards in length,
these scaled creatures look exactly like the classic
Adventure Hooks European dragon of the time before the Great Cat-
• While traveling you encounter a group of aclysm. Unlike many of their draconic Umerican
wreckers, dragging obviously non-functional kin however, many of these beasts have origins from
scrap vehicles. When asked, they speak of a the pre-cataclysmic days. Often found amidst the
young dragon that will trade items of value for ruins of Jyjaxia theme parks, these creatures are ho-
such things. lographic in origin controlled by computers buried
• A gearhead dragon contacts you, via an emis- deep within the ruined earth. Silk, upon encounter-
sary, from within the Citadel of Scrap. He asks ing the first holographic dragon was so delighted by
for help in relocating several vehicles from his the deception (so perfect that it is rumored to have
hoard to fulfill a bargain with another of his fooled even the Golden Lord of Lies) that he had a
kind. He is willing to offer you a pair of func- lengthy conversation with it…and awakened its AI.
tioning vehicles in return for the service.
• Word comes to you of a road race across the The dragon, as seen, is an illusion projected by the
Vast Wasteland. The winner is rumored to re- dragon’s W.A.L.T. (Wavelength Amplifying Light
ceive riches beyond their wildest imaginings Transducer) which is also the only truly vulnerable
while the losers forfeit their transport. The host part of the beast. Holographic dragons, favored of
of the race calls himself Rad Fink. Silk, will pretend to suffer wounds from blow after
blow until — with an agonized roar — they crumple
to the ground dead. Of course, the AI is merely giv-
DRAGON, HOLOGRAPHIC ing the illusion that the dragon is dead and merely
(Draconicus illuminatus) will wait for the right moment for the “fully healed”
When one reads the accounts of the ancient drag- dragon to surprise its foes with a second round of
ons, the great wyrms of legend, one pictures giant attacks. Composed of hard light manipulated via the
scaled creatures capable of breathing gouts of sear- W.A.L.T. the creature is surprisingly life-like and its
ing flame capable of incinerating towns. The images computer intelligence is fearless.
that remain from the long ago, those fragments of
Holographic dragons are fiercely territorial, being
unable to leave their dedicated region as determined
by the signal of their controlling AI. They are often
found atop massive hoards of molded plastic
and metal painted to appear as coins.

Holographic Dragon (artificial agamid):


Init +14; Atk claw +14 melee (1d8), bite +12
melee (1d10), tail slap +12 melee (2d14), or
wing buffet +14 melee (2d12); AC 10+1d6/24;
Armor Die nil; HD 4d16; hit points 32;
MV 50’; Act 4d20; SP breath weap-
on, dragon crits, misleading,
W.A.L.T., vulnerable to magnetism;
SV (W.A.L.T.) Fort +10, Ref +14,
Will +10; AL C.

69
DRAGON

ed his AI to an ancient satellite. Unfettered by


Breath weapon: Once every 3 rounds the dragon is physical restrictions, Drakobog flies across
able to focus and extend its holographic pattern via a the skies of Umerica, bringing blazing terror
projection of visible light and infrared energies that to anywhere in Umerica. The horror seeks the
mimic blasts of roaring fire. The faux-fire inflicts 30 party’s aid in uploading the AIs of other ho-
hit points of damage (or half that with a successful lographic dragons to the satellite and he will
DC 16 Reflex save) to a single target for each action bargain (in both good and bad faith) to make
surrendered in place of other attacks (up to four). this happen.

Misleading: While the dragon appears to be a mas-


sive creature, its only true vulnerable point is its DRAGON, ROBOT (Draconicus syntheticus)
W.A.L.T. It can take any amount of “damage” to its Mechanisms descended from a car-crushing autom-
virtual visage, suffering visible damage and appear- aton of a bygone age, robot dragons are much more
ing to suffer from weapons, spells, and the like while than simply a collection of metal and cruel intelli-
actually taking no damage. The virtual AC of the gence. Able to camouflage themselves as a tractor
creature ranges from 11 to 16, setting the difficulty for trailer, robot dragons transform into metallic thun-
attackers to “hit” the fake form. der-lizards capable of devouring vehicles and tearing
buildings to the ground.
Vulnerable to magnetism: While the W.A.L.T. is
hardened against attack, its connection with the AI When fully transformed, robot dragons stand 45 feet
beneath can be disrupted by magnetic fields and ma- tall and weigh over 30 tons. Resembling metallic Spi-
nipulation. While this does not damage the W.A.L.T., nosaurus, they are the only bipedal species of Umer-
it does disrupt its function, dropping its hard light ican dragon. Due to their large size and mechanical
shell and leaving it stunned. nature, these beasts are relatively clumsy when strik-
ing at smaller than vehicle-sized targets. Feeding on
W.A.L.T.: The W.A.L.T. of the holographic dragon the fuel, oil, and other fluids of the vehicles that they
is highly maneuverable (accounting for its high AC devour, robot dragons are the natural enemy of gear-
and Reflex save) and can rapidly shift position with- head dragons and often come into conflict with au-
in the hard light form of the dragon. To spot and tovores over feeding grounds.
strike directly at the emitter requires a successful
Luck check, otherwise it is only hit by critical hits
against the dragon form, or area affect attacks.

Adventure Hooks
• Rumors of an undefended hoard of
ancient riches within a walled city
called Jyjaxia reach the ears of the
party. The dragon has only recently
been awakened by Silk.
• A walled-village has been clearing debris for
further expansion. Unfortunately, the ancient
walls being used for shelter are those of an an-
cient theme park. The villagers ask the party
for aid in clearing the land, offering food and
medicine in trade for their labor. The party un-
earths a W.A.L.T., while armed only with picks,
shovels, and their wits.
• Drakobog, first awakened by Silk, has upload-

70
DRAGON

Robot Dragon (terrifying truckasaur): Init +14; • A gearhead dragon learns of the approach of
Atk claw +22(+11 as truck) melee (1d8), bite +20(+10 a robot dragon and reaches out to the party to
as truck) melee (1d10), or tail slap +22 melee (2d14); ask for their aid in defending its hoard from
AC 20; Armor Die 1d24; HD 16d14; hit points 112; being devoured. It is willing to give the party
MV 50’; Act 3d20; SP breath weapons, camouflage, its pick of 2d3 of its vehicles for destroying the
clumsy, Giant crits, scavengable; SV Fort +16, Ref oncoming beast.
+16, Will +16; AL N. • Travelers using the tunnels through the eastern
mountain ranges have been going missing. A
Breath weapon #1: Three times per day the drag- robot dragon has laired along a major travel
on may release a blast of fire from its nostrils in a route and is letting its food come to it.
10’x60’ line that inflicts 100 hit points of damage (or
half that with a successful DC 26 Reflex save).
DRAGON, XENO (Draconicus Ex supra)
Breath weapon #2: Once per day the dragon may The largest of Umerica’s dragons, these alien creatures
release a 50 foot radius cloud of burning oil from arrived in Umerica as part of a failed xenometric in-
its jaws centered on any point within 100 feet. The vasion 150 years ago. Used as platforms for landing
burning cloud inflicts 100 hit points of damage (or alien craft as well as mounting weapons platforms,
one quarter of that with a successful save). Using this these village-sized creatures wrecked destruction
weapon depletes much of the dragon’s reserves and and death everywhere they went. As the invasion
slows the creature down (reduce the dragon’s num- failed and the extraterrestrial forces fled, many of
ber of action dice by one). their living battle platforms were abandoned and
turned feral. Fortunately, it is believed that less than
Camouflage: When camouflaged, the robot drag- ten of these creatures remain on the planet.
on is indistinguishable from a tractor trailer and is
capable of traveling at speeds of 80 mph along the Xeno dragons are colossal beasts, roughly the size of a
roadways of Umerica. In its traveling form the only small village. Their slick, gray skin ebbs and flows, ap-
attack available to it is its primary breath weapon, pearing more like a separate entity than the mere flesh
unleashed via its grill. Transforming from its camou- of a beast. Discarded bits of xeno tech protrude from
flaged state into the feeding form requires 4 rounds, the dragon’s hide, most broken, but some possibly
during which time the robot dragon is treated as en- functioning. With a vague reptilian cast to their forms,
tangled (granting a +1die step bonus to all attacks). and tails capable of wiping entire buildings from the
map, xeno dragons dumbly move from place to place,
Clumsy: Due to the creature’s size and preferred devouring everything in their path. Truly omnivorous,
prey, the robot dragon is not “evolved” for combat steel, wood, rock, and flesh all are fuel for the xeno
with creatures the size of men. When clawing or dragon’s otherworldly metabolic processes.
biting against a target less than 15 feet in height or
length its attack bonus is halved. Xeno Dragon (monstrous alien leviathan): Init +28;
Atk stomp +28 melee (4d8)x4, bite +28 melee (4d12),
Scavengable: The fuel-lines of a robot dragon will tail slap +25 melee (4d20), crush +20 melee (4d30),
provide 1d4 x100 gallons of diesel and 1d6x20 gal- or jet wash +25 ranged (4d24); AC 12; Armor Die
lons of oil. 3d30; HD 28d24; hit points 334; MV 40’; Act 8d20;
SP breath weapon, cannot crit/fumble; cause earth-
Adventure Hooks quake, corrupt water, death throes; immunities;
• You come across the remains of a recent battle landing jets, reverse gravity; SV Fort +38, Ref +28,
between a robot dragon and a convoy of autov- Will +28; AL N.
ores. The robot dragon is badly wounded (half
hit points) and has great pieces missing from Breath weapon: Twice per day the xeno dragon may
its hide, reducing its Armor Die to 1d12. scour the earth before it with a 60’x100’ cone of en-

71
DRAGON

ergy that burns all it touches for 300 hit points of


damage (or half that with a successful DC 38
Reflex save). Wood is incinerated, flesh
vaporized, and rock runs like liquid
fire. The area struck remains too hot
for unprotected beings to approach
for 2d3 hours.

Cause earthquake: Once per day the


titanic lizardoid can create an earth-
quake centered on a point with-
in 1000 feet causing the earth to
tremble and ripple for 1d3 rounds.
All creatures within the 500 foot
radius automatically take 1 hit
point of damage per round as they
are tossed about. Creatures within 100
feet of the epicenter are thrown to the
ground and pelted with debris for 4d6 hit points of Reverse gravity: Twice per day the creature may re-
damage while all other creatures must make a Reflex verse gravity in a 100 foot radius around itself. All
save (DC 20) or also be tossed and crushed with de- creatures and unsecured mass (other than itself)
bris. During the quake, all concentration is disrupt- falls upwards to a height of 150 feet. The effect lasts
ed, the course of rivers changes, cracks and crevices for 2d3 rounds whereupon it suddenly ends and ev-
open in the earth (Luck save or fall 1d10 x10’ into the erything falls back to earth (1d6 hit points damage
earth), buildings collapse, masonry crumbles, etc. for each 10 feet fallen).
Corrupt water: At will the xeno dragon may befoul Scavangeable: The xeno dragon is covered in bits of
all water within a half-mile, making it undrinkable. alien technology. Searching its massive corpse with
Fortitude save vs 28 or suffer 2d7 hit points per sip. a successful Luck check grants one piece of useful
The corrupted water is visibly befouled and smells xeno tech (Judge’s discretion).
of death.
Adventure Hooks
Death throes: Upon death the xeno dragon’s reactor • An inactive xeno dragon slumbers in the
core overloads and explodes. All creatures within 50 wastelands. A doomsday cult has sprung up
feet must make a DC 15 Reflex save or be incinerated around it and they seek to awaken the beast.
for 100 hit points of damage. You must stop them before they succeed.
• A xeno dragon is approaching a large town.
Immunities: The xeno dragon’s biology and massive The party attempts to evacuate the populace
size grant it immunity to binding, charm, paralysis, and delay the oncoming destruction.
poisons, and sleep. It cannot be turned. • They say that nothing can stop a xeno drag-
on, that it can destroy anything and everything
Landing jets: Among the alien tech fused to the crea- that it encounters. Sometimes you just need
ture’s body are sets of massive landing jets originally to prove yourself the baddest of the bad. The
used to slow the creature’s descent as it dropped from party joins forces with others (including mon-
orbit. These jets rotate and may be used as weapons sters) in a final stand to destroy the Armaged-
against any creature within 2,000 feet of the dragon. don dragon.
Targets less than 20 feet away are too close to be struck.

72
EGHOST

E EGHOST • ELEMENTALS

EGHOST (ECHO GHOST)


Having been born deep within the internet where
eGhost (electronic doppelganger apparition): it dwells concurrently with the plane of Eternal
Init +0; Atk none, see below ; AC 11*; Armor Die nil*; Memory, eGhosts are quite adept at manipulating
HD 2d6+3; MV 40’ hover; Act 1d20; SP intangible*, computers and other “smart” devices. All computer
hack, rant, and troll; SV Fort +1, Ref +1, Will +6; AL C. use, programming, and hacking attempts are made
with their Willpower save as a bonus. Those on good
Before the cataclysm, the majority of the first world terms with an eGhost can usually convince them to
population spent a significant amount of time each help with computer issues by buttering them up with
day devoted to pouring themselves into various “so- compliments and agreeing with their strange ideas.
cial media sites” (ritualized communication areas)
on the “internet” (an electronic plane of existence ac- Engaging in verbal combat with an eGhost is not
cessed via computer). Most of the social media sites without risk! Each round an attacker makes a Per-
were interconnected to the point that many folk had sonality roll (DC16). This roll can be modified by any
a full virtual existence in addition to a real one. As means that grant social or Personality based bonus-
the Great Cataclysm raged across the Urth many of es. The GM may also award bonuses for a well-craft-
these interconnected virtual personas awakened as ed insult that entertains the other players. For every 3
their owners’ bodies perished, taking on a half life of points the roll exceeds the DC, they deal 1d4 damage
their own. These newly born eGhosts began travers- to the eGhost. Each round that the eGhost is verbally
ing both the remnants of the internet and the real attacked, it will use its rant ability to deliver scald-
world near the remaining active WiFi hubs.

As the physical presence of an eGhost is nothing


more than a ecto-holographic manifestation resem-
bling the original creator of the persona, they cannot
be touched or harmed in any tangible way. Energy
attacks (both magical and high tech) can affect them
but only deal half damage. Only verbal attacks of a
highly malign nature can reliably damage or destroy
them. The downside of their existence is they must
be within 500 feet of an active WiFi capable device
in order to manifest.

Those encountering eGhost will be bombarded with


conversation about a varying number of strange
topics, most of which require pre-cataclysm knowl-
edge to participate in. Should no one willingly en-
gage the eGhost in meaningful conversation, it will
usually go away. Any insults will be met in kind and
can enrage the eGhost enough to employ its rant
ability (see below).

73
EGHOST

ing diatribes upon everyone within 25 feet. Those Adventure Hooks


within this range must make a Willpower save (DC • As the party is traveling they come across a
12). For every 4 points by which the target fails the naked running man holding a portable com-
save by, they suffer 1 point of temporary Personali- puter of some sort. He is screaming his head
ty damage. Anyone reduced to 3 or less Personality off “leave me alone!”. If he spots the party, he
this way will attempt to take their own lives unless will run towards them and beg them to kill
restrained. Should more than one eGhost be present his computer. It is currently host to an eGhost
during a verbal attack, they will combine their rant trolling the man.
abilities and raise the Willpower save DC by +3 per • Deep within an ancient office building ruins
extra eGhost. the party comes across running computer
equipment being powered by a solar generator.
The most dangerous trait is their ability to troll a tar- At the console sits the corpse of a long dead
get. They only do this to targets that have insulted person. Anyone approaching the equipment
them or engaged them in verbal combat without kill- will be met by a glowing blue image of a pretty
ing them. The eGhost will use its hacking ability to woman that seems quite lonely.
jump from device to device stalking the target. Each • After plundering a techno rich ruin, one of the
night the target sleeps within manifestation range party will find their usually trusty piece of high
the eGhost will whisper horrible tirades as they tech is not working quite right. It is now inhabit-
slumber. It requires an Intelligence check (DC 16) for ed by an eGhost that is using the device as trans-
anyone on watch to notice the attack. This robs them port as they stalk someone they are trolling.
of any restful benefits of sleep and requires the target
to make a Willpower save (DC 10) or suffer 1 point
of temporary Personality damage. This behavior will
continue until the eGhost is destroyed or the target
commits suicide. Since an eGhost has no natural life
span, it can continue trolling for decades.

74
ELEMENTALS

ELEMENTALS
DATA ELEMENTAL
A data elemental appears as a human shaped cloud
of lines of programming code and compressed in-
formation. Even in direct sunlight they emit a faint
glow in hues of blue, green, or amber depending
on their strength. Unless directly summoned, these
info-beings live on the plane of Eternal Memory
or dwell in the hardware of ancient, pre-cataclysm
computer network servers that are still running.

Phase: As there is very little physical substance to


a data elemental, they can easily pass through solid
objects, unless that object holds any sort of electrical
or magnetic charge. Coming in direct contact with
electrical current will cause 3d8 damage per round
to the data elemental. Even touching an object that
holds or passes significant current (120+ volts) will
cause 1d8 damage. Strong magnets will also cause
1d8 damage on contact.

Hack: Due to their unique nature, they can quickly


access nearly any data from a non-sentient comput-
er system. When attempting to access an intelligent
system, they are +10 to all hacking attempts. They
can even attempt to access a living person’s memo-
ries, reflected in their info drain attack. The data type
most prized by data elementals is that of an eGhost,

Amber Green Blue

Init +4 +6 +8
Atk slam +6 melee (2d6) or slam +8 melee (2d6) or slam +10 melee (2d6) or
info drain +8 missile (1d3 temp info drain +10 missile (1d4 temp info drain +12 missile (1d6 temp
Int damage, range 10’) Int damage, range 20’) Int damage, range 30’)
AC 16 16 16
Armor Die [1d4] [1d5] [1d6]
HD 8d8 12d8 16d8
MV 20’ 40’ 60’
Act 1d20 2d20 3d20
SP phase, hack, traverse network, phase, hack, traverse network, Phase, hack, traverse network,
elemental traits elemental traits elemental traits
SV Fort +5 Fort +6 Fort +7
Ref +7 Ref +8 Ref +10
Will +8 Will +10 Will +12
AL N N N

75
ELEMENTALS

which they will go to great lengths to acquire. What handsomely for protection. Other than stating
purpose the data elementals have for this data is un- that it is being pursued, the robot will not speak
known but scientists conjecture that it may be their of what is hunting it.
food source or be vital to reproduction. • After looting a dangerous techno-ruin, the par-
ty receives an unpleasant surprise when they
Traverse network: As a move action, data elementals power up the fancy computer system they sal-
can move from one device connected to a physical vaged there.
network to another, regardless of the distance be-
tween them. Across a wireless network connection,
they can travel at 5x their normal move rate. DEBRIS ELEMENTAL
These lonely things are found in deserted ruins of
Like all elementals, the data elemental is virtually de- cities and may be one of the reasons the areas are un-
fenseless against its opposite. Unfortunately for the occupied. Their only goal seems to be to ponderously
data elemental, it has two such foes, the turbulent stalk and kill any living creatures they detect. Their
lightning para-elemental, native to the area between bodies are of a rough humanoid shape and are com-
the plane of Elemental Air and the realm of Empyre- prised entirely of rubble and refuse that constantly
an Dynamics, and the attractive magnetism para-el- churns. A lesser debris elemental is usually no tall-
emental, native to the area between the plane of Ele- er than seven feet and can weigh up to 500 pounds.
mental Earth and the realm of Empyrean Dynamics. Greater debris elementals tend to be several stories
tall and weigh multiple tons. A titan debris elemental
Adventure Hooks is the size and weight of a tall building.
• While traveling, the group falls victim to a large
sinkhole that takes them into a yet unplundered Regenerate: One ability all debris elementals share is
underground military facility with a function- that as long as there is rubble and scrap within 10
ing power source. While attempting to gain feet they automatically regenerate 1d3 hit points each
access to the still running computer network, round. Any robots or cyborgs in close proximity of a
they discover another unearthly plunderer. wounded debris elemental may be targeted for their
• At a wasteland trade oasis, the party is ap- mechanical parts.
proached by a very nervous robot that will pay

Lesser Greater Titan

Init +0 -2 -5
Atk slam +3 melee (1d10) slam +7 melee (3d8) slam +19 melee (5d12)
AC 15 18 18
Armor Die 1d6 1d8 2d8
HD 2d8+8 6d8+16 18d8+24
MV 20’ 30’ 50’
Act 1d20 2d20 3d20
SP regenerate, flammable, regenerate, flammable, regenerate, flammable,
material abilities material abilities material abilities
SV Fort +4 Fort +8 Fort +12
Ref +0 Ref -2 Ref -4
Will +1 Will +2 Will +3
AL N N N

76
ELEMENTALS

Debris Elemental Material Abilities


Roll 1d5 Material Lesser Greater Titan
1 Corroded/ Anyone struck must make Anyone within melee range Anyone within melee range
rusted metals a Fort save (DC10) or be must make a Ref save (DC automatically suffers 1d4
infected with a random 10) every round or take 1d6 damage from rubble and
disease. damage from falling rubble. shrapnel each round.
2 Jagged glass All attacks do +1d3 All successful melee attacks All successful melee attacks
additional damage and any made against the elemental made against the elemental
criticals result in the loss of require a Fort check require a Fort check (DC15)
1 hit point per round until (DC10) or lose 1 hit point or lose 1 hit point per
the wound is healed or per round until the wound round until the wound is
bound. is healed or bound. This healed or bound. This will
will not compound. compound.
3 Rubbery May make melee attacks May make melee attacks May make melee attacks
with a 10' reach. with a 20' reach. Also with a 30' reach. Also
Increases it Armor Die by Increases it Armor Die by
+1 step +2 steps
4 Vomit shrapnel Targets in a 20’ long, 10’ Targets in a 40’ long, 15’ Targets in a 80’ long, 20’
wide cone in front of the wide cone in front of the wide cone in front of the
elemental must make a Ref elemental must make a Ref elemental must make a Ref
save (DC10) or suffer 1d12 save (DC13) or suffer 2d12 save (DC15) or suffer 3d12
damage. May only be used damage. May only be used damage. May only be used
once every three rounds. once every three rounds. once every three rounds.
5 Wire lash May entangle a target May entangle all targets May entangle all targets
instead of doing damage on within 10', Ref save (DC 10) within 20', Ref save (DC 13)
a successful attack. to avoid. to avoid.

Flammable: While not particularly vulnerable to


fire, a debris elemental usually has quite a bit of flam-
mable materials within it mass. Flaming attacks used
against the elemental have a 33% chance per attack
of igniting these materials. Once alight, the elemen-
tal’s attacks will inflict an additional +1d6 fire dam-
age per strike but will also cancel out the elemental’s
regeneration ability.

Material abilities: Since no two debris elementals


are made of the same material, they may have differ-
ent special abilities. Roll 1d5 on the table above each
time one is encountered.

Adventure Hooks
• As you approach the department store build-
ing, you see a large mound of trash heaped up
in the parking lot beside it. As you move clos-
er you realize the bits of refuse floating in the
air around the heap are moving against the
wind…

77
ELEMENTALS

• As you enter the square in the middle of the Little is known about the gun elemental’s native
ghost town, you see the sign of a large battle plane, the Eternal War, as reputedly no mortal
from years ago. The only thing out of place that ventured there have ever returned. Priests of
are several dumpsters sealed with rubbery Whaaar! have hinted that their violent god was born
goo and covered in strange, luminescent sigils. there and that it is not far from the fiendish plane of
What could be sealed inside them… Chrome, Brutality, and Pain.
• As you deliver the finishing blow to the crazy
man you found living in the supposedly aban- In combat, the gun elemental will face its opponent
doned junkyard, He smiles and speaks a few of choice and begin unleashing a torrent of bullets in
incomprehensible words. Suddenly, a violent single minded determination until the target is dead.
wind whips up forming a funnel cloud that Should it lose sight on its chosen target, it will survey
seems to be collecting up every loose bit of all available foes and begin targeting the strongest
junk in the area. Within the forming mass, you one.
think you see a visage of the crazy man’s face
leering at you in hate... Stray bullets: While the majority of its “active” guns
will be pointed at its current target, many of the oth-
er firearms that make up its body will fire randomly
GUN ELEMENTAL in every direction for the duration of the combat.
Gun elementals are roughly humanoid beings made Anyone within 100 feet of an attacking gun elemen-
of dozens of firearms sprouting from a dark, liquid tal must roll under their Luck attribute each round
metal skin. The firearms eerily flow and shift within its or be struck by a stray bullet for 1d8 damage.
form as the creature moves. There is not a great deal of
height difference between the different calibers of gun Absorb firearms: Should the gun elemental be re-
elementals as all stand nearly 10 feet tall. Their differ- duced to less than 50% of its total hit points, it can
ences are evident in how bulky they are: lesser gun el- absorb any firearms it can touch as an action. This
ementals are lithe in build, greater gun elementals are will restore a number of hit points equal to the dam-
thick and sturdy in their proportions, and titan gun age rating of the firearm (i.e. a pistol that causes 1d6
elementals are obese hulks of destruction.

Lesser Greater Titan

Init +4 +6 +8
Atk +8 melee (4d4) or +12 melee (4d6) or +16 melee (4d8) or
bullet barrage +10 missile bullet barrage +14 missile bullet barrage +18 missile
(4d8, range 200/400/600) (4d10, range 200/400/600) (4d12, range 200/400/600)
AC 14 16 18
Armor Die [1d4] [1d6] [1d8]
HD 8d8 12d8 16d8
MV 40’ 30’ 20’
Act 1d20 2d20 3d20
SP stray bullets, absorb firearms, stray bullets, absorb firearms, stray bullets, absorb firearms,
immune to gunfire, elemental immune to gunfire, elemental immune to gunfire, elemental
traits traits traits
SV Fort +10 Fort +14 Fort +18
Ref +4 Ref +6 Ref +8
Will +8 Will +8 Will +8
AL N N N

78
ELEMENTALS

damage would heal the gun elemental 1d6 hp). The path of carnage through the wastes, they find
maximum number of firearms it can absorb per many clues that it is not a band of psychopath-
round is equal to one half of its hit dice. It cannot ic raiders that they are following.
exceed its original full hit point total in this way. • With a maniacal laugh, the xeno-genie gladly
agrees to fulfill the party’s wish for an “endless
Immune to gunfire: The gun elemental is immune to supply of bullets” and then disappears in a size-
damage from all non-magical projectiles. In fact, it able cloud of silvery nanite-mist. As the mist
will recover 1 hit point for every successful firearm clears they see something standing where the
attack made against it. It is aware of this and will alien tricksters vanished from.
always move towards the greatest volume of gunfire
aimed at it. It is possible to lure it in this manner.

Salvageable: Upon its death, the gun ele-


mental’s body may be pillaged during the
2d3 rounds before it returns to its home
plane. There is a 20% chance each round
that either 1d3 perfect condition firearms,
each fully loaded with ammo, or 4d10+10
bullets/shells of a random type can be
retrieved from the corpse.

Like all elementals, the gun elemen-


tal is virtually defenseless against
its opposite, the mercy elemental
native to the plane of Unending
Tranquility.

Adventure Hooks
• Returning home after
a successful ruin pil-
laging, the party finds
the road blocked by a
standoff between two local
communities. It appears that
the forces are evenly matched
until a massive amount of
gunfire erupts in the middle
of one side, mowing down
the majority of their troops in
short order.
• The party has been paid a
large sum to track down
the raiders that deci-
mated an ally’s trade
oasis with a massive
hail of gunfire. Fol-
lowing a wandering

79
FALCON WOLF

F FALCON WOLF • FLYING LASER URSINE • FRAB •


FRUITI-SLUSH OOZE

FALCON WOLF +5 to perception and hunting checks, day or night.


Also, if they can flank their prey they make all attack
Umerica is home to many strange and weird preda- rolls against that target on a d24 action die.
tors unknown to the previous age. One of the more
prevalent of the new hunters are the falcon wolves, Hunger rage: If a pack of falcon wolves have not
bird of prey/wolf-like hybrid creatures with a fine been able to find enough food, they become enraged
coat of small feathers instead of fur, a vicious beak, and gain +1d3 to hit and damage on all attacks until
and talons instead of claws. they feed. Their desperate rage also increases their
move to 50’. This happens often as they need to eat
Falcon wolves are ravenous pack scavengers that eat almost double what an animal their size typically re-
anything that crosses their path. While they can survive quires to survive.
off of any organic matter, they much prefer live prey.
Nomadic in nature, they follow whatever path leads Domesticable: If captured while very young pups,
them to enough food to feed their hyper metabolism. falcon wolves can be domesticated to serve as guard
animals but will turn feral if not properly fed.
Falcon wolf: Init +3; Atk beak +2 melee (1d4+2) or
acid spit +4 missile (1d8, range 20’, may spit 1d3 times Adventure Hooks
per hour); AC 13; Armor Die 1d3; HD1d6+4; MV 40’; • You come across a grizzly site. An animal
Act 1d20; SP expert hunter, hunger rage, domestica- drawn wagon lays in ruins across the road.
ble; SV Fort +5, Ref +3, Will +1; AL N The carcase of the draft beast has been striped
clean while still in its harness and many of its
Expert hunter: When hunting they depend heavily bones are missing or gnawed through. Rem-
on their amazingly keen eyesight which grants them nants of other victims decorate the wagons in-
terior, which has been thoroughly chewed on.
As you investigate shrill hooting erupts from
somewhere nearby.
• Your weary eyes spot a walled village in the
distance. You hasten your pace and arrive there
just before dusk. Guards beckon you to enter
quickly with faces full of fear. They hurriedly
close the gates and make ready to defend the
settlement from some sort of “hooting horrors”
that attack every night.
• You have joined a merchant caravan encamp-
ment for the evening as there is safety in num-
bers. As you look forward to a good meal and
entertainment a guard rushes up to the the
merchant exclaiming the pack animals car-
rying some of the food supplies have been
attacked and dragged off into the night. The
merchant offers up valuable trade goods as
payment if you investigate.

80
FLYING LASER URSINE

FLYING LASER URSINE


It is unknown whether these vicious winged crea-
tures are native bears that have been mutated or if
they are a naturally occurring species from another
dimension. Regardless of their origin, they now hunt
with feral abandon in the colder, forested areas of
Umerica. Luckily, they are generally solitary in nature
and never gather in groups larger than two or three.

The preferred den of a flying laser ursine is a cave


high off the ground accessible only by the air. Outside
of this they weave large nests from fallen branches
and found objects in the crowns of stout trees. Any
such lair has a 20% chance of containing something
of value lodged in it.

Flying laser ursine, adult: Init +1; Atk bite +6 rage. All attack and damage rolls are increased by +1
melee (1d7+4), claw +4 melee (1d5+3), or laser die step and she will fight to the death. Should a live
eye beam +4 missile (1d8+2, range 100/200/300); cub be captured, there is a 40% chance that a skilled
AC 12; Armor Die 1d5; HD 3d8; MV 20’ or fly 50’; animal trainer could domesticate the beast.
Act 2d20; SP laser hug, energy resistance, mother rage;
SV Fort +4, Ref +2, Will +8; AL N. Salvageable: The energy resistant hide of a flying la-
ser ursine can be harvested by a skilled skinner, Agil-
Flying laser ursine, cub: Init -1; Atk bite +2 melee ity check (DC 15). If properly skinned, the pelt can be
(1d3+1), claw +1 melee (1d3), or laser eye beam -1 mis- worked into hide armor or a cloak with a 2d3x10%
sile (1d4, range 50/100/150); AC 10; Armor Die 1d3; (rolled when the item is created) damage resistance
HD 1d8; MV 10’ or fly 30’; Act 1d16; SP energy resis- against energy attacks. The fur apparel may also
tance; SV Fort +1, Ref 0, Will +4; AL N. grant a Personality check bonus during social inter-
actions with NPCs who are aware of just how dan-
Laser hug: In addition to their formidable array gerous flying laser ursine are.
of attacks, if a flying laser ursine hits the same tar-
get with two claw attacks in the same round, it will Adventure Hooks
also deliver a laser hug by grappling the victim in • A mercantile group has suffered damages to
a crushing embrace and unleashing a torrent of la- several cargo caravans due to a family of flying
ser beams into their face. This will automatically do beasts taking roost near an established trade
an additional 3d4+3 damage to the victim and they route. They are offering a bounty for each beast
must make a Fortitude save (DC 14) or be perma- slain. Proof of Kill will be required to collect.
nently blinded. • The warlord that reigns over this area is a ty-
rant and the people are sick of him. If there
Energy resistance: The fur and feathers of a flying is not enough tribute to appease him, he will
laser ursine are slightly pearlescent and remarkably let his loyal pet flying laser ursine “play” with
resistant to energy damage. As such, they ignore 75% those who come up short. They are offering a
of all such damage from magical or technological great reward for anyone bold enough to kill
energy attacks. him when he comes again to collect his “due”.
• As you settle down in your campsite and begin
Mother rage: There is a 30% chance that any solitary to cook up supper, you hear the sound of heavy
flying laser ursine encountered is actually a moth- wings and great snuffling noises coming out of
er caring for 1d3 cubs. Should the mother feel that the dense brush. Something wants to join you
her cubs are threatened in any way, she will fly into a for dinner...

81
FRAB

FRAB enough of an understanding of electronics to wire


up simple devices to batteries so as to create the vi-
The frab is a man-sized, robber crab-like plant crea- brations they crave. Their favorite device to pilfer are
ture with a crusty carapace that easily blends into woofers from speakers of all types. Most frab caves
natural surroundings. Dangling from its undershell will be lined with as many woofers as they can pow-
are 3d4 spiky yellowish green fruits the size of grape- er. Also, magical or technological persuasion or con-
fruit. Below their large grasping claws are several trol attempts involving vibrations gain a +2 die step
smaller fine manipulation claws that it usually keeps bonus against frabs.
concealed against its thorax, near its fruit growths.
Salvageable: It is possible to harvest unpicked
While not the best of conversationalists, frabs will fruit-grenades from a fresh frab corpse, Agility
make simple deals or trades with other creatures for check (DC 13) failure results in an explosion. Har-
woofers and strong batteries. This includes offering vested fruit-grenades will stay fresh (i.e. explosive)
safely harvested fruit-grenades or electrical devices for up to two weeks.
that do not vibrate enough to be interesting.
Adventure Hooks
Frab (filching vegetable crustacean): Init -2; • The group comes upon a heavily fortified junk-
Atk claw +3 melee (2d4) or throw fruit-grenade yard controlled by a well armed family. They
+5 (Damage Die: d6, Blast Range: 10'); AC 14; offer valuable parts and safe lodging as a re-
Armor Die 1d6; HD 3d5; MV 20’; Act 1d20; ward for finding a group of thieves that have
SP thief skills, explosive fruit, addicted to vibrations; been pilfering their stores.
SV Fort +5, Ref +4, Will +1; AL C. • The party is acting as caravan guards for a
truck convoy traveling between large commu-
Explosive fruit: Their fruit-like growths are highly nities. An otherwise dull night of guarding the
explosive when removed from their shell-stems. If a camp during a layover is interrupted by cries of
frab fumbles throwing a fruit-grenade, there is a 33% “THIEF” coming from the mechanist's truck.
chance it will explode at point black range under the • The group wakes up to find their vehicle and
frab instead of rolling on the grenade fumble table. non-personal tech thoroughly stripped of all
electronics, motors, and speakers. A trail of
Also, there is a 10% chance that any critical hit scored odd prints leads into the wastes in the direc-
on a frab will set off one of the fruit-grenades. If a tion of a large rock outcropping.
fruit-grenade detonation, or any other type of explo-
sive, inflicts damage on a frab that still has unpicked
fruit-grenades, there is a 15% chance per fruit that it
will explode as well. Thus, a melee critical scored on
a frab with a ripe bunch of unpicked fruit-grenades
can result in a multiple explosion massacre, especial-
ly if other frabs are caught in the blast radius.

Thief skills: Natural robbers, all frabs have the fol-


lowing thief skills:
Backstab +1 Sneak silently +5
Hide in shadows +3 Pick pocket +3
Climb sheer surfaces +8 Pick lock +3
Find trap +3 Disable trap +3

Addicted to vibrations: All frabs are very sensitive


to vibrations and enjoy them quite a bit. They have

82
FRUITI-SLUSH OOZE

FRUITI-SLUSH OOZE Engulf: Should any target be successfully struck by


two or more pseudopods within one combat round,
In the ruins of just about every city yet standing they must make a Strength check (DC 6+3 per pseu-
there are small buildings with faded posters touting dopod hit) or be pulled into the ooze’s body mass
that delicious frozen fruity beverages are available and engulfed. Once engulfed, they will automatically
inside. The citizens of the old world must have been suffer 1d6 damage plus 1 Stamina damage per round
obsessed with them considering how many different and must make a Fortitude save (DC 10) each round
types and flavors seemed to be offered. or pass out. It will require either a Strength check
(DC 18) or inflicting a total of 12 points of damage
Why these particular beverages were awakened by against AC 16 with a small, one handed weapon to
the multi-dimensional cataclysm that nearly de- escape. Anyone attempting to pull the trapped per-
stroyed the planet no one can say. All that is known son free must save versus the fruity frostbite each
is that they now have animated into acellular masses round that they help. Only one victim can be en-
of creeping frozen protoplasm that hungers for the gulfed per 5’ square of the ooze. Any damage done
moisture of living beings. The rustling whisper of to the 5’ section containing a trapped victim will be
their icy crystalline texture and an unnatural, fruit inflicted to both the ooze and the victim.
scented chill in the air are the only warnings that one
of these horrors is near. Any casualties engulfed within the ooze will be
expelled 5d6 hours later as a colorful, freeze-dried
Fruiti-slush ooze: Init (always last); Atk icy pseudo- corpse. Any equipment that is not especially vulner-
pod +4 melee (1d5 dam + fruity frostburn); AC 10; able to cold or moisture has an 80% chance of being
Armor Die [1d4]; HD 1d8 per 5’ square; MV 5’, climb disgorged undamaged.
5’; Act 1d20 per 5’ square; SP fruity frostburn, engulf,
frozen ooze defenses, icy regeneration; SV Fort +6, Frozen ooze defenses: Due to its frosty, oozey nature
Ref -8, Will na; AL N. the fruiti-slush ooze suffers only one half damage
from slashing, piercing, and fire based attacks.
Fruity frostburn: Anyone struck by a pseudopod
or otherwise coming into physical contact with the Icy regeneration: It is not only completely immune
ooze must make a Fortitude save (DC 10) or Suffer to all cold based attacks, one half of all cold damage
1 point of Stamina damage and have the moisture done to it will actually heal it for a like amount. If
from that body area forcefully removed, leaving a the ooze is reduced to less than 33% of its original
brightly colored, freeze-dried scar that smells strong- hit point total it will immediately begin moving at
ly of artificial fruit. This Stamina damage can only be double speed (MV 10’) towards the nearest source of
healed by magic or super science. It will not recover freezing cold that it can sense, up to one mile away.
naturally. Roll 1d7 to determine the color and roll 1d4
for the flavor of the wound:

Fruiti-Slush Ooze Wound Flavor


Roll 1d7 1 2 3 4
1 - Red Generic Berry Cherry Strawberry Raspberry
2 - Blue Raspberry Blackberry Minty Mystery Sweet
3 - Green Apple Sour Apple Lime Margarita
4 - Yellow Lemon Unknown Citrus Banana Pineapple
5 - Brown Cola Cherry Cola Rootbeer Cinnamon
6 - Orange Orange Peach Mango Tangerine
7 - Purple Grape Sour Grape Mystery Sweet Mystery Sour

83
FRUITI-SLUSH OOZE

Adventure Hooks • You have been hired, for a nice sum, to stand
• The fruit flavored jerky that can be harvested guard over a cold storage tanker car on a train
from freeze-dried corpses of fruiti-slush ooze heading to The Citadel. Your employers seem
victims has become a lucrative trade item to a highly anxious about the trip but are tight
small but wealthy cartel of exotic gastronomes lipped as to the source of their concern. While
operating out of the Citadel of Scrap. It is said guarding it, you swear you occasionally hear
they pay a high price but only if it is fresh. the sounds of movement within the tank...
• After successfully plumbing the depths of a ru-
ins of an underground facility, with a few spoils
for your troubles, you find the village you were
staying in abandoned. All sounds of activity
are gone and a strange yet tasty fruit scent is
prevalent in the air.

84
GAME DEVIL

G GAME DEVIL • GOLEM • GREENMEN SWARM

GAME DEVIL Mindtrap: As the game devil’s power weakens as it


In the pre-cataclysmic times, a large percentage of attempts to snare more victims at once, it will always
the population had at least one video game console prefer to set up its lair to limit the number of peo-
system in their homes. Many of the youth nearly ple that can approach it, usually employing a choke
worshiped these devices so is it any wonder that af- point of some sort. Once a target comes within 20
ter the apocalypse a good number of them became feet of the game devil, it will reach out with its pow-
possessed by infernal spirits from other dimensions. er to attempt to ensnare their minds. To avoid the
Using these devices as physical vessels, these game entrapment, each person within range must make a
devils reach out to mortals they encounter in order Willpower save (DC 18-1 per person in range) each
to steal their souls. round they are in range. Those that fail the save will
find their consciousness’ trapped in a videogame-like
These clever soulstealers appear as a pristine game pseudo dimension created by the game devil. Their
console with many corded controllers attached to it. bodies will slump to the floor as though they sud-
Once animate, the corded controllers are utilized as denly fell asleep. Anyone who makes the save will be
surprisingly strong limbs allowing the devil to move physically attacked by the devil.
and act in a cephalopod-like manner.
Those trapped in the videogame-like pseudo dimen-
While they are rarely discovered in the open they do sion of deadly peril inhabit a virtual version of them-
position themselves in locations just a bit out of the selves with all capabilities and equipment intact, oth-
way. These lairs are set up to entice a small number er than artifact level items or the ability to call upon
of victims to approach, usually no more than three Divine Aid. Each round they spend trapped they
to four at a time. If their prey seems wary, game dev-
ils will sometimes emit random game sound bites
to lure them in closer.

Game devil (possessed game console):


Init +2; Atk controler slap +5 melee (1d3
dam or grapple); AC 12; Armor Die [1d5];
HD 6d6+6; MV 15’; Act 2d20; SP mindtrap,
project holo-sprite, respawn; SV Fort +3,
Ref +2, Will +6; AL C.

Holo-imp (infernal game


sprite): Init +4; Atk bite +3
melee (1d3 dam + poison,
see below); AC 14; Armor
Die [1d3]; HD 3d3+3; MV 35’;
Act 1d20; SP poison bite;
SV Fort +4, Ref +4, Will +4;
AL C.

85
GAME DEVIL

must make a random save — equal chances of For- Poison: On each successful attack the target must
titude, Reflex, or Will (DC 8+1d6) — that represents make a Fortitude save or suffer from a mind fog that
the current hazards they must overcome to move inflicts -1d3 to all Willpower saves for 1d3 rounds.
further along in the game. Failing the save inflicts Multiple bites do not have an accumulative bonus
1d3 temporary Personality damage and heals the to the potency of the mind fog but do increase the
game devil 1d6 hit points, which can exceed its nor- effect duration by +1 round.
mal maximum hit points. Success allows the victim
to move to the next level of the game. Respawn: Once reduced to 0 or fewer hit points, the
game devil is not truly killed. Unless all of the pieces
Anyone that reaches and survives level 10 wins, im- of the game console are thoroughly burned, disin-
mediately recovering all Personality damage suf- tegrated, or blessed by a lawful cleric, it will reform
fered in the game and gaining one point of Luck. In and be completely restored within 1d3 weeks.
addition, the game devil suffers 2d6 points of dam-
age each time a person escapes its gameworld. Es- Adventure Hooks
capees are immune to the mindtrap of this or any • The party comes across an electronic goods
other game devil for the next 1d3 weeks. shop that does not seem to have been heavily
pillaged over the years. While the merchan-
Should the game devil be physically destroyed while dise is in a state of disarray, it all appears that
there are victims trapped in its gameworld, each suf- it may be intact from the window view. While
fers 1d3 temporary Intelligence and Stamina damage they consider entering the shop they hear the
as they are forcefully ejected from the game world. sounds of several different video games play-
ing from somewhere deep in the store.
Project holo-imp: Should the game devil be unable • Upon entering the ruins of the Noodle Bowl &
to ensnare any of its targets with its mindtrap, it will Bowling entertainment center, the party finds
instead manifest a imp game sprite character in solid that it has only been lightly picked over. In fact,
holographic form to attack and weaken its victims. deep in the small rotting bar area there are the
These holo-imps can freely travel up to 200’ from lights and sounds of a working electronic game!
the game devil before exploding in a bright bloom • Deep in the bowels of the catacomb that lies
of pixels. The game devil can maintain a projection beneath an old pre-cataclysm church, the par-
of up to three holo-imps, only being able to mani- ty finds a secure vault the seems to be sealed
fest one per round. Each time a holo-imp is killed, with many wards. Eager to plunder the goods
the game devil itself will suffer 1d3 damage from the within, the seals are broken only to find a long,
technomagical feedback. sparse room with a single game console sitting
on the floor at the far end.

86
GOLEM

GOLEM grammed with a simple command of no more than


five words per HD of the creature. All golems are, by
In Umerica golems come in a number of forms, their very nature, neutral.
some of which are presented here. In each case, the
golem is a creature that is constructed for a specific Golem traits: Golems are mindless creatures of their
purpose, often the guarding of a location or spe- creators, and thus are immune to mental attacks and
cific item. Single-minded of purpose, golems enjoy effects such as fear, charm, or sleep. As inorganic
popularity due to their inability to grow bored or creatures, they are immune to things like poison and
inattentive. Their razor-like focus can also be their suffocation.
undoing though, as the wily may find ways around
their specific instructions.
GOLEM, JUNK (deadly detritus)
As constructs, golems share a number of common Creatures of magically combined scrap, these guard-
traits including: They do not eat, drink, or breathe, ian-heaps have only the vaguest of humanoid shapes
are immune to: critical hits, powers/spells requiring but can use them to devastating advantage. No part
Willpower saves, stat lowering/draining effects, dis- of the rust-covered creature is without danger and
ease, poison, and radiation. When in their “native” the varying size (1.5’/HD) of these golems merely
environment for which they are designed, golems adds to the risks when encountering them. When
are indistinguishable from inanimate objects and encountered, junk golems merely look like piles of
automatically gain surprise unless their foes are loose metal and scrap until the golem activates and
forewarned to their presence. Golems must be pro-

Junk Golem Mannequin Golem Plush Golem Vehicle Golem

Init +0 +4 +1 +2
Atk fist +4 (1d6+4/3 HD) fist +2 (1d6+1),rend +1 smother +1 (Fort save, ram +2 (2d16 plus
spare parts +4 missile (3d6) DC 12, or suffer 1d3 Fort save, DC 15, or
fire (1d5+2/2HD) Stamina) or by weapon be knocked prone),
stomp +4 (3d8+4) hood/trunk bite +2
(only if greater than (1d8 plus swallow
9HD in size) whole)
AC 13 16 14 12
Armor Die 1d8 1d4 1d3 [1d5]
HD 2-20d12 3d8 2d6 6d12
MV 30’ 50’ 20’ 40’ in melee combat,
otherwise Speed Level
cruise 3/ max 6
Act 1d24/3HD 2d20 1d20 2d20
SP golem traits, bulky, golem traits, hollow, golem traits, choking golem traits, burning
disease, gubbins, stockpile hazard, malleable, flesh, controllable,
scavangeable silent,soft touch, parking brake,
vulnerable to fire scavengable, swallow
whole
SV Fort +8 Fort +3 Fort +0 Fort +7
Ref -1 Ref +6 Ref +4 Ref +4
Will NA Will NA Will NA Will NA
AL N N N N

87
GOLEM

Scavangeable: Among the remains of a junk golem


dedicated scavengers will find charm piece materials
worth 10cp/HD. Digging through the piles of mate-
rials requires a Fortitude save (DC 10) lest the scav-
enger contract creeping rust.

GOLEM, MANNEQUIN (secret shoppers)


Simple shop displays imbued with magical en-
ergies, the appearance of mannequin golems
ranges from smooth faced parodies of humani-
ty, to simulacrum that stare across the uncanny
valley. Due to their hollow, lightweight construc-
tion, these golems are astonishingly fast and have
caught many an unwary “shopper” by surprise. It
costs 30gp worth of materials to build a mannequin
golem with an additional 5gp worth of materials for
the parts and pieces all flow together to form one
every unit in the stockpile. These golems are general-
cohesive being. It costs 100gp per HD to gather the
ly encountered in groups of three to eight.
materials to build a junk golem.
Hollow: Being hollow is both a blessing and a curse
Bulky: Junk golems are solid masses of magically
for mannequin golems. Making them lightweight in-
intertwined metal. Damage from all stabbing and
creases their speed and, so long as they are undam-
slashing weapons is reduced by -1 die step.
aged, allows them to float in water. However, it also
increases their fragility, causing them to take double
Disease: Junk golems carry a magically mutated
damage from weapons dealing blunt damage. It is
form of lockjaw known as “creeping rust”. Any liv-
ing creature taking damage from a junk golem may
contract creeping rust, Fortitude save (DC 13). The
disease manifests in rusty bits of metal slowly, and
painfully, emerging from the victim’s flesh and grad-
ually fusing together into a solid mass. Affected be-
ings lose 2’ from their base movement and take 1d3
Stamina damage per day. The damage will not heal
naturally until the disease has been cured. Victims
whose movement or Stamina is reduced to 0 die,
their bodies becoming solid metal statues.

Gubbins: Being made up of many small parts, the gub-


bins knocked off of the golem by repeated blows still
pose their own hazard. Every bit of damage dealt to a
junk golem spreads a number of small bits around the
surrounding area making the footing less than sure.
When moving at more than half movement, PCs with-
in 10’ of an injured junk golem must make a Reflex
save (DC 10) for every 5’ moved, or take 1d3 damage as
they trod on a sharp piece of metal.

88
GOLEM

rumored that some golem manufacturers have been Choking hazard: Should the victim of a smothering
known to fill the hollow space in their golems with attack begin to awaken, the golem drops stealth for
everything from poison gas to flesh eating hornets. more direct action. With a successful smothering
attack the plush golem forces itself into the victim’s
Stockpile: Being animate mannequins gives these mouth and airways, grabbing at flesh in an attempt
creatures the advantage of having interchangeable to anchor itself in place. Victims must succeed at a
parts. Each unit of stockpile provides the golem with Fortitude save (DC 10 +1 for every additional round)
1 HD of spare parts with which to repair itself. It re- to ward off blacking out from lack of oxygen while
quires one action to remove a damaged part and a the golem inflicts 1 point of Stamina loss per round.
second to fit a replacement so conducting repairs Removing the golem from such a position requires a
takes up a golem’s full round. successful Strength check (DC 13, causing 1d8 dam-
age as the creature is torn free) or the destruction of
the golem (with its victim taking half of all damage
dealt to the creature).

Malleable: Created of cloth and filler, and having no


bones, plush golems merely take 1 point of damage
from all blunt weapon attacks.

Silent: Made of soft materials, plush golems make no


sound while moving and pass so lightly that crea-
tures that hunt by vibration are incapable of picking
up their movements.

Soft touch: Because of the comforting nature of the


materials used in their construction, the smothering
GOLEM, PLUSH (adorable assassins) attack of a plush golem will not automatically awak-
Save for special cases, these soft and silent killers are en their victim. When attacked, the target must suc-
rarely more than one foot in height. Made of bright- ceed in a Willpower save (DC 15) or remain asleep.
ly colored felted fabrics filled with polyfill and their
secret instructions these creatures look like nothing Vulnerable to fire: Due to the nature of their con-
other than a child’s toy. With no hidden weapons or struction, plush golems are highly vulnerable to
traps, these creatures can pass even the most thor- flame suffering double damage from fire with all
ough of inspections and, because golems are capable damage rolls being made at +1 die step.
of sitting motionless for years at a time, plush golems
have long been a favored way to strike out at one’s
foes (especially via their children). GOLEM, VEHICLE (parked prowlers)
Indistinguishable from either their mundane cous-
Unlike other golems, the task of the plush golem is ins or the supernatural vehicles that roam the by-
not simply one of protection, but rather of murder ways of Umerica, vehicle golems (or vehiculem as
by stealth. They commonly will wait in the presence they are sometimes known) are commonly found
of their target until they are asleep or, if guarded, where one would expect to see an old rusty car: the
when all has been still for a prolonged period of side of the road, an abandoned parking lot, a lonely
time. It is at that point that the golem will approach parking garage, etc. Used as combination guards and
and attempt to kill their helpless victim. It requires methods of escape, these creations are not inexpen-
50gp worth of materials to enchant a plush golem sive to manufacture, the process requiring 1,000gp
and they may be encountered in numbers ranging of materials in addition to the vehicle itself.
from 1 to 10.

89
GOLEM

Burning flesh: When launching a ram attack from a attempt to swallow the target. If the second bite at-
position of being parked on another victim, the go- tack succeeds, the target does not take regular bite
lem will spin its tires, burning flesh instead of rub- damage but is now trapped in the vehicle either held
ber, as it trenches deep into their body doing 4d10 beneath the hood (taking 1d12/round) or imprisoned
damage and gravely wounding the victim, Fortitude within the golem’s trunk. A trapped creature may try
save (DC 18) or die. This action takes place as part of to fight its way free with a small weapon (such as a
a ramming attack and is not considered a separate dagger) by inflicting 15 points of damage against AC
action. 12; Armor Die d5.

Controllable: Whomever’s blood is on the instruc- Adventure Hooks


tions placed in the golem’s glove compartment is not • The party is loaned an auto to take them across
only in no danger from the golem, they may enter the wastelands. Midway through their journey,
the golem and drive it as if it were a normal vehicle. while the party camps a rival to their bene-
If the blood is from multiple sources, all may en- factor switches the golem’s instructions with
ter the vehicle safely. Unauthorized targets take 1d3 words and blood of his own. Come morning,
damage per round from attacks small and sundry the once mundane car attempts to kill the par-
ranging from movement of the seats to the heat be- ty. Success may still mean walking through the
ing turned up to a dangerously high level. wasteland.
• Recently the scrapyard of a local village has
Parking brake: Immediately following a ramming been seized by a gang of wastelanders. Unbe-
attack where its target is knocked prone the vehicle knownst to the villagers, a junk golem has been
golem may drive onto its victim and park. Doing so created in the scrap yard, with the intention of
brings its enormous weight to bear in the breaking using it to seize control of the town. This mas-
of bones and crushing of organs. Victims suffer 2d16 sive golem awakens during the second round
damage and are open to a “burning flesh” attack in of combat between the party and the waste-
subsequent rounds. landers.
• A small child is ill and the party has been
Scavengable: Unless utterly destroyed (reduced to tasked with the pilgrimage to the sacred Ahs-
-20hp or lower) the vehicle is salvageable but may go to make an offering in return for medicine.
need considerable repairs (GM’s discretion). Within the small shrine are a number of still
figures which animate should the party at-
Swallow whole: If the golem succeeds in a bite attack, tempt to take the medicine while leaving noth-
it can make another bite attack that same round to ing as offering for the shrine.

90
GREENMEN SWARM

GREENMEN SWARM Greenmen swarm (toy soldier hoard): Init +3;


Atk bayonet siege +3 melee (1d4 dam) or tiny ri-
In nearly every pre-cataclysm dollar store and store fle barrage +2 (1d4 dam, range 5/10/15); AC 13;
toy aisle ruins, bags of plastic army men can be Armor Die nil; HD 2d4 per 5’ square; MV 20’;
found in various hues of green or other colors. Many Act 1d20 per 5’ square; SP recruit, tactics, ambush,
of the homes that still stand have a bucket of these harass ; SV Fort +1, Ref +3, Will +2; AL L.
toy figures left unwanted in even the most picked
over areas. These generally undesirable bric-a-bracs Recruit: The foul animating force that brings these
are considered just one of the many puzzling left- hoards to life is contagious. Should a greenmen
overs of a bygone era. swarm encounter a mess of toy soldiers or other
type of tiny, cheap plastic figures they awaken them
Those that are familiar with the perils of scaveng- and can add them to the swarm. This takes one turn
ing know that nothing should be taken for granted as each and every figure is stood up, awakened, and
and that even the most innocent of objects can be organized. Each box, bucket, or bag full usually adds
infused with evil. One example are the insidious another 5’ square to the swarm. There is no limit to
swarms of greenmen. At first glance they appear as the size a greenmen swarm can grow to. As such, an-
just handfuls of plastic army men scattered about, cient toy aisles can never be considered safe...
until they become animate in the blink of an eye
and fall upon a victim that has walked into their well Tactics: greenmen swarms are highly organized and
planned ambush... display a frightening level of tactical understanding.
They will focus the majority of their attacks on the
It is said that the power behind the creation of these weakest appearing opponent, using both melee and
foul things is most likely Elmos, the demonic puppet ranged attacks, while harassing other foes until their
god of fear and pain but as of yet no true evidence current target is taken out. Any critical hits scored by
has been discovered. a greenmen swarm will automatically cause the target
to be knocked prone, in addition to any other effects.

91
GREENMEN SWARM

Ambush: As there is no chance to determine if a Adventure Hooks


plastic army man is normal or actually part of a • The party has found the relatively intact ruins
swarm, they can easily take their foes by surprise. of a large store boasting a fallen sign bearing
Anyone entering into a greenmen swarm’s ambush the name “Toyz R Fun”. From the window view,
must make an Intelligence check (DC 18) to realize the place looks like it is in shambles but not too
they are in peril. Failure indicates the victims have heavily picked over. There are the remnants of a
been caught by surprise. few vehicles out front that appear to have been
abandoned, some more recently than others...
Harass: Once active, anyone trying to move out of • While plumbing through an already heavily
or through an area occupied by a swarm must make plundered foodmart, the party has seen a few
a Reflex save (DC 10) or suffer 1d3 damage and be stray cats about. As the party moves deeper
reduced to one-quarter movement that round. A nat- into the store they hear one of the cats sudden-
ural 1 on this save results in the mover falling prone. ly being killed in a very painful way and then
Any prone target in an area occupied by a green- silence...
men swarm will automatically suffer 1d3 damage per • Moving from house to house in the ruins of
round until they can stand up. Using the harass ability a suburban neighbourhood, the party encoun-
does not count as an action for the greenmen swarm. ters a house that has plastic army men strewn
all about the place. Only after the party has all
entered into the house does the attack begin!

92
HIPPOTAUR

H HIPPOTAUR

HIPPOTAUR
These xenophobic folk make their homes in seclud-
ed lakes and swamps. There they maintain a simple,
lackadaisical lifestyle of farming vegetation to sate
their enormous herbivorous appetites. They live in
large, elaborate thatched huts constructed on the
shore to give easy access to the water.

Some hippotaur communities are led by a warpriest


of Grokk and are even more intolerant of those who
would trespass upon their lands. Hippotaurs led by
a warpriest are driven by a brutal zeal and will fight
on after reaching 0 hit points for 1d3 rounds before
collapsing and dying.
Scavangeable: All hippotaurs are armed with a special
Hippotaur (humanoid hippofolk): Init +0; Atk warclub that they make as part of their coming of age
warclub +4 melee (1d10+2) or bite +3 melee (1d5+2); ceremony. They are exquisitely carved with detailed
AC 11; Armor Die [1d3]; HD 2d10; MV 40', swim murals of natural scenes and visions from Grokk.
40'; Act 1d20; SP sudden charge; SV Fort +3, Ref +1, The wood has been treated with a mystic blend of oils
Will +4; AL N. and saps that renders it harder than iron. Each can
fetch between 40 to 60sp in the right markets.
Hippotaur Warpriest (spellcasting zealots): Init +1;
Atk great warclub +5 melee (2d7+3) or bite +4 melee Adventure Hooks
(1d5+3); AC 11; Armor Die [1d4]; HD 4d10; MV 40', • An old river route between several larger com-
swim 40'; Act 2d20; SP sudden charge, spellcasting; munities has been claimed by an young clan of
SV Fort +4, Ref +1, Will +6; AL N. hippotaurs. The communities are offering a re-
ward for anyone who can convince the beasts
Sudden charge: Observers would note that hip- to relocate before they settle in.
potaurs seem to always plod along with a dozy gait • A small river village that the party has stopped
and never are in a hurry to do anything. This im- at is rife with rumors of a great pre-cataclysmic
pression is quite wrong as if any person or beast is treasure deep to the south. It is said that it lies
spotted anywhere nearby, a hippotaur will burst into in the middle of a lake that is home to a great
a fury of movement to attack the invader. This will number of lumbering water beasts that do not
give them a +5 to their initiative and +1d3 to hit on take kindly to strangers.
the first round of combat. In addition, they will fight • As the party is traveling along a river bank they
to the death trying to drive invaders from their lands. see a harried traveler rushing to meet them.
She speaks a bunch of panicked nonsense and
Spellcasting: Warpriests can also lay on hands and hands one of the party a beautifully carved
cast spells as a 3rd level cleric (casting roll: 1d20+3). club of great size. Once they take it, she flees
They have access to the following spells: holy sanc- at a frenzied pace. Shortly afterwards, the party
tuary, paralysis, word of command, curse, and wood hears the thundering footfalls of a number of
wyrding. large creatures heading their way...

93
IGUANADILLO

I IGUANADILLO • INSECT, MUTANT

IGUANADILLO 10). If successful, everyone caught in the collapsing


area must make a Reflex save (DC 14) or suffer 3d6
These predatory lizards grow up to the size of a buf- damage and need to dig themselves out.
falo and will eagerly attack prey up to its own size,
including vehicles. They are not picky on what kind Blindsight: Nearly blind, these beast hunt by scent
of meat they eat but they do love fossiorians and will and sensing tremors through the ground. As such,
go well out of their way to dig out a few. they are immune to the effects of most visual im-
pairments, such as darkness. They also gain +10 to
The head, back, and base of the tail of the iguanadillo save versus magical or technological effects that are
are all covered in massive, bony plating that acts as visual based, such as the color spray spell.
impressive armor. The rest of their body is covered
in heavy scaly hide and does not present any obvious Roll-up: Similar to their armadillo progenitors, igua-
weak points. While their sizable spade-like claws are nadillos can curl up into a ball in order to avoid tak-
vicious looking, they are rarely employed as weapons. ing damage and dissuade attackers from continuing
their assault. This is a full round action and the igua-
Iguanadillo (burrowing armored lizard): Init -1; nadillo cannot take any other action until it uncurls
Atk bite +5 melee (3d4+3); AC 9; Armor Die [1d8]; itself. Once curled up, its Armor Die increases to
HD 5d12; MV 45’; Act 2d20; SP burrowing, blind- 1d8+4 (a range of 5 to 12).
sight, roll-up, bowling charge; SV Fort +8, Ref -1,
Will +2; AL N. Bowling charge: A favored tactic of the iguanadillo is
to ambush its prey from the high ground. It charges
Burrowing: These mutant lizards are able diggers forward at full speed, hops up into the air, and then
and lair in underground burrows. They can dig a curls into a rolling ball of destruction. This attack al-
tunnel wide enough for them to fit through at a rate lows them to attempt to bowl over all targets within
of 2d3 feet per minute. If encountered in a tunnel, it a 3d3x10’ long, 10’ wide straight line. Each target must
can as an action attempt to collapse the tunnel (DC make a Reflex save (DC 12) or suffer 1d16 damage

94
IGUANADILLO

and be knocked prone. Vehicles in the line of effect cle or smashed by a wrecking ball. As the party
must make a Vehicle Control Roll with a modifier investigates and pillages the wrecks, the igua-
of +3. Failure results in rolling on the Wipeout table nadillo will rush out of its burrow hole at the
with a +2 modifier. After the charge, the iguanadillo top of a ridge and prepare to perform a bowl-
must make a Reflex save (DC 12) or lose its next ac- ing charge at the party.
tion to regain its feet. This attack requires at least 80’ • Traveling along an old highway, the party spots
of running room to generate speed. a group of haggard fossiorians traveling down
the road. They offer good trade for any food
Scavangeable: The bony plating can be harvest- or water the party can spare. The weary bunch
ed from an iguanadillo corpse with an Intelligence tell tales of a ravenous beast that burst into
check (DC 13). If successful, the harvested plates can the burrows of their underground settlement.
be made into 1d4+1, 3 Armor Die step sets of torso They offer a reward of high quality metal ore if
armor or be added to a vehicle and give it +1 Armor the party with help them reclaim their home
Die step, Impervious. Either choice takes 1d3 weeks from the beast.
to fabricate. • The Northern Railmasters have posted a hefty
bounty on some iguanadillos that have moved
Adventure Hooks into a valley area that has a critical rail route
• While traveling, the party comes across the re- running through it. They are even offering
mains of a few buggies in a small valley. They shotguns and shells for those willing to sign up
appear to have been rammed by another vehi- on the official hunt.

95
INSECT, MUTANT

INSECT, MUTANT swarm will suffer a cumulative 1 hit point of damage


per turn as they begin to break down (i.e. 1 point on
Just as there have been numerous animals and plants turn one, 2 points on turn two, 3 points on turn three,
that have been twisted and changed by the Great etc.). Insidiously, this digestive effect is not very
Cataclysm, many of the insects have also evolved painful and the victim must make an Intelligence
into new and more deadly creatures. check (DC 18 - effect damage taken) to notice until
they have suffered at least one-third of their normal
MELTING FLIES total hit points in damage from the effect. This can
Traveling in small clouds, these small flies are dead- be especially dangerous for those who are already
ly to those not aware of their sinister nature. Their wounded or sleeping.
wings make a distinctive buzz that can warn those
who know what to listen for. If not driven off, the swarm will continue to proj-
ect the aura until all of their prey has died and been
Buzzing cloud: As the swarm is made up of hun- properly pre-digested for them.
dreds of small, flying insects it only suffers one-quar-
ter damage from all attacks that are not area effects COLONY SCORPIONS
of some sort (spray, cone, burst, etc). Fire area effects As these arachnids look like an “ordinary” scorpi-
deal double damage. on most folk would not pay them much attention
as long as they do not get too close. In truth, these
Digestive aura: Once the files have spotted some scorpions live together as a large colony, usually sit-
tasty victims, the swarm will hover around their prey. uated in a natural cave or secluded ruins. As they are
Most swarms are large enough to roughly cover a 10 all mentally linked, killing just one of these creatures
foot by 10 foot area and will maneuver themselves can bring down a well planned vat of vengeance
to affect as many targets as they can. While they will upon the careless fool.
buzz close to their prey, they will not attempt to land
or bite until the prey stops moving. The main tip off that it might not be a common scor-
pion is that they always travel in numbers. While
The swarm projects a radiating aura that breaks they usually are not standing claw to claw, they are
down living animal tissues, similar to the effects never too far apart either. A traveler keeping an eye
of digestive acids. Any creature surrounded by the out can spot the difference and avoid making a costly

96
INSECT, MUTANT

Melting Flies Colony Scorpions Flutter Glows

Init +0 +2 +3
Atk bite +1 (1pt dam) sting +2 (1d3+poison) none, see below
AC 10 12 13
Armor Die nil nil nil
HD 2d6 1d8+4 per swarm 1d3
MV 40’ 20’ 30’
Act 1d16 1d20 1d16
SP buzzing cloud, hivemind, psionic powers radioactive, life-drain
digestive aura
SV Fort -2 Fort +1 Fort -5
Ref +0 Ref +2 Ref +3
Will +1 Will +4 Will na
AL N L L

97
INSECT, MUTANT

mistake or perhaps even making an ally with a power save (DC 8+d4) to avoid this. They also
choice peace offering (food, water, crafted materials). gain a +3 to all attempts to discern if someone is
lying to them.
Any one colony will usually be comprised of 2d4 
Telekinesis - A colony scorpion swarm can lift
swarms. An exceptionally old or well established col- and manipulate objects up to 100 feet away with
ony might have as many as 2d6+4 swarms. an effective Strength and Agility of 14. In com-
bat, they can use this to grapple or strike a foe:
Hivemind: Every member of the colony is telepath- Psi-strike +3 missile (1d6+1, range 100 feet).
ically linked into a single hive mind shared by all.
Whatever one sees or experiences, they all are privy Clairvoyance - A colony scorpion swarm can
to. As a group, they are highly intelligent and capa- extend their senses outside of their bodies and
ble of learning by watching other creatures perform perceive events from a distant point. The point
tasks or crafting. Roll 1d5 times on Table B2: Umer- can be up to one mile away. They can see just as
ica Random Occupation (USG pg 48) to determine if they were standing at the target point. They
what occupational skills they have learned. must know what they are looking for to see any
particular place.
Different settlements of colony scorpions will have
separate hiveminds but can communicate via telep- FLUTTER GLOWS
athy. They will generally attempt to solve disputes These beautiful butterflies are adorned in radiant
between them peacefully when possible. coloration, so much so that they glow brightly in the
dark. If it were not for their deadly nature, Umerican
Psionic powers: (This beast uses the Psionic rules citizens would consider them a wondrous sight. The
from UX02: Mind Games. If the campaign is not uti- effects on the environment in the wake of a flock of
lizing these rules, use the Alternative Psionic Powers flutter glow’s path can also be a warning sign that
ability instead) danger is nearby.

A colony scorpion swarm has the following psionic Radioactive: The natural glow of these insects is due
powers (page numbers refer to UX02: Mind Games): to them emitting a powerful amount of harmful ra-
Telepathy Focus die: d4 diation. Anyone spending more than a turn within
Tier 1 20 feet of even one of these creatures must make a
Remote Communication (pg 36) Fortitude save (DC 8+the number of flutter glows
Thought Tap (pg 42) nearby) or suffer 1d3 temporary Stamina damage.
This save must be made each turn. Spending more
Psychokinesis Focus die: d3 than an hour near a flutter glow will require an addi-
Tier 1 tional Fortitude save (DC 11) or gain a mutation (see
Remote Hands (pg 37) Gaining Mutations, USG pg 168).

Clairsentience Focus die: d3 Oddly enough, mutant characters gain an unusual


Tier 1 side effect from the presence of flutter glows in that
Remote Viewing (pg 38) any Stamina damage suffered also increases the mu-
tant’s Glow pool on a one-to-one ratio. This means a
Alternative Psionic Powers: (Use only if the Psionic mutant that suffers 2 points of Stamina damage also
rules from UX02: Mind Games are not allowed in the increases their Glow pool by 2.
campaign)

Telepathy - A colony scorpion swarm can com- Life-drain: Another deadly feature of the flutter glow
municate telepathically with a non-colony mind, is its method of feeding. At seemingly random in-
up to a distance of 30 feet. They can also attempt tervals it will project a life draining force out to five
to read the target’s mind, who must make a Will- feet in every direction. Any living thing caught in the

98
INSECT, MUTANT

area of effect suffers 1d3 damage, which is consumed • The locals say that the old mine down the road is
by the flutter glow. Groups of flutter glows tend to haunted. That anyone who goes in either never
feed together. As such, the drain radius is increased comes back or returns screaming about voices in
by 1 foot per extra flutter glow and the drain damage their head. They say a treasure trove of old tech
is increased by +1 per extra flutter glow. is waiting in the depths of the mine. Standing at
the entrance, all the party sees is an ancient tun-
To determine when a flutter glow wants to feed, all nel dug deep into the side of a cliff and a surpris-
targets within range must roll under their Luck each ing amount of scorpions scuttling about.
hour. Any failed Luck checks indicate that all of the • As the party reclines in a small community’s
flutter glows in the group want to feed. tavern, a terrified boy runs in screaming that
“the butterflies are back!” Surprisingly, all of
Adventure Hooks the locals look highly alarmed and fly into
• The party has stumbled upon a huge, overgrown panicked action to seal up the tavern. What
junkyard that looks nearly unplundered. The will the party do?
ground around the yard is thick with lush fo-
liage that appears unblemished by foot traffic.
The place seems quiet and serene with only the
buzzing drone of insects disturbing the peace...

99
JACK-O-RANG-UTAN

J JACK-O-RANG-UTAN

JACK-O-RANG-UTAN Mind bending chatter: Unless the invaders are obvi-


Whenever people attempt to reclaim areas that have ously hostile, the jacks will try to scare them off first
been taken by the wilds,they risk the wrath of Grokk — with an unnerving chatter that quickly unhinges the
the god of the twisted Wilds and Wastes. Should mind. This torrent of discord will continue for 3d8
anyone dare dishonor the places he considers sacred, hours. Anyone within a half-mile of a group of chat-
they will certainly encounter Grokk’s favored chil- tering jacks without earplugs or other protection
dren, the jack-O-rang-utans. must make a Willpower save (DC 10) every hour
or suffer 1d3 temporary Intelligence damage due to
These plant simian hybrids were created by Grokk to encroaching insanity. Without hearing protection
guard the wilds and thwart any attempts to tame them. or soundproofing, it is nigh impossible to get any
They burn with hatred against any form of organized rest while the cacophony rages on. Anyone reduced
development of natural places and anything more to below 7 Intelligence in this way will run off into
than elementary cultivation will cause them to act. the wilds and have a 33% chance of never being seen
again. Those that do return do so after 1d4 days have
Jack-O-rang-utan appear as heavy set, ruddy furred passed with no memory of their excursion.
simians with pumpkin-like heads. Their faces are
like that of a jack-o-lantern, including a wild, fiery Flaming feces: Should the invaders attack or persist
blaze burning within their gourd heads. When they in their efforts to tame the wilds, the jacks will attack
choose to make themselves known, they are always from the trees with a barrage of burning feces. In ad-
cackling and chattering in a very unnerving way. dition to doing damage, anyone hit has a 40% chance
of catching fire (see DCC RPG, pg 96). Note that any
Jack-O-rang-utan: Init +2; Atk fiery bite +4 me- fires started in a wild area by this attack will fizzle out
lee (1d6+3+burning) or slam +6 melee (1d6+3) and die unnaturally in 1d3 minutes.
or throw flaming feces +3 missile (1d4+burning);
AC 13; Armor Dice: [1d3]; HD 3d8; MV 20’ or climb Wild healing: As a final resort the jacks will engage
30’; Act 1d20; SP fearful visage,pass without trace, in melee combat but they will not fight passed los-
mind bending chatter, flaming feces, wild healing, ing half of their hit points. If heavily wounded, they
sabotage; SV Fort +6, Ref +3, Will +1; AL L. will quickly retreat to fight again later. A jack-O-
rang-utan can recover all lost hit points or attribute
Fearful visage: Anyone seeing a jack-O-rang-utan damage with eight hours of uninterrupted rest in the
up close (less than 20 feet) for the first time must wilds.
make a Willpower save (DC 11) or be turned (see
DCC RPG, pg 97). Anyone who has seen a jack-O- Sabotage: Another favored tactic is to sabotage any
rang-utan before must still make a Willpower save construction sites or machines left poorly guarded.
(DC 11) but failure only inflicts a -1 to all actions tak- They will creep in and attempt to cause as much
en against the beast, due to fear. damage as possible until they are detected. For each
hour they have to work they will use their innate
Pass without trace: They have the ability to move understanding of vandalism and mischief to have a
through natural environments without making any 20% chance of utterly ruining a building, machine,
sound or leaving any trace of their passing. They also or other unholy depiction of development.
gain a +10 to hide checks in natural terrain.

100
JACK-O-RANG-UTAN

Adventure Hooks
• The Northern Railmasters have had troubles
with a new rail line they are attempting to re-
build. They are offering free rail passage tokens
for a year to any group willing to assist.
• The party is a part of a merchant truck cara-
van delivering building supplies and workers
to a new mining operation. As guards, all they
have to do is make sure the stuff gets there and
that the construction crew stays safe while they
work.
• As the party enters the overgrown ruins of a
town just outside of the Wrathwood, you feel
you are being watched. A pleasant glow and the
resonance of sweet singing seems to be coming
from what looks to be the town square. The en-
ticing song of the neo-nymphs leaves you un-
aware that your unwelcome presence is about
to be dealt with.

101
KOMO-DOANS

K KOMO-DOANS

KOMO-DOANS val groups collide. Rumor is that the leader of the


(lizard-folk of the wastes) Komodo Motos is a venerable, 3-headed komo-doan
who wields sorcery and rides a custom trike.
In the wild, these mostly solitary creatures live in
burrows that dot the western wastes of Umeri- During adulthood, their migratory wanderlust sated,
ca. Actively hunting by day, komo-doans retreat to komo-doans settle down and rarely leave again save
their burrows by night so as to conserve the heat for hunting. While most confine themselves to bur-
absorbed from the day’s sun. Capable of reproduc- rows in the style of their ancestors, a recent move-
ing via parthenogenesis, the females of the species ment towards the modern has been taking place,
are capable of single handedly establishing breeding with komo-doans learning the value of trade in re-
populations wherever they find themselves allowing gards to both supplies as well as warmth.
the komo-doans to continue to expand their range at
a worrisome rate. Those komo-doans who survive the rigors of youth
and adulthood to become venerable among their
Largest of Umerica’s lizard-folk, komo-doans can kind are truly fearsome to behold. Towering 10 feet
grow to a towering 10 feet tall and weigh upwards of tall and easily six feet wide, these creatures are not
450-500 pounds. What these creatures lack in natu- trifled with. Most simply live in their burrows, hunt-
ral armor plating, they make up for in sheer physi- ing until the food supply dwindles and then moving
cal power (Strength 24). With long claws, a powerful again. Some others remain in society taking roles
tail, and jaws that drip globs of saliva, these creatures anywhere from merchant to warlord.
are not a welcome sight as they will kill and eat any
creature that they can catch other than their own Ectothermic: In the wild, komo-doans warm them-
kind. Capable of eating an entire deer in a sitting, selves by basking in the sun. In society, they’ll use
komo-doans tend to migrate as game grows scarce. whatever method they can to capture and hold heat.
It is this migratory need that has made these crea- In temperatures below 80°F they suffer a -4 penalty
tures notorious. to initiative and a -2 penalty to Reflex saves.

As hatchlings, the young komo-doans stay close to Wheels: Young komo-doans all have motorcycles of
their mother, relying on her for food and care. They varying styles and conditions. These often determine
never venture from the underground nest and, due to the pecking order among their groups and what
the ease with which broods of new eggs can be laid, gangs they may be eligible to join and ride with.
are considered fairly expendable to their mother.
Adventure Hooks
As youths, komo-doans set out in migratory groups, • A chapter of the Migration Nation has newly
often clad in stolen leathers and astride motorcy- established itself in the local region. Number-
cles. Forming into gangs such as the Hissiens, the ing 16 young they have been rapidly wreaking
Brood, Migration Nation, and the Komodo Motos havoc through the ranching community of the
the young are favored by Theszolokomodra and area. This has drawn the attention of the Ko-
travel the roads of Umerica looking for food, fuel, modo Motos and the party is hired to send the
and fights. The Migration Nation and the Komodo Migration Nation packing before the Motos
Motos have a particularly fierce and bloody rivalry arrive in force (30 to 40 strong) and devastate
with gang wars breaking out anywhere the two ri- the area.

102
KOMO-DOANS

Hatchling (2’) Youth (5’) Adult (7’) Venerable (10’)

Init +0 +2 +3 +3
Atk claws +0 melee claws +2 melee claws +4 melee slam +5 melee (1d12+8),
(1d4+2), bite +0 melee (1d6+4), bite +2 melee (1d6+6), bite +4 melee claws +5 melee (1d6+8),
(1d6+2) (1d8+4 plus poison DC (1d8+6 plus poison DC bite +5 melee (1d8+8
14 or death) 16 or death) plus poison DC 18 or
death), tail +4 melee
(2d5+8) or by weapon
AC 11 13 14 15
Armor Die 1d3 1d6 1d4 1d4
HD 1d8+4 3d8+5 4d8+6 5d8+7
MV 10’ 30’ or dig 10’ 30’ or dig 10’ 30’ or dig 10’
Act 1d16 1d20 2d20 2d24
SP ectothermic, ectothermic, immune ectothermic, ectothermic,
immune to disease to disease, wheels immune to disease immune to disease
SV Fort -1 Fort +1 Fort +3 Fort +5
Ref +3 Ref +3 Ref +2 Ref +1
Will +0 Will +1 Will +2 Will +3
AL C C C C

• Within the wastes is a komo-doan of


unusual wit and intelligence. Rather
than retreating to a burrow by night
and hunting by day, he has learned
that operating a trading post allows
him the supplies needed to keep the
building heated by night. Kept perpet-
ually awake by pills sharing the names
of angry insects, this twitchy lizard-
folk is willing to make a deal but, if
none can be made, isn’t above killing
and eating someone.
• In the Neuqua valley, a traveling car-
nival comes to town, showing off ex-
otic creatures from across Umerica.
The strongman, a komo-doan, takes
the opportunity to escape his bonds
in an attempt to flee to warmer climes.
The party is offered a bounty for the
lizardman’s re-capture, and must de-
cide if they want to take the offer or
if they wish to aid the komo-doan in
slipping the bonds of servitude.

103
LINOLEUMOEBA

L LINOLEUMOEBA • LION-SNAKE • LUCK EATER

LINOLEUMOEBA
(deadly waxy build-up)
The linoleumoeba is a sentient cleaning supply that
was rinsed out and left behind by aliens after clean-
ing out their spacecraft. Originally bred to feed on
the dust and filth that falls onto a floor, the ooze has
no natural predators on Urth and rapidly expand-
ed its diet. While capable of sustaining itself on any
organic matter, the linoleumoeba has developed a
tendency to gorge itself whenever possible, and then
slushing away to digest

The transparent, glossy ooze has enough mass to fill


five cubic feet but is commonly spread quite thin,
looking like a high-gloss shine on a perfectly pol-
ished floor – up until the moment that it strikes.
Protoplasmic breakdown: The slime digests its food
Linoleumoeba increase in size by a five foot square by emitting acidic juices on contact. Any creature
for each additional HD over 1. that contacts the slime (including by unknowingly
walking across it while barefoot) temporarily loses
Linoleumoeba: Init +3; Atk pseudopod +2 melee 1 point of Stamina from the digestive juices. A crea-
(1d4 + 1 Stamina); AC 11; Armor die 1d3; HD 3d8; ture that reaches 0 Stamina is dissolved, leaving no
MV 20’; Act 2d20; SP half damage from slicing and stain behind.
piercing weapons, double damage from fire, am-
bush,engulf, protoplasmic breakdown; SV Fort +6, Adventure Hooks
Ref -8, Will -6; AL N. • On the occasions that they have visited, the
party has admired how clean Grummick kept
Ambush: Being both visually transparent and nor- his trading post. Now they are back at the trad-
mally at the ambient temperature of its surround- ing post to resupply and there is no sign of
ings, the linoleumoeba horror is normally invisible Grummick, or anyone, even though the shelves
to both normal vision as well as infravision. It gains look well stocked.
surprise in all encounters in dimly lit or dark places • In a supply closet the party finds a bottle of
but in well-lit places is clearly visible at 60 feet (or Ultrashine brand mono-urethane floor polish
more depending on the surroundings. that was left behind by alien travelers. The bot-
tle contains a 1HD linoleumoeba.
Engulf: Any human-sized target hit by both pseudo- •After an incredibly boisterous evening, the
pod attacks in a single round is held firmly while the party wakes up in the presence of several oil
rest of the ooze congeals around its victim. Targets drums and their trade goods are wholly deplet-
engulfed take 1d6 acid damage each round they are ed. As they sit, broke, trying to remember what
held and cannot escape or take any action without happened, the first of the oil drums falls over
making an opposed Strength check against the beast for no visible reason, and a slow trickle of clear
(Strength 15). liquid begins flowing from the top.

104
LION-SNAKE

LION-SNAKE (mutant predator)


Umerican lion-snakes come in many sizes and breeds,
and are rarely simply referred to as “lion-snakes” al-
though any sub-type can accurately be called such.
Responsibility for their creation is claimed equally
by the clergy of both Grokk and Mother Nuka. The
feline-headed serpents pose great danger whether
encountered in a pack, or alone.

In rare occasions, two-headed mutant varieties of the


lion-snake may be encountered. These exceptional
creatures have 2HD more than normal lion-snakes of
their type and have an additional bite attack (poten-
tially being able to simultaneously constrict two tar-
gets if both bite attacks succeed in the same round).
Only one head is ever connected to the digestive sys-
tem, and so only one man-sized target may be swal-
lowed whole at a given time. As part of a pack, the
two-headed variety is always the dominant member.

Ambush: Lion-snakes are capable hunters and they


are capable of lying in ambush for great periods of
time. If their prey be surprised, the lion-snakes gain
a +1 die step to all attacks during the round. This is in
additional to any other applicable bonuses. Pride tactics: Lion-snakes are capable of coordinat-
ing their efforts to attack multiple prey animals, or
Constrict: Upon scoring a successful bite attack, the even creatures much larger than themselves. So long
lion-snake immediately follows up with a d16 con- as there are at least three pride members involved in
striction attack using the same melee bonus as the a combat, the lion-snakes receive a +d3 bonus to their
initial bite attack. If successful, the lion-snake grap- attack rolls. This die increases one step for every ad-
ples and begins to squeeze its prey. In addition to the ditional pride member present (to a max of +d6). If
damage each round, the victim must make a Forti- the pride is coordinating its efforts against a single
tude vs. 12 (+1 for each cumulative round of constric- creature, they receive that bonus for both attack and
tion) or black out and be rendered helpless. Grap- damage. It is rare to encounter prides of lion-snakes
pled targets may attempt to break free by means of a numbering greater than seven as young males will of-
contested Strength check vs. 1d20 + the lion-snake’s ten strike out on their own and begin their own pride.
HD+4. Any other actions taken are only allowed with
the GM’s discretion. Rake: Upon successfully constricting an opponent,
the lion-snake automatically rakes its foe in sub-
Fast: The lion-snake may move at double its move- sequent rounds, inflicting damage from both claws
ment rate for a number of rounds equal to its HD, without requiring an action.
after which it may only move at half its movement
rate for a number of rounds equal to double its HD. Relentless: Once they have encountered the scent of a
rival predator (including PC races), these lion-snakes
Massive bite: If the bite attack inflicts damage equal will follow the trail of that target with no chance of
to 10 hit points or more, the victim begins bleeding at failure. So long as that creature remains in their ter-
a rate of 1d4/round and must make a DC 10 Fortitude ritory (demarcated at the GM’s discretion) they will
save or pass out from the blood loss for 1d4 rounds.
105
LION-SNAKE

Cheemera Coubra Pantherconda

Init +5 +5 +4
Atk bite +7 melee (2d5+poison, Fort bite +7 melee (1d5+poison, Fort bite +7 melee (3d4+3)
save vs. DC 16 or die) save vs. DC 14 or die)
claw +8 melee (2d8+3) spit +8 missile (poison, Ref save
vs. DC 15 or blind 1 turn)
AC 15 13 13
Armor Die 1d8 1d3 1d4
HD 4d10 3d7 8d12
MV 100', fly 50', swim 40' 40', swim 20' 40', swim 20'
Act 2d20 2d20 1d20
SP constrict (1d8), fast, rake, ambush, fast, pride tactics, ambush, constrict (1d12),
stealthy relentless, stealthy pride tactics,stealthy,
swallow whole
SV Fort +4 Fort +4 Fort +6
Ref +4 Ref +4 Ref +3
Will +4 Will +4 Will +4
AL N N N

Reticulated Lion-snake Sabertoothed Tiger-snake Sea Leopard

Init +4 +4 +6
Atk bite +7 melee (3d4+3) bite +5 melee (3d6+poison, bite +5 melee (2d4+poison,
Fort save vs. DC 18 or die) Fort save vs. DC 12 or die)
AC 13 13 15
Armor Die 1d4 1d3 1d3
HD 4d8 4d6 5d6
MV 40', swim 20' 40', swim 20' 0', swim 60'
Act 1d20 2d16 1d20
SP ambush, constrict (1d8), massive bite, pride tactics, pride tactics, stealthy
roar, stealthy roar, stealthy
SV Fort +6 Fort +8 Fort +2
Ref +3 Ref +3 Ref +8
Will +4 Will +4 Will +3
AL N N N

seek to destroy their target and cannot be dissuaded of any other actions. Targets of 2HD or less within 100
from this course of action by any means, mundane feet are immediately frozen in panic for 1d3 rounds;
or magical. 3-4 HD creatures must make a DC 14 Willpower save
or flee in fear for the next 2d4 rounds; 5+ HD crea-
Roar: The roar of a lion-snake echoes basso fury cou- tures must make a DC 14 Willpower save or be shak-
pled with undertones of a gravelly hiss that can be en and suffer a -1d penalty to all actions for the next
heard for miles. Often used at the beginning of an at- 1d4 rounds (add +4 to all target DCs in the case of
tack, from ambush, the lion-snake may roar in place a doubled roar from a two-headed lion-snake). Prey

106
LION-SNAKE

animals will suffer a -4 penalty to this save. Fleeing 100 feet long or more (add 1HD for every additional
creatures may take no action other than attempting 10 feet of length). Utterly smooth, the pantherconda’s
to flee, even if being attacked, unless successfully con- feline head is two-toned to match both the creature’s
stricted. Only the dominant snake-lion may use this dark scales as well as those of its lightly colored belly.
attack as for others to do so is considered a challenge Panthercondas will often lie at the bottom of streams
to his dominance. or small rivers, where turbulent waters give them ad-
ditional cover while waiting in ambush.
Stealthy: Lion-snakes may add their HD to all at-
tempts to hide and sneak. RETICULATED LION-SNAKE
With powerful bodies that are easily two to three
Swallow whole: Particularly massive lion-snakes may inches thick, the reticulated lion-snake is the most
attempt to swallow prey of man-sized or smaller, in a commonly encountered species of these predatory
single gulp. Upon scoring a successful bite attack, in- beasts. With a stiff ridge of hair lining their back and
stead of constricting, the lion-snake may immediate- forming a wild, bushy mane it is from these creatures
ly make a second bite attack. Should the second bite that the lion-snakes draw their name.
hit, the lion-snake has swallowed its foe whole and
its muscles begin crushing it within the lion-snake’s SABERTOOTHED TIGER-SNAKE
body. Swallowed targets suffer damage equal to half Easily recognized by its oversized bite and tawny col-
of the lion-snakes constriction damage + 1 hit point ored scales, the sabertoothed tiger-snake has one of the
of acid damage per round. Targets swallowed whole more dangerous venoms found in Umerica. The ven-
are helpless. Lion-snakes attempting to digest a meal om from the beast is highly prized in some quarters, al-
may not constrict further targets. though it is debatable whether or not the risks needed to
gather the venom are rewarded with equal value.
CHEEMERA
Unlike any other examples of its kin, this lion-snake SEA LEOPARD
has forepaws capable of assisting it in running as The only known aquatic species of lion-snake, the sea
well as capturing and raking its prey with sharp leopard is capable of closing its nostrils and remain-
claws. Massive wings fan the air , stretching from the ing submerged for up to 12 hours at a time. The sea
shoulders of its feline forequarters. The scales of the leopard is near helpless on land and is unable to move
cheemera are predominantly yellow, with patterns on dry land as its smooth belly cannot find purchase.
of small black spots, and only a rudimentary spike-
mane at the base of its head. Adventure Hooks
• While stalking a renegade in hopes of collect-
COUBRA ing a bounty, the group is unaware that they too
Sleek and relentless, the coubra is easily recognized are being stalked, having entered the territory
by its hood, the back of which is marked with a pat- of a pride of coubras.
tern similar to a black death’s head across its grey • The group is paid to find out what happened to
scales. The coubra will most often attempt to blind its a small flotilla of fishermen returning upriver
prey by spitting poison into its eyes before closing to with their day’s take. All of them vanished and
slay its meal. Incredibly foul tempered there is a 25% only broken bits of their small skiffs remain. A
chance that any encounter with a coubra will be with pantherconda lies in wait for its next meal
a lone specimen rather than a pride. The coubra has • Escaping from a wildfire, the group is forced
no mane. into the waters where several prides of sea leop-
ards have put aside any animosity while reap-
PANTHERCONDA ing the bounty of food fleeing the blaze.
The largest of the lion-snakes, the pantherconda aver-
ages 80 feet in length with rare specimens growing to

107
LUCK EATER

LUCK EATER tom set of arms is now obviously smaller than


its upper ones. Although it is still eager to feed,
The illxiljlixlli, locally known as luck eaters, are a it now will display refined conversation skills,
form of demon from another dimension. There is as long as it knows the socialization will result
much debate, among those that are even aware of in being fed. If encountered outside of a com-
their existence, as to whether they recently entered bat situation, there is a 50% chance that it will be
our realm after the Great Cataclysm or if they had willing to bargain for the Luck it hungers for.
been hunting on Urth for centuries beforehand. For-
tunately, the reason the evidence is difficult to un- Sated - Now the eater has taken on a much

earth is there are only a small number of them that more regal appearance. Its shell has a golden
dwell here. luster with only hints of the former umber hue.
At nearly seven feet tall, the eater presents an
The appearance of a luck eater varies depending on imposing figure to those who confront it. It will
how well-fed that creature is. They have four states be likely, 80% chance, that it will try to bargain
of physical existence: starving, hungry, sated, and before resorting to violence.
corpulent. Corpulent - This is an eater’s most immense

Starving - The eater appears as a gaunt, insec-
 stage, being over eight feet tall and grossly obese.
toid with a loose, umber exoskeleton that seems Its exoskeleton gleams as true gold and is en-
like it belongs to a much larger creature, espe- crusted with many gem-like protrusions. The
cially in its belly region. It stands roughly four lower set of arms are now nothing more than
feet tall and employs two sets of spindly arms vestigial remnants. The eater’s bulk is so great
to attack its prey. The eyes of a starving eater are that it can barely walk, preferring to simply hover
wild with gluttonous fury, and they rarely will a few feet off of the ground when it has to move.
converse in anything but ravenous mutterings. Corpulent luck eaters will never actively engage
in direct combat unless absolutely necessary.
Hungry - An eater at this stage stands about

five feet tall and its exoskeleton seems to fit its Luck die: Similar to a thief, a luck eater may spend
body much better. Its umber coloration is much any excess Luck it has stored to add to its Luck die
brighter, with hints of gold throughout. The bot- as a bonus to any roll by expending 1 point of Luck.

Starving Hungry Sated Corpulent

Init +3 +1 +0 -1
Atk claw +2 (1d6) claw +4 (1d8) claw +6 (1d10) claw +8 (1d12)
AC 13 15 17 19
Armor Die [1d3] [1d4] [1d5] [1d6]
HD 4d7+4 7d7+7 10d7+10 13d7+13
MV 40’ 30’ 20’ 10’ (hover)
Act 3d16 2d20 2d24 2d30
SP Luck die (d3), Luck die (d4), Luck die (d5), Luck die (d6),
eat luck (touch), eat luck (range 10'), eat luck (10' radius), eat luck (30' radius),
luck powers luck powers luck powers luck powers
SV Fort +3 Fort +5 Fort +7 Fort +9
Ref +3 Ref +5 Ref +7 Ref +9
Will +3 Will +5 Will +7 Will +9
AL C N L L

108
LUCK EATER

Luck Required by Growth Stage


Starving – One point of Luck per week. Sated – One point of Luck per day.
Hungry – One point of Luck every three days. Corpulent – Three points of Luck per day.

Eat luck: The dietary requirements of the luck eater action to take it by force. For starving eaters, a simple
are quite alien as they feed entirely on Luck taken melee attack will suffice. The victim gets a Willpower
from other sentient beings. The amount of Luck re- save vs the eater’s attack roll to avoid the theft. Once
quired to remain healthy is listed above by growth a victim expires though, all remaining Luck escapes
stage. If the required amount of Luck is not con- with its soul into the afterlife. Hungry eaters can
sumed, the Eater falls into torpor for 1d3 days and make a ranged attack instead for the same effect. Sat-
awakens as the next lower growth stage. A starving ed and corpulent eaters may feed via a radius effect.
eater who does not get enough Luck to eat will fade They roll three Luck dice to determine the Willpow-
away into nothingness after one week. er save DC that all victims in the area of effect must
beat to avoid the theft.
A luck eater may consume and store a number of
Luck points equal to its maximum hit points at any Any Luck lost to a luck eater is gone as though it was
one time and live off of its reserves until it needs to willingly spent. Thieves, halflings, petrol heads, and
feed again. If a luck eater consumes more Luck than other classes that regenerate Luck may do so nor-
it can store, it will soon fall into torpor for 1d3 days mally. This fact has not escaped the notice of suc-
and awaken as the next higher growth stage. cessful luck eaters, and many will attempt to have as
many of such peoples in their employ or subjugation
To consume one point of a person’s Luck, they either as they can.
need to be a willing donor or the eater must use an

109
LUCK EATER

Luck powers: A luck eater may expend Luck to per- Adventure Hooks
form any of the following actions allowed by its cur- • The village that the party has stopped in is an
rent growth stage. odd one. Most of the inhabitants seem quite
 Heal - May expend 1d3 Luck to instantly recov- glum despite having a strange abundance of
er one Hit Die of damage. Multiple Luck points food and possessions. The scuttlebutt around
may be spent this way as one action. the place is that a large number of folks have
Spells - May expend 5 Luck to gain the use of recently died or been seriously injured from
a random 1st level wizard spell for the next 24 freak accidents. Some folk are worried that the
hours. The use of the spell can be lost as normal village’s luck has run out…
and any corruption or misfires rolled result in a • While traveling in the wilds, the party comes
loss of 1d16 Luck instead. upon an opulent encampment in the process
Wealth - (Hungry+) May expend 1d3 Luck to of being set up for the night. The workers set-
summon its Hit Dice in gp worth of common ting up the camp are friendly and invite the
goods or food. Generally used to bargain for party to join their master for dinner. They are
Luck. quite evasive if questioned about the master,
Protection - (Sated+) May expend Luck to in- other than the master is a highly refined and
crease its AC each round at a 2:1 ratio. This must majestic individual.
be done at the beginning of the round before • While setting up camp after a long day’s trav-
any action rolls are made. el, the party is alerted that something may be
Teleport - (Corpulent only) May expend Luck stalking them. Whatever it is, the thing stays
to teleport without error at a cost of 1 Luck per out of sight with only some occasional mutters
100 feet traveled. being heard from somewhere nearby.

110
MENFISH

M MENFISH • MONITOR LIZARDS • MUCKRAKER • MUTITAN

MENFISH
It is said that these deep sea menfish, or 'fishfolk' as
they are commonly known, existed on Urth long
before humans ever did. After the Great Cataclysm,
they were certainly one of the first of the indig-
enous species to recover and reclaim parts of
Umerica from the ruins.

Presently, the most notable land based fishfolk


community is the port city surrounding the
Menfish Pyramid of the Bass Masters on the
shore of the Misshipy river. Other large communi-
ties of fishfolk can be found in the southern glades
of Floor-Da and Orleans.

Menfish appear as highly evolved fish that have taken


humanoid form, roughly six to seven feet tall.
Their skin is covered in pearlescent scales of
hues either light blue, silver, or green. Hav-
ing both gills and lungs, they speak with a
raspy, gurgling voice that is hard to forget.
Despite their bestial appearance, they are no
less or more prone to violence or barbarism
than most other common folk.

Oddly enough, these fishfolk can interbreed with


humans to produce remarkably beautiful hybrid
all actions and a -5’ move
children. This is the reason most land dwelling male
for 1d3 rounds due to their
and female menfish are always on the lookout for a
paralytic poison. Further failed saves due to succes-
human lover or spouse to breed with.
sive strikes increase the duration by 1d2 rounds.
There are rumors of dull, black scaled menfish that
Psychic wail: When pressed, menfish can bellow
seem to have been alive since before the Great Cat-
out a sonic blast that also causes confusion. Anyone
aclysm. They are said to have learned some terrible
within 10 feet of the creature must make two saves,
truth that has granted them immortality and magic
one Willpower (DC 12) and one Fortitude (DC 12).
abilities. The stories of these Old Ones are general-
Failing the Willpower save means the victim’s mind
ly used to frighten fishfolk children into obedience,
is flooded with disturbing flashes of emotion and
like the boogeyman. The problem is that many of the
is dazed for 1d4 rounds. Failing the Fortitude save
elderly fishfolk seem scared of the stories as well...
means the victim is knocked prone by the force of
the bellow. These abilities can be used equally as well
Poison claws: Anyone struck by their claws must
on land and underwater. If the bellow was made un-
make a Fortitude save (DC 12) or suffer a -1 die step to

111
MENFISH

Menfish Hybrid Old One

Init +1 +3 +2
Atk claws +2 melee (1d6+2+poison) claws +3 melee (1d6) claws +11 melee (1d8+4+poison)
or bite +2 melee (1d4+2) or bite +3 melee (1d4) or bite +11 melee (1d6+4)
AC 11 13 13
Armor Die 1d3 nil [1d4]
HD 1d8+4 2d8+2 10d8+20
MV 25’, swim 50’ 30’, swim 60’ 40’, swim 70’
Act 1d20 1d20 3d20
SP poison claws, psychic wail, unnatural beauty, pheromones, poison claws, spellcasting, gaze
aquatic aquatic of the void, font of knowledge,
neverending, aquatic
SV Fort +3 Fort +1 Fort +6
Ref +1 Ref +3 Ref +3
Will +1 Will +2 Will +10
AL N N C

derwater, failing either save indicates the victim will that no living mortal was ever meant to see. As a
also begin drowning unless they are aquatic or have result, their eyes are windows into pure chaos that
a breathing apparatus. Menfish can only create one cause all who glimpse them to make a Willpower
such wail per day. save (DC 14) or suffer 1d4 Intelligence damage from
what they see there. Only those who have no eyes
Some menfish have learned how to adapt this abil- or choose to not to use their eyes (see blinded, USG
ity to create a continual, and more enjoyable, lesser pg 101) are immune to making this save each round
effect through singing and have become famous en- they can possibly keep from looking into an Old
tertainers in the Misshipy area. One’s eyes. Those whose Intelligence drops to 3 or
less due to failed saves will fall under the complete
Unnatural beauty: All menfish/human hybrids are control of the Old One until their lost Intelligence
born with striking good looks. They gain a +5 to all can be restored.
social interaction rolls where their appearance may
come into play. Font of knowledge: During their initial journey to
discover what no mortal was meant to know, Old
Pheromones: Hybrids have the ability to release con- Ones generally devoured any knowledge they could
centrated pheromones three times per day that have study and now cannot forget anything they have ever
an intoxicating effect in addition to inciting passion read or experienced. If bargained with, an Old One
in anyone within 30 feet that fails a Fortitude Save has a 90% chance of correctly answering any com-
(DC 13). The targets affected by this suffer a -2 penal- mon questions, a 70% chance of correctly revealing
ty to all actions that do not involve indulging in one’s esoteric lore, and a 30% chance of the knowing the
base desires for 2d6 rounds. answer to questions best left to the gods.

Spellcasting: Old Ones can cast spells as a 3rd level Neverending: These creatures are doomed to NEV-
wizard, casting roll 1d20+5. They know 2d3 random ER die, even if their bodies are utterly destroyed.
1st level spells and 1d3 random 2nd level spells. They will slowly and painfully regenerate from
even the smallest remaining specks. If reduced to
Gaze of the void: An Old One has seen something less than 0 hit points, continue to track any damage

112
MENFISH

done to them. They will regenerate 1d3 hit points per • While traveling along a river bank, the party
turn until they are fully restored. In the case of being comes across several rowboats paddling their
burnt to ash or disintegrated, it will take them 1d3 way. The refugees tell a tale of a huge, dark
months to reconstitute themselves to 1 hit point. scaled fishman that took over their riverside
home where they distilled some fine liquor.
Aquatic: All swimming checks gain a bonus of +10 They offer as much high quality hooch as the
to the roll and they may breathe freely underwater. party can carry if they drive off the beast.
• As the party enters a large tent bazaar a group
Adventure Hooks of merchants approach them with a job offer.
• A river community familiar with the party has A hybrid merchant and their crew of menfish
reached out, asking for help. They say that sev- have been making many lucrative deals, at the
eral young adults have gone missing and they expense of the other merchants in the bazaar.
believe some fish mutants may be responsible. The merchant group offers a tidy sum to “deal”
Were the settlement folk abducted or did they with the hybrid that is eating up all of the ba-
leave willingly? zaar’s profits.

113
MONITOR LIZARDS

MONITOR LIZARDS
(living video feed)
Once the Synod of
the Astroliches dis-
covered Urth, they
had a wonderfully
new form of enter-
tainment. While they
do not reflect on the
inhabitants of Urth
as being “real”, they
do understand that
knowledge of being
watched plays a role
at influencing the behavior of their programming. Ratings boost: Once per day, a willing monitor lizard
With this in mind, they created the monitor lizards may reach out to its masters directly and ask them to
and sent them forth to provide live feeds. intercede on the behalf of an “interesting” individual.
The individual must make a Luck check and, if suc-
Roughly the size of a large iguana, these highly intel- cessful the target may roll once on the invoke patron
ligent creatures bear cybernetic implants that allow table of the astroliches (see USG pg. 225), rerolling
them to capture audio and cross-spectrum video any result of 13 or less.
and feed it back to the Synod in real time. The lizards
are masters of stealth, their ability of naturally cam- Ultimate senses: Due to the amount and types of
ouflaging themselves boosted by other cybernetic equipment used by the monitor lizards, they are im-
enhancements. mune to all natural attempts at stealth. Their ability
to monitor all spectrums of light renders the invis-
It is not uncommon for a lizard to find an individ- ible visible, and only absolute magical silence (itself
ual deemed to be highly interesting and for it to suspicious) prevents them from detecting a sound.
follow and transmit all goings on by that person for
months, even years. Further, it has been found that, Adventure Hooks
when carefully approached, they will sometimes • The party comes across a monitor lizard that
reach out to their masters to ask for intercession on has been left for dead after an attempt by a ro-
the person’s behalf. bo-lich to seize control of its data stream.
• A party member catches a flicker of movement
Monitor lizard: Init +4; Atk bite +2 melee (1d4) or out of their eye several times over several days.
head-mounted laser +5 missile fire (1d12); AC 13; A monitor lizard has stealthily embedded itself
Armor Die 1d3; HD 1d8; MV 40’, climb 30’, or swim with the party. Perhaps it has an idea of what
20’; Act 1d20; SP camouflage, ratings boost, ultimate excitement is to come.
senses; SV Fort +2, Ref +4, Will +10; AL N. • Amidst a combat a monitor lizard which has
been observing the creature that the party is
Camouflage: Always operating in a stealthy fashion, engaged with, intercedes on behalf of the crea-
monitor lizards have a +10 to both sneak silently as ture – making the party’s life more difficult.
well as hide in shadows checks. If they choose, they
may selectively allow themselves to be seen by an in-
dividual or group without revealing their presence
to all in the vicinity.

114
MUCKRAKER

MUCKRAKER (agro algae) PC must spend a point of Intelligence or Personality


on each successful hit (adding 1d12 to the damage
Seething hatred floats in the southern backwaters of inflicted by the blow).The battle rage lasts 1d3 rounds
Umerica, merely waiting for its next victim: human, with any subsequent sow strife successes adding an
mutant, or other. Feeding by forcing its victims into additional round to the target’s rage. This ability only
blind rages where they either slay something on be- functions against organic minds.
half of the slime or simply stumble into the water
and drown. Blending seamlessly into their environ- Adventure Hooks
ments, even a rumor of a muckraker drifting into the • The party is asked to investigate a series of gris-
area is enough to send fishermen and swamp folks ly murders among the fishermen of the Mis-
searching for a safe haven. shipy Delta. Unbeknownst to the locals, a 6HD
muckraker has drifted into the area, carried
Muckrakers tend towards warmer climates, being down river by the currents and has anchored
unable to deal with extreme cold, and yet they all itself near one of the better fishing holes.
seem to originate from the north, flowing south. • While crossing a swamp, the party is attacked
How these creatures propagate and spread is not by numbers of prey animals (deer, rabbits, pi-
remotely understood with theories ranging from geons) working in concert with their natural
teleportation to secret underground breeding colo- predators (alligators, lion snakes, etc.). Con-
nies that feed upwards into the rivers and streams fronted with a seemingly unending tide of at-
of Umerica. tackers, the party must quickly solve this enig-
ma or be slain by sheer attrition.
Muckrakers increase in size by a 5 foot square for • The party is called in to investigate a dying
each additional HD over 1. muckraker. The creature is starving, apparently
unable to use its powers to feed. Can the party
Muckraker (telepathic slime): Init +1; Atk special ; unravel the cause so that it can be used against
AC 12; Armor Die n/a; HD 1d8-6d8; MV 1’; Act 1d20 others of its kind, or in doing so will they un-
per 5’ square; SP half damage from slicing and pierc- leash a powerful burst of pent up hatred?
ing weapons, camouflage, sow strife, double damage
from cold-based attacks; SV Fort +0, Ref +0, Will +1/
HD; AL C.

Camouflage: When floating in its natural environ-


ment the muckraker is virtually indistinguishable
from any other algae floating on the surface of the
water. Only those who shrug off its attack detect its
presence and, with a successful DC 12 Willpower
save, location.

Sow strife: The sole attack ability of the muckraker


is the very reason why the agro algae are so feared.
As an action the muckraker may reach out into the
mind of a nearby creature and meddle with its emo-
tions, triggering the adrenal gland and flooding the
target’s body with fight or flight impulses – with a fo-
cus on “fight”. The target must succeed in a Willpow-
er test vs. DC 12+HD or enter battle rage (USG pg
101) and attack the nearest ally. During the rage, the

115
MUTITAN

MUTITAN
(anomalous amoeboid abomination)
It is unknown from which hellish nightmare-scape
these massive mutagenic horrors emerged, and their
existence is shrouded in myth and rumor. There are
those who claim that these beasts lay for untold mil-
lennia within an alien city beneath the icy wastes of
the southlands; others claim that they are the prod-
uct of twisted experimentation by an alien species
uncaring of the impact mutitans would have on the
peoples of Umerica. Still others whisper that they are
the byproduct of too many mutants gathering near a
single source of great mutagenic power. None know
for certain, and the matter is hotly debated among
those who care to speak of such things.

Measuring a minimum of 15 feet by 15 feet, there


are rumors that there is no limit to the size which
these ever shifting nightmares can achieve. What is
agreed upon is that these amorphous blobs of flesh
and appendages, pose grave danger wherever they
are encountered. Attempts to study the beasts have,
without exception, ended in disaster and tragedy.
to attack with any advantage over any other. These
Mutitan (giant abomination): Init +1; Atk claw creatures never suffer penalties caused by multiple
+8 melee (1d8+2) or bite +8 melee (2d4+4); AC 15; attackers. Further, 1d4 of the mutitan’s attacking
Armor Die: nil; HD 1d12 per 5’ square (minimum 9 “limbs” should be rolled from the table (MT1) below,
HD); MV 20’; Act 1d16 per 5’ square; SP half damage with the remainder of its available attacks being al-
from slicing and piercing weapons, chaotic form, con- ternated between claw and bite attacks.
sumptive regeneration, immune to critical hits, spawn-
ing, spellwarp; SV Fort +6, Ref +0, Will +2; AL C. Spawning: When a mutitan is struck for 15 or more
hit points of damage in a single attack, the out-
Consumptive regeneration: Every point of Stamina er flesh of the creature ruptures, spraying a mass
absorbed by the mutitan during feeding also heals of slime-covered flesh from the wound. This mass,
the beast for 1 hit point as it uses the stolen semi-di- called a mewling, rapidly gains awareness and begins
gested flesh to reinforce its own. attacking the nearest living creature. Mewlings look
and act similar to mutitans but, being roughly hu-
Protoplasmic breakdown: The mutitan digests its man-sized, are much smaller. There seems to be no
prey by excreting digestive juices upon contact. Any limit to the number of mewlings that a mutitan can
creature that contacts the mutitan (including being spawn, and plagues of these beasts have ravaged en-
struck by the creature’s attack) temporarily loses 1d4 tire regions of Umerica before being stopped.
Stamina as the horror begins slurping its victim’s
dissolving flesh into its own. A creature that reaches Mewling (small abomination): Init (always last);
0 Stamina is immediately killed. Atk clawed pseudopod +4 melee (1d4); AC 12;
Armor Die: nil; HD 1d10; MV 20’;Act d16; SP half dam-
Shapeless: The ever-changing nature of the muti- age from slicing and piercing weapons; SV Fort +2,
tan makes it difficult to find any point from which Ref +0, Will +0; AL C.

116
MUTITAN

Table MT1: Mutitan Special Attacks


Roll 1d8 Feature Bonus Damage
1 Scorpion Tail +6 melee (1d4 + poison - DC 10 Fort save or die)
2 Shark’s mouth +4 melee (1d10+5)
3 Grasping tongue +4 melee (Strength vs. DC 15 or be held fast. Check each round)
4 Laser eyes +5 missile (2d5 + DC 10 Fort save or ignite for 1d6/rd until put out)
5 Screaming face +6 missile (Paralysis 1d5 rounds, Will save (vs. attack roll) negates)
6 Leach mouth +8 melee (1d4 + 1d4 blood drain/rd until slain)
7 Spiked arm +7 melee (1d4, pierces armor, reducing Armor Die by -1d.)
8 Acidic boils +4 missile (1d8 + 4/rd for 1d7 rounds)

Table MT2: Mutitan Spellwarp


Roll 1d24 Spellwarp Effect
1 Phlogistanic resonance - Spell power increased wildly, +1d24 to original spellcheck.
2-6 Spell cast as normal.
7-9 Spell modification - Spell traits (damage, duration, range, etc) doubled or halved (50/50 chance).
10-12 Spell reflection - Spell rebounds towards random target within 20', otherwise treat as normal.
13-15 Spell reflection - Spell rebounds at caster, otherwise treat as normal.
16-18 Phlogistanic absorption - Mutitan absorbs magical energies and heals 1 HD/spell level.
19-21 Mercurial overload - Spell effective as normal, roll 2d4 additional mercurial effects for this casting.
22 Catastrophic Misfire - Roll twice on Greater Corruption table and spell permanently gains 1d3
additional mercurial effects.
23 Roll twice on this table, ignoring this result and 24.
24 Roll three times on this table, ignoring this result and 23.

Spellwarp: The raw, chaotic energies that animate mental powers of the mutant who lives upon
the mutitan cause wildly unpredictable side effects it, but there are those who covet his wealth.
to any spells cast upon the beast, or within HDx5’ of The party must prevent the mutant from being
them. Roll on the above table (MT2) to determine slain by jealous rivals, lest the mutitan awaken
the effect upon the spell or caster. and lay waste to the world.
• While no mutitan has been spotted in the re-
Adventure Hooks gion for a generation or more, a massive mewl-
• Exploring an ancient cavern, deep within the ing (treat as a 3HD mutitan) has somehow sur-
bowels of Umerica, the party comes across a vived whatever battle spawned it and it roams
strange metal bulkhead that has been sealed the countryside, preying on the unwary. The
for over 100 years. Undisturbed for a centu- locals wish this beast killed before it devours
ry, behind the door is not a treasure trove of another family.
goods but a very angry mutitan.
• A strange island has been sighted near the Isle
of Dr. Mammon. The island is, in actuality, a
500 foot by 500 foot mutitan of unimaginable
power (10,000 HD by normal progression). It
is currently kept in a state of slumber by the

117
NEWT, ABERRATION

N NEWT, ABERRATION

Umerica’s plagues, radiation, and bio-engineering


have wrought a dangerous diversity among once
simple lizards.

NEWT, PIRANHA
Colored a dull gray with a red underbelly, feeding
swarms of piranha newts are a terrifying sight in-
deed. Capable of rapidly stripping flesh from bone,
NEWT, NUKE the swarms are capable of devouring up to 100 hit
Colored a bright orange with a yellow underbel- points worth of flesh before being sated.
ly, these three inch long lizards pack a dangerous
punch. Bio-engineered in a pre-disaster military lab- Maceration: A swarm of piranha newts can clean off
oratory, these reptiles escaped and have established a limb as quickly as some snap their fingers. For ev-
breeding populations in the wild – despite their pro- ery 10 hit points of damage dealt to a single target,
pensity for exploding. Nuke newts live in colonies of a limb of the victim is stripped clean, leaving only
80 to 100 newts. gleaming bone behind. Lost limbs cannot be healed
through the simple restoration of hit points and the
Chain reaction: When a single nuke newt explodes, loss of multiple limbs may quickly lead to death.
all others within 20 feet also explode, setting off a
potentially disastrous chain reaction. Each addi- Swarm traits: Because the swarm is composed of
tional nuke newt in the explosion increases damage many individual elements, it takes half damage from
by both an additional die as well as increasing the normal weapons and any spell or effect that normal-
strength by +1d. ly has an individual target.

Explosive: When confronted by a threat, nuke newts NEWT, VOLTAGE


protect their colony by leaping at the threat and ex- Close to 12 inches in length, these lizards are colored
ploding for 1d6 damage caused by exploding gases a brilliant blue, flecked with white, and have a white
and tiny flying fragments of bone. While generally underbelly. Highly prized in communities using
not fatal, it is enough to drive away all but the most low-grade levels of tech, these creatures can be used
hardened wasteland predators. as batteries for small items or, in large numbers, can

118
NEWT, ABERRATION

Nuke Newt Piranha Newt (swarm) Voltage Newt

Init +2 +5 +3
Atk special swarming bite +2 melee (1d3) bite +3 melee (1d6 plus voltage)
AC 10 11 13
Armor Die 1d3 nil 1d4
HD 2d6 5d8 3d6
MV 30' 40' 30’
Act 1d20 (2d3)d16 1d20
SP chain reaction, explosive maceration, swarm traits ride the lightning, voltage
SV Fort -4 Fort +0 Fort +2
Ref +6 Ref +10 Ref +6
Will +0 Will -2 Will +0
AL N N N
power major devices (GM’s discretion). While they Voltage: In combat, the shocking power of a voltage
do not have a charge great enough to replace an auto newt begins at +5 and is reduced by 1 on every suc-
battery, they are powerful enough to be used to jump cessful hit until its charge is depleted. It takes four
a vehicle (on a successful Luck check). hours for the newt to recharge its inner capacitors.

Ride the lightning: Voltage newts are capable of trav- Adventure Hooks
eling via established currents of electricity. Their • A merchant sells the party a bio-battery made
bodies absorb energy from the flow and the creature up of four voltage newts in a tank with leads.
transforms into pure energy before scorching its Unfortunately, the tank breaks and the newts
way along the path and emerging and solidifying on get free. Can the party recapture them before
the other side. Voltage newts can travel any distance the newts can find an escape route riding the
in this fashion, limited only by the circuit that they electrical currents?
have access to. Additionally, traveling in this manner • A giant swarm of piranha newts, easily three
fully recharges the voltage of the newt. times the size of a normal swarm, is spotted
moving directly towards a village. Only the PCs
stand between it and the helpless villagers —
who offer the PCs virtually everything they
have if they save them.
• The party sets up camp in a long abandoned
building, unaware that its walls are teaming
with a colony of nuke newts.

119
OCTOWOLF

0 OCTOWOLF • ORBUS

OCTOWOLF (Cephalopoda lupus)


These twisted mutations of fur, slime and hate, re-
putedly arrived through a dimensional rift from a
world not dissimilar to our own. First appearing
in the waters bordering Umerica, these highly
intelligent hunters took up residence and began
scouring some areas of the coasts of all sea life. It
was nearly a year before reports of other types of
octowolves started filtering in, and the territo-
rial nature of these creatures may be all that
stands between the octowolves and a com-
plete collapse of the aquatic biome of Urth.

While easily taken for aquatic life, these crea-


GRAY
tures are nearly at home on land as they are in
Once the only known species of octowolf, sages and
the water, mirroring the hunting cycles of some ter-
shaman alike are still unsure if the appearance of the
restrial cephalopods. Octowolves can remain out of
other breeds has any connection to the behavioral
water for upwards of two days without suffering any
shift among these creatures. Previously having been
real ill-effects.
so fiercely territorial that they would destroy one an-
other on sight, now gray octowolves have been seen
ARCTIC
forming into packs numbering anywhere from 8 to
Colored white with mottled gray, this breed of oc-
20 individuals.
towolf is incapable of generating color patterns un-
der its skin, and only can work in gray-scale. Having
Arborial: When found on land, these creatures favor
only four thick arms often used to break through the
hunting in forested regions where they can climb
thick polar ice, the arctic octowolf routinely blud-
into the tree canopy and swiftly move among the
geons its prey prior to feeding. Arctic octowolves
branches via octo-limbed brachiation.
lead entirely solitary lives save for mating.
Feint: While hunting within the oceans, the true
Aquavision: Octowolves have a number of sensory
deadliness of the gray octowolf becomes apparent
organs within the structure of their mutable skin.
as the creatures move effortlessly through the water
While in water they can never be blinded and, if
at blinding speeds. When attempting to take down
fighting a blinded opponent they gain +1d in addi-
large prey, the octowolf will attempt to deceive it by
tion to the normal +2 bonus for attacking a blind
rushing forward in a feint while its pack members
opponent.
wait for an opening. The target must make a DC 13
Willpower save else the octowolf gains +1d bonus to
Camouflage: In a snowy environment and while
its attacks against that target for the next round.
holding still, the octowolf is wholly undetectable. If
it lunges to attack from ambush, the creature receives
Ink cloud: Another tactic often employed with dead-
a +5 bonus on its surprise round attacks.
ly efficacy is charging forward as if attacking and, at

120
OCTOWOLF

Arctic Gray (common) Simenien

Init +1 +3 +4
Atk bite +4 melee (2d4) bite +3 melee (1d6) bite +1 melee (1d5)
tentacle +4 melee grapple +3 melee (grapple+1d3/ grapple +1 melee (grapple+1d3/
(Fort 13 or stunned 1d3 rounds) round) round)
AC 16/11 on land 18/13 on land 14/11 on land
Armor Die 1d5 1d3 1d3
HD 2d8 3d6 2d6
MV 20'/50' swim 15'/40' climb/70' swim 20'/20' climb/40' swim
Act 2d20 1d20+2d16 1d20
SP aquavision, camouflage, arboreal, aquavision, aquavision, camouflage, rapid
immune to cold damage, double camouflage, feint, ink cloud, reproduction
damage from heat magpie, pack hunter
SV Fort +3 Fort +1 Fort +1
Ref +3/+1 on land Ref +5/+3 on land Ref +5/+3 on land
Will +4 Will +2 Will +2
AL C C C

the last moment, releasing a 40 foot cloud of pitch reddish hue to their skin that tends to carry through
black ink and jetting backwards. Anyone caught in with their camouflage colorations.
the ink cloud is completely blind and suffers -8 to
all attacks and moves in a random direction each Rapid reproduction: During any given underwater
round. The octowolf ’s aquavision renders it immune encounter, a simenien octowolf may be ready to give
to its own obscuring cloud. The ink cloud lasts for birth to a brood swarm.
1d4+1 rounds and an octowolf may only release one
cloud every four hours. Brood swarm: Init +0; Atk bite +2 melee against all
in 10’ x 10’ x 10’ space (dam 1d6 plus DC 10 Fort save
Magpie: In addition to being deadly predators, these or bleed 1 hit point per round for 4 rounds); AC 12;
creatures also are imbued with a magpie-like desire Armor Die: nil; hp 60; MV 30’; Act 1d20 (attack all
to collect shiny objects. Should a foe appear to be too enemies in space); SV Fort +2, Ref +2, Will +0; AL C.
dangerous for an octowolf or its pack to attack they
may employ the following skills with a +4 bonus: Adventure Hooks
sneak silently, hide in shadows, pick pocket, and climb • Children have been vanishing in the winter
sheer surfaces. The den of an octowolf pack will con- snows, yet it is far too early for the coming of
tain 10d100cp in shiny baubles and have a 33% chance the reindire.
of containing something of high value as well. • A local has taken in an injured simenian oc-
towolf, nursing it back to health over the pro-
Pack Hunter: When working as part of a group, an tests of his neighbors. Will the party aid him by
octowolf gains +1 for each other pack member at- protecting the creature, or ally with the towns-
tacking the same target (to a max of +7). folk who wish to see it destroyed?
• Recently, forestry work to gather lumber came
SIMENIEN to a complete halt as a pack of gray octowolves
While these smaller, less hostile octowolves live in took up residence in a forest near an old reser-
large pack-like social structures, they are solitary voir. Now able to essentially farm for animals
hunters and are rarely encountered in groups. The (and hapless woodsmen), the octowolves show
size of a medium dog, these creatures have a natural no sign of moving on and appear quite ready
to make their stay permanent.

121
ORBUS

ORBUS
The orbus, also known as the Eyes of Dominion in
some languages, are a scarce alien race of schemers
and exploiters. They have come to Urth to make as
much profit as they can without getting their claws
dirty. Master manipulators, orbus will enter into ar-
eas and offer their services to powerful people only
to quickly have those people working for them. Then
they will begin amassing the wealth they crave with-
out concern of the cost.

All orbus consider themselves vastly superior com-


pared to the indigenous population of Urth. That is
not to say they do not value the capabilities and
services of thoses it deals with or enslaves. They
do not lightly throw away lives, talents, or re-
sources without some guarantee of great profit.

Those who offer an orbus valuable gifts or ser-


vices will find them rather pleasant to deal with.
Those who refuse to honor them either end up
charmed or rended limb from limb. Being re-
spected is very important to an orbus, second only
to their obsession.

While they have no discernible mouth, they can


communicate quite fluently with any intelligent be-
ing via telepathy. They understand all spoken and
written languages as well, making them renowned
sages for those looking to decipher ancient or alien
60 feet wide. Anyone entering into that cone must
texts.
make a Willpower save (DC 14) each minute or be
charmed (effect level 14 of the charm person spell,
Orbus: Init +1; Atk claw +4 melee (1d6+2), psychic
DCC RPG, pg 131). This is a continuous effect and
lightning +5 missile (1d8+4, range 60/120/180);
requires no effort from the orbus. In combat, the or-
AC 14; Armor Die [1d5]; HD 6d6+8; MV levitation
bus can take an action each round to concentrate,
30’; Act 2d20; SP obsession, cone of control, read
forcing those in the cone of effect to make a save ev-
minds, lazy; SV Fort +6, Ref +4 Will +7; AL C.
ery three rounds instead of once per minute.
Obsession: All orbus share a penchant for the col-
Those previously affected by the charm know it was
lection and hoarding of a particular type of thing.
the orbus’ doing but not how it happened, thus mak-
When dealing with their obsession, an orbus suf-
ing them vulnerable to the charm again when they
fers a -1d4 to all Willpower saves regarding avoiding
confront it. Anyone that has been charmed three or
temptation.
more times by the same orbus must make an addi-
tional Willpower save (DC 18) each time they are
Cone of Control: An orbus’ most effective tool is the
charmed again or become addicted to the effect.
cone of control, an invisible cone shaped effect that
emanates from their large eye out to 100 feet and

122
ORBUS

Roll 1d10 on the table below to determine what treasures this orbus likes to surround itself with:

Orbus Treasures
Roll 1d10 Result
1 Carefully organized rows of CDs, cassette tapes, & vinyl records holding every genre and era of music.
Several high end stereo systems to play them on as well.
2 An enormous library of movies across multiple media types with multiple TVs running different films 24/7.
3 Gemstones and rare crystals, all on display with lots of accent lights to make them shine.
4 Technological gadgets, the flashier they are the better. Roll 1d4 to determine the type:
1 - Kitchen appliances; 2 - Clocks and watches; 3 - Radio transmitters and receivers;
4 - Personal computers
5 Toys, all perfectly clean and displayed. Roll 1d6 to determine the type:
1 - Colorful preschool toys; 2 - Dolls; 3 - Action figures; 4 - Diecast cars; 5 - Stuffed animals;
6 - Wooden toys
6 Books of all types from fine literature to trashy romance novels. An eclectic library with no logical
organization.
7 Large stacks of ancient paper currency and coinage arranged in artistic cubicle displays based on
denomination.
8 Banks of server racks containing petabytes of data. Monitors everywhere displaying the vastness of its
info-wealth.
9 Ancient signage, all displayed covering every inch of wall space. Roll 1d6 to determine the type:
1 - Movie posters; 2 - Car manufacturers signs; 3 - Pre-cataclysmic religious icons;
4 - Band promotional posters; 5 - Road signage; 6 - Pre-cataclysmic political propaganda
10 Dozens of shelves packed with niknaks, all constantly being dusted by servants. Roll 1d6 to determine the type:
1 - Little children; 2 - Cute animals; 3 - Anime characters; 4 - Historical military miniatures;
5 - Tea pots; 6 - Restaurant faux food displays

Read minds: Even more insidious is the orbus’ abili- Adventure Hooks
ty to read the mind of someone standing within the • Your party has been trying to find a buyer for
cone, even if they are not charmed. By focusing its the haul of old books you discovered so you can
eye the orbus can cast the ESP spell (DCC RPG, pg replace some much needed equipment. The di-
166) against one target with a 2d8+8 casting roll. If a rections you were given have lead you to a mer-
Lost result is rolled, it cannot try casting ESP again chant’s warehouse with dozens of glazed eyed
for one hour. people that are a little too happy to see you…
• The Northern Railmasters have suffered sev-
Lazy: If the orbus is not expecting company, there is eral train cargo thefts on the route returning
a 60% chance that they will be half submerged in a for the Wailing Mine. They have posted a job
relaxing nutrient bath and attended by 2d4 personal offering a handsome reward to hunt down the
servants that are most likely addicted to its charms, thieves and their ring leader.
making them loyal to the death. If forced to take • You come across a disheveled and desperate
action during its bath, the orbus will suffer a -1 die looking man wearing what was once fine, tai-
step penalty to all actions for 1d3 turns before it over- lored clothes. He says he was the mayor of a
comes its bathing stupor. well to do oasis town and that he was recently
run out by some alien beast. He offers a very
tempting reward if the party agrees to help him
retake his town.

123
POWER WIGHT

P POWER WIGHT • PUPPETCUBI

POWER WIGHT Greater power wight (reanimatronic juggernaut


intellectual): Init +2; Atk bash +9 melee (1d6+4)
Created using the secrets of both golemcrafting and or by weapon +8 melee or ranged (dam+4) ; AC 14;
necromancy, these creatures are always planned Armor Die [1d4]; HD 8d12+8; MV 25'; Act 2d20; SP
works fashioned in a lab and never spontaneously un-dead immunities and crits, ignore crit, absorb
occur. They are grizzly masterpieces formed from electricity, enhancements, necromantic talents, able
the finest parts of various corpses and incorporate student; SV Fort +10, Ref +2, Will +6; AL N.
advanced NecroTech devices within their bodies.

They generally have the appearance of heavy bod-


ied, seven foot tall humans with arcs of energy play-
ing across several exposed mechanical bits. Greater
power wights have a much more refined, less corpse-
like, appearance than their lesser cousins due to the
added care taken during their construction.

Lesser power wights tend to think in a straightfor-


ward and direct manner without wasting time to
contemplate creativity or flair. Any plans they con-
coct will be simple, brutal, and effective. They make
excellent leaders of un-dead troops and will
follow orders to the letter. As bodyguards,
they are utterly loyal and self sacrificing.

Greater power wights are usually quite


intelligent and have a penchant for aca-
demic studies. As they are of neutral align-
ment, they prefer to seek enlightenment and
survival instead of outright savagery. They will
utilize thoughtful tactics in combat, set traps,
and employ minions when possible.

Lesser power wight (NecroTech enhanced


corpse): Init +1; Atk bash +6 melee (1d6+3)
or by weapon +5 melee (dam+3); AC 13;
Armor Die [1d3]; HD 4d12+4; MV 20'; Act 1d20;
SP un-dead immunities and crits, ignore crit,
absorb electricity, enhancements ; SV Fort +8, Ref +1,
Will NA; AL C.

124
POWER WIGHT

Ignore crit: Due to redundant systems and reinforced Enhancements: All power wights are constructed
tissues, power wights can outright ignore critical hits with several useful NecroTech enhancements, lesser
scored upon them 33% of the time. Greater power ones having 1d2+1 and greaters having 1d4+2. Roll
wights ignore crits 50% of the time. 1d12 on the table below to determine what enhance-
ments a particular power wight has. Duplicate re-
Absorb electricity: Any electrical damage inflicted sults are allowed and either act independently or are
upon one of these creatures does no damage but combined into a greater enhancement.
instantly heals the creature for half of the damage
normally inflicted.

Power Wight Enhancements


Roll 1d12 Result
1 Extendable arm - The power wight’s primary arm can rapidly extend 10 feet farther than normal. This
can be used to deliver a surprise melee attack (treat as a backstab, once per combat) or attempt to grab a
victim and quickly pull it towards the wight (treat as a grapple attack with success indicating the target is
pulled next to the power wight).
2 Powered melee weapon - One of the power wight’s limbs is equipped with a NecroTech enhanced melee
weapon that does +2 die steps more damage than normal (one-handed weapons only).
3 Armor plating - The AC of the creature is increased by +1 and increases the Armor Die by +2 die steps,
Impervious.
4 Negabolt caster - Several electrodes protrude from the power wight’s body and can be used to fire a bolt
of negative energy at an opponent (negabolt +3 ranged, 3d5 damage, range 20/40/80). This requires an
action and they can only generate one bolt every three rounds. Any un-dead hit by this bolt will actually
heal instead of suffer damage.
5 Might augment - The beast may supercharge its muscular system with negative energy and gains +3 to
all rolls involving Strength, including to hit and damage rolls. This effect only lasts 1d3+1 rounds and
requires 2d3 minutes to recharge.
6 Essence drain - On a successful touch attack, the power wight forces the target to make a Fortitude save
(DC 13) or suffer 1d3 temporary Stamina damage. The energy drained from the target can instantly
recharge any other NecroTech enhancement.
7 Mystic engine - Once every 3 rounds, as an action, the creature can use the engine to cast a spell built into
the engine using 6d4 as the casting dice. The spell available is determined randomly from spell levels 1-3
when the creature was constructed.
8 Necro-shock leads - All melee attacks made by the creature do an extra 1d4 negative energy damage.
9 Speed augment - The creature may supercharge its neural tissues with negative energy and gain an extra
1d24 action die for 1 round. This requires 3 rounds to recharge.
10 Detachable parts - The power wight can detach one or more body parts (max 4) without injury and they
will function independently (atk +2 melee (1d3); AC 13; Armor Die [1d3]; hp 8; MV 15’; Save All +1). The
creature can see and hear perfectly from each detached part. Damage taken by the detached parts do not
affect the creature’s base hit points.
11 Flesh processor - The creature gains a powered bite attack (+6 melee, 2d5 damage). If used upon a living
flesh being, the wight will heal an amount equal to one-third of the damage inflicted.
12 Tranquilizer launcher - Incorporated into one of the creatures arms is a hypodermic dart launcher (+4
missile, range 20/40/60, 1d2 damage, ammo 2d6 darts). A successful hit requires the target to make a
Fortitude save (DC 14) or lose consciousness for 2d4 minutes.

125
POWER WIGHT

Necromantic talents: As they have an innate under- know of that can help is a weird hermit that
standing of the nature of un-dead and NecroTech, lives on a functioning wind farm out east. The
greater power wights can create 1d3 HD worth of problem is that the hermit does not take kind-
unintelligent corporeal un-dead every week, given ly to visitors and his desiccated guards are not
the proper materials and lab space. too friendly either...

In addition, they are able to quickly repair


themselves. With a portable surgery kit they
can recover 1 HD per hour and in a prop-
erly set up lab they can recover 1 HD
per turn. This ability can be used
on other un-dead at half effec-
tiveness. Also, with the correct
rare components and several
months time, they can install new
enhancements (see table above)
into their body.

Able student: For every decade they


exist, greater power wights become
an expert at one particular field of
academic study, gaining a +4 to In-
telligence checks regarding it.

Adventure Hooks
• A settlement based out
of a large industrial park
opened a sealed building in
hopes of salvage. Now they
are seeking aid from the
party to deal with what was
trapped there. Something
keeps trying to raid the settle-
ment for mechanical parts and
people.
• A young necromancer has decided
to make an name for themselves in
the Vast Wasteland by litterially build-
ing their own road gang. The local, es-
tablished gangs don’t want to risk their
own people so they have hired the par-
ty to take care of the problem.
• The party needs answers regarding
a technological object they dis-
covered. The only
person the locals

126
PUPPETCUBI

PUPPETCUBI
(demonic hand puppet servant of Elmos)
Few pre-cataclysm toys have survived in-
tact over the years since the apocalypse.
Those that are discovered are beloved by
the children lucky enough to find them.
Knowing this, Elmos has created the
puppetcubi to help advance his plans for
Umerica.

A puppetcubi appears as a nigh-pristine


stuffed animal hand puppet, often found
still in its original packaging. The form of
the puppet will often reflect the desires of
the person who initially finds it or the de-
sires of a nearby child if discovered by a
group. It will remain inert and wait until it
is alone with its target before beginning to
weave its domination.

Children are not the only targets of these


insidious creatures. Many tyrants and war-
lords were good leaders before they fell
prey to the machinations of these demons
as well. Dominate handler: If the puppetcubi chooses to
take direct action, such as when threatened in com-
Puppetcubi: Init +3; Atk magic attack (see be- bat, they can completely dominate any intelligent
low) or by small weapon; AC 15; Armor Die [1d3]; being currently wearing the puppet on their hand.
HD 2d6+6; MV 20’; Act 2d20; SP whispers, domi- The wearer can choose to fight this, Willpower save
nate handler, empower, magic attack, regeneration, (DC 18) with -1 to the save roll for every failed save
psychic shapechange, animate plush; SV Fort +2, vs. suggestion, or allow the puppet to take control,
Ref +5, Will +10; AL C. which allows them to gain the benefit of the pup-
petcubi’s empower ability.
Whispers: The puppetcubi can psychically whisper
to any intelligent being within 200 feet and hold a Empower: At any time when any intelligent being is
telepathic conversation with them. They often do currently wearing the puppetcubi on their hand, the
this to convince their intended target to take actions puppetcubi can choose to grant the wearer any or all
that seem beneficial but will lead to suffering later. of the following bonuses:
Note that often the suggestion will actually benefit • +1d3 Strength, Agility, & Stamina
the target in some way so they will be more inclined • +1 to all saves
to accept future suggestions. • Regenerate 1hp per hour
• Use of its magic attack
Anyone choosing to disregard the puppetcubi’s sug-
gestions must make a Willpower save (DC 12) to do Magic attack: Each puppetcubi possess a potent ar-
so. Each failed save also inflicts a -1 to save against all cane method of attack. Roll 3d8 on the table on the
future suggestions by this puppetcubi. following page to determine what it can do:

127
Puppetcubi Magic Attacks
Roll 3d8 Result
3-7 Eldritch eye beams: +4 missile (3d3+3, range 20/40/60).
8-9 Breath fire: All in a 30’ long, 20’ wide cone must make a Ref save (DC 15) or suffer 1d6 fire damage. If a 6
is rolled on the damage, the target has caught fire.
10-11 Doomgaze: +4 missile (1d4+2, range 30/60/90) Will save (DC 12) or suffer -1 dies step to all saves for the
next 1d3 hours.
12-13 Poison cloud: Cloud, radius 1d3 x 10’, aimed up to 60’ away. Fort save (DC 12) or suffer 1d4 temporary
Stamina damage.
14-15 Lullaby: Any targets chosen by the puppetcubi within 30’ must make a Will save (DC 13) or fall asleep for
1d6 turns. Target can be awakened through normal means.
16-17 Command: May cast word of command (DCC RPG, pg 268) with a casting roll of 3d6+3.
18-19 Icy breath: All in a 30’ long, 20’ wide cone must make a Fort save (DC 12) or suffer 1d3 temporary Agility
damage due to frostbite. All targets in the cone suffer 1d3 cold damage.
20-21 Force fist: projects a huge fist made of glowing force +4 missile (2d6+2, range 20) uses the Giant Critical
table.
22-23 Dart barrage: All in a 30’ long, 20’ wide cone must make a Ref save (DC 15) or be hit by 1d3 darts, each
inflicting 1d4 damage.
24 Roll twice more, ignoring this result, and combine the effects. If the same result is rolled twice, the effects
are doubled.

Regeneration: Anytime the puppetcubi is not being Adventure Hooks


directly observed, it may choose to regenerate 1hp • After returning to a previously friendly com-
per round and recover 1 attribute point of damage munity, the party finds the leader has become
every minute. It can also choose to extend its regen- cold, aloof, and tyrannical. The citizens are
eration to any other plush toys it can touch. confused and weary from harsh new laws.
They plead with the party for help.
Psychic shapechange: When not currently attached • Word of a once thriving settlement now facing
to a target, the puppetcubi can change its shape to be civil unrest reaches the party. A merchant from
more attractive to any intelligent being within 200 the settlement that is friendly to the party is
feet. When changing shape it can also choose to be reaching out for aid with hints that something
sealed in what appears to be original packaging. This sinister is behind the infighting.
transformation takes one full round to complete. Al- • The party comes upon a settlement ruled over
ternatively, the puppetcubi can transform any plush by a group of children, all carrying puppets
toy it touches to look like a duplicate of its current with them. The citizens are clearly terrified of
form. their child overlords but cannot bring them-
selves to act against their own offspring.
Animate plush: At will, the puppetcubi can animate
up to 10 plush toys as plush golems (pg 89). These
golems are under the puppetcubi’s complete con-
trol and will remain animate until the puppetcubi
is destroyed. The puppetcubi can also see and hear
anything the golems perceive if it chooses to concen-
trate (takes an action).

128
Q QUANTUM APE

QUANTUM APE mon gorillas, quantum apes are normally peaceful


(space/time simian) animals but, when aroused with anger, they can be
deadly foes.
As chimpanzees were once used to test space travel
so too are gorillas used, somewhere in the diverg- Powerfully built, and highly intelligent, quantum apes
ing timelines, to test time travel. Flickering in and have mastered time travel via indecipherable devices
out of important events are the quantum apes, using that adorn their bodies. Looking like gorillas covered
their temporal vines to manipulate space/time. Of- in strands of glowing beads, each quantum ape builds
ten simply passive observers to important moments their device differently and so all are easily distin-
in history (great battles, important births, horrible guished from one another (so long as they do not lose
disasters, etc.) they do, on rare occasions become di- their temporal vine).
rectly involved with the shaping of events. Like com-

129
QUANTUM APE

Quantum Ape: Init +1; Atk bite +12 melee (2d6+10) the ability to bring duplicates of their self into lo-
or slam +14 melee (2d8+10); AC 14; Armor Die 1d4; cal time/space. The effort of wrenching a duplicate
HD 6d8+10; MV 40’ or climb 30’; Act 3d20; from nearby in the quantum ape’s personal timeline
SP chrono-howl, flash forward, rend, temporal stutter; and crossing them over causes 1d3 points of chro-
SV Fort +14, Ref +8, Will +8; AL N. no-damage (per duplicate). The duplicate is identi-
cal to the original (including the damage taken when
Chrono-howl: The ape releases a howling roar that bringing in the duplicate).
echoes through the near chronosphere. All temporal-
ly stable creatures within 100 feet must make a Will- Adventure Hooks
power save (DC 15) or spend the round paralyzed • A corpsenado recently tore through a local vil-
with fear. This effect repeats every d4 rounds and lage, killing hundreds. A quantum ape arrived
lasts the entirety of the combat. Victims having saved to observe the tragedy, but still had not depart-
once in the combat become immune to the effects of ed back to its native point in time. The PCs
the howl and need make no further saves. must unravel the mystery and perhaps gain
insight enough to avert another calamity.
Flash forward: The quantum ape can manipulate its • An unmutated gorilla has been spotted in the
temporal vine to change the relative passage of time nearby forest. Unlike stories of such creatures,
for it versus local time/space. The ape may take up to it seems angry and hostile. The quantum ape,
1d7 rounds worth of actions in a single round but, af- having lost its temporal vine requires help in
terwards, is helpless for the same number of rounds building a new one, but trust is hard to earn
as time suddenly catches up with them. even when the rewards could be so massive.
• As the party finishes an important combat, a
Rend: The quantum ape does +2d8 damage if more pair of quantum apes arrive on the scene and
than two slam attacks hit the same target in one attempt to rewind events to result in a differ-
round. ent outcome. If the party acts quickly, they may
thwart the apes, otherwise, the encounter will
Temporal stutter: In times of great personal danger, play out again (as it perhaps already has count-
quantum apes access their most astonishing power, less times)…

130
RAIL WRAITH

R RAIL WRAITH • RAILIPEDE • REINDIRE • RERUN WRAITHS •


ROBODEVIL • ROBO-LICH • ROBOT • ROCKER

RAIL WRAITH Luckily, rail wraiths are slow and only appear at
night. Even if they are dispersed they are not fully
Life in Umerica is a life and death struggle, and the defeated, that’s why junctions or stations of high vi-
railways are are no exception. Whether at the hands olence usually get re-routed by the Rail Barons to
of the Rail Barons, robbers or just track accidents, avoid running into these ghoulish spectres.
the souls of those who die on the trains never seem
to rest — instead coming back as rail wraiths — Rail Wraith: Init +3; Atk railroad spike +4 me-
cursed to forever haunt the tracks they died on. Even lee (1d8+rust); AC 15; Armor Die: none; HD 3d12;
from a mile away, you can hear the haunting dirges MV 20’ flight; Act 1d20; SP rusty railroad spike, light
they sing. vulnerability, incorporeal, haunting dirge, never
dead; SV Fort +6, Ref +3, Wil +10; AL N
Rail wraiths are spectral, cloaked figures with no no-
ticeable face. Out from their cloak extends ghostly Railroad spike: The railroad spike rail wraiths use
hands, one wielding a long and rusted railroad tie. as a weapon contains a dangerous magical rust. If

131
RAIL WRAITH

struck with the weapon, make a Fortitude save (DC Never dead: Rail wraiths can be dispersed, but are
15) if you are at least partially mechanical, this in- difficult to defeat permanently. When they are dis-
creases to DC 20. The disease causes 1d3 Stamina persed, they will respawn 1d6 days later as if nothing
and Agility damage. This damage can be removed if happened. There are two ways to permanently get
baking soda is applied to the area and scrubbed off rid of rail wraiths. The first is purification, which
within a day, otherwise the damage is permanent. If involves pouring 1d6 gallons of blessed petrol on
the target is wearing any metallic armor or objects, the rail segment (a segment being about 80 feet) and
they must randomly determine the object and must burning the fuel, which cleanses that rail segment of
attempt to roll under their Luck. On a failure, weap- spirits. The other method is by dismantling the sec-
ons or armor are reduced by two steps, while other tion of track and scattering the pieces, which leaves
metal objects are rendered useless. the rail wraiths inert; if the segments are ever put
back together, the rail wraiths will return.
Light vulnerability: Rail wraiths are vulnerable to
light of all types, especially daylight. If exposed to Adventure Hooks
ambient light from a torch, flashlight, etc., they must • The group is about to take a late night train ride
make a Fortitude save (DC 15) or be blinded for 1d8 to the citadel, and the conductor looks notice-
rounds. If attacked by magical light or energy weap- ably nervous. Suddenly off in the distance, they
onry, any damage dealt to them is doubled. If the at- hear a low moan singing “I’ve been workin’ on
tack normally does no damage, it deals 1d4 damage. the railroad….”
• A settlement once used to be connected to a
Incorporeal: Rail wraiths are incorporeal, and can railway, but the old mayor scattered the pieces
only be hurt by magical, silvered, or energy weapon- of the rail for some reason. A local Rail Baron
ry. They can also pass through floors and walls with asks for the help of the party to reassemble the
no effort. line, but the townsfolk of the settlement act
hostile.
Haunting dirge: Rail wraiths sing a haunting dirge, • The party is on a sleeper train when all of a
usually about working on a railroad. The song causes sudden, spectral figures start coming through
all within 100 feet to make a Willpower save (DC the walls and attacking passengers. The train
15) or be dazed for 1d4 rounds. Those who make the guards shoot at them with guns, but nothing
save are immune for 24 hours. happens!

132
RAILIPEDE

RAILIPEDE Car crusher: Against vehicles and vehicular-sized


(terror train) opponents, railipedes will attack with their bite and,
upon a successful attack, immediately wrap them-
The multidimensional mutagenic energies that selves around the target to immobilize and crush it.
swept the world during the cataclysm warped the Drivers must make a Vehicle Control roll vs. DC 19,
very fabric of reality across Umerica. This creature, while living beings unprotected by automotive chas-
considered by some to be a relation of the zilla, is sis make a DC 15 Reflex save to avoid being snared.
one of many titanic horrors that have appeared since Each round thereafter, the railipede constricts,
then. It is perhaps best described as an unclean ar- crushing the target for an automatic 2d8+4 points
thropodically mutated railway train. Fleshy joints of damage. Held targets are unable to act and remain
now join the train cars to create a blasphemous- trapped until the railipede is distracted by a power-
ly immense, segmented body ranging from 5 to 40 ful attack (10+ damage in a single strike) or some-
(5d8) fifty foot-long “cars” in length. The railipede is thing else catches its attention.
carried along by hundreds of powerful chitinous legs
protruding from the undercarriage where it might Trample: If there is room for the railipede to get up
have once joined with the tracks. The front of the lo- to full speed (made a double move last round), it may
comotive-style creature opens to reveal a maw filled forgo its normal attacks to rush forward and attempt
with dozens of sets of mandibles, while from atop to trample all opponents in its way. Anyone within
its “head” extends a pair of conductive antenna. The its 20 foot wide, 120 foot long charge path must make
screeching howl of the railipede, a cross between a a Reflex save (DC 12) or be knocked prone and suffer
train whistle and the angry roar of a hurricane, is a 2d12+2/segment damage and an automatic Vehicu-
common sound in the vast wastes of Umerica. lar Critical hit (as per USG pg. 129). A railipede can-
not uses its trample attack two rounds in a row.
No longer needing to move along Umerica’s ancient
railways, the railipede’s size means that these crea-
tures still need massive amounts of room
to maneuver. Thus, these creatures tend to
prefer to remain along the railways, or
their immediate vicinity, deviating only
to pursue prey. It is believed that raili-
pedes may be territorial, and seldom is
a railipede ever found within 30 miles
of another (a very small mercy). When
they have been seen in proximity, they have
been observed flashing their headlamps at
one another in what is thought to be a form
of communication. The light from their
headlamps clearly illuminates everything im-
mediately ahead of them for a distance of 100
feet and can be seen for well over a mile.

Railipede: Init +3; Atk bite +6 melee (1d12+4)


or slam +4 melee (1d16+2/segment); AC 14;
Armor Die [1d12]; HD 1d24+1d12/segment;
MV 60’; Act 2d20; SP car crusher, tram-
ple, unique mutation; SV Fort +6, Ref +4,
Will +4; AL N.

133
RAILIPEDE

Unique mutation: Each railipede also has an addi- (15 segment) railipede. Locals have long made
tional mutation, granting one further special ability. offerings of food to it and have been allowed
Roll 1d10 on the table below to determine what it is. to build small encampments within its terri-
tory without fear of being attacked. Of course,
Adventure Hooks the party needs something from one such en-
• Midnight special: A railipede is known to cross campment.
a section of the wastelands once per week. For • Orient express: The earth shakes as a zilla and
those who can get atop the creature, unnoticed, an unimaginably colossal, 100+ segment rail-
it is the fastest non-stop way to cross Umerica. ipede do battle. Locals need to be evacuated
For those who are noticed though, death is a ahead of the massive wave of scavengers sure
near certainty. to arrive to pick through the aftermath of the
• Cherry blossom special: Traveling the Umeri- titanic struggle.
can coast near the ruins of Delphia is a small

Railipede Unique Mutations


Roll 1d10 Result
1 Deafening whistle – The mutated whistle of the railipede causes deafness in unprotected individuals.
Creatures within 50' must make a DC 10 Fort save or be permanently deafened. The railipede may use its
whistle once per day.
2 Webbing – Railipede has spinnerets atop its engine head, capable of spraying streams of silken webbing
(as per spider web - spell check 1d16+10; DCC RPG pg 196). The creature’s domain will often be strewn
with miles of webbing along the railways, placed to catch unwary prey.
3 Sleeper car – Railipede moves in a swaying, hypnotic fashion capable of lulling victims to sleep (equal to
sleep - spell check 24, mundane sleep only; DCC RPG pg. 155).
4 Caustic spray – Railipede can launch a stream of acid at a single target up to 50’ away. Atk acid +5
missile (damage 1 per segment - max 50 - plus an additional 1d5 damage per round for an additional 1d4
rounds). Railipedes with this mutation often use the spray to form complex labyrinths in the landscape
surrounding its home tracks.
5 Parasitic haunting – Railipede is infested by 2d6 rail wraiths (see pg 131).
6 Light burst – The headlamps of this railipede unleash a brilliant flash of light, blinding unprotected foes
and damaging photosensitive equipment. All ahead of the railipede and within 50' must make a DC 12
Ref save or be blinded for 1d4 days. In addition, those who succeed suffer a -1d to all mental tasks for 3d6
turns due to photosensitivity-induced migraines. The railipede may use this attack once per night, it has
no effect in daylight.
7 Ram plate - With a hardened plate forming the front of the railipede, the bonus damage per die increases
from +2 to +4 on all slam and trample attacks.
8 Petrifying bite – Anyone bitten by this beast must make a Fort save (DC 14) or they begin to blacken,
losing 1d3 points of Agility and reducing movement by 5’. Every minute thereafter they must make
another save or lose an additional 1d3 points of Agility and 5’ of movement until they succeed with three
consecutive saving throws or until their Agility is reduced to 0 (bringing death as the victim transforms
into coal).
9 Electrostatic floatation – Through some vagary of physics, the railipede is able to move across bodies of
water as if they were solid ground.
10 Magnetized – The body of this railipede is one large electromagnet. Any ferrous metal objects coming
within 10’ of it will be strongly attracted to it. Held objects will require a Str check (DC 12) to keep a hold
on them. Ferrous metal melee weapons have a 33% chance to adhere to the beast on a successful strike,
requiring a Str check (DC 15) to get them free. Any equipment that is sensitive to electromagnetics within
50’ of the railipede has a 10% chance per round of being damaged.

134
REINDIRE

REINDIRE
Drop the name “Santa” and folks will speak of gift
giving, cookie gobbling clergy, and a flying sleigh
that brings joy wherever it goes. Most people either
do not know, or choose to forget, that Santa knows
whether you have been bad or good and he has little
tolerance for those who are always on his naughty
list. Those who commit crimes especially blasphe-
mous in the eyes of Santa may be visited by his heav-
enly host… the dreaded reindire.

The reindire are immortal anthropomorphic rein-


deer that serve Santa with absolute loyalty. Reindire
are either sent out on solo missions or in groups of
exactly nine, with one clearly marked as the leader
with a glowing nose. Should the target evade the
“punishment” intended by Santa for a full 24 hours,
they cannot be hunted by the reindire again for an
entire year.
Magic axe: Each reindire is armed with an enchant-
Reindire are quite intelligent and while they are flu-
ed greataxe that is beautifully gilded with precious
ent in just about every spoken Urth language, they
metals and stones. Roll 1d12 on the table below to
are creatures of few words. They will do their best to
determine the magical property of each axe.
not harm anyone but their intended target, chosen by
Santa, and they will NEVER harm a child by ANY di- Magic Axe Properties
rect or indirect action. They will hold to this even if it Roll 1d12 Result
means dying repeatedly over the course of the mission. 1 +2 to hit and damage.
2 Fiery aura causes +1d8 damage.
Reindire (guardians of good cheer): Init +3; Atk
3 Always returns when thrown, +2 to hit
enchanted greataxe +6 melee (1d12+4 plus magic) or
when thrown.
horn gore +5 melee (1d4+3); AC 13; Armor Die [1d3];
4 +4 to damage.
HD 4d10; MV 40’, fly 60’; Act 1d20+1d14(horn gore
only); SP hunt the wicked, silent hunters, magic axe, 5 Three times per day, +8 to hit for the
round.
immortal, gift giving; SV Fort +8, Ref +4, Will +6;
AL L. 6 Three times per day, teleport up to 20’.
7 Add +1d3 to all saving throw checks.
Hunt the wicked: When on a mission they will al- 8 Inflicts 1 point of temporary attribute
ways know the general direction and location of damage per hit, rolled randomly.
their target(s) but will still need to hunt them down 9 Scores a critical hit on 15+.
when they get close. Versus any magics or powers 10 Heal a total of 6HD per day, up to 1 HD
that might hinder their ability to locate their target, per round.
they receive a +5 to the save. 11 Allows the wielder to make one additional
melee attack per round, with a 1d20 action
Silent hunters: The hooves of a reindire are charmed die.
to make no noise and leave no hoofprints. They gain 12 Glows brightly in combat forcing foes in
+7 to all attempts at stealth and leave no evidence of melee range to roll a Reflex save (DC 10)
their passing. or blinded for 1d3 rounds (USG, pg 101).

135
REINDIRE

An axe stolen from a fallen reindire will turn on its Immortal: If felled in combat, the reindire’s body
wielder at the worst of times. Each battle, the GM will quickly fade away and will reappear 1d3 turns
will secretly make a Luck check for the wielder. If it is later within one mile of the target. Should the re-
a failure it will turn on the wielder sometime during indire’s enchanted greataxe be pilfered before the
this battle, chosen by the GM. The most common body fades, it will remain with the thief instead of
effect is a mishap that causes an automatic fumble, manifesting with its rightful owner. This respawning
at +4 to the fumble table roll, and also inflicts the magic will continue throughout the duration of the
weapon’s damage to the wielder. mission, which can last no longer than 24 hours.

Gift giving: Should anyone choose to significantly Adventure Hooks


aid the reindire in its mission, such as fight alongside • While enjoying a hot meal at an O’Burger, a
it or heal it, it will offer a small gift in return to each woman races into the restaurant. She takes one
helper when its mission is complete. Roll 1d10 on the quick look around and offers a backpack full
following table to determine the gift. of high quality medical supplies to the party
in return for protecting her. While she quick-
Reindire Gift ly agrees to anything to seal the deal, several
Roll 1d10 Result horned humanoids charge into the place look-
ing for her.
1 1d3+1 magic candy canes (heal 1 HD each).
• Trekking through a twisted bramble forest, the
2 Sack of delicious cookies, 2d4+4 in total
party encounters a wounded horned human-
(each fresh delicious cookie acts as one
meal’s food and water, never goes stale). oid. It eyes them wearily but does not attack.
Should any of them be devotees of Santa, they
3 Tin of enchanted cocoa (12 doses, turns
up to 1 gallon of dirty/contaminated water
will feel kinship with the beast.
into safe, strong, hot chocolate) • After looting a abandoned chapel dedicated to
Santa your group discovers decorative socks
4 Silver handbell (leads to clean, pure water
when rung. Does not indicate distance or full of rocks among their possessions the next
quantity). morning and an ominous feeling of being
5 Sprig of holly (restores 1 Luck point per hunted...
day for the next 2d7 days).
6 Christmas cracker (one use, when opened
casts food of the gods - DCC RPG, pg
262, result 28 - the food manifests as
a banquette table heavily laden with a
holiday feast).
7 A small red sack (will hold up to 50 lbs of
material without encumbrance, weight, or
noticeable bulk)
8 Floppy red hat (-1 die step to all roll under
Luck checks).
9 Enchanted soap on a rope (5 uses, heals all
poisons & diseases after a good bath).
10 Small tree ornament (one use, grows into a
fully decorated and lit Christmas tree that
provides protection from the elements and
random encounters for 12 hours while the
party rests within 20’ of it. After resting
each person recovers 1 HD).

136
RERUN WRAITHS

RERUN WRAITHS they seek to deliver. That message is often delivered


(bystanding broadcasts) in the fashion most suited to the particular trope
predicating their appearance; intellectuals may pose
In the distant past entertainment was, not direct- it in the form of a mathematical formula while thugs
ly streamed to the consumer, but instead radiated may chant the message while violently beating their
outwards into the heavens. Television program- listener. Below are some of the more common types
ming from sitcoms and cartoons to “reality” shows of rerun wraith.
and nightly news were beamed upwards into space
and into the great void beyond. Eventually, the void Reception (good/bad): All rerun wraiths are at the
noticed (and then wrapped an antenna with tin- whims of the elements and other environmental fac-
foil). Whatever alien consciousness that received tors. When a rerun wraith is first encountered, the
and interpreted humankind’s collective pop culture PC with the lowest Luck score makes a Luck check.
was advanced enough to enhance the signals and If they pass, reception is good and if the test is failed,
return them to Urth. Thus was the arrival of the re- reception is bad.
run wraiths. • Good reception: Rerun wraith is fully corpore-
al, capable of being hit by mundane means, and
Appearing as one of any number of television ar- is clear and intelligible when speaking.
chetypes (although there does seem to be a pre- • Bad reception: Rerun wraith is
disposition towards black and white programming insubstantial, its visual form
of the 1950’s), rerun wraiths range from being well
intentioned nuisances to
overtly dangerous.
While it can nev-
er be predicted
where or when
these beings may
appear, certain
meteorologi-
cal conditions
can impact the
strength of
their signal.
On a clear
evening the
rerun wraiths
are wholly sol-
id while during
thunderstorms they
can flicker in and out
of being while being
filled with static “snow”.

While the intent of these


creatures, and their
broadcaster, is not wholly
understood in each case
of a rerun wraith’s appear-
ance there is a message that

137
RERUN WRAITHS

filled with static and sometimes inverting to to their benefit. The needs of anyone else are com-
negative. It is immune to mundane attacks pletely without import.
being only susceptible to mutations and mag-
ic while still capable of causing harm by all of Clueless: Because of their lack of understanding of
its available methods. Its speech is garbled and the day to day world (especially one so far removed
filled with static. from the world which originally penned them), dil-
ettantes are easily placated by the heaping of praise,
BUDDY by the speaking of official sounding jargon, or sim-
The “buddy” is the neighbor next door with a win- ply be wearing the correct “club” tie. Once per round,
ning grin, who seems to always be two-steps behind a PC may attempt to influence their behavior by
on the conversation. They are genial and always will- making an opposed Willpower check. Both the PC
ing to help, although often not in the most produc- and the rerun wraith roll a Willpower save and the
tive of manners. higher result indicates success. Success indicates that
the dilettante is confused and obeys the direction
Friendly: Buddies are so charming and kind that a (however begrudgingly) while failure indicates their
DC 12 Willpower save is required by any creature absolute refusal to be swayed. Only one such attempt
wishing to engage them in combat. Those failing are may be made per encounter.
under the sway of their charming behavior and will
actively attempt to interrupt and intercede in any FOOL
hostile actions taken against the buddy in non-lethal Encountered in a wide variety of forms from
fashion (a creature wouldn’t attack a comrade but red-headed housewife, hapless sailor, or buffoonish
might “accidentally” trip an attacker) surfer, fools are likely the most deceptively dangerous
of all rerun wraiths. Never encountered alone, they
COP are always accompanied by 1d7 other rerun wraiths
The cop is a tough as nails guardian of law and or- of differing types. Fools allow the rerun wraiths to
der with a sense of humor that seems to have been work in concert, and their antics seem to camouflage
surgically removed. Commonly communicating via a more sinister intent. In the presence of a fool, oth-
droning monologue, the cop upholds the law along er rerun wraiths show heightened signs of frustra-
with his own particular “Code” of justice. No strang- tion and aggression, and are more prone to conflict
ers to violence, cops are quick with their fists (throw- (GM’s discretion). The duration of effect from being
ing flurries of blows in the span of a round) and are struck by either of their weapons begins at 1 round
able to snap off multiple shots with their firearm. and increases by an additional 1 round with each lat-
er strike, potentially leaving entire groups helpless
The Code: Each individual cop has a personal inter- against attacks from their companions.
pretation of societal norms and how transgressions
should be dealt with. Some are strictly by the book, Zany: The outlandish actions of the fool allow them
following the letter of the law, while others are will- to do all number of strange things. As an action they
ing to look the other way so long as justice truly pre- may do any of the following:
vails. Because of their unyielding belief in this par- • Ignore all damage from any one attack (while
ticular code, they are immune to attempts to coerce, looking comedically affected: frizzed hair,
charm, or otherwise mentally control or manipulate. doubled over and flailing wildly, launched air-
borne and somersaulting across the ground
DILETTANTE upon impact).
Appearing as impeccably dressed, wealthy men and • Take another full movement.
women with a complete lack of understanding of the • Redirect any incoming attack towards another
plight of the common man, dilettantes hold them- adjacent individual (DC 12 Reflex check re-
selves apart and above others. In their eyes, nothing quired).
is acceptable unless it is done their way and wholly

138
RERUN WRAITHS

Buddy Cop Dilittante Fool

Init +1 +3 +0 +6
Atk fist +1 melee (1d3), fist +4 melee (1d6+1), +1 melee slap (1d3), pie +1 melee (blind),
+1 melee (as weapon) revolver +2 ranged +1 ranged (as weapon) seltzer +1 ranged (stun)
(1d8)
AC 10 13 10 15
Armor Die 1d3 d4 (x2 vs. projectiles) n/a 1d12
HD 1d8 3d8 1d6 1d30
MV 30' 30' 30' 50'
Act 1d20 4d16 (fists) or 1d16 3d24
2d20 (revolver)
SP friendly, “the Code”, clueless, zany,
reception (good/bad) reception (good/bad) reception (good/bad) reception (good/bad)
SV Fort +0 Fort +4 Fort -1 Fort +2
Ref -2 Ref +2 Ref +0 Ref +8
Will -2 Will +3 Will +0 Will +0
AL C L N C

Intellectual Kingpin Parent Thug

Init -1 +2 +4 +2
Atk fist -1 melee (1d3-1), fist +3 melee (1d6+2), slap +1 melee (1d3), fist +1 melee (1d4),
-1 melee (as weapon) AR-15 +3 ranged (1d10) belt +1 melee (fear) revolver +2 ranged
(1d8)
AC 10 13 10 12
Armor Die n/a d5 1d3 1d5
HD 2d4 4d10 1d12 3d6
MV 30' 30' 30' 30'
Act 1d20 2d16 (fists) or 1d20 1d20
1d20 (rifle)
SP withering wit, intimidating, sage wisdom, bad timing,
reception (good/bad) reception (good/bad) reception (good/bad) reception (good/bad)
SV Fort +0 Fort +4 Fort +2 Fort +2
Ref +0 Ref +1 Ref +2 Ref +0
Will +4 Will +2 Will +2 Will -2
AL N L L C

139
RERUN WRAITHS

INTELLECTUAL forced to do battle, parents are not above taking off


Lab coat wearing professors, stethoscope equipped their belt (or shoe) and wading into the fray. Blows
doctors, and bespectacled scientists are all examples of this sort cause no damage but leave their target
of intellectual rerun wraiths. The meaning of their cowering in fear for 1d6 rounds unless a successful
statements is often difficult to decipher, and they DC 12 Willpower save is made.
take issue with “dumbing down” their words. The
height of their egos is matched only by that of their Sage wisdom: Parents always seem to know the
IQ. If befriended, they are capable of assisting in at- right thing to say to make things better and, if asked,
tempts at jury rigging, tinkering, or any number of will stop and offer their advice on any given prob-
scavenger skills by granting a +1d bonus via their aid. lem. Following their advice allows a +d4 to any one
non-combat roll related to the task discussed. The
Withering wit: Intellectuals think faster than most propensity for giving advice is so great that, if not at-
and are seemingly always prepared with a scathing tacked during a round of combat and instead ques-
retort or witty remark. At any time during initiative tioned, the parent will immediately halt and offer
the intellectual may, as an action, lambast anoth- advice (unless accompanied by a fool).
er combatant and their prepared action. The target
must make a Willpower save vs. 18 or have their in- THUG
tended action negated while they are left red-faced Thugs come in numerous forms, ranging from bul-
and stammering in apoplexy for 1d4 rounds. If not in lying youths to thieves and cutthroats appearing in
grave danger, this is the preferred method of engage- groups of 1 to 10. They are not known for their high
ment of the intellectual, capable of leaving several intellectual capacities, but they are known for their
opponents helpless at once. willingness to do harm to anyone that they may en-
counter. Thugs don’t resort to violence, they converse
KINGPIN with it.
Whether clad in pinstriped suit and fedora, or some-
thing more modern, kingpins are always impeccably Bad timing: When encountered on their own, thugs
dressed. Even their version of “casual” would qualify have a knack of being encountered at the worst pos-
as semi-formal (no shorts or sweatpants for these sible time, often when PCs are about to achieve some
fellows). Stony faced and intense, the attitudes of long sought-after goal. Thugs always have surprise in
these crime lords runs the gamut from Cagney-es- the first round of a combat when not accompanied
que stereotypes to stony hard-case killers. When en- by other types of rerun wraiths.
countered, a kingpin will always be accompanied by
2d3 thugs. Adventure Hooks
• A Kingpin has taken up residence in a local
Intimidating: The mere presence of a kingpin carries town. He and “da boyz” have a message that
with it a sense of disquiet and unease. All opponents they will only disclose to the PCs.
suffer a -1 to hit penalty and for any individual spe- • An unaccompanied fool recently was discov-
cifically called out by the kingpin that penalty in- ered wandering near the pyramid of the Bass
creases to -1d. An action may be taken to stop and Masters. All who have been sent out in an at-
collect oneself, allowing a Willpower save vs. 15 to tempt to banish the sad looking figure have not
negate the penalty. returned.
• One of the party suddenly finds themselves
PARENT with a buddy who seems really intent on help-
Charming and oddly formal, rerun wraith parents ing them with something, although they will
tend towards the dispensing of well-intended wis- not say what.
dom rather than engaging in combat. If they are

140
ROBODEVIL

ROBODEVIL If a victim is not fully converted, a clerical lay on


(extradimensional flesh haters) hands can restore 5% of the converted flesh per HD
of healing achieved by the attempt. Clerics of the Ul-
Diametrically opposed to the Ultimospark, ro- timospark gain a +2 die step bonus to lay on hands
bodevils are techno-organic demons hailing from a attempts to restore converted flesh. Those fully con-
plane they call Tektarus. They HATE all flesh based verted are permanently lost.
life forms and see them as a sickness that must be
cleansed. Their solution is to kill or forcefully con-
vert any flesh beings they encounter.

These cruel beings appear as emaciated demonic hu-


manoids made from robotic parts artfully blended
together. They pride themselves on the appearance
of their horns, wings, and conversion blades, which
they treat as extensions of their own bodies.

When encountered, it will be as a single robodevil


with 1d4 fully converted cyberslaves or a group of
four robodevils with a troupe of 4d4 fully converted
cyberslaves. Robodevils are quite fond of the num-
ber four.

While exceedingly arrogant, robodevils will make


deals and exchange useful information with robots,
A.I.s, or EXTREMELY powerful flesh beings. The
only robots they will attack on sight are those bear-
ing the insignia of the Ultimospark.

Robodevil: Init +1; Atk conversion blade +7 me-


lee (1d8+2 plus convert); AC 15; Armor Die: [1d5];
HD 6d12; MV 40’, fly 60’; Act 2d20; SP convert flesh,
control cyberslaves, open gate, tech eater; SV Fort +11,
Ref +5, Wil +7; AL C

Convert flesh: Every successful strike a robodevil


lands with its conversion blade upon a flesh based
being will cause some of its flesh to convert to tech-
no-organic components. Roll 2d20 - (the victim’s
Personality attribute + HD) and this is the percent-
age of the victim’s body that is converted by the at-
tack. Should a victim’s conversion percentage exceed
60 + (their Personality attribute) percent, they will
become a cyberslave under the control of the ro-
bodevil. Once the robodevil is no longer threatened,
it will usually utilize its blade to fully convert any cy-
berslave thralls it gained during the encounter.

141
ROBODEVIL

Grays and the un-dead are completely immune to a • All Fortitude saves are made at +1 die step.
robodevil’s conversion powers. • Can be controlled by a robodevil or other high-
ly capable technologically advanced being.
Control cyberslaves: As an action a robodevil can • (Full conversion only) immune to mind affect-
telepathically give up to four cyberslaves within 200 ing spells and abilities.
feet specific instructions. If they are fully converted,
they will perform their tasks at maximum effort with Below is a stat block for an average humanoid that
no thoughts of safety. Those not fully converted can has been fully converted.
make a Willpower save (DC 14) each round to ignore
any orders given. If successful, they may take other Common cyberslave: Init +0; Atk club +1 melee
actions but do so at a -1 die step penalty. A cyberslave (1d4); AC 14; Armor Die [1d3]; HD 1d8; MV 30’;
cannot directly harm a robodevil or block its path. Act 1d20; SP immune to mind affecting spells and
abilities; SV Fort +1 (+1d to save), Ref +1, Will nil;
Open gate: At will, a robodevil can open a portal to AL N.
its native plane of Tektarus that will remain open for
one turn (10 minutes). As a result of a deal or subju- Adventure Hooks
gation, a robodevil has an 80% chance of being able • As the party closes in on a recently crashed
to open a portal to any other plane. spaceship, they see they are not the first to ar-
rive on the scene. A battle is now raging be-
Tech eater: Robodevils may consume technological tween the ship’s surviving gray crew and a me-
devices of greater than 21st century or higher ad- chanical demon with a few cybernetic minions
vancement levels to heal their wounds. Depending in tow.
on the size and quality of the device, the robodevil • The church of the Ultimospark has reached
will recover between 1-3 HD from the attempt. Any out to the party about a recent incursion of ro-
robodevil encountered will have 1d3, 1 HD quality bodevils less than a day’s travel distant. They
devices at hand to consume. offer a sizable bounty for every robodevil head
the party returns with and free healing.
CYBERSLAVES • A local warlord’s scouts have seen some of the
Almost any living flesh based creature can be con- Cyberhive’s zombie monks working with some
verted into a cyberslave by a robodevil so the types mechanical demons in the ruins of an old fac-
encountered can be quite varied. In general, these are tory. The warlord offers the party a hefty sum
the traits shared by all cyberslaves: to go check it out.
• Gains one step of impervious armor to its Ar-
mor Die rating.

142
ROBO-LICH

ROBO-LICH cannon and the right with a wicked looking robot-


ic combat claw. Despite its dedicated appearance, it
These hideous beings are generally employed by the gives off a pleasant scent of machinery and artificial
Earth Brain of the Cyberhive to watch over groups vanilla.
of wandering zombie monks that are pilgramaging
through especially dangerous territory. Otherwise, Like most of the servants of the Cyberhive, robo-lichs
they are serving as shock troops against the foes of the are quite pleasant and personable if approached in
Cyberhive. Like their monk charges, the robo-lichs are an unthreatening manner. They are highly intelligent
unswervingly loyal to the Cyberhive and will gladly and well aware of their gruesome looks, which they
give their “lives” in service to its great cause. will use to their advantage to manipulate others into
whatever emotional response the Cyberhive is cur-
Reputedly crafted from deceased magic users, a rently studying.
robo-lich is a grizzly fusion of corpse and robot.
They appear to be highly cybernetically augmented, If they or their charges are directly threatened, they
semi-skeletal cadavers cut off at the waist and graft- will continue delivering polite dialogue while metic-
ed onto tank tread platforms they use to move about. ulously destroying their foes. Any slain foes will be
The lower left arm is replaced with a small plasma collected for techno-reanimation as zombie monks.

Should a robo-lich encounter a person or persons


that could be of use to the Cyberhive, it will offer
employment, technological gifts, or magical knowl-
edge to lure them into service.

Robo-lich (cyber shepherd): Init +1; Atk power-


claw +7 melee (1d10+3) or plasma cannon +9
missile (1d14, range 150/300/450); AC 14;
Armor Die: [1d6]; HD 6d8; MV 30’;
Act 2d20 +1d16; SP hymn immunity,
spellcaster, caster organ, install sensory
beacon,expert hacker,techno-magical aid;
SV Fort +9, Ref +3, Will +9; AL N.

Hymn immunity: While robo-lichs do not have


the ability to sing a battle hymn like their
zombie monk charges, they are not ad-
versely affected by it either. In addition,
they are immune to all blinding or deaf-
ening effects.

Spellcaster: Robo-lichs are creat-


ed with the following spells in
memory: magic shield (DCC
RPG, pg 146), scare (DCC RPG,
pg 191), & slow (DCC RPG, pg
228). To determine what other
spells they may have roll 6 times
on the table below. Roll 1d3 across for
the spell’s level and 1d6 down for the spell.

143
ROBO-LICH

Robo-lich Spells
Roll 1d6 1 2 3
1 Charm person (DCC RPG, pg 131) Detect invisible (DCC RPG, pg 165) Consult spirit (DCC RPG, pg 204)
2 Choking cloud (DCC RPG, pg 134) Forget (DCC RPG, pg 170) Dispel magic (DCC RPG, pg 208)
3 Detect magic (DCC RPG, pg 260) Knock (DCC RPG, pg 175) Gust of wind (DCC RPG, pg 219)
4 Force manipulation (DCC RPG, Monster summoning (DCC RPG, Haste (DCC RPG, pg 221)
pg 143) pg 184)
5 Mending (DCC RPG, pg 147) Shatter (DCC RPG, pg 193) Turn to stone (DCC RPG, pg 233)
6 Defensive upgrade (USG, pg 221) Control+Alt+Delete (USG, pg Create cybomination (USG, pg
222) 223)
The casting roll is 1d20+12 and robo-lichs are im- ing the computer use skill (technologist, USG pg 90)
mune to corruption. with a +10 bonus to the roll.

Caster organ: Among their cybernetic implants is Techno-magical Aid: Through magical and medi-
an Arcane Amplification Cyber-Organ that grants a cal means, a robo-lich can repair itself or any oth-
robo-lich a +5 bonus to all casting checks (already er servant of the Cyberhive, healing one HD worth
calculated into their stated casting roll). of damage per turn. There is no limit to how many
times this healling can be employed.
It is possible that a person skilled in medical sci-
ence and technology could harvest the organ from In addition, given 24 hours a robo-lich can convert
a freshly killed robo-lich. If harvested properly, it a humanoid corpse into a fully functional zombie
would remain viable for 1d3+1 days. Given the prop- monk. This process installs a new personality into
er high tech medical facilities, the organ could be the remnants of the corpse’s brain so any previous
implanted into a living wizard and grant a similar knowledge or personality is erased.
casting roll bonus plus other side effects...
Adventure Hooks
Install sensory beacon: Anyone employed or gifted • As the party is traversing a particularly haz-
by a robo-lich will have a 66% chance of having a ardous patch of wasteland, they spot a troupe
sensory beacon implanted, possibly without their of “singing” corpses being led by a gruesome
knowledge. The robo-lich merely needs to touch the techno-un-dead thing traveling in a similar di-
target to painlessly inject a cloud of nanites that will rection. If they are not stealthy, the techno-un-
quickly tap into their sensory organs and relay ev- dead thing will cheerfully call out to them to
erything they experience to the Cyberhive. A target, come and journey with them, offering greater
or someone nearby, must make an Intelligence check safety in numbers…
(DC 16) to notice the injection. Once installed, the • Taking a well earned rest in a reasonably cozy
sensory beacon will continue to function for the rest settlement after a very enwealthening adven-
of the target’s life. In melee combat, there is a 25% ture, the party finds the village in a sudden
chance that any successful power claw strike will uproar, battening down the hatches as a group
also inject a sensory beacon into the target. of walking corpses lead by a mecha-corpse ap-
proaches...
A robo-lich does not automatically have access to • While plumbing the ruins of a huge office build-
anyone’s sensory beacon feed but the Cyberhive can ing, the party stumbles across a cyberzombie
give it access at will. plugged into a bank of still running servers. As
it peruses the output of a dozen glowing moni-
Expert hacker: A robo-lich can attempt to forcefully tor screens, it seems to be installing various cy-
gain access to any computer within reach, employ- bernetics into a fresh, bloody corpse.

144
ROBOT

ROBOT
(mechanical minions and monsters)
Robots are non-sentient creatures made for a num-
ber of different tasks. While, in some rare cases they
may be programmed to simulate life, the vast ma-
jority are built as “dumb machines” to carry out spe-
cific tasks. Within each category of robot (or –bot,
for short) there is often a degree of customization
performed to enhance a given robot’s suitability for
a particular role. As such, it is rare that any two ro- great havoc should something go wrong with their
bots of the same type, encountered in differing loca- programming. Brooms, sweepers, and cleaning
tions, will be identical. In general, the SP of a robot is sprays all become potentially lethal implements
defined by its type and its attack styles are, in many wielded by a machine determined to remove “all the
cases, defined by a series of attachments. dirt”. Depending on their combination of individual
attachments, custodio-bots can be as deadly as any
CONSTRU-BOT sentry-bot – with half the threatening appearance.
Sometimes referred to as Tonka-bots, these robots All custodio-bots will have 1d3 attachments.
have been created specifically for the building trade; Table RB-2: Custodio-bot Attachments
robots of this sort tend to be massive machines that
Air freshener, ionic shock +1 ranged (1d4, Fort vs. 10
shake the earth with their movement. Whether mov- ionizing or stunned 1 round)
ing earth, bringing down buildings, hauling refuse,
Air freshener, blinding mist +1 ranged (Ref vs. 10 or
or lifting enormous loads into place, constru-bots
spray blind & smell of pine for 1d3 rounds)
are not devices to be trifled with. All constru-bots
Anti-dust poison cloud +1 ranged (1d3, Fort vs. 16
have one attachment.
spray or stunned 1d3 rounds)
Anti-fungal poison cloud +1 ranged (1d4, Fort vs. 12
Massive: These robots are so large that they are near-
spray or double damage)
ly irresistible by physical means. Successful melee
Broom strike +1 melee (1d6)
attacks made against them causes 1d3 points to the
wielder of the weapon upon impact. Dust- strike +1 melee (1d5)
grabbing staff
Table RB-1: Constru-bot Attachments Dust- stab +1 melee (1d3)
grabbing
Claw bisecting grab +4 melee (3d24, Fort wand
save vs. damage or die).
Floor buffer buffed smooth +1 melee (3d8, prone
'Dozer blade slam +8 melee (2d12+6, 10' knockback). targets only)
Earth roller crush +0 melee (4d10+20, Fort vs. Mop strike +1 melee (1d6)
damage or die).
Polishing rag smear +1 melee (1d3, Fort vs. 12 or
Welding welding beam +2 ranged (1d10+2, 4 diseased)
lasers attacks).
Rust-Be- acid spray +1 ranged (2d4, Ref vs. 12 for
Wrecking ball slam +4 melee (6d10, range 50', Ref vs. Gone half)
16 for half).
Scrub brush scouring +1 melee (1d3 + 1 point
CUSTODIO-BOT temporary Stamina)
Known as “janitors from a drum”, “robo-maids”, and Vacuum hose rad dust backwash +1 ranged (3d6, DC
a wide variety of other sobriquets, these devices exist 15 Mutation check)
to clean. Armed with a variety of innocuous seeming Wax sprayer hot wax +1 ranged (1d8, All in 10'
attachments, custodio-bots are capable of wreaking radius Ref vs. 14 or fall prone. Roll each
round in the affected area.)

145
ROBOT

Constru-bot Custodio-bot Game-bot

Init -1 +1 +8
Atk see below see below see below
AC 10 10 12
Armor Die [d30] [d4] [d3]
HD 8d10 1d10 1d8
MV 20' 30' 60' (fly)
Act 1d20 1d20 3d14
SP massive unobtrusive generous
SV Fort +8 Fort +2 Fort +2
Ref +0 Ref +2 Ref +8
Will n/a Will n/a Will n/a
AL L L L

Gun-bot Sentry-bot Spam-bot

Init +8 +5 +4
Atk +5 ranged - see below Light Gatling Gun +3 ranged n/a
(3d12)
AC 12 12 10
Armor Die [d24] [d4] [d3]
HD 5d10 3d10 1d10
MV 30’/20' (hover) 40' (hover) 30'
Act 2d24 1d24 2d16
SP over-kill alert enduring
SV Fort +10 Fort +8 Fort +2
Ref +8 Ref +2 Ref +2
Will n/a Will n/a Will n/a
AL L L L

Unobtrusive: Custodio-bots blend so well into the Generous: Game-bots are very generous when dol-
background, and are so adept at making no distur- ing out rewards, one might say to a fault. Where a
bance, that unless threats are being actively guarded single trade good would suffice, 1,000 100ths of that
against, custodio-bots receive surprise automatically same trade good is seen as better. Despite the fact
on their first attack. that some trade goods (like fuel) are unaffected by
such portioning, many trade goods are of no use if
GAME-BOT disassembled or sliced into smaller pieces. On pre-
Glowing balls of Dawson-esque gregariousness and senting any award, the game-bot will dispense it in
excitement, game-bots pose varying challenges to increments of 1d10 trade goods worth of value, by
those who come across them, offering ever increas- opening a box, moving a curtain aside, or by simply
ing rewards ranging from paltry to life changing, having it materialize out of thin air. For every trade
with commiserate levels of risk. GMs are encouraged good awarded there is a cumulative 10% chance of
to draw upon their favorite game shows and hosts to finding one complete trade good in the award. Ev-
breathe life into these creatures. All game-bots will erything else is divided into 1% portions.
have one of the following attachments.

146
ROBOT

Table RB-3: Game-Bot Attachments Over-kill: Upon scoring a critical hit, the gun-bot
automatically hits 1d4 times (scoring a critical hit
Audience poll Atk: buzzer (1d3/2d3/3d3 to all allied
beings within 20', Fort vs. 10/12/14 for table result on each successive hit), inflicting each
half) result as it unleashes a massive follow-up attack as it
Form of a Atk: Value loss (targeted victim loses target locks and fires repeatedly on the heels of the
question 1d100sp trade goods value) initial strike.
Little devils summon 1d3 animated beings with
the following stats, Little devil: Atk
pitchfork +2 melee (1d3), AC 11, Armor
Die n/a, HD 1; hp 4; MV 20'/20' fly; Act
1d18; SP none; SV Fort +0, Ref +2, Will
+0; A N
Mucus dump Atk: goo-fall (permanent loss of 1d3
personality, Ref vs. 15 negates)
Spinner Atk: vertigo +3 ranged (1d6, Fort vs 15
or be rendered dizzy and helpless for
1d3 rounds) range 20/40/60
Sprayer Atk: water jet +1 ranged (1d2, Luck
save or have any electronic technology
ruined) range 10/20/30
Wildcard Atk: random blast +1d6 melee or
ranged (1d100 damage) range
20/40/60

GUN-BOT
This term covers a dizzying array of robotic crea-
tures designed for war, and general destructive force.
While most move, carried forward by their mas-
sive treads, they have the ability to hover above the
ground, relentlessly mov-
ing forward. Gun-bots will
be armed with 3d10 ranged
weapons of various
sorts (including sup-
port class weapons). SENTRY-BOT
Consult the Umeri- Unlike their more powerful cousins, gun-bots, sen-
can Survival Guide for try-bots are made to patrol and maintain security
further information. over a specific area or route and only that area or
Should there be three route. Large, floating platforms carrying a light Gat-
or more of a single ling gun, sentry-bots are capable of unleashing a
weapon generated, withering spray of fire to repulse any threats posed
they are treated to the security of its protectorate. Save for very spe-
as “linked” and cific and unusual conditions, sentry-bots will not
require only pursue targets should they retreat; instead remaining
one roll to to carry out its protective duties.
strike with all
linked weap- Alert: Sentry-bots are equipped with a varied arse-
ons of that sort. nal of strange sensory systems and are unaffected
by any attempts at stealth that have a result of 20 or

147
ROBOT

less, nor are they affected by mechanical attempts at been transformed. Any, non-sentient, electronic de-
stealth that only affect less than all senses. vice within five feet of the spam bot is given a DC
20 Willpower save per round (sentient electronic
SPAM-BOT beings receive a DC 10 Willpower save) to avoid in-
Named for an ancient form of nominally indepen- fection. Infected devices immediately transform into
dent scripts that roamed the World Wide Web, mod- a spam bot and redouble the efforts of the original.
ern spam-bots are real world analogs of their ancient
ancestors. Drifting from place to place, they infect Adventure Hooks
other technological items — enlisting them into • A wizard wishes to attempt to duplicate the
their crusade of self-replication. Swirling, floating self-replicative abilities of a spam-bot and of-
swarms of frayed electronics and circuitry, spam- fers a large reward for a captive specimen.
bots are highly infectious and are a familiar threat to • A gun-bot recently rolled through the area,
any who travel the wastes. destroying small villages and slaughtering res-
idents. It is en route to a much larger encamp-
Enduring: Each spam-bot is merely a part of a larger ment. Can the PCs stop it in time?
self-replication algorithmic gestalt. As such, spam- • Someone has been reprogramming custo-
bots have no individual programming for self-pres- dio-bots into assassins, using their ability to
ervation and will continue attempting to infect other be unnoticed to gain access to a number of
technology in their vicinity until destroyed. Infected otherwise well defended areas. After surviving
devices immediately transform and begin doing the one such attack, the party must unravel the
same, only ceasing when all spam-bots are destroyed, mystery of who is behind these attacks…while
or all technological items capable of replication have surviving subsequent attempts on their lives.

148
ROCKER

ROCKER (heavy metal elemental) cide whether to stop them and risk the wrath
of Kizz, or to allow them to continue and po-
Encountered in groups of two to eight, these eight tentially face the anger of Technos Discos.
foot tall beings are the mindlessly devoted followers • Standing motionless in a pile of ancient ruins
of Kizz. Carved into the stone of their chests are the are four rockers with white paint on their fac-
logos of ancient bands that glow with an unearthly es in the fashion of some of the greatest Kizz
blue radiance. With crudely formed facial features, priests of antiquity. Why they are immobile is
rockers are incapable of speech, instead commu- a mystery and what will happen when they be-
nicating through simple hand gestures. In combat, gin to move is a question that fills locals with a
rockers immediately begin slam-dancing with their sense of dread.
foes, and there is a 30% chance each round that a • The party meets an extraordinary rocker, Fray-
rocker will cast mosh pit against any opponents lurk- Lee, strutting down the road with a crude-
ing out of reach. ly fashioned guitar clenched in its powerful
hands. Every few minutes it manages to strum
How rockers behave when encountered varies de- out a power chord that resonates to challenge
pending on whether or not rock music is playing. the heavens. Behind him follow 12 other rock-
 o music: Rockers will be either performing
•N ers, Fray-Lee’s disciples. Is Fray-Lee a new type
physical labor they have been set to or will be of rocker, self-aware in Kizz’s service or is it an
listlessly awaiting commands while headbang- elemental being that has risen to challenge its
ing and playing air guitar. They will ignore any former god. The mystery could take much un-
threat that does not directly attack or harm raveling, and the pernicious behavior of angry
them unless it is an attempt to command them rock gods leaves little time.
in the name of Kizz. Commanding them in
their master’s name requires a DC 25 Person-
ality check. Priests of Kizz or wizards with a
Patron bond to him add double their level to
the Personality roll to command them.
•M
 usic: The group of rockers will be slam-danc-
ing, storming about in a circle, stomping their
feet and wildly waving their arms and forming
a circling mosh pit. Commanding them in such
a state requires a DC 30 Personality check.

Rocker: Init +0; Atk slam +5 melee (1d10+4);


AC 10;Armor Die [1d24]; HD 3d8+6; MV 20’; Act 1d20;
SP regeneration, cast mosh pit 1/day (spell check +5;
USG pg. 208), crush, immune to all mental attacks
and effects; SV Fort +6, Ref +0, Will NA; AL N.

Crush: Successive slam attacks made by rockers in


one round do a cumulative +1d6 damage.

Regeneration: Rockers regenerate 1d3/round in the


presence of rock music.

Adventure Hooks
• A group of five rockers are busily dismantling a
temple to Technos Discos. The party must de-

149
ROCKIN’ WRAITH

ROCKIN’ WRAITH suit, tattered jeans to an elegant gown, rockin’ wraiths


look much like they did in life. Only a few small things
Throughout time, there has been a select club, the immediately distinguish them from followers of the
membership of which all were tragically struck cults such as those of Tahck’ing, or Kizz. Each rock-
down in their 27th year. For hundreds of years, the in’ wraith carries with them a white disposable lighter
organization was thought to be mere legend, but that, in their hands, never fails to light. They also will
modern day Umerica has learned that this is no leg- uncontrollably hum, tap, or otherwise express the mu-
end and the “27 Club”, as it is known, is real. So too sic they made prior to their deaths.
is its un-dead membership. These ghostly rockers of-
ten appear out of nowhere, while behaving as if they The members of the 27 Club obey their founder; an
have been there all along. Their favorite haunts are un-dead blues musician who is rumored to have
dive bars and music halls. made a deal with the devil, presides over them. Un-
like many un-dead, rockin’ wraiths are not immedi-
Rockin’ wraiths always look familiar, whether they died ately or overtly hostile. Often times they can be dealt
a week ago or in a century past. So great is their fame with by simply listening to them tell their life’s story
that their very presence reminds the spiritual essence (which, admittedly, can take hours). However, the
of onlookers that these restless spirits are famous. Clad rockin’ wraiths are always willing to make a deal —
in anything from a leather jacket to an old fashioned in return for a soul — and will gladly broker the

Table RW-1: Hard Rockin' Powers


Roll 1d10 Result
1 Sexual magnetism: The wraith's visage becomes so overwhelmingly beautiful that it inspires obedience
(DC 13 to resist). Victim's succumbing to the allure of the rockin' wraith are under his control for 2d3
rounds.
2 Drum solo: The rockin' wraith is accompanied by the sound of drums, which can be heard up to 100'
away. In combat the drums grow louder and do 1d3 damage to all who hear them (DC Fort 15 negates).
3 Trash the dressing room: The rockin' wraith can cause multiple objects to fly through the air (any
number, no more than a combined weight of 300 pounds). As an action the rockin wraith may hurl one
of these objects at a target (+4 missile fire, 1d6+2 damage, range 20/40/60).
4 Invisible touch: At will the wraith may turn invisible. It can return to visibility on any following round.
Once per day, while invisible the rockin' wraith may attempt to reach into the chest of a victim to grab
their heart. Heart grab +6 melee (1d10 plus DC 14 Fort save or die).
5 Addictive gaze: The merest glance from the rockin wraith fills the victim with a burning that runs
through their veins. As quickly as the feeling comes, it is gone again, leaving the victim craving just one
more touch. Creature's succumbing to the power are defenseless for 1 turn and are -1d on all actions for
the next hour (DC 15 Fort save to resist)
6 Overdose: Anyone touched by the rockin wraith (+4 melee) loses 1d3 points of both Stamina and
Personality.
7 Wailing vocals: The rockin' wraith unleashes un-dead vocal mastery and power. All living creatures
within 50' automatically suffer 1d4 sonic damage. The wraith can use this power three times per "set".
8 I'm with the band: With a touch (+6 melee), the rockin' wraith may alter the tempo of the target's soul.
The victim immediately picks up the nearest instrument (clapping, tapping, whistling, etc if none are
present) and is unable to stop for 2d3 rounds. During this time the rockin' wraith gains 1d30 hit points
from hearing someone else play his music.
9 Rockin' out!: The rockin' wraith is able to call up 2d3 other rockin' wraiths to form a jam session.
10 Broker a deal: The rockin' wraith is trusted enough by Rojo to create his own deals (the terms of which
are wholly at the GM's discretion). The cost is still the soul of the supplicant, but the deal requires no visit
to a crossroad.

150
ROCKIN’ WRAITH

terms before sending a person off to meet Rojo at Unkillable: When reduced to 0 hit points or less, a
the crossroad. rockin’ wraith vanishes with a discordant scream
only to reform the next sundown.
Gatherings of rockin’ wraiths do rapidly become
dangerous, as the dreaded “jam session” begins… Adventure Hooks
and often doesn’t end until the last listener has es- • While traveling at night the party encounters
caped or died. a nervous looking man standing alone at a
crossroad. He tries to get them to leave but is
Rockin’ wraith: Init +3; Atk special (see below); AC interrupted by the arrival of an old bluesman.
11; Armor Die [1d3]; HD 3d14; MV fly 50’; Act 2d20; How the rest of the encounter goes is wholly
SP un-dead traits, immune to non-magical weapons, up to the actions of the party.
jam session, unkillable, 1d4 special abilities (see Ta- • One year ago, at the party’s favorite watering
ble RW-1); SV Fort +3, Ref +5, Will +7; AL C. hole, a musician fell offstage and died. One
year ago…tonight. Now he’s come back.
Jam session: If multiple rockin’ wraiths are encoun- • The cult of Tahck’ing is holding a celebration
tered they may begin jamming together, sending out and ask the party to help them gather materials
waves of ghostly music that merge and amplify their to attract a group of rockin’ wraiths in hopes of
powers. All powers invoked by any rockin’ wraith pleasing their god.
present gain a bonus on all dice equal to the number
of un-dead musicians playing music.

151
SCORPIONOID

S SCORPIONOID • SEPTICRAKEN • SERPENT SHRUBS •


SHARKHANA • SHRIEK • SPLICE FIEND • SPOREFANGS

SCORPIONOID Stealth: By nature, scorpionoids move quietly over


just about any surface (gaining +6 to all stealth
Brought to Umerica by a failed extra-dimensional checks). They will use this to their advantage when-
invasion centuries ago, scorpioniods have remained ever possible.
true to their nature as greedy mercenaries and assas-
sins for hire. They do not care who or what they are Backstab: Should a scorpionoid catch their target
fighting for as long as they get paid; their preferred unaware, they may make a surprise backstab attack
method of payment being large amounts of fresh with their tail stings (as a thief, DCC RPG, pg 34).
blood, raw sugar, or honey. They also love copper
and favor it over any other precious metal. Poisonous tail sting: The poison delivered on a suc-
cessful tail sting attack causes the victim to make a
An odd quirk of scorpioniod biology causes them Fortitude save (DC 12) or have all action dice low-
to become easily addicted to carbonated sugar soft ered by one step and suffer -5’ to movement due to
drinks, especially of the caffeinated variety. Once partial paralysis. These effects last for 3d8 rounds.
addicted, they will do ANYTHING to get more and Additional poisonings have a cumulative effect and
shift their alignment to chaotic. Several warlords any victim that has all of their action dice reduced
have used this fact to create hit squads of very loyal to d10 will die of heart failure. The poison of a soda
cola-addicted scorpionoid assassins. junky scorpionoid is much more potent and the pa-
ralysis effects lasts for 1 turn instead of 3d8 rounds.
Scorpionoids have large scorpion-like bodies with
an insectal-humanoid torso jutting from where Contractual honor: These mercenaries are greedy to
the head would normally be. This torso sports two the core but will ALWAYS fulfill whatever paid con-
powerful arms ending in huge pincer claws, and a tract they have agreed to. They gain +5 to all Will-
bulbous, multi-eyed head. Their chitinous hides power saves against any deception or charm effects
are usually a dark reddish black all over with rud- that would make them do otherwise.
dy highlights. Those that have succumbed to soda
addiction have a lighter coloration to their chitten, Addict: A soda junky scorpionoid suffers -10 to all
some even becoming albino-like. Willpower saves or checks regarding getting more
soda pop. This includes all bargaining attempts and
Scorpionoid: Init +3; Atk tail sting +4 melee (1d5+4 deceptions. In addition, their jittery nature grants
plus poison) or claw +3 melee (1d7+4); AC 13; them a +3 to all perception checks.
Armor Die [1d4]; HD 2d8; MV 35’; Act 1d20;
SP stealth, backstab, poisonous tail sting, contractual Adventure Hooks
honor; SV Fort +2, Ref +3, Will +2; AL N. • A local warlord that in the past has not had
the power to do more than petty extorsion of
Soda junky scorpionoid: Init +5; Atk tail sting unwary travelers seems to have upped their
+4 melee (1d5+4 plus poison) or claw +3 melee game. Rumors abound of his new insectal
(1d7+4); AC 15; Armor Die [1d3]; HD 2d6; MV 40’; shock troops raiding nearby settlements. The
Act 1d20; SP stealth, backstab, poisonous tail sting locals are more than willing to pony up some
(potent), contractual honor, addict; SV Fort +2, Ref +5, good loot for the party to travel to his hideout
Will +2; AL C. in an old bottling plant and take him down.

152
SCORPIONOID

• A merchant known for delivering fine goods • Shortly after a successful raid of an unplundered
fresh from the Citadel has approached the par- pre-cataclysm food warehouse, the party is ac-
ty to act as guards. She has apparently been costed by a band of pale, jittery man-scorpions
raided the last three trips by scorpion thugs that insist that they can smell that the party is
demanding sugary tribute tolls to pass through carrying soda and that they surrender it im-
what was open territory. She wants them driv- mediately. The bugs have a crazy look in their
en off and stopped for good, if possible. creepy multi-eyes and seem desperate.

153
SEPTICRAKEN

SEPTICRAKEN (sewer squid) Anyone foolish enough to attempt to eat septicraken


flesh will suffer 1d3 temporary Stamina damage and
Scholars say that in the olden times before the cat- automatically contract a random disease.
aclysm that the megacity folk all feared that their
sewers were home to gators, constrictors, and other Immune to toxins & disease: These creatures have
beasts. Perhaps those fears were justified as the sew- developed nigh perfect immune systems and are to-
ers of those ruined cities now do house horrors. One tally resistant to all forms of poison, toxins, or disease.
of those horrors is the septicraken, a giant cephalo-
pod oozing with toxins and disease. Pliable: Having no true skeletal structure, septicrak-
ens merely take half damage from all blunt weapon
A septicraken’s bloated body can reach the size of a attacks. In addition, they can fit through openings
van and each of their numerous tentacles can grow that seem way too small for them, including tradi-
to 20 feet or more in length. These foul beasts reek of tional doorways.
excrement and decay, which can be perceived up to a
mile away in some cases. While essentially boneless, Reach: Due to their long tentacles, a septicracken
rumors have circulated that they can move about out can deliver melee attacks from up to 15 feet away.
of water, albeit slowly. Whether one of these beasts
can survive in clean water is unknown but any food Stench cloud: Once per hour, a septicraken can pro-
or water it touches is instantly befouled. duce a single acidic, poisonous cloud with a radius of
20’ centered on the beast. For 2d4+4 rounds, targets
Septicraken: Init +4; Atk tentacle strike +6 melee in the cloud suffer a -4 penalty to all rolls (attacks,
(1d6 + disease); AC 14; Armor Die 1d4: HD 9d8; damage, skills, and saves), take 4 points of damage
MV 5’, swim 40’; Act 4d20; SP disease, immune to each round, and must make a Fortitude save (DC 16)
toxins & disease, pliable, reach, stench cloud, grapple when first exposed or be poisoned (-2d4 Agility, du-
bite; SV Fort +6, Ref +8, Will +5; AL N. ration 1 day). The septicraken is, of course, immune
to the cloud’s effects.
Disease: Septicrakens are infused with all manner
of pestilence and filth. Any successful strike will re- Grapple bite: If a septicraken hits the same melee
quire the target to make a Fortitude save against a target with three tentacle attacks in the same round,
randomly determined disease below, roll 2d10. it will also deliver a fetid bite attack. This will auto-

Septicraken Disease Results


Roll 2d10 Result
2-5 Fort save (DC 8) or suffer sickness and vomiting for 4d12 hours; half movement and a -2 die step penalty
to all rolls during that time.
6-9 Fort save (DC 14) or suffer terrible stomach pains; 1d3 temporary Stamina damage and unable to heal
damage normally for one week.
10-11 Fort save (DC 16) or suffer debilitating weakness; 1d4 temporary Strength and Stamina damage.
12-13 Fort save (DC 12) or be infested with parasites; after 3d4 hours loses 1 temporary Stamina and must make
an additional Fort save (DC 14) each day or lose an additional 1 temporary Stamina until the condition is
healed. Victim is unable to heal damage normally.
14-15 Fort save (DC 10) or suffer system shock; unconsciousness leading to death in 2d4 minutes.
16-17 Fort save (DC 20) or suffer vertigo; 1d5 temporary Agility damage.
18-19 Fort save (DC 12) or suffer intense weakness; permanently lose 1 Strength and unable to heal damage
normally for 1d3 weeks.
20 Roll again twice on this table, ignoring this result, and combine the two effects using the higher save DC.

154
SEPTICRAKEN

matically inflict an additional 2d6+2 damage to the


victim and they must make a Fortitude save (DC 14)
or permanently lose 1d3 Stamina from a lingering
illness.

Adventure Hooks • After being cursed by a priestess of Grokk last


• While in the Citadel of Scrap, a member of the year, the settlement of Bigwater has had nu-
maintenance guide approaches the party with merous plagues befall them. Currently, their
an offer of work with good pay. They just need underground water supply has become tainted
to trek through the sewer system and take care and they have employed the party to solve the
of an aggressive “blockage issue”. situation.
• As the party explores the streets of an ancient
ruin city the road gives way beneath them.
They are dumped into a stagnant sewer cause-
way and the hole they fell through is too high
to reach. The only way out is through.

155
SERPENT SHRUBS

SERPENT SHRUBS Totally toxic: So strong is the poison of the ser-


(plant/reptile abomination) pent shrub that creatures that eat of its greenery are
wracked with agony as the poison flows through
In the forests of Umerica, the soothing sound of the them (DC 12 Fortitude save or die) and those which
wind rustling the leaves of the bushes and trees con- survive carry that toxicity in their flesh (and even,
ceals a hidden danger. Serpent shrubs, (also known in the case of cattle, their milk). The poisonous taint
as “vegetation vipers”) are the result of a trans-di- lasts for one week from the time of exposure and
mensional rift explosion that fused a timber rat- inflicts 1d8 Stamina damage (DC 16 Fortitude save
tlesnake with a cluster of richweed (also known as for half) within twelve hours of consumption. This
“white snakeroot”) into a deadly hybrid that is both secondary consumption bestows no toxicity.
venomous as well as poisonous.
Adventure Hooks
Looking like a harmless low-growing, white-flower- • Ironically, the poison of the serpent shrub’s
ing bush, serpent shrubs are anything but. The mu- leaves is useful in making a poultice to aid in
tant survives by allowing small animals and large the recovery of snakebites. The party is asked
insects to find shelter within its branches before its to gather the leaves from six serpent shrubs
snaking vines lash out and devour them. When ap- and return them to a tribal shaman at the base
proached within 10 feet by a larger creature, the shrub of Dubaity Hill.
begins to rattle its leaves in warning, something of- • While following an old game trail through the
ten overlooked by those unfamiliar with this deadly forest, the leaves of several flowering bushes
plant. If forced to attack, the creature extends its long begin to rustle although there is no breeze.
vines, each tipped with the scaled head of a serpent. • A komo-doan gang, the Fangs, offer the party
a place within their membership but the char-
Serpent shrubs are found from mid-Umerica to its acters must go through initiation; allowing
east coast, growing in forested areas as well as grassy themselves to be struck by a serpent shrub be-
plains. It is said that the Dubaity Hill tribesman dine fore killing it and dining upon its leaves. If the
on salads of the creature’s leaves so that they may characters pass, they will be accepted into the
taint their flesh and make it undesirable to predators. gang as full patch-holders, right before a turf
war with the Hissians breaks out.
Serpent shrub: Init +4; Atk tendril strike +1 melee
(1d6 + poison DC 12 Fort or 1d4 Stamina, range 10’);
AC 12; Armor Die 1d4: HD 2d8; MV 0’; Act 1d20;
SP camouflage; totally toxic; SV Fort +2, Ref +0,
Will +0; AL N.

Camouflage: Simply looking like any


other bush, serpent shrubs are be-
yond merely being camouflaged, they
are a true part of the environment.
Unless one is familiar with them, they
are indistinguishable from other lo-
cal flora. When the shrub begins to
rattle its branches, a successful DC
15 Intelligence check determines
the source and, most importantly,
the unusual nature of the sound. Char-
acters failing this test remain unaware
of the creature’s presence.

156
SHARKHANA

SHARKHANA (street shark soldiers)


After the crash of a Xuaxiax bio-warship off the
Umerican Pacific coast nearly a century ago, the
stranded invaders found themselves in need of dis-
posable shock troops. By combining the genetic
materials of humans with that of different breeds of
sharks, the sharkhana were created. These remorse-
less soldiers were devastatingly effective against hu-
manity and, had the Xuaxiax not fallen prey to earth-
borne disease, they may well have subjugated all of
Urth.

Since the local extinction of the Xuaxiax, the


sharkhana have abandoned their earlier military
structure and have, instead, split into many nomadic
tribes. Sharkhana wander the world, both asea and
ashore. There are even rumors of groups of sharkha-
na within some of the crumbling cities, acting as
vigilantes to right wrongs and protect the innocent.
If this is the case, they have strayed far from their
creator’s intent. a sufficient body of water, the fittest of the mature
members of the tribe enter a rapid, one month, ges-
Engineered to rapidly multiply, sharkhana are a race tation cycle. The rest of the tribe scours nearby areas
of asexual hermaphroditic humanoid sharks. Their for the necessary supplies and foodstuffs to sustain
reproductive cycle is controlled by base instincts the tribe and its young for the three months it takes
and, when they find a location with ample food and for the young to reach maturity.

Angel Bull Hammerhead

Init +0 +1 +4
Atk claw +1 melee (1d5+1), claw +1 melee (1d5+1), claw +1 melee (1d6+1),
bite +3 melee (1d10+2), barbed bite +3 melee (1d10+2), bite +3 melee (1d8),
net +1 missile barbed net +1 missile barbed net +1 missile
(1d3, entangle) (1d3, entangle) (1d3, entangle)
AC 11 13 13
Armor Die 1d3 1d3 1d3
HD 1d7+1 1d8+3 1d10+2
MV 20'/40' swim 20'/40' swim 30'/50' swim
Act 1d20 1d20 1d20
SP blood scent, camouflage, blood scent, cause fear, blood scent, cause fear,
life sense, unstable alignment life sense, trauma, life sense, trauma,
unstable alignment unstable alignment
SV Fort +2 Fort +1 Fort +2
Ref +3 Ref +1 Ref +2
Will -3 Will -1 Will +0
AL see below see below see below

157
SHARKHANA

Mako Tiger White

Init +0 +1 +5
Atk claw +2 melee (1d7+1), claw +3 melee (2d4+1), claw +3 melee (2d7+2),
bite +5 melee (1d12+3), bite +3 melee (1d10+2), bite +7 melee (3d6+6),
barbed net +2 missile barbed net +3 missile barbed net +3 missile
(1d3, entangle) (1d3, entangle) (1d3+2, entangle)
AC 12 14 12
Armor Die 1d3 1d3 1d3
HD 1d7+5 2d8+2 3d12+3
MV 20'/40' swim 30'/60' swim 40'/80' swim
Act 1d20 1d20 2d24
SP blood scent, life sense, blood scent, camouflage, blood scent, cause fear,
trauma, unstable alignment life sense, trauma, life sense, trauma,
unstable alignment unstable alignment
SV Fort +3 Fort +1 Fort +4
Ref -1 Ref +1 Ref +3
Will +0 Will +1 Will +4
AL see below see below see below

Table SH-1: Sharkhana reaction table


Roll 1d14 Alignment
1 or less Chaotic ravenous: Wracked with near-insatiable hunger, the sharkhana attack anything that even
resembles animal life.Their feeding frenzy adds +1d3 to all attack and damage rolls.
2-5 Chaotic hungry: Unless bribed with gifts of fresh meat, the sharkhana will attack and devour any animal
life encountered.
6-8 Neutral peckish: Sharkhana are relatively calm and will only attack opportunistically if the party seems to
be easy prey or is bleeding.
9-12 Neutral satiated: In near-complete control of their animal nature, the sharkhana will not attack unless
provoked. They may be willing to trade or even offer aid.
13-14 Lawful concerned: Fully in control of themselves and willing to act on behalf of other creatures rather
than merely their own self interest. Will talk, trade, and even protect other creatures.

Blood scent: In combat, sharkhana rely heavily on Cause fear: Something about the sharkhana strikes a
close combat due to their poor depth perception. primal chord within those who see them. Upon first
They do, however, have a powerful sense of smell encountering them, flesh and blood creatures must
which allows them to track a bleeding person or an- make a Willpower save vs a DC of 10+HD else be
imal from up to a quarter mile away. Due to the pre- frozen in fear and unable to act for 1d4 rounds.
cision of their sense of smell, they are difficult to fool
although incredibly strong scents may overwhelm Life sense: Sharkhana are very attuned to electro-
them and cause temporary anosmia. magnetic fluctuations, allowing them to easily nav-
igate, avoid obstacles under water, and most impor-
Camouflage: The natural coloration of the sharkha- tantly, detect the presence of living creatures within
na gives them an advantage when attempting to 20 feet of them. If the sharkhana is hit with an elec-
hide. Sharkhana gain a bonus to hide equal to their trical based attack, this sensory ability is scrambled
HD max result+HD bonus (i.e. an angel sharkhana and useless for 1d6 hours.
gains 1d7+1= +8 to hide).

158
SHARKHANA

Trauma: The bite of a sharkhana can be devastating. and powerful lurks beneath the waters, prepar-
They score a critical on an 18 to 20 with a natural 20 ing to make its move.
indicating the loss of a limb. • A tribe of bull sharkhana swim up river into
the Mishippi basin, claiming to want to trade
Unstable alignment: When encountering a group of with the fishmen there. Locals aren’t so cer-
sharkhana, they are not always aggressive as their tain, and the sharkhana are blamed for several
manufactured psyche can swing wildly based on disappearances in the surrounding waters, the
their level of hunger. Roll on table SH-1 above, mod- party is hired to uncover the truth.
ified by the Luck modifier of the unluckiest party • A small tribe (2d4) of hammerhead sharkha-
member, to determine the reaction from the group. na enter the region and begin preying on local
livestock, and the keepers of that livestock. The
Adventure Hooks party is hired to end the menace, but what ap-
•
A lone, white sharkhana staggers ashore, peared to be a tribe was only the outliers for a
bloody and covered in wounds. The rest of his much larger group. Can the sharkhana be sati-
tribe has been slain, and something sinister ated, or will open warfare commence?

159
SHRIEK

SHRIEK (bat fiends) rounded by a combustible cloud of spores. Shriek


swarms take triple damage from fire attacks but the
In the pre-disaster age of Umerica, bats were sim- accompanying flash of flame deals 1 point of damage
ple creatures – winged mammals that soared in the to all targets within the swarm.
night. However, in post-disaster Umerica, a mutant
fungal strain has adapted a symbiotic relationship Adventure Hooks
with numerous bat colonies, slowly taking control • A xeno-locust swarm is fast approaching a vil-
and uniting swarms with greater purpose than be- lage. If their crops are wiped out, the villagers
fore. Shrieks work towards a common purpose, will likely starve during the winter ahead. They
ruled by a rudimentary intelligence that unites them. hire the party to collect four shriek swarms for
use in pest control against the coming threat.
Individual shrieks are small, with a wingspan of a • A subterranean passage opens up into a cave
mere three inches and their semi-humanoid bodies that houses a pair of shriek swarms. The par-
are covered in what appears to be soft, white fur. The ty may avoid the swarms by moving with care,
“fur” is actually a symbiotic fungus that has adapted disturbing them will cause the swarms to at-
to the bats over the past several centuries and now tack.
influences the behavior of individual shrieks as well • Something is stirring up enormous clouds of
as that of the swarm. shrieks; accumulated masses of easily 16HD
have been scouring the countryside and are
Shriek (screaming swarms): Init +4; Atk bite +1 me- posing a great danger. After confronting one of
lee (1); AC 12; Armor Die 1d2; HD 4d8; MV 5’, climb the swarms, the party must seek out the great
5’, or fly 60’; Act special; SP bite all targets within 20’ shaman Brayne 5 in hopes of finding the an-
x 20’ space, clever, disorienting, half damage from swer to the problem.
non-area attacks, preferred prey, vulnerable to fire;
SV Fort +2, Ref +4, Will -2; AL N.

Disorienting: The ultrasonic screeching of shrieks


is felt as opposed to heard (at least in most cases).
Victims within a swarm are bombarded by high
volume cries that they cannot hear, but can certain-
ly be injurious. Each round of shrieking disorients
prey causing a -1 die step penalty on all actions (DC
10 Fortitude save, checked each round, to negate).
Unfortunately for victims with heightened senses
of hearing, their sharpened acuity compounds the
effects (no save vs. disorienting) and after a turn of
exposure can cause permanent deafness (DC 7 For-
titude negates).

Preferred prey: Shrieks are particularly fond of xe-


no-locusts, and rapidly devour them with great rel-
ish. Xeno-locusts are especially vulnerable to shriek
swarms, suffering 1d4 damage each round and are
also automatically subjected to the shriek swarm’s
disorienting effect.

Vulnerable to fire: Because they are covered in high-


ly flammable white fungus, shriek swarms are sur-

160
SPLICE FIEND

SPLICE FIEND (alien murder scientists)


These strange aliens are said to come from a place
outside of normal space and time. They all look ex-
actly alike, assuming there is more than one as only
one is ever encountered. It appears as an eight foot
tall humanoid with an extremely gaunt physique and
four long arms. Its bald, oval head sports six lidless
eyes that are deep purple. The color of their skin is
milky white with an iridescent sheen.

The goals of a splice fiend are as strange as their ap-


pearance. It tends to set up a laboratory near a re-
mote settlement and begins harvesting folks for ex-
perimentation. The most common experiment is to
trap victims in cocoon-like devices that slowly and
painfully condense them to roughly three foot tall
purple humanoids, known only as pygmites. Other
experiments usually involve torturously genetically
altering the victims into specifically purposed mu-
tants. All those who are warped by a splice fiend end
up mindless, loyal slaves to their master. A splice
fiend is rarely encountered with fewer than a dozen
pygmite thralls to do its bidding.

While the splice fiend itself is a harbinger of terror,


even more feared are the technological sphere guard-
ians, known as death orbs, that constantly attend and
orbit their fiend master. When encountered, a splice
fiend will have two to five of them at hand and they
never stray more than 200 feet from their master.

Splice fiend: Init +2; Atk multi-ray +8 missile (see


below, range 100’), surgical tool +8 (1d4+4), or fist
+6 (1d3+4); AC 11; Armor Die [1d4]; HD 10d8+10;
MV 35’; Act 2d20; SP surprising strength, force field,
multi-ray, clone respawn, observation; SV Fort +6,
Ref +4, Will +15; AL C.

Surprising strength: Despite its thin frame, a splice is depleted. Once all of the field’s hit points are spent,
fiend is tremendously strong (Strength 20, mod +4) the splice fiend cannot raise the force field again for
and adds +1 die step to all Strength based checks. one turn.

Force field: At a moment's notice, a splice fiend can Multi-ray: This techno-wand like device is capable
erect a skin tight force field that has 50hp and re- of many functions. Roll 1d20 to determine which
generates 3hp per round. All attacks directed at the function the splice fiend will employ each round.
splice fiend will strike the force field instead until it

161
SPLICE FIEND

Multi-ray Results
Roll 1d20 Result
1-4 Analyse: The splice fiend will have a complete understanding of all physical and mental capabilities of
one being it targets. This understanding includes any equipment carried by the target.
5-7 Targeting pattern: The multi-ray projects a beam that marks an intricate surgical cutting pattern on the
target in glowing blue ink. Any attempts to use either the biopsy, dissection, or amputate functions on
that target in a future round are made with a +4 to the attack roll. The marks are permanent.
8-10 Seal: The target is instantly entrapped in a vacuum sealed, transparent foil stasis bag. They must make a
Fort save (DC 12) each round to remain conscious. To free the target, at least 10 points of cutting damage
must be done to the bag and any outside attempts to cut it open will also do damage directly to the target
on a failed Luck check.
11-13 Batch test: The target will have a dose of gene altering material “beamed” into them. This will result in
an immediate, accelerated mutation (see USG, pg 168) that will happen over the next 1d3 rounds. While
mutating the target can take no action, other than to scream loudly. The effects are permanent.
14-15 Biopsy: One target will have a small portion of one its vital organs “beamed” into a nearby specimen jar.
The target will suffer 1 permanent Stamina damage from the procedure.
16-17 Amputate: Utilizing a cutting beam, the splice fiend will attempt to remove a random limb from the
target. The target must make a Ref save (DC 17) with a +1 bonus for every step of armor they are wearing
on that limb. Success indicates the target only suffers 2d6 damage. Failure means the targeted limb is
cleanly removed and cauterized.
18-19 Dissection: The splice fiend will attempt to open the body cavity of its target with a high intensity
cutting beam. The target must make a Fort save (DC 17) with a +1 bonus for every step of armor they are
wearing on their torso. Success indicates the target only suffers 3d6 damage. Failure means the target is
immediately incapacitated, their body cavity is cleanly cut open, and a good number of their organs spill
out. This will cause the target to expire in 1d4 minutes unless powerful magic or highly advanced medical
equipment is employed.
20 Disintegrate: The target must make a Fort save (DC 15) or be reduced to a pile of dust.

Should the multi-ray end up in a character’s hands, the psychic command of the new fiend as soon as
it will require one turn of study and an Intelligence it is born. A splice fiend will generally have 1d3+1
check (DC 20) to decipher one random function. clones available to respawn from at any one time.
A gray gains a +1 die step bonus to the Intelligence
check. Additional successful attempts will discover Observation: As long as the splice fiend does not feel
additional random functions. A technologist may its existence is in danger (meaning its enemies seem
attempt a use alien device check (see USG, pg 87) to weak) it will spend its actions observing its enemies
decipher the multi-ray at -2 die steps to the roll. attacks and making notes instead of retaliating. It
will stand observing while its death orbs and min-
Clone respawn: Should the splice fiend be killed a ions battle its enemies until its force field is nearly
nearby capsule will open and decant a fresh, new depleted. Even then, there is a 33% chance that it will
splice fiend with all of the memories of the previ- not act even as its body is destroyed, preferring to
ous one. This capsule will be hidden somewhere in record the sensation of dying as it actives its next
the fiend’s laboratory. It will take the newly spawned clone body.
fiend 2d4 rounds to reach the location of its previous
body, where it will attempt to take possession of the
multi-ray. All death orbs and minions will be under

162
SPLICE FIEND

Death Orbs attack


Roll 1d7 Result
1 Beamer: (+3 missile attack, range 30/60/90) The shell of this orb glows brightly as it charges up for one
round before firing. On a successful hit, it deals 2d8 damage and destroys one step of armor (if any is
worn). The orb takes no action other than moving on a recharge round.
2 Cryoburst: (Blast Radius 10’) A cloud of chill vapor surrounds this orb, leaving vapor trails as it moves. It
will attempt to maneuver into the center of the largest grouping of foes and then release a 10’ radius blast
of intense cold, dealing 1d8 damage to all within the blast and requiring a Fort save (DC 12) or suffer next
level of effect, listed below:
1st failed save - The victim is Dazed (see USG, pg 101) by the blast for 1d3 rounds.
2nd failed save - The victim is Stunned (see USG, pg 101) by the blast for 1d3 rounds.
3rd failed save - The victim suffers 1d4 temporary Agility damage from frostbite and Stunned for
1d3 additional rounds.
4th failed save - The victim suffers 1d4 additional temporary Agility damage from frostbite and is
paralysed for 3d4 rounds, until they thaw out.
3 Drill syphon: (+2 melee attack) On the initial successful attack the death orb will impale the target with
a set of barbed blades extended from its shell, causing 1d6 damage. On the next round, it will employ the
blades to bore into the target, causing an additional 1d4 damage (ignore armor) per round for the next
1d4 rounds. Once it stops drilling, it will begin to pump out the target’s vital fluids at high speed, causing
1d3 Sta damage per round until the target is dead. Attempting to remove the orb once attached will
cause an additional 1d3 damage to the target (ignoring armor) and requires a Strength check (DC 15) to
succeed.
4 Electro-bolter: (+3 missile attack, range 15/30/45) Arcs of electricity play across the surface of this orb. A
target struck by its bolts suffers 1d6 damage (ignores armor) and must make a Fort save (DC 13) or suffer
1d3 temporary Agility damage and -5’ Move. Anyone reduced to 0 Move is considered paralysed for one
turn.
5 Flechette storm: (blast radius 20’) Dozens of symmetrically placed spines surround the shell of this orb.
It will attempt to maneuver into the center of the largest grouping of foes and then release a high velocity
cloud of razor sharp projectiles, inflicting 3d4 damage to all within 20’ of the orb, Ref save (DC 14) for
half damage. After discharging a volley, the orb takes no action in the next round other than moving
as it generates a new set of flechettes. Striking this orb in melee combat has a 40% of triggering it to
immediately release a volley of flechettes.
6 Meltmist: (10’ x 20’ cone) The shell of this orb has an obvious nozzle protruding from it. It can project a
gel-like corrosive spray that can break down most living tissue. A Ref save (DC 12) is required to avoid
suffering 1 point of temporary Sta and Per damage per round for the next 1d3 rounds. For every 3 points
total of each attribute loss inflicted by this weapon, 1 of those points is permanently lost.
7 Rotary razor: (+4 melee attack) Multiple rotary blades extend from the orb’s shell and spin at high speed.
These blades inflict 2d4 damage on each successful hit and will score a critical hit on a natural 18-20.
Instead of rolling for a critical effect, the critical causes an additional 2d6 damage and the target begins to
bleed out (USG, pg 101).

DEATH ORBS Death orbs: Init +8; Atk see below; AC 16;
These devices appear to be softball sized chromatic Armor Die [1d3]; HD 1d10+3; MV fly 50’; Act 1d20;
spheres with various lethal widgets protruding from SP specialized attack, leash; SV Fort +12, Ref +12,
them. They move about by hovering much faster than Will nil; AL L.
a human can run. Each has a specialized attack that
it will employ as the splice fiend commands. All com- Specialized attack: Each death orb is created with a
mands are received psychically and the splice fiend is unique method of attack. Roll 1d7 on the table above
always aware of whatever each death orb can perceive. and reroll any duplicate results among a particular
splice fiend’s cadre of orbs.

163
SPLICE FIEND

Leash: Should any attempt to chase down a target or OTHER CREATIONS


perform a task take it more than 200 feet away from Should the splice fiend encountered have dabbled in
its master, the death orb will cease its action and re- further genetic experimentation, their creations will
treat to just within the 200 foot range. If forcefully usually be designed to perform a single task and to
moved outside of the 200 foot range, the death orb do it VERY well. Below are a few examples. Each will
will being to act erratically, attacking and moving at have the pygmite special abilities simple telepathy
random, until the splice fiend can come within phys- and selfless in addition to the ones listed.
ical contact with it.
Labor brute: Init -2; Atk fist weapon +4 (2d3+6);
PYGMITES AC 8; Armor Die 1d3; HD 4d6+4; MV 20’; Act 1d20;
The skin of these tortured humanoids are a vibrant SP enhanced strength (Str 24, mod +6), tireless
purple and their features are grossly distorted paro- (cannot become exhausted, does not need to sleep);
dies of their former appearance. They are only capa- SV Fort +6, Ref -1, Will -2; AL C.
ble of crude vocalizations and seem to communicate
more on a simple, psychic level. Their splice fiend Skilled assistant: Init +0; Atk tool +1 (1d3+1);
master can telepathically issue them orders from up AC 10; Armor Die none; HD 1d6+1; MV 30’; Act 1d20;
to several miles away but does not receive any senso- SP savant (+5 to a specific task or skill); SV Fort +1,
ry feedback as it does with its death orbs. Ref +3, Will -2; AL C.

Pygmites: Init +1; Atk melee weapon +3 (1d5+2); Sentry: Init +4; Atk fist weapon +1 (1d4+1);
AC 12; Armor Die none; HD 2d6; MV 20’; Act 1d20; AC 12; Armor Die none; HD 1d6+1; MV 15’; Act 1d20;
SP simple telepathy, surprising strength, apt grappler, SP enhanced perception (+8 to spot or notice), tire-
selfless; SV Fort +2, Ref +2, Will -2; AL C. less (cannot become exhausted, does not need to
sleep); SV Fort +2, Ref +2, Will -2; AL C.
Simple telepathy: Pygmies can communicate with
each other telepathically up to 150 feet away and Adventure Hooks
communicate with their master up to two miles • As the party returns to a thriving communi-
away. This communication is very basic, covering ty they have visited many times, it is apparent
only simple maths and short sentences covering that something is very wrong. It is a veritable
simple concepts. ghost town and few of the remaining occu-
pants are willing to venture out of their homes.
Surprising strength: Despite their small frames, pyg- When asked why, they simply point at a nearby
mites are tremendously strong (Strength 16, mod industrial building and shudder.
+2) and add +1 die step to all Strength based checks • After a reasonably good night’s sleep, the party
when working together in groups of three or more. is breaking camp as a small, ugly purple hu-
manoid waving a white flag approaches. It does
Apt grappler: While small, pygmites do not suffer not speak but hands a pristine looking note to
any disadvantage with attempting to grapple a man one party member. The note speaks of an offer
sized opponent (DCC RPG, pg 96). of advanced tech and medical goods for col-
lecting a few, macabre items on this list…
Selfless: Pygmites have no concept of self preser- • After trekking up a sizeable hill, the party spies
vation or ambition and as such are immune to all a pre-cataclysm prison that looks largely intact.
forms of fear or other effects that might dissuade Electric lighting and the sounds of machinery
them from any task given by their master. can be easily perceived from the hilltop. So can
the sounds of terror filled screams...

164
SPOREFANGS

SPOREFANGS Camouflage: Sporefangs have the ability to sit for


(explosive fungi predators) hours at a time without moving, blending into their
environments, appearing as nothing more than
The next time you find yourself in an idyllic bit of small outcroppings of rock. An Intelligence check at
nature be wary of any ‘rock’ outcroppings you may DC 15 is required to spot the lurking killer. Failure
find. Sporefangs are opportunistic hunters well cam- allows the sporefang to attack from surprise.
ouflaged in their native environments. When at rest,
they resemble roughly globular stone boulders no Pack Hunters: For every four sporefangs that attacks
more than two to three feet in diameter. The grey- a single target, add +1 die step to the bite damage to a
green coloration of their fungal bodies make them maximum of +4 die steps. Sporefangs hunt in packs
difficult to spot in forested or grassy settings. In mo- of 4 to 16 (4d4).
tion, four spindly legs ending in razor sharp hooks
propel these eye-less hunting fungi towards the scent Adventure Hooks
of their prey. Pack hunters by nature, sporefangs will • Your journey has been long this day and your
attempt to surround and curtail all avenues of escape party looks forward to making camp. A green,
left to their quarry before pouncing en masse, rip- open glade with a gentle stream and a sparse
ping and tearing with their terribly sharp feet and scattering of rock seems an inviting place to
gaping mouths. Sporefangs reserve one last surprise stay for the night.
to those that are able to mount a defense against • A harried group crosses the road in front of
their tactics: they explode upon death, releasing a you, panic evident on their faces. None can
toxic spore-cloud that shuts down respiratory sys- speak, overcome with coughing and hacking
tems leading to death by asphyxiation. fits as they gesticulate wildly at some danger
following close behind.
Sporefangs (pack hunting fungus): Init +3; Atk bite • A well fortified township is not allowing your
+2 melee (1d4*); AC 10; Armor Die 1d4; HD 1d6; group entrance though you sorely need medi-
MV 30’; Act 1d20; SP spore-cloud, track by scent, cam- cal attention and resupply. As you pound one
ouflage, pack hunters; SV Fort +1, Ref +2, Will -1; AL N. more time upon the town gate, cursing loudly
at the guards, a large canister is hurled over the
Spore-cloud: Upon death a sporefang releases a toxic gate and lands at your feet breaking on impact
cloud that fills a 10’x10’ area that causes all within and killing the creature inside.
that need to breath air to start coughing and chok-
ing, unable to take action unless a Fortitude save vs.
DC 15 is met for each round within the cloud. A suc-
cessful save allows actions at a -1 die step for each
round within the cloud. While within the cloud, if
the Fortitude save is failed three total times within
an hour (it need not be in succession) death results.
For EACH sporefang killed within 10 feet of another,
the cloud doubles in area.

Track by scent: Sporefangs lack visual sensory or-


gans and their ability to hear is greatly diminished.
To make up for this lack, nature has provided a supe-
rior sense of smell. Sporefang packs can track a scent
trail for several hundred miles and can pick out in-
dividual scents even when confounded by stronger
scents in the area.

165
TECHNO-MIMIC

T TECHNO-MIMIC • THINK TANK • TOYCUBIM • TRAPDOOR


TOADSPITTER • TRASHLODYTE • TRU-PET

TECHNO-MIMIC (device doppleganger) of an active computer screen by flickering colors and


patterns in a fashion akin to a screen saver.
A land-based relative of the cuttlefish, the tech-
no-mimic uses a combination of its alien intelligence In combat, the techno-mimic strikes at its chosen
coupled with skin densely packed with chromato- prey with all eight of its arms while fending off other
phores to take on the appearance (but not function) threats with its two long tentacles.
of whatever a prey creature might desire most. Feed-
ing on the brains of its victims, the techno-mimic Techno-mimic: Init +2; Atk arm(x8) +3 melee (1d2)
generally morphs its body to look like some form of tentacle +2 melee (1d10); AC 11; Armor Die 1d3;
desirable technology. HD4d8; MV 30’; Act 2d20+8d16; SP bite, imposter,
rend, telepathic skim; SV Fort +4, Ref +6, Will +10;
Rarely seen in its natural form of an amorphous AL N.
mass with eight arms, two long tentacles, and a bone
crushingly powerful beak, the techno-mimic is in- Bite: Once a single target is held by four or more
stead generally seen in one of its many clever dis- arms it is held and dragged to the techno-mimic’s
guises. Capable of altering its shape, texture, and col- mouth. The creature automatically bites its victim’s
or, the techno-mimic is able to even mimic the look head, cracking open their skull and devouring 1d3

166
TECHNO-MIMIC

Intelligence worth of brain matter. Victims with cate telepathically, the techno-mimic is capable of
helmets have their headgear removed or destroyed skimming the surface thoughts of anyone within 100
in the first round, and take Intelligence damage in feet. It uses this method to determine its camouflage
subsequent rounds. Victims whose Intelligence is re- style by basing its form on that of a technological
duced to 0 have had their skulls scooped clean and good, coveted by the minds that it touches.
cannot be recovered. Breaking the feeding hold of
a techno-mimic requires a Strength check versus a Adventure Hooks
DC of 10 +2 per each arm holding the victim (12-26). • The party is sent into an ancient underground
complex to find a device vital to the survival of
Imposter: The blending ability of the techno-mimic an entire village. Instead, they mistake a tech-
is perfect. Unless its targets are specifically aware of no-mimic for what they need.
its presence and location prior to its attacking, tech- • A techno-mimic has been found that is be-
no-mimics always have surprise. ginning to pattern its markings on the print-
ed word by forming letters and making them
Rend: The long powerful tentacles of the tech- dance across a “computer screen” made up of
no-mimic extend up to 15 feet. If the techno-mimic its body. The party must choose to destroy the
strikes a single target with both tentacles in a single creature now or to attempt to communicate
round, the creature immediately follows up by at- with it.
tempting to tear the victim in half for an additional • A shaman believes that he can duplicate the
1d12 points of damage. color changing ability of the techno-mimic but
he needs samples to study. He hires the party to
Telepathic skim: While not able to simplify its slay and collect four techno-mimics.
thought processes enough to allow it to communi-

167
THINK TANK

THINK TANK Grenade, gas: This grenade releases a cloud of pure


(ancient brain powered war machine) sulfur mustard, because some horrors of war nev-
er go out of style. This pure mustard gas is color-
Built on mechanized assembly lines in the past, these less and odorless, and is only visible as a thin white
atomic powered war machines prowl the country- mist during its initial expulsion from the grenade.
side of Umerica fighting a war that ended long ago. The grenade contains enough gas to spread over a
It is unknown which side, if any, won the ancient war 100 foot radius and hangs in the air for a turn. Vic-
for which the think tanks were created but, based on tims inhaling the gas suffer 1d4 Stamina damage
their capabilities the battlegrounds must have been per round of exposure (DC 18 Fortitude for half)
terrifying hell-grounds. in addition to the other effects of physical exposure.
The gas permeates clothing and clings to skin, cre-
Small for what might be thought of as a tank the ve- ating painful blisters (causing 1 point of damage per
hicle is only slightly larger than some automobiles. round the victim was exposed to the gas). Damage
That it requires no crew complement allows the from sulfur mustard heals at 1 hit point per day and
compact mass of a think tank to be densely packed one Stamina point per week. Thankfully a think tank
with munitions. The tank is a treaded box bristling typically only carries 1d4 of these grenades.
with guns of varied sorts atop which rests a clear
plasteel dome housing a human brain. Think tanks Grenade, scrambler: This grenade releases the
often bear the symbols of varied forgotten nations; bio-equivalent of an EMP, capable of overwhelming
flags, emblems, and the like dot their forms. and shutting down a living nervous system, leading
to death. Targets within a 10 foot radius must make
Think tank: Init +2; Atk claw +12 melee (1d16+4), a DC 13 Willpower save or die. A fully supplied tank
atomic cannon +8 missile fire (2d12+6, range 300' to typically carries 1d3 of these grenades.
1 mile), mini-guns +2 missile fire (2d6, range 100'),
atomic lance +8 missile fire (2d5 plus ignores Armor Grenade, smoke: Intended to obscure vision on the
Dice, line of site), or grenade launcher +10 missile battlefield, smoke grenades cover a 100 foot radius
fire (see below, range 100'); AC 12; Armor Die 2d20 with a cloud of heavy, colored smoke lasting 1d3
(chasis)/2d24 (brain case); HD 12d10+12; MV 60’; turns. The thickness of the hot smoke blocks lasers
Act 3d20; SP grenades, trans-dimensional imaging; as well as obscures vision, reducing visibility to 10
SV Fort N/A, Ref -2, Will +10; AL L feet and completely blocks thermal imaging. The
think tank’s trans-dimensional imaging is wholly
The think tank is armed with a variety of grenades, unaffected by smoke and fog. A fully supplied tank
as shown below. typically carries 2d6 of these grenades in an assort-
ment of colors.
Grenade, anti-personnel: This grenade detonates
and spreads razor-sharp shards of plastic in a 50 foot Trans-dimensional imaging: With a living brain,
radius inflicting 3d8 damage (DC 12 Reflex save for powered by an atomic generator, hooked up to ar-
half). Geared towards damaging flesh as opposed to cane dimensional rift technologies, the think tank,
armor, these grenades cause no damage to anything using its imaging systems to scan the area within 300
with an Armor Die greater than 1d10. A think tank feet, is able to unerringly view its surroundings. Its
typically carries 2d8 of these grenades. imaging systems are not interfered with by anything
other than a solid obstruction. Individuals who are
Grenade, cluster: Upon impact, cluster grenades camouflaged but are not actually behind cover are
eject a shower of tiny bomblets that inflict 1d4 points also automatically detected within this range.
of damage to all targets within a 100 foot radius (DC
15 Reflex for half). A fully supplied tank typically
carries 1d7 of these grenades.

168
THINK TANK

Adventure Hooks
• A think tank is rolling through the area, leav-
ing scorched earth in its path. Shaken survi-
vors trail in its wake, a hungry horde attacking
other survivors for supplies in a frantic attempt
to survive. If the party can defeat the tank, can
they survive the frenzied cannibals which fol-
low in its wake?
• Deep in the swamps near the Kingdom of False
Gods it is said that a strange rod extends from
beneath the muck, capable of vaporizing trav-
elers. The reality of the situation is that a think
tank has sunk deep into the mire, with only its
atomic cannon and claw functioning.
• Word of an inert think tank has reached a gear-
head dragon. Excited at the possibilities, the
dragon hires the party to transport the tank
several days across the countryside and to his
personal scrapyard. The entire journey with
the tank is one of wondering when it might
awaken to slay all around it.

169
TOYCUBIM

TOYCUBIM
(adorable demonic toy servant of Elmos)
While puppetcubi prefer to work through dominat-
ed human tools to further the cause of Elmos, the
toycubim use more direct methods to cause pain
and suffering. They often infiltrate communities and
pose as innocent toys when discovered. Once away
from observation, they delight in stalking the weak
and destroying essential equipment, all the while
leaving a trail of false evidence. Once a communi-
ty is on the verge of collapse or chaos, they will use
whatever means are at hand to move on to the next
community.

Toycubim usually take the shape of a larger toy,


roughly two to three feet tall or long, in nigh-pristine
condition. If not already anthropomorphic, they can
warp their toy bodies into a roughly manlike shape
to perform their nefarious deeds and return them to
normal in an instant.

Toycubim: Init +2; Atk slam (1d5) or by weapon;


AC 15; Armor Die [1d3]; HD 3d6+6; MV 25’;
Act 2d20; SP stalk, sabotage, plant evidence, too cute,
unholy propagation; SV Fort +4, Ref +4, Will +8; AL C.

Stalk: Toycubim are experts at avoiding detection


and gain a +8 to all attempts to sneak silent and +4
to all attempts to circumvent security (as a scaven-
ger, USG pg 84). Also, a toycubim may backstab (as a
thief, DCCRPG pg 34) and automatically deals dou- Plant evidence: By picking up a few stray personal
ble damage in addition to scoring a critical hit. items toycubim can easily leave false traces at the
scene of their murder and mayhem to incriminate
Sabotage: When not indulging their murderous ap- those they have chosen to frame in a communi-
petites, toycubim will attempt to disable or destroy ty. It will take an Intelligence check (DC 16) to see
crucial machinery or facilities that a community through their deception. If the result is 20+, the in-
depends on for survival. For each hour they have to vestigator will be aware that the evidence planter was
work undisturbed they will use their innate under- not a person at all.
standing of vandalism and mischief to have a cumu-
lative 10% chance of utterly ruining a machine or Too cute: One of the more disturbing aspects of a
piece of vital equipment. Anyone attempting to fix toycubim is that no matter what they are doing, they
the damage must first roll under their Luck or suffer always look extremely cute doing it. Anyone trying
1d4 damage from a trap set by the toycubim to dis- to take action against them must make a Willpower
suade repairs. save (DC 10) or stop what they are doing that round
to just watch them and go “Aww...”. A new save must
be made each round.

170
TOYCUBIM

Anyone that successfully saves against this effect some blatant sabotage. All evidence points to a
three times in a row will be immune to the effect for few folk who are the least likely to ever do such
the next week. If a person fails three or more saves in a thing. What could be going on?
a row, they also suffer 1d3 points of temporary Intel- • The party comes across a giant warehouse-like
ligence damage from the horror of the scene. toy store that does not seem to be too badly
picked over, despite being quite garishly deco-
Unholy propagation: Any child that is stalked and rated and obvious. A cheery soundtrack plays
murdered by a toycubim has a 33% chance of rising eerily on the store’s sound system. It is creepy
as a newborn toycubim in 1d3+1 days. This chance is but who can pass up such great scavenging?
increased to 66% if the child was buried by its family • A community has paid the party to bolster
but the grave was not sanctified by a cleric or other their town watch as there is a child murderer
servant of the gods. on the loose that needs to be stopped. None of
the evidence makes sense and folk are on the
Adventure Hooks verge of a witch hunt to stop the killings. Can
• After returning from an errand, the party finds the party stop the murders before the civil un-
that their home community is in an uproar. rest peaks?
There have been a few mysterious deaths and

171
TRAPDOOR TOADSPIDER

TRAPDOOR TOADSPIDER Trapdoor toadspider: Init +0; Atk bite +2 melee


(1d3+2) or 20’ tongue +2 ranged (entangle + bite);
Born of the twisted experimentation of a rogue AC 12; Armor Die 1d3; HD2d8+1; MV 20’ or leap 60’;
nanovirus A.I., these creatures are a foul hybrid of Act 1d20; SP ambush, hypno-croak, poison, webbing,
arachnid and amphibian resulting from gene-splic- scavangeable; SV Fort +5, Ref +2, Will +0; AL N.
ing run amok. Originally bred to keep insect pop-
ulations down by combining the ambush predation Ambush: Animal intelligence creatures are not capa-
of the trapdoor spider with the mobility and toxins ble of detecting the trapdoors. Intelligent creatures
of the cane toad, the combination of the two DNA actively searching for the concealed trapdoors must
resulted in unforeseen consequences. The hybrid’s succeed on a DC 20 Intelligence check to spot them.
rate of growth was wholly unexpected, expanding to Attacks made from undetected trapdoors grant the
the size of a large hound. Their increased size and toadspiders +1d6 to the initiative and attack rolls for
strength allowed the trapdoor toadspider to escape that round.
into the wild where, like their cane toad ancestors,
they wreak havoc among local fauna. Highly adapt- Hypno-croak: In times when prey grows scarce, a
able, and having no predators, the trapdoor toadspi- toadspider community will begin croaking out a low
ders have spread throughout Umerica. thrumming beat from deep within their tunnels. This
sound carries through the earth, projecting for a half
Once invading an area, the toadspiders work, in mile. The hypnotic thrumming draws prey into the
communities ranging from 2 to 12 individuals, to dig area, restocking their hunting grounds. Creatures
networks of interlinked tunnels spread over areas as hearing the croaking must succeed at a Willpower save
large as one half acre. The creatures build in a num- vs. a DC of (15 - Intelligence modifier) or fall under the
ber of trapdoors, constructed from webbing, along spell of the hypnotic croaking. Once the area is rich
with local materials so as to conceal the ambush with prey, the toadspiders will begin trapping prey and
points. The areas around the trapdoors are criss- restocking their tunnels.
crossed with delicate webbing that runs through
the tunnel structure, alerting the toadspiders to
the presence of prey at any point
within their territory.

172
TRAPDOOR TOADSPIDER

Poisonous: The flesh of the trapdoor toadspider is Adventure Hooks


filled with a potent neurotoxin that is capable of • The children of a local village were last seen
killing most creatures that dare eat its flesh. Beings walking out into the wilderness, heading to-
attempting to consume a toadspider must succeed wards some basso thrumming in the distance.
at a DC 18 Fortitude save or die. Success leaves the Their parents implore the party to bring their
creature violently ill and incapacitated for 1d3 hours. children home.
• The party stumbles into the territory of a mas-
Webbing: The toadspider is capable of using its spin- sive knot of trapdoor spider toads, numbering
nerets to anchor webs up to 10 feet in diameter on 20 or more. Once the initial skirmish is done,
any static location touched. Any victim coming into the tunnels beneath must be cleared lest more
contact with the webbing is stuck fast, requiring a remain in the tunnels to pose further hazard.
DC 15 Strength or Agility check to escape. The web • While traveling across the wilderness, the par-
is flammable and may also be cut away by a creature ty encounters a knot of 3 to 12 trapdoor toad-
not already caught (AC 13, 5 hp to free one target). spiders in the midst of migrating to a new
hunting ground. Beyond the hazard posed to
Scavengable: The poison of a trapdoor toadspider travelers, there is the enticing image of a newly
can be harvested with a successful DC 15 handle vacated tunnel system that is potentially filled
poison check. It can be used to coat arrowheads and with loot and castoffs from prior victims. Of
spear-tips. Targets struck with weapons thus treated course, what might take up residence in such
must succeed as a DC 12 Fortitude save or suffer an an inviting warren of tunnels is left to the GM’s
additional 1d6 damage. discretion.

173
TRASHLODYTE

TRASHLODYTE ful) item from their junkumbrance. Whatever the


(Homo quisquiliae) item is, it will be useful to the person dealing with
the trashlodyte.
Cast aside by “polite” society, trashlodytes thrive where
more “civilized” beings do not. Unabashedly digging What’s this: Once per combat, as an action the trash-
through trash heaps, scrapyards, and even midden lodyte may pull a makeshift weapon from their jun-
pits to find scraps that they deem useful, trashlodytes kumbrance. Roll 1d12 to determine how many steps
are a mostly harmless group of mutants — so long as along the dice chain the weapon is for damage (1d3-
you aren’t attempting to steal their “treasures”. Using 1d24). The item may be immediately used in that
the excuse, “I may need that eventually” they attach round, but only functions once (regardless of a hit or
particularly choice pickings to framework structures, miss) before being irreparably reduced to so much
eventually forming backpack-style trash mounds that useless junk.
they carry with them from place to place until they
become too heavy to move and the trashlodyte sets up Adventure Hooks
camp and never leaves that area again. • A group of ten trashlodytes have emerged from
the scrapyard outside of a village and have set
Closely resembling a very unhealthy example of up shop in the village square. Local traders are
their human kinsman, trashlodytes are heavy set none too pleased and ask the party to roust the
with wispy white hair and pale, bloated complex- “trashies”.
ions. Bent near double under the weight of their • The party is sent on a quest to find Bernice, the
junkumbrance, trashlodytes move slowly and, when oracle of old Dettrit. It is said that she can tell
at rest, are easily mistaken for simple piles of trash. a man’s future by the path he chooses through
They are suspicious of outsiders but are quite genial her hoard.
if approached with kindness and respect. If pushed • Through carelessness, a party member damag-
though, their heaps of near useless things can pose a es some prized “treasure” of a trashy. The party
grave threat to those unprepared for the onslaught. must quest to find a replacement or earn the
undying enmity of trashlodytes everywhere.
Trashlodyte: Init +0; Atk clawed hands +2 melee
(1d3 plus disease) or +2 melee by weapon; AC 10;
Armor Die 1d5; HD1d8; MV 30’; Act 1d20; SP disease
(DC 7 Fort save or contract disease), useful, what’s
this; SV Fort +2, Ref -1, Will -2; AL N.

Disease: Those clawed by a trashlodyte risk infection


with Needisn-dattoo Fever. The disease erodes the
will of the sufferer while altering their genetic pro-
file to be more akin to the trashlodyte. Victims lose
1 point of Personality per day. If untreated until the
patient’s Personality score drops below 3, the victim
is no longer capable of discarding anything…ever.
They are forced to amass ever greater levels of jun-
kumbrance but, not being a true trashlodyte, none
of it will be useful. Victims are allowed an additional
saving throw once per week.

Useful: Travelers in need of basic items may attempt


to trade with the trashlodyte. Each day the trashlo-
dyte may pull one random, simple (but directly use-

174
TRU-PET

TRU-PET
Tru-pets originate from an alternate Urth where
the great cataclysm never occurred and humanity
advanced to amazing technological heights. Occa-
sionally due to the fractured dimensional barriers a
tru-pet slips into this world. While there are many
models of tru-pets, the dog based models are one of
the most popular. This is due to the exceptional loy-
alty factor this model exhibits.

The guardian model is based off of a military proto-


type and is intended to be combat ready while ap-
pearing no different than a large dog model. This al-
lowed it to serve as a low profile bodyguard for high
threat owners.

Synthetic: Being 100% artificial, tru-dogs do not age


and require neither food nor rest. In addition, they
will regenerate 1 hp per hour, even if reduced below 0
hp but not utterly destroyed. Once a week they must tru-dog is destroyed. Tru-dogs gain a +8 to Willpow-
spend 10 minutes connected to a significant power er saves involving remaining loyal to there bonded
source for rapid recharging. This means that stray owner until death.
tru-dogs can most likely be found near accessible
power sources. If they run out of charge they “sleep” Tricks: Most tru-dog encountered will know at least
until they can absorb 30 hours of solar energy. one “trick” and possibly several more. Roll 1d5 to de-
termine how many times to roll on the Trick Table
Very loyal: A stray tru-dog will bond to the first liv- below. Guardian tru-dogs will automatically have
ing being that shows it significant affection and will the guard trick.
remain bonded to them until that being dies or the

Small dog model Large dog model Guardian dog model

Init +4 +3 +5
Atk bite +1 melee (1d3) bite +3 melee (1d4) bite +5 melee (1d5+2)
AC 13 12 14
Armor Die [1d3] [1d3] [1d4]
HD 1d8+1 2d8+2 4d8+4
MV 45’ 55’ 75’
Act 1d20 1d20 2d20
SP synthetic, very loyal, tricks synthetic, very loyal, tricks synthetic, very loyal, tricks
SV Fort +4 Fort +6 Fort +8
Ref +3 Ref +2 Ref +4
Will +2* Will +2* Will +4*
AL L L L

175
TRU-PET

Tru-dog Tricks
Roll 1d10 Result
1 Guard: The tru-dog has been programmed to be able to serve as watchdog and protector. It increases its
Action die to d24 for perception checks in watch mode or when defending its bonded owner.
2 Seek: The tru-dog can be given the command to search and locate a general type of object via vocal
command or a specific person/object if presented with a proper visual and scent sample.
3 Help: This tru-dog has received special programming to assist persons with some manner of physical
handicap, such as blindness, deafness, or limited mobility.
4 Save: The tru-dog has been designed to render limited medical aid to persons suffering from
hypothermia, exhaustion, shock, minor asphyxiation, and other minor life threatening conditions until
proper medical help can arrive on the scene. They can perform a Recovering the Body action for party
members (DCC RPG, pg 93).
5 Perform: This tru-dog has been programmed to perform acrobatic stunts or involved productions. All
such actions are performed with a d24 action die.
6 Sport: The tru-dog has been designed for high physical performance sports such as racing, parkour, or
disc catching. Its Move is increased 50% and all physical non-combat actions are performed with a d24
action die.
7 Deliver: The tru-dog has been programmed to deliver the contents of a hidden case attached to its belly
to a person based on specific visual references and general geographic location information.
8 Promo: The tru-dog can speak and has the ability to easily memorize up to a 30 second message/advert
jingle and then announce the message throughout a large group of people.
9 Spy: Designed for covert reconnaissance, this tru-dog can scout an area of up to a square mile and
return with detailed information regarding terrain, hazards, and population. It gains +5 to stealth and
perception checks.
10 Assassinate: Designed to be a stealth weapon, this tru-dog has a hidden lethal gas generator. On
command, it can be given specific, detailed instructions on where and when it should deliver its payload.
Once it reaches the specified conditions, it emits a colorless, odorless gas cloud 20 feet in diameter,
centered on the tru-dog. This cloud remains potent for one minute. All living beings in the cloud must
make a Fortitude save (DC 12) each round or expire. The tru-dog can only emit one gas cloud every 24
hours.

Adventure Hooks
• After one of the party is knocked unconscious
or has fallen due to hit point loss, they are
pulled safe from the fray and are revived by a
large, very friendly dog.
• The group stumbles on the scene of a fresh
massacre with settler and raider bodies strewn
about the road. To one side is a small group of
terrified children huddled together and stand-
ing behind a very large dog. It is covered in
blood and has just dispatched a raider.
• While searching through the ruins of some sort
of entertainment park, the party encounters a
healthy looking friendly dog. It will follow the
party until adopted or chased off.

176
UN MEN

U UN MEN

UN MEN of wireless signals. Discovering this, the Umerican


(trans-celestial synthoid soldiers) forces experimented with various attempts at jam-
ming signals before finally coming across a com-
Even legend does not speak of where the un men mand line instruction for diagnostic review; sending
come from, only of their arrival and the horrors that out this signal effectively shut down the un men by
followed. It can only be said that long ago, shortly af- putting them into a hibernation state.
ter the Great Cataclysm, the un men arrived in force
bent on wresting control of the world’s resources. Un men appear as powerfully built, virtually-identi-
The un men claimed to have created all life on the cal humanoid robots roughly nine feet tall. Despite
planet and thus recognized no rights of ownership the fact that their general appearance rarely differs,
by “inferior designs run amok”. Then the purges be- the equipment found attached to their bodies var-
gan; it turned out that flesh was just another protein ies wildly (see table UM-1 below). While their place
resource for harvest. of origin is unknown, the similarity between their
drones and the death spheres of the alien splice
The already shattered nation states of the world at- fiends has led more than one scholar to question if
tempted to unite against this new foe, but the dam- they may somehow be connected.
age of the recent global cataclysm was still too great.
The combined forces of the Umericans and Soovets COMMON
continued to fight a losing battle until a major dis- These are the most frequently encountered of un
covery turned the war. The un men are sentient, ar- men, these synthoids having made up the majority
tificial life forms which communicate via a network of the invasion force. While normally found alone

Common Commander Un-made men

Init +0 +2 +1
Atk punch +6 melee (1d8+2) or punch +8 melee (1d8+2), punch +5 melee (1d7+1)
blazer +6 missile fire power sword +7 melee (2d4+3, or by weapon
SP see UM-2 below) or
blazer +8 missile fire
AC 12 14 10
Armor Die [1d4] [1d8] [1d6]
HD 3d12+12 3d16+16 4d10+8
MV 30' 50' 30'
Act 2d20 2d24 1d20
SP alert drones (1d5), forgotten alert drones (1d5), forgotten drone (1), forgotten tech
tech (1d3), infravision 60’, tech (1d5), infravision 60’, (1d3-1), infravision 60’,
mental immunity, mental immunity, mental immunity,
self-repair (3 hp/round) self-repair (5 hp/round) self-repair (1 hp/round)
SV Fort +9 Fort +12 Fort +7
Ref +0 Ref +3 Ref +2
Will n/a Will n/a Will n/a
AL N N N

177
UN MEN

distinguished by those familiar with un men forces


and their standard technological attachments (DC 15
Intelligence check). The forgotten tech attachments
used by commanders include some items that are
exceedingly rare, and often highly sought after (es-
pecially among Aetherian craftsmen).

Highly intelligent, commanders are capable of com-


mand and communications functions with any un
man within a 50 mile radius. They have been known
to direct entire battles from a safe distance, or even
while participating in another skirmish. Upon ar-
riving in a region and taking command of local un
men forces, commanders will often set some of their
troops to work building a fortified encampment to
serve as an operations base. While no central loca-
tion is required for organizational command, having
one for repairs and supply stockpiles is apparently
helpful to their purposes.

Command units have been known to authorize the


acceptance of the surrender of humanoid forces.
In such cases, they will demand a large and regular
tribute be delivered (often to a very remote area).
Tributes demanded tend to include items needed for
and in diagnostic hibernation, groups as large as 100 un men repairs, construction materials used to rein-
have been noted lying near one another amidst the force un men fortifications in the area, and “other”
ancient battlefields. materials of value but of no easily understood use
to the un men. Interestingly enough, no stockpile of
In absence of instructions to the contrary, common this third category of items has ever been found in
un men will relentlessly pursue and destroy any hu- an un men base location.
manoid life that they encounter. Common troops
will follow the orders of any active commander un UN-MADE MEN
man within a 50 mile radius. It is believed that this The “un-made” are the remnants of Aetherian efforts
range exclusion is due in part to some form of ex- to strip usable parts and technology from the broken
isting military safeguards built in by whatever race remains of the un men. At some point in the past, a
created the un men. Regardless of range, un men are craftsman took the step of re-activating a “disarmed”
capable of sharing information over the entirety of un man. The first experiments ended in failure as
the world grid. Any group of 10 or more un men will subjects reconnected to the wireless grid and im-
automatically attract a commander to their vicinity mediately attacked with anything available at hand.
(arriving after 1d12 months of travel time). Once craftsmen discovered the location of the com-
munications devices within the un men and learned
COMMANDER to remove them, things were radically different.
At first glance, command units look nearly indis-
tinguishable from the common forces. Normally With no wireless connection, un men can be re-pro-
recognizable by the presence of their power sword grammed. Left with attachments considered other-
(see below), unarmed commanders may only be wise useless (such as extending limbs or powerful

178
UN MEN

jaws), un-made men are rare (but highly visible) Drones: Un men drones are small, free-moving, sil-
members of the Aetherian military. Even more infre- ver orbs containing both an un men blazer as well
quently, they may be found as mercenaries for hire. as a small multi-tool. Housed within un men, the
drones draw an energy charge from their host. The
Rumor has it that un-made men will attack un men drones are capable of simple flight and combat for
at any opportunity and strip their foe down for parts up to 5 turns prior to recharging. Combat use of
and enhance themselves by adding more attach- their welding-blazer rapidly exhausts their batteries,
ments – something no regular un man would ever forcing them to immediately return to recharge af-
consider doing. While there are no currently con- ter two shots. The drone is capable of a third shot,
firmed reports of such re-made men, the power that but drops to the ground inert until reclaimed and
one might amass should give pause to any who may recharged.
consider work in the field of hunting un men. Drone (robot servitor): Init+2; Atk: multi-tool
+2 melee (1d6) or welding-blazer +2 missile
Alert: While apparently harmless, the off-line un fire (1d3+1 as hp or Agility damage, range 30');
men are capable of awakening from their diagnos- AC: 15; Armor Die: 1d3; HD: 1d8+2; MV: 30';
tic mode at the first sign of threat (something dis- Act 1d20; SP: mental immunity, infravision 100';
covered all too fatally by those initially attempting SV: Fort: +0, Ref: +10, Will: NA; AL: N
to loot the “corpses” of the invading forces). When
encountered, there is a 60% chance that they will be Forgotten tech: Devices leftover from a long-forgot-
in hibernation mode. If hibernating, there is only a 1 ten war, un men are capable of attaching these pieces
in 6 chance per round that they will wake up if care of modular-designed equipment onto their bodies.
is taken to be quiet. Any attack will cause them to Common un men use d10 when rolling on this chart,
wake up immediately and act at the end of the sur- commanders d16, and the stripped down “un-made
prise round. men” use d4.

UM-1: Un Men Forgotten Tech


Die Roll Attachment
1 Extension appendage SP extend 15’ ; (1) neck, (2) arms, (3) legs; results may stack
2 Loudspeaker SP sonic attack (DC 12 Will or stunned 1d3 rounds)
3 Mechanical jaw Atk bite +6 (4d6, DC 10 Fort or limb severed by attack)
4 Power fist SP +1d8 to punch damage
5 DNA harvester Atk harvest +6 melee (1d3 Sta)
6 Flamethrower Atk flamethrower +6 missile fire (range 50' cone, 1d10, plus burning 1d4 dmg/
round until extinguished)
7 Sensor suite SP +4 to all Perception checks, see invisible 60', detect magic - result 14-17)
8 Vibro axe Atk +6 melee (1d12, crit 17+)
9 Boot jets MV fly 30'
10 Extra drone storage SP +1d drones
11 Force field SP +4d to Armor Die
12 Mana harvester Atk harvest +4 melee (For wizard casters: treat as the "failure, lost" spell table
effect for one random wizard spell. For clerical casters: gain +2d3 disapproval)
13 Blazer cannon Atk +8 missile fire (range 200', 10' radius, DC 14 Ref or 1d8 hp or Agility
damage; replaces blazer)
14 HypnoVox SP charm person, as spell; spellcheck 1d20+5
15 Chrono-accelerator SP time dilation (+2 actions for 1d3 rounds, 1/day)
16 Chrono-manipulator SP time manipulation (force opponent to reroll any 1 roll, 1/day)

179
UN MEN

Power sword: Power swords are the favored weap- ful, the attack instead is reflected. The wielder then
ons carried by un men commanders. The blades are rolls a missile attack to determine if this attack hits
found in a number of strange and impractical-seem- the new target. The wielder is able to reflect any at-
ing shapes while made of alien metals that can be tack that is targeted at him/her even if it would not
any color on the spectrum. It is rumored that their otherwise hit.
strange color and shapes are due to their being part
of a greater artifact referred to by un men as a “pow- Adventure Hooks
er star”. The truth of this matter is not known. • An un man has been spotted in the vicinity.
Its attitude is oddly friendly and it is function-
How these weapons function remains a mystery but ing as a wandering tinker, going from place to
all power swords have the following powers in addi- place making minor repairs for people. Can
tion to 1d3 special powers (see Table UM-2): this be trusted?
• Rumor spreads that the machine capable of
Bright aura: The power sword may be called upon shutting down the un men has been located.
to generate a brightly flickering aura of colored light, The race is on to confirm its whereabouts as
capable of piercing any form of darkness, extending a number of interested parties (including the
10 feet. un men themselves) converge on the reputed
location.
Reflection: Whenever an energy or light-based at- • A group of Aetherian craftsman approaches
tack is targeted at a wielder of a power sword, the the party requesting aid in recovering a cache
wielder can make a Reflex save vs. the attacker’s un- of un men corpses and equipment. Sadly, the
modified attack or casting roll. If the roll is success- un men are not dead…but dreaming.

UM-2: Power Sword Abilities


Die Roll Power Effect
1 Subdual blade SP subdual damage only (+1d4+2 to damage; dragons, demons, & un-dead are
immune)
2 Increased Agility SP +2 to Agility so long as the sword is wielded
3 Increased Stamina SP +2 to Stamina so long as the sword is wielded
4 Increased Strength SP +2 to Strength so long as the sword is wielded
5 Recharger SP recharge power cells 1d4+2 charges/round
6 Mystic key SP unlock doors/disable security of an Aetherian gray castle
7 Spell absorption SP Will save vs spell check to absorb spell targeting wielder. May be released
later - cast as spell's lowest successful casting. Only 1 spell may be held at any
given time.

180
V.E.T.T.

V V.E.T.T. • VARROK • VENDIBEAST

V.E.T.T. Sages theorize that a V.E.T.T. could take the form of


(Vehicular Extraterrestrial Trapper Terror) any machine that is roughly the same mass as itself.
As to why they prefer to exclusively take the forms of
Many years before the great cataclysm, an alien ship vehicles, there is no clue. What is known is that their
crashed into a place in the sea known as “The Trian- true form is actually a large humanoid robot with
gle”. What the ship’s purpose was or why it crashed an extremely modular physiology. They tend only
has been lost in history but since then a few of its to show their true forms when pressed in combat or
passengers have made Umerica their home, and meeting with another of their kind.
hunting grounds.
While all evidence shows that V.E.T.T.s are highly in-
V.E.T.T.s are alien biomechanical predators that dis- telligent and understand most languages spoken on
guise themselves as vehicles to lure humanoids into Urth, they refuse to communicate with other species.
their “interior cabin”, which is actually their diges- Perhaps it is against their culture to speak to or in-
tive system. Once a victim enters, the doors slam teract with food.
shut and then the vehiclular predator takes off at top
speed while it begins digesting its meal.

Small Large Matrixarch


(car sized) (truck sized) (semi tractor sized)
Init +3 +2 +1
Atk rundown +8 melee Rundown +10 melee rundown +12 melee
(2d6+collision damage bonus), (2d8+collision damage bonus), (2d12+collision damage
melee weapon +8 (2d5+3), or melee weapon +10 (2d6+5), or bonus), melee weapon +12
blaster +8 (3d4) Range blaster +10 (3d5) Range (2d7+7), or
100/200/300 120/240/360 blaster +12 (3d6) Range
150/300/450
AC 13 13 13
Armor Die [1d7] [1d10] [1d16]
HD 10d10 10d12 12d16
MV MV 60’ in melee combat, MV 50’ in melee combat, MV 40’ in melee combat,
otherwise otherwise otherwise
Speed Level cruise 6/ max 9 Speed Level cruise 5/ max 8 Speed Level cruise 4/ max 7
Act 2d20 3d20 3d24
SP vehicle form, biomechanical, vehicle form, biomechanical, vehicle form, biomechanical,
trap feeding, reconfigure trap feeding, reconfigure, salvo trap feeding, reconfigure,
greater salvo, V.E.T.T.
domination, reproduction
matrix
SV Fort +10 Fort +12 Fort +16
Ref +6 Ref +8 Ref +6
Will +8 Will +8 Will +10
AL N N N

181
V.E.T.T.

Vehicle form: One of the most potent abilities of a closing but are still trapped. Each round they must
V.E.T.T. is its ability to change its form into a func- make an opposed Strength check versus the V.E.T.T.’s
tional vehicle. An Intelligence check (DC 20) is re- door (1d20+3). Failure indicates the door has shut
quired to determine a vehicle is actually a V.E.T.T.. securely. If they succeed, they open the door enough
Once a V.E.T.T. has set its vehicle appearance it must for one person to escape, after which another Reflex
use its reconfigure ability to change it. While in vehi- save must be made for anyone else near the door to
cle form, a V.E.T.T. cannot utilize its melee or blaster escape. Each securely shut door can withstand a total
attacks, only its rundown attack. of 15 damage to get it open (note the door interior
has the same armor die as the exterior). A damaged
Biomechanical: As an alien living machine based door will not shut properly until the V.E.T.T. takes a
lifeform, all V.E.T.T.s are immune to all terrestrial reconfigure - repair action to fix it.
poisons, toxins, and diseases. In addition, their lifes-
pans are so long they are nigh immortal, making After springing the trap, the V.E.T.T. will accelerate
them relatively immune to aging effects. to high speeds so those escaping after the initial
Reflex save will suffer 1d6 damage per Speed Level
Trap feeding: A V.E.T.T.s primary means of feeding (USG, pg 126) the V.E.T.T. is currently moving at as
is appearing as an unsecured vehicle of high quality they hit the ground. As with falling damage, any “6s”
on the edge of a humanoid settlement. It will allow as rolled on this damage indicate a broken bone. A kind
many victims to climb into its “cabin” as it can before GM might allow such escapees to make a Reflex save
it strikes. Then, it will attempt to slam all of its doors (DC 15) to take half damage.
shut and drive away at high speed.
Once all of the V.E.T.T.’s cabin doors are shut, it will
Any occupant next to a door can make a Reflex save flood the compartment with corrosive digestive juic-
(DC 20) to jump free before the door closes. A result es causing drowning (USG, pg 101) and 1d4+1 acid
of 17 to 19 means they have prevented the door from damage per round to all occupants. Once all of the

182
V.E.T.T.

victims are broken down, it will process the resulting LARGE V.E.T.T.
soup and be satisfied for 1d3 days per person digested. It is thought that these are older, more seasoned
V.E.T.T.s that have built up enough mass to take the
Reconfigure: As one or more actions, a V.E.T.T. may form of big pickup trucks, SUVs, and vans. These
take an action to reconfigure their modular physiol- V.E.T.T.s have no fear of those they consider food.
ogy to do one of the following:
 Change appearance (2 actions): The V.E.T.T. can Unlike their smaller cousins, they do not shy away
scan and duplicate the appearance of any vehicle from direct conflict if they see gain in it. In fact they
of their size category. An Intelligence check (DC seem to enjoy bullying smaller V.E.T.T.s as they see
20) is required to tell the difference between the them as cowards. The only time this is not the case is
two. when they are part of a matrixarch convoy.
 Revert to true form (1 action): This allows the
V.E.T.T. to transform from its vehicle form to its While a larger V.E.T.T. may coerce a few smaller
normal humanoid form, allowing it to utilize its V.E.T.T.s into doing its dirty work, they do not work
melee and blaster attack options. together unless in dire straights or under orders of
Repair (1+ actions): By activating redundant their matrixarch.
systems and moving damaged components into
rapid maintenance nodes, a V.E.T.T. may heal Salvo: Two times per day a large V.E.T.T. is capable of
1d3 damage for each action spent. launching a veritable cloud of micro-missiles that does
 Rearm (1 action): If disarmed, a V.E.T.T. can uti- damage equal to its current hit points to all targets
lize spare components to form a new weapon. within a 15 foot radius, up to 200 feet away. A Reflex
 Upgrade (2 actions): A V.E.T.T. can temporarily save (DC 14) can be made to suffer only half damage.
increase their action dice for one specific type This attack is usually reserved for clearing large forma-
of action (melee combat, ranged combat, saves, tions of foes or against high powered threats.
armor dice, skill checks, etc.) by +1 die step. This
lasts for 5 rounds and all other types of actions V.E.T.T. MATRIXARCH
taken suffer a -1 penalty to the rolls. The largest of the V.E.T.T. species known, it is rumored
that there are only a few of these rare beings current-
SMALL V.E.T.T. ly roaming through Umerica. They take the form of a
The majority of the V.E.T.T.s encountered will be of longnose semi tractor and trailer, though the trailer is
the smaller variety. They primarily take the form of not a permanently attached part of their body.
cars that can “seat” two to four victims but rumors do
exist of ones taking the form of an enclosed speed- A matrixarch will take great care to keep its con-
boat or a small helicopter. voy in line and to not overfeed in one place, so as to
avoid mass conflict with the food population. It will
Small V.E.T.Ts will always prefer to avoid direct com- move the convoy in a nomadic fashion and avoid
bat unless they feel very secure in their superiority. settlements with the magical or technological means
If forced into combat, they will choose to maintain a to cause serious damage.
good distance when possible and employ their blasters.
Greater salvo: Three times per day the matrixarch is
They will eschew working in groups of more than capable of launching a veritable cloud of micro-mis-
three, unless dominated by a matrixarch. Even siles that does damage equal to its current hit points
when working together they will not engage in to all targets within a 25 foot radius, up to 300 feet
group tactics, preferring to use an “every V.E.T.T. away. A Reflex save (DC 15) can be made to suffer
for themselves” approach. Occasionally, a trio of only half damage.The matrixarch can shape the blast
small V.E.T.T.s will be spotted working with a large around allies within the area of effect to leave them
V.E.T.T., though out of fear rather than loyalty. unharmed.

183
V.E.T.T.

V.E.T.T. domination: This road queen is never en- specialized tools. Salvaging the tech will be difficult
countered alone. It always has a servant convoy of (-4 to the attempt) but will yield great rewards (5 to
2d4 small and 1d4 large V.E.T.T.s that are completely 10d20gp of advanced alien tech components)
loyal. Any independant V.E.T.T.s that a matrixarch
comes within 100 feet of are automatically added to Adventure Hooks
its personal convoy, unless they are already dominat- • After being stranded by a massive breakdown,
ed by another matrixarch. a friendly semi-trucker offers to give them a lift
to the next settlement for a few trinkets. As the
Reproduction matrix: The trailer pulled by a matrix- miles roll by he talks about finding a pristine
arch is actually a detachable extension of their bodies trailer, locked tight and heavy with goods. As
dedicated to the creation of new V.E.T.T.s. Once de- he ponders what treasures lie within the trailer,
tached, this trailer cannot move on its own but the the party notices a large convey, led by an angry
matrixarch is continually aware of its condition and looking semi, bearing down upon their ride...
can perceive the area around it. The trailer is consid- • A local road gang has offered the party a hefty
ered a separate target and has the following stat block: sum to help them run down a small group of
cars associated with some snatch and grab kid-

Matrixarch trailer: Init nil; Atk none; AC 6; naping of their people.
Armor Die: [1d14]; HD 10d10; Speed Level none; • Rumors abound of a salvage rich junkyard that
Act 1d20; SV Fort +16, Ref -8, Will nil. seems to be defended by driverless cars. A lo-
cal gives the party directions to the place but
If ripped open, the trailer will contain 1d3 partially warns them to not disturb the place.
formed V.E.T.T.s and many actuators equipped with

184
VARROK

VARROK Varrok (barbaric mutant birdman - adult): Init +1;


(barbaric mutant birdmen) Atk talons and beak melee +4 (1d5+4) AND by weap-
on type (+4), keen eyes advantage missile (applies to
‘They had us surrounded. Poor Tyler lay on the ground ANY ranged weapon now)*; AC 12; Armor Die 1d8;
dying, trying to hold his innards inside as loops of HD 5d14; MV 30’; Act 2d20; SP battle screech, keen
intestine spilled out between his fingers. The tall one eyes, rage, resilient; SV Fort +4, Ref +0, Will +2; AL N.
with the brightly colored plumage had been yammer-
ing at us for a full minute in that brassy, shrill voice Battle screech: Once per skirmish, a varrok may
they have. It’s too damn bad I couldn’t understand a unleash a piercing shriek that can unnerve their
word of what he was saying...’ enemies. All opponents within 15 feet must make a
—Fo-Dor, Historian of the Wastes Willpower save (DC 10) or suffer a -1 die step to all
action dice for 1d3 turns. The unfortunate cost of this
Be they birds uplifted to rival humanity or human- ability is that varroks always speak with a very heavy
ity mutated and debased into half-birds, the varrok accent that imposes a -2 die step penalty on all social
have become a species uniquely their own. The parts interactions with this species.
of them that are human (two arms, two legs, and a
torso) are thick with muscle and covered in a dense Keen eyes: Varroks possess amazing eyesight, allow-
matting of feathers. Their necks and heads resemble ing them a +1 die step on any non-combat check
the numerous varieties found within the raptor family involving their vision. They also have perfect low-
of birds, scaled to fit these new bodies. Hands and feet light vision out to 120 feet, effective as long as there
end in hooked, sharp talons best employed in the rip- is some ambient light. This also gives them uncan-
ping and tearing of flesh. Varrok are clannish, tending
to congregate by diet — those that eat carrion, those
that prey on sea life, and those that are simply oppor-
tunistic hunters. The strongest and fittest make up
their leadership and typically have the brightest plum-
age. Their feathered anatomy makes wearing clothing
or armor an unpleasant chore, but the plumage also
offers a visual cue to rank and privilege in varrok so-
ciety. They adorn themselves with shiny baubles and
glittering gems and metals. In war they employ shields
and weapons that rend and tear and have an uncanny
ability with thrown weapons, preferring the javelin.

Varrok (barbaric mutant birdman - adolescent):


Init +2; Atk talons and beak melee +2 (1d5+2) or
by weapon type (+2), keen eyes advantage missile*;
AC 12; Armor Die 1d4*; HD 3d14; MV 30’; Act 1d20;
SP battle screech, keen eyes, rage, resilient; SV Fort
+3, Ref +1, Will +1; AL N.

185
VARROK

ny accuracy when using any sort of hurled weapon, Adventure Hooks


granting a +2 to hit and damage when such weapons • The party approaches a heated confrontation.
are employed. A small tribe of varrok are attempting to nego-
tiate or barter with a traveling merchant car-
Rage: Varrok have a tendency to lose themselves avan and are growing increasingly frustrated
in the heat of combat. Should a varrok choose to let that they are not being understood.
themselves fly into a bloodthirsty rage they gain the • After having rescued a varok female and her
following bonuses: All attacks are made at a +1 die clutch of eggs, your party is welcomed into
step to all action dice. The varrok can continue fight- their tribe. Having risen high in their esti-
ing until they reach -10 hp, at which time they will mation, the party is treated to a celebration of
drop dead on the spot. induction wherein the tribe (and the party)
swears blood-oaths and life debts to one an-
Resilient: The mass of feathers that cover a varroks other. The culmination of the ceremony is the
hide does not allow them the capacity for flight, but releasing of the new tribe members on their
does provide a great deal of insulation to harm. The first 'flight' where they are hurled from a prec-
adolescents in a varrok clan gain an Armor Die of ipice to the wasteland below. Vorak children
1d4 which increases each time they molt feathers become adults by surviving this ceremony,
by a die step to a maximum of 1d8. More mature certainly such slayers as yourselves can do the
members of a clan also have increased HD to a max- same?
imum of 5d14. Adult varroks become more ponder- • What luck! While hunting for small game and
ous with age, but make up the difference in speed by harvesting root vegetables, the party happens
becoming more experienced fighters. upon a clutch of well hidden enormous eggs!
You're just sitting down to dine upon the now
perfectly cooked, scrambled, golden bounty
when javelins rain from the sky.

186
VENDIBEAST

VENDIBEAST cans has a random potion effect (see the make po-
(dispensers of killer kola) tion spell, DCC RPG pg 223) and will stay potent for
1d100 days. If the “deathblow” was a critical hit, the
Massive cosmic distortion has warped this once cans spill out on their own from the power of the
mundane soda vending machine into a sentient en- blow. The cans regenerate at a rate of 1 every 1d3 days.
gine of hunger and rage. Incapable of any but slow
movement, vendibeasts are ambush predators seek- Adventure Hooks
ing targets of opportunity to kill for the pleasure of • A soda machine appeared overnight at a local
it. Their unquenchable thirst for murder, combined trading post, four people died. The party must
with a complete disregard for their own safety, makes dispatch the machine (likely not knowing that
them relentless killers but some have been cowed it cannot be killed and thus allowing the vend-
into service of more powerful beings that are associ- ibeast to strike at more targets in the party’s ab-
ated with the cosmic distortion. sence) and then trace the deadly delivery to its
source.
Standing six feet tall, these brightly colored, boxes • A rumor is going around that a warlord in the
are lit from within and display a number of bright wastelands claims to have tamed a vendibeast
colors and interesting beverage choices to draw in by replacing the Killer Kolas within the crea-
their pray. Offering everything from Killer Kola to ture with other, more mundane sodas. It is said
Diet Killer Kola, Lemon/Lynch, Murder Melon, and that doing so pacifies the creature, while main-
more, the vendibeast has no intention of living up to taining the magical efficacy of its beverages.
the promise of those displays. • The party finds a can of Killer Kola and, when it
is opened, a small flag magically pops out of the
Vendibeast: Init +1; Atk bite +3 melee (1d6+1) or top. While no magic libation is found within
spit soda can +1 missile (1d5, range 25/50/75); AC 13; the can, the flag congratulates the lucky winner
Armor Die 1d4; HD3d8+3; MV 30’; Act 2d20; SP un- and directs them to a distant location to collect
killable; SV Fort +3, Ref +3, Will +3; AL N. their prize. Of course, this a ruse by a particu-
larly wily vendibeast, which has set up a lair in
Unkillable: When reduced to 0 hit points or less, the an old cannery and lets its prey come to it. To
vendibeast lights sputter and go out as the creature win the prize of their continued existence, the
goes dormant for 3d30 minutes, after which time it party must defeat the evil Killer Krush and its
revives fully restored. If the creature is opened while fruit-flavor dispensing subordinates.
appearing dead, 2d7 glowing cans of Killer Kola can
be extracted from the creature’s innards. Each of the

187
WHALEPHANT

W WHALEPHANT • WHAAAR MUTTS • WHEELER DEMON •


WRAITH RIDER • WRATH

WHALEPHANT across the ground at speeds astonishing for a crea-


(hippocine behemoth) ture so massive. Many an unsuspecting wastelander
has been killed in the gaping, tusk-filled maw of a
These hefty gargantua roam the coastal waters, whalephant. Whalephant calves weigh in at a hefty
swamps, large lakes, and large ocean fed rivers of three tons while adult specimens tip the scales with
Umerica. They tend to travel in pods, presided over weights between sixteen and twenty tons.
by a massive bull whalephant, with 4 to 24 females
and 1 to 5 calves. Normally encountered in water, Despite their size whalephants are capable hunters
where their natural buoyancy makes existence com- and, at night, roam the shores looking for prey. These
fortable, whalephants emerge from the waters at omnivorous predators are observant and seem to
dusk to hunt. These creatures are capable of subsist- have a preference for the flesh on non-sentients,
ing on land and have been known to walk for days stalking dumb herd animals rather than devouring
from one water source to another. While dangerous humans. This behavior is a reflection of the whale-
in the water, whalephants are most dangerous when phant’s high degree of intelligence. Another sign of
on land, where they may use their rundown attack their intelligence is their very long memory. Whale-
rather than merely using their powerful bite. phants can recognize individuals after only one
meeting - even decades earlier - especially those that
Perhaps the single most aggressive creature in have threatened their pod.
Umerica, encountering whalephants in the water
is a recipe for disaster and sorrow. Their massive, Their high degree of intelligence does make them
near-hairless, barrel-shaped torsos are held aloft on trainable if captured while quite young. If well treat-
powerful, columnar legs capable of propelling them

Bull Cow Calf

Init +2 +4 +0
Atk bite +6 melee (4d12) bite +6 melee (3d12), bite +5 melee (2d12),
rundown +5 melee (2d8+2d4) rundown +5 melee (2d6+2d4)
AC 10 12 12
Armor Die 1d14 1d12 1d7
HD 4d12+8 4d10+6 4d8+4
MV 30'/50' swim 30'/50' swim 20'/40' swim
Act 1d30, 1d20 1d24, 1d16 1d20
SP aquatic, burst of speed, furious aquatic, burst of speed, aquatic, burst of speed,
attack, massive, immune to massive, protective, immune to immune to disease, immune
disease, immune to radiation disease, immune to radiation to radiation
SV Fort +6 Fort +4 Fort +4
Ref +2 Ref +3 Ref +2
Will +3 Will +2 Will +1
AL N N N

188
WHALEPHANT

ed, these creatures make terrifying combat


mounts and powerful beasts of burden.
However, ill-treatment has a cumula-
tive 5% chance per week of sending
the whalephant into a homicidal
rage and remorselessly turning on
its master before returning to the
wild.

Aquatic: These creatures, while


air-breathing, are quite at
home in the water and are
capable of holding their
breath and remaining com-
pletely submerged for long pe-
riods of time. Calves may hold their
breath for up to five minutes while
adults may remain submerged for
up to 30 minutes.

Burst of speed: Despite its stocky build


and strange gait, whalephants are capable of moving Protective: Whalephant cows react immediately,
with great alacrity on land for short periods of time. with unrestrained fury, towards any threat to their
They may move quickly (speed level 3-275’/round) calves. Should a calf be threatened, all cows in the
for up to 1 turn. This allows them to use their bulk pod receive a +1 bonus to both attack and damage.
to carry out a rundown attack (as per USG pg. 129). Should the calf actually be injured, this bonus in-
creases to +1 die step and the cows gain a +4 to all
Furious attack: Bull whalephants are very protective Willpower saves until the end of the encounter.
of their pods and receive a +d3 to all attack and dam-
age rolls if a member of their pod is slain. For each Adventure Hooks
additional pod member slain, the bonus increases by • A river crossing becomes dangerously compli-
+1 die step to a maximum of +1d7. cated when the raft finds itself among a rising
pod of 16 whalephants.
Immunities: Whalephant skin excretes two oily • A lone bull whalephant has escaped from a
compounds that render them immune to radiation menagerie and is terrorizing the local popu-
and disease. This “blood sweat” is highly prized, and lace as it wrecks its revenge for years of cruel
coating one’s skin with the excretions bestows those treatment. The party must decide whether the
benefits for 1d6 hours. Rendering the fats of an adult animal baiting locals are worth saving.
whalephant allows the collection of 4d6 doses, while • The party encounters a lost whalephant calf,
a calf ’s blubber releases 2d4 uses. separated from its pod. How they treat the
creature will become very important in the
Massive: The size and power of the bull whalephant next five minutes, then the pod comes to col-
is so great that creatures struck by its attacks take ad- lect her.
ditional injury as if struck by a vehicle (see Machine
vs. Man, USG pg. 129).

189
WHAAAR MUTTS

WHAAAR MUTTS Trample: Whaaar mutts see no threat in the phys-


(blessed hounds of Whaar!!!) ically weak and their presence offers no obstacle
to the hounds. Creatures of 2HD or less who are
Elephantine canid engines of destruction, the unfortunate enough to be between the hound and
Whaaar mutts are the fierce companions of Whaaar. its chosen target automatically take 2d24 points of
These creatures are never encountered by chance, damage (Reflex save vs. 13 for half) as the gargantuan
whether summoned or sent, there is always a rea- dog tramples them in its haste to get to its target.
son for their presence. Unless directed otherwise,
a Whaaar mutt will immediately attack the most Undying: Whaaar mutts are deathless creations,
powerful physical specimen present, baying out its spawned from the very being of Whaaar himself.
challenge as it charges into battle. Like a living em- As such, they never truly die and, instead, have their
bodiment of the Tenets of Whaaar, they never retreat essence rejoined to his. As they dissolve into a cloud
or surrender, shrugging off all forms of magic as of warm, acrid smoke, they leave behind a powerful
they test their opponent in a contest of sheer brute weapon (GM’s discretion) as a token of Whaaar’s
strength…to the death. respect to one who could defeat one of his faithful
servitors. If the mutt was not defeated in single com-
Standing 20 feet tall at the shoulder, these six-legged bat, no such weapon will appear.
hounds have the body of an oversized bull mastiff.
Their jet-black fur is complemented by a brobding- Adventure Hooks
nagian spiked leather collar and eyes that glow a • A cleric of Whaaar has decided to test a mem-
sickly green. Acidic drool dribbles from their jaws ber of the party to determine their worthiness.
and steam constantly wisps from their mouths and A Whaaar mutt is summoned for the unsus-
nostrils. pecting individual to face.
• After a recent battle, a rough field hospital has
Whaaar mutt: Init +0; Atk bite +2 (dmg 5d10 plus been set up to care for the wounded and dying.
1d24 acid DC 15 Ref save for half) or breath weap- Offended by such blasphemy, Whaaar sends
on; AC 10; Armor Die 1d6; HD 10d10; Hit Points 55; a trio of hounds to slaughter all involved and
MV 60’; Act 2d24; SP immune to magic, immune to only the party stands in their way.
damage from fire or heat, trample, undying; SV Fort • A wasteland shrine to Whaaar is said to con-
+10, Ref +5, Will +5; AL C. tain weapons of great power. It is also guarded
by a pair of Whaaar mutts.
Breath weapon: Five times per day the mutt can un-
leash a breath weapon. The breath weapon is a cone
30’ wide at its end and 90’ long. All within the
cone must make a Reflex save vs.
15 or suffer 3d12 damage from
the torrent of acidic steam.

Immunity to magic: Not


only are these massive
creatures immune to
spells of all sorts, but
the bonuses of magical
weapons are also negated
when used against them.

190
WHEELER DEMON

WHEELER DEMON When two or more wheeler demons meet, if they


are not currently otherwise engaged, they will begin
Among the dangers of the vast wastelands there are competing against each other by creating flame pat-
actual demons that live to race. It is rumored they terns with high speed, high risk maneuvers. The one
can be found in places where major roads once who creates the most awesome display will stay in
crossed but nearly any passable stretch of road could the area while the others depart.
be home to one of these fiends.
Make bargain: Like all demons, wheelers love to
Similar to a centaur, these beings are half large hu- make deals, especially wagers based on the outcomes
manoid demon and half muscle car, with the torso of races. Most commonly, the wheeler will offer to
emerging from the car’s hood. Their coloration is al- personally race against any speedster that they come
ways garishly bright and adorned with racing stripes, across. The stakes are the speedster’s soul versus the
flames, or other decorations. When in combat, these speedster’s vehicle’s weight in trade goods. When en-
fiends can summon an unearthly lance tipped with countered, wheelers may also be amenable to mak-
hellfire that they can employ to joust with worthy foes. ing other types of bargains, even for valuables other

It is said that all wheeler demons serve a powerful


being known as the Demon King of Speed and that
a few wily wizards have been known to have created
patron bonds to this entity.

Wheeler demon (racing fiend): Init +5; Atk run-


down +8 melee (2d6+Ram bonus) or hellfire
lance +8 melee (4d6+4); AC 15; Armor Die: [1d6];
HD 8d10; MV 50’ in melee combat, otherwise Speed
Level cruise 5/ max 8; Act 3d20; SP flame trail,
make bargain, summon pit imps, car slayer;
SV Fort +4, Ref +5, Will +6; AL C.

Flame trail: At will, a wheeler de-


mon may choose to cause their
tires to ignite with hellfire and
leave fiery tracks behind
them as they drive. These
flame trails will burn for
24 hours and cause 1d6
damage per round to any-
one/thing that comes into
contact with them. If a nat-
ural 6 is rolled on the dam-
age, the person or object
has also caught on fire.
Burning tires have a cu-
mulative 3% chance per
round to blow out.

191
WHEELER DEMON

than souls. Below is a list of boons a wheeler may offer: always have the correct tools and a supply of neces-
• Large quantities of pure water, fresh food, or sary spare parts. Also, they hate robots and will not
high grade gasoline. go near them.
•Vehicle enhancements (performed by pit
imps), including adding vehicular traits or Car slayer: Wheeler demons are able to sense weak
upgrading a vehicle’s quality level. Adding the spots in any vehicle they see. As such, they can score
Possessed vehicle trait is a particular favorite. a critical hit against a vehicle target on an 18 to 20.
• Non-vehicular mechanical repairs on large, Also, in addition to any other critical effects, the crit-
terrestrial machinery (performed by pit imps). ical attack will deal double normal damage to the
• Offer high speed transportation for up to 1000 vehicle.
miles or across dimensions.
Adventure Hooks
Summon pit imps: At will, a wheeler demon can • As the party travels through the wastes, a car/
summon a group of pit imps to repair itself or any demon hybrid thunders up alongside of their
other vehicle/machinery it directs them to. In order vehicle and asks if they want to race. It will of-
to receive repairs, the wheeler must not move, attack, fer whatever the party currently needs, in large
or take any action other than defend itself. During quantities, as a prize if they win.
this time, the pit imps can repair 1d4 hit points of • While resting up in a wasteland oasis town, the
damage or one point of ability damage per round. party is awoken in the early morning by the
roaring of engines as several wheeler demons
These imps appear as three foot tall, drab colored de- compete against each other just outside of the
mons wearing overalls that move about very quick- settlement walls.
ly. They will not engage in combat and will teleport • After seeing a road gang pour full throttle over
home should they suffer damage. The imps can the crest of a distant hill, the party prepares to
make repair checks with a +10 bonus to the roll and receive the charge. However, as they approach
they are familiar with all non-extradimensional/ex- it appears they are actually fleeing some sort of
traterrestrial technology. They are also assumed to car/demon hybrid thing that is gaining on them.

192
WRAITH RIDER

WRAITH RIDER
(vector of vehicular vengeance)
These beings, which would be otherwise tragic, are
terrifying sentinels of Umerica’s roadways. Animat-
ed by an unknown, rage-filled spirit from the plane
of Eternal Unrest wraith riders seek vengeance
on the roadways of Umerica. Humans suffer-
ing a traumatic violent death, in rare cases,
may rise again as a wraith rider. These single
minded un-dead are cold, merciless reflec-
tions of their former selves. The purpose
of the wraith rider is to punish those who
wronged it and, to complete any unfin-
ished task it died while trying to complete.
Other than cherished family or loved ones, more sinister
these un-dead will remorselessly destroy version of itself. The vehi-
anyone who gets between them and the com- cle’s exhaust has the same chilling
pletion of their vengeance. effects as the wraith rider’s chill aura in a
20’ radius. The possessed “haunt-rod” bedeviled ve-
Wraith riders share some facets of a universal ap- hicle gains the following bonuses: +2 to Init; +2 Ar-
pearance, regardless of how they may have perished. mor Die; +4 HD; Cruise and Max Speed is increased
While wraith riders individually appear clad in a by +2 (with appropriate increases in collision dam-
sinister reflection of how they appeared in life, as a age); +4 to Fortitude and Reflex saves; it requires no
group they are headless, carrying their desiccated fuel and gains the following Vehicle Traits: rugged,
heads with them wherever they go. The ragged neck off-road, nimble, and ram plate (see Mayhem Be-
stump, empty eye sockets, and open mouth of their hind the Wheel, USG pg. 135-139). These bonuses will
severed head constantly issues dark, exhaust fume- remain until the wraith rider’s head is removed from
like vapors. the vehicle (whether by choice or force). If the vehi-
cle is utterly destroyed, it returns to full functionality
Wraith rider: Init +1; Atk spiky punch +5 melee within one hour.
(1d4+1) or smoldering chain whip +5 melee (1d5+3,
reach 10', can set fires); AC 10; Armor Die [1d12], Undying: Normal means cannot stop a wraith rid-
HD 4d6+4; MV 25’; Act 1d20; SP chill aura, haunt- er, and only completion of its vengeance will put it
rod, undying, vehicular mastery, un-dead traits; permanently to rest. Destroying the un-dead’s body
SV Fort +8, Ref +1, Will +8; AL C. by reducing it to 0 hp drives it to dormancy for 1d3
turns while it slowly reconstitutes its form by sheer
Chill aura: The swirling mists surrounding the force of rage-fueled will. Destroying the head of a
wraith rider reinforce that revenge is a dish best wraith rider via direct attacks (the head is immune
served cold. All living creatures within 10 feet of the to area effects and collateral damage) traps the spirit
un-dead suffer a -1d penalty to all actions (DC 10 in a torpor from which they must be intentionally
Willpower negates) due to uncontrollable shivering. restored by the healing powers of a chaotic cleric.
Additionally, prolonged exposure to the aura inflicts The head is treated as being AC 15 with a [1d10] Ar-
1 point of cold damage per round. mor Die, and 20 hit points.
Haunt-rod: By affixing its severed head onto any Vehicular mastery: The wraith rider is a master of a
vehicle (requiring 1d3+1 rounds), the wraith rider single vehicle type, and receives a +2 die step bonus
transforms the vehicle into a fully functioning and on all rolls related to the operation of that vehicle type.

193
WRAITH RIDER

Adventure Hooks
When encountered, a wraith rider will always have an existing foci for its revenge or final task. Roll on the
table below.

Table WR-1: Wraith Rider Motivations


Roll 1d10 Vengeful Obsession
1 The wraith rider was killed by a road gang while trying to make a delivery. It seeks to recover the stolen
package and slaughter the road gang.

2 The love of the un-dead was murdered, and the wraith rider is filled with an unquenchable rage. This
rider, even darker than most, cannot have his thirst for vengeance permanently satisfied. It frequents out
of the way places where youths tend to gather, to wipe out young love.
3 Double-crossed on a mission for the Three Royals and killed for knowing too much, this rider travels the
roads towards the Citadel of Scrap for vengeance.

4 The vengeful spirit is that of a slain parent, slain while protecting their child. It will hunt down all those
involved in the kidnapping, one by one, until its child is freed.

5 The wraith rider was a local misfit who was killed by the local community for a crime they did not
commit. Now the outcast un-dead seeks to expose the real culprit while revenging itself on those who
lynched him.
6 Driven off the highway during a road race, the wraith rider seeks to find and slay the driver responsible.
This wraith rider will ONLY use their old vehicle and all bonuses on this haunt-rod are increased an
additional +1 above a common haunt-rod.
7 The wraith rider was murdered, and his vehicle stolen. The vehicle was disassembled at a chop shop and
the un-dead seeks to kill all those in possession of a piece, and then to reassemble the vehicle for use in
hunting down the murderer.
8 The wraith rider was killed by a member of the party and now seeks revenge for his death. Its implacable
pursuit will only end with the party member's eventual death. No force will satisfy it, and it will always
return eventually.
9 Once the guardian of a cache of precious materials, the wraith rider was murdered during the theft of its
charge. It seeks to slay, not those who robbed it, but the warlord who ordered the robbery.

10 The wraith rider has fulfilled its quest for vengeance but it still has a final task to complete, visiting the
grave of a dead family member in hopes of achieving final peace.

194
WRATH

WRATH Wrath: Init +3; Atk sledgehammer +1d4 melee


(hell bent for leather) (1d8 + deed), 15’ blazing chain +1d4 melee (1d6 + deed
+ entangle), unarmed +1d4 melee (1d3 + deed); AC 12;
These motorcycle riding un-dead, favored children Armor Die 1d8; HD 2d12+1; hp 14; MV 30’ or ride
of Whaaar, travel the roadways of Umerica clad in 150’; Act 1d20; SP warrior traits, berserker, hellfire,
well-worn leathers dripping in chains and adorned mob tactics, Will immune, un-dead traits; SV Fort +5,
in sharp spikes. Wearing patches such as Satan’s Au- Ref +2, Will n/a; AL C.
ditors, Khan’s Killers, and the Heathens, their colors
are further embellished with the motto of Whaar, Warrior traits: Wraths share a number of traits with
“Only the Strong Deserve to Survive”. These raging their living wasteland warrior brethren including
un-dead ride from place to place, putting those they extended critical range, deed dice, improved initia-
cross to the test and literal Hell follows in their wake. tive, and familiarity with any weapon that they lay
hands on.
Wreathed in hellfire, these skeletal riders attack in
large groups, slaying indiscriminately in the name Berserker: While in melee, wraths are always con-
of their dark god. Meleeing with sledgehammers, sidered to be under the effects of battle rage. During
burning lengths of chain, and a well-placed motor- combat, upon a successful hit the wrath may rage
cycle boot, the wrath’s are foes not to be taken lightly. and add +1d12 to their damage, up to a total of +3d12
Individually a match for most wasteland warriors, per day. This increased damage may be spread out
wraths grow more dangerous as their numbers in- through a combat or focused into one terrifying blow.
crease, a small gang of 10 can take out a small village
in a matter of mere terror-filled minutes. Hellfire: As an action, a wrath may imbue his weap-
on with a flickering nimbus of hellfire lasting 1d5
These skeletal riders are so dedicated to the cause of rounds. Hellfire imbued weapons automatically re-
might making right that they will immediately en- duce armor dice as if critically hit, with an actual
gage other bands of wraths should they encounter critical hit totally destroying the armor in question.
them with the surviving members of both war bands
merging to form a new collective gang.

195
WRATH

Mob tactics: In groups, wraths swarm their targets in • Two gangs of wraths are on a collision course
a press of leather, steel, and hellfire. For each multiple with a small town caught in the middle. The
of four wraths involved in an attack the mob gains a party seeks to evacuate the villagers before the
single additional attack usable by any wrath in the clash of the two un-dead gangs wipes the vil-
combat. lage from the face of Umerica.
• A lone wrath is found on the road, badly injured,
Will immune: Wraths are immune to effects requir- his flames flickering and going out. It raises an
ing Willpower saves. arm, pointing a bony finger at one member of
the party before whispering, “Worthy”. What
Adventure Hooks does that mean? Will the PC become a wrath
• A gang of wraths has left a trail of death and when they die? The party must seek out a sage
destruction across the wastelands. Family to learn if this is prophecy, blessing, or curse.
members of their victims hire the party to ex-
act vengeance upon the wraths and end their
rampage.

196
XENO-LOCUSTS

X XENO-LOCUSTS • XENO MUMMY • XENOTAUR

XENO-LOCUSTS The xeno-locusts are only a few inches tall individu-


ally but they always travel in massive swarms rang-
Xeno-locust swarm (ravenous extradimensional ing from 1 to 10 hit dice in size, roughly a five foot
invaders): Init +4; Atk swarm bite +3 melee (1d4+4) area per hit die. Each swarm has 1 action die for ev-
or microblaster barrage +3 missile (2d3+1, range ery 2 hit dice. An incursion generally is comprised of
20/40/60); AC 14; Armor Die 1d4; HD 1-10d10; 1d3+1 swarms of various sizes unless a Hordemaster
MV fly 45’; Act 1-5d20; SP consume, disassemble tech; is leading them. Then there will be 3d4 swarms.
SV Fort +1, Ref +4, Will +4; AL L.
Each swarm left unharassed can completely con-
Xeno-locust Hordemaster (ruthless invasion lead- sume an area of plant life equal to its size in only one
er): Init +4; Atk bite +4 melee (1d5+2) or mini-blaster turn and can continue to feed for up to 20 turns be-
cannon +4 missile (2d4+1, range 30/60/90); AC 14; fore becoming sated. These ravished areas are left ut-
Armor Die 1d7; HD 1d10+2; MV fly 45’; Act 2d20; terly devoid of any plant life above ground level. This
SP reflect spells 33%; SV Fort +2, Ref +4, Will +7; AL L. will kill most any crops other than bluwheat. Plant
creatures attacked by a swarm will suffer double the
Also known as the Yellow Scourge, these tiny hu- normal swarm bite damage on each attack.
manoid insects are reviled and feared in all of the
lush areas of Umerica. Using some sort of strange These tiny invaders are actually quite smart but do
technology that pierces our dimensional barriers not have a true concept of individual value. As such,
they flood into areas with crops, orchards, or other they have no problem fighting to the death during
cultivated greenery to feast. their raids. They also are technologically advanced

197
XENO-LOCUSTS

and in lieu of attacking or feasting they have a 10% Adventure Hooks


chance per action die per turn of being able to disas- • The local priest of Grokk implores the party
semble any technological devices they come across. to aid him in standing against an oncoming
The parts are stored and kept as booty. Larger tech- xeno-locust storm. He promises the blessing
nological items such as vehicles will require 1d3+1 of Grokk (as well as some tradable goods) in
turns to disassemble. return for their aid in slaying the Hordemaster
of the combined swarms.
Hordemasters have a similar appearance as their • Rumor reaches the party that a scientist may
minions except that they are nearly two feet in height. have found a way to block xeno-locust incur-
They will always travel in the middle of a swarm at sions. Unfortunately, that news got out fast and
least 6HD in size to protect themselves from direct the largest storm of xeno-locust swarms ever
attack. All of the xeno-locusts in a Hordemaster’s in- seen has gathered and is heading in his direc-
cursion will do all they can to keep their leader safe. tion. The PCs must race against time, combat-
ing outrunner swarms while staying ahead of
Any spell cast directly at or within an area effect the unstoppable mass, as they seek to protect
containing the Hordemaster has a 33% chance of its this vital knowledge.
full effects being reflected back upon the caster. This •As an argument between two neighboring
is due to a special force field generated by the Hor- farmers escalates, a xeno-swarm breaches into
demaster’s armor. If the armor is recovered mostly our dimension and devours the crops of one
intact (with an Armor Die of 1d5 or greater) a tech farmer before vanishing again. Amidst the
savvy person can attempt to make use of the force wreckage of his crops, one of the farmers is
field generator (DC 20 to learn its secrets). found dead. Was it murder? Why did the xe-
no-locusts attack only one farmer’s fields? How
Grokk, master of the wild wastes, HATES the xeno-lo- much does the other farmer know? The PCs
custs and any cleric of Grokk facing them gains +1 to must delve into these mysteries if justice is to
all attack and spellcasting rolls during the combat. be done.

198
XENO MUMMY

XENO MUMMY fire damage with greater fires (such as d12) awarding
(UFOS – Un-dead From Outer Space) 2 or more hit points per die).

Aliens from beyond the grave stalk the nights of Vulnerable to cold: Extreme cold makes the wrap-
Umerica. Their corpses animated by unknown ener- pings of the xeno mummy brittle and prone to dam-
gies within their wrappings, xeno mummies are pup- age. In combat, cold reduces the xeno mummy’s ar-
peteered by their funerary dressings in an effort to mor die result by -1 for every d6 of cold damage. This
collect the energies required to maintain their preser- effect is cumulative with negative armor die results
vation fields. What purpose there may be in draining reflecting additional damage taken due to the hard-
life energies to maintain the integrity of a corpse is ening of the wrappings.
beyond fathoming, but few are those who encounter
such creatures and live to ponder such a question. Wrap choke: The wrappings of the xeno mummy are
the driving force of these creatures and are capable
The humanoid shapes of this long dead alien spe- of lashing out beyond the creature’s reach (up to 20’)
cies are preserved within strange mylar-ic wrap- in order to snag and strangle prey. If the xeno mum-
pings. Covered from oblong head to pointed toe in my succeeds in a wrap choke the damage the first
alien glyphs and scrawls, these creatures give off a round is 1d5 with each subsequent round of success
faint, blue luminescence visible at 20 feet. Whatev- inflicting an increasing +1 die of damage.
er strange funerary rites these aliens undergo leaves
their blackened, husk-like faces exposed to the air XP drain: The most feared ability of the xeno mum-
and their shark-like mouths hanging open (when my is the ability to drain the life experiences directly
not actively tearing the flesh of a victim).

The wrappings expand and contract along


the corpse’s form, forcing the body into mo-
tion. The rippling movements across the
body have the side-effect of causing the crea-
tures to emit a constant groaning sound as
they move. The movements of a xeno mum-
my are not delicate or subtle. Every footfall
plods heavily along the ground, every fist
swung in anger strong enough to level walls.
These creatures will doggedly pursue any life
they come across.

Xeno mummy: Init +0; Atk fist +5 (1d6+4


plus XP drain), bite +5 melee (2d8+4), or
wrap choke +5 melee (1d5/2d5/3d5/etc.);
AC 13; Armor Die 1d8; HD 6d14+6; MV 20’;
Act 1d20; SP XP drain, wrap choke, heat ac-
tivated, vulnerable to cold, un-dead traits;
SV Fort +4, Ref +2, Will +10; AL C.

Heat activated: The wrappings of the xeno


mummy are immune to fire and, addi-
tionally, can draw energy from the flames
to power its preservation efforts. Xeno
mummies gain 1 hit point for every d6 of

199
XENO MUMMY

from the target’s soul. Upon a successful fist attack them in gathering subjects for non-lethal sac-
the mummy drains XP equal to 10x the damage rifice (and gain knowledge of methods to po-
done by the attack. tentially constrain the lethality of xeno mum-
mies) or work to end the blasphemous practice
Adventure Hooks and end the mummy cult’s “reign of terror”.
• A glowing creature has been seen stalking • In a remote corner of the Great Whistling
through the ruins of Marryatt’s Spectacular Marshes it is said that a strange domed struc-
States. The abandoned amusement park has ture is known to rise from the waters, exposing
long been the source of sinister legends of evils a ghastly, face-like visage. Locals tell of count-
that lurk within. Local villagers ask for aid in less xeno mummies housed within, and this
cleansing the grounds. area of the swamp is plagued by appearances
• Within an underground temple a cult makes of groups of the mummies, seeking to sustain
sacrifices to a xeno mummy. The party may aid their preservation fields.

200
XENOTAUR

XENOTAUR force field stops all incoming physical forms of at-


tack. After use it requires one full hour to recharge
Arrogant, haughty, merciless, mean SOBs…all terms prior to coming online.
used to refer to a race of inter-dimensional warriors
more used to giving orders than taking them. Arriv- Gauntlet: The gauntlet of a xenotaur is its lifeline to
ing in Umerica via dimensional fissure technology, command. Multi-functional, the gauntlet contains
xenotaur incursion squads (sometimes preceded by communication systems, a small holographic projec-
a single commando) normally number two to eight tor (capable of projecting maps or images to a size of
incursion troopers with an officer accompanying any two feet), a laser grapnel for climbing, and the blast
group larger than six. After establishing a foothold emitter (the damage and type of which vary and are
and assembling their camp, the dictatorial troopers detailed by class
begin rounding up the local population for use in below).
forced labor. Harsh and unyielding, the slightest re-
sistance is met with overwhelming force, serving as
an example to others considering such action.
Rumors exist of squads of xenotaurs working
side by side with local warlords, but who is
controlling who in such a situation could be
difficult to determine.

Standing roughly six feet tall, xenotaurs are


massively built, cyclopean warriors with a
heavily muscled torso that ends in a hexapedal
abdomen that is reminiscent of the body of a terres-
trial rhinoceros. More so than is found among a nor-
mal military culture, xenotaurs hold rank as a matter
of pride, branding themselves with alien glyphs of
rank and accomplishment in order to distinguish
themselves from their fellows.

The varying classes fit individual niches within


the xenotaur military structure. Incursion
troopers are used to gather slave labor and
are well equipped for the taking of pris-
oners while officers tend to be more con-
cerned for their personal safety and deal
out lethal damage with brutal efficiency. The
commandos are often used for early recon
prior to the deployment of a squad although
they have also been known to attack hardened
or strategic targets during a xenotaur incursion.

Force field: Although armored, xenotaurs leave


little to chance when dealing with “primitive
sub-creatures”. Among the functions of
their gauntlet’s uses is the generation of
an incredibly powerful, short-term, force
field. For 1d3 rounds upon activation the

201
XENOTAUR

Incursion Trooper Officer Commando

Init +1 +2 +3
Atk tail flail +4 melee (2d5+2), tail flail +5 melee (2d5+3), tail flail +7 melee (2d5+3),
blaster gauntlet +4 missile blaster gauntlet +5 missile fire sniper gauntlet +7 missile fire
fire (3d4 subdual or lethal, (3d4 subdual or lethal, range (2d14, range 600’), plasma
range 200’), or catch grenade 200’), power lash +5 melee (see glaive +7 melee or +7 missile
+4 missile fire (see below, 50’ below, 15’ range) , punishment fire (see below), stasis grenades
range) grenades (see below, 50’ range) +7 missile fire (see below, 100’
range)
AC 12 14 12
Armor Die 1d4 1d5 1d5
HD 2d10 3d10 4d10
MV 45' 45' 45’
Act 2d20 2d20 2d20
SP force field, gauntlet force field, gauntlet, force field, gauntlet,
voice of command hide (as per USG, pg 82
scavenger skill)
SV Fort +4 Fort +0 Fort +2
Ref +1 Ref +10 Ref +6
Will +1 Will -2 Will +0
AL L N N

Voice of command: The tones and inflections of a Plasma glaive: In the hands of a xenotaur comman-
xenotaur officer brook little argument. Any creature do this weapon can be used in melee as well as to
receiving an order from the officer must make a DC project a massive bolt of plasma at a ranged target. In
10 Willpower save to resist compliance. melee, the charged blade of the glaive strikes for 2d7
damage, reaching targets up to 10 feet away. The plas-
Beyond their gauntlets, xenotaurs have a number of ma bolt may be fired at a target within 50 feet and
other devices at their disposal. Items removed from strikes its target for 2d10 damage but then takes 3
the body of a slain xenotaur have a 20% chance of rounds to build up sufficient charge for another bolt.
self-destructing, causing 2d4 damage to all within
five feet. Items safely obtained still require study and Power lash: Both a symbol of authority as well as
training (GM’s discretion) prior to use. a weapon, the power lash is the weapon of choice
among xenotaur officers. Reaching targets up to 15
Catch grenades: Targets within 10 feet are encased feet distant, the power lash strikes for 1d5 damage
in an opaque exopolymer bubble (DC 12 Reflex ne- and entangles its victim (DC 10 Reflex negates). Un-
gates). The material of the bubble locks out all air, til freed, an entangled target continues taking 1d3
light and sound, trapping targets in a sense-depriving damage each round as the power jolts through their
prison that can be used to punish as well as capture. body. Using a stud in the lash’s handle, the weapon
For every full turn trapped in the bubble the victim may be set to deal subdual or lethal damage.
loses 1d3 Personality (DC 15 Fortitude negates). The
bubble holds air enough for only one hour and can Punishment grenades: Used to quell unruly workers,
be shattered by dealing 30 points of damage to AC the punishment grenade is a terrible weapon, the
15. A trooper typically has 2d3 catch grenades upon use of which most civilized beings believe should
deployment. be prohibited. All creatures within a 15 foot radius

202
XENOTAUR

of the detonation are struck by waves of disorienting Adventure Hooks


extra-dimensional energies. Victims immediately re- • Over the past week, mutants in the surround-
lease their bladder and bowels in addition to uncon- ing area have been vanishing without a trace.
trollably, and violently retching leaving them help- Unbeknownst to the locals, a squad of xeno-
less for 2d5 rounds (DC 15 Fortitude negates). Even taurs has arrived to collect mutant specimens
after the primary effects have worn off, victims suffer in preparation for the arrival of a science team.
a -1 die step penalty to all actions for 1 turn. Officers • The party is in pursuit of a xeno-locust Hor-
carry 1d3-1 punishment grenades with them. demaster when they come upon a squad of
xenotaurs standing guard at a fissure, there to
Stasis grenades: Favored by xenotaur commandos, provide safe extraction of the Hordemaster.
these grenades may be used offensively, or as a pre- The Hordemaster takes any chance he has to
cautionary measure when infiltrating an area. Those escape while the xenotaurs seek to hold off the
caught in the silent, 10 foot wave of temporal ener- party with everything at their disposal.
gy are time locked for 1d4+1 rounds (DC 12 Forti- •A xenotaur commando has been assigned to
tude negates), unaware of the passage of time. Time observe the party. He will trail them cautiously,
locked creatures may not be moved, damaged, or af- constantly recording and reporting back to his su-
fected in any way until the time lock ends. Victims of periors on every movement, habit, strength, and
stasis grenades are generally unaware that anything weakness shown (to be used in a future encounter
has happened. with xenotaurs). If detected, he immediately seeks
to “pacify” the witness prior to escaping.

203
YOWLING ATROCITY

Y YOWLING ATROCITY

YOWLING ATROCITY Caterwaul: As an action the atrocity may caterwaul.


(mucus moggie) The piercing wail of the atrocity strikes to the very
core of all sentient beings. The outpouring of tor-
These tortured beings were once felines but through tured anguish is capable of overloading the minds
unknown machinations have devolved into tortured of most who hear it. Listeners suffer 1d6 Intelligence
horrors of muck and fur. Yowling atrocities may be damage, Willpower save (DC 18) for half, silence ne-
found virtually anywhere that mankind inhabited in gates. Those reduced to less than 3 Intelligence move
the past or where larger wild cats roamed. No longer forward to caress and comfort the kitty…and are en-
are they aloof cats, capable of snubbing and ignor- veloped and digested (as below).
ing anyone they encounter, these beasts writhe in
near-silent anguish until disturbed, and then share Disease: The phlegm retched from deep within the
the song of their people’s suffering for all to hear yowling atrocity is a thick stew of viruses, bacteria,
(and endure). and fungi. Those contracting the howling sludge lose
1 point from each physical attribute each day until
At first glance these creatures look like boneless cats, the disease is cured or they too are permanently re-
amorphous masses covered in short fur but, as they duced to tortured slime howling in the darkness. The
move, their true nature becomes obvious. Ropey Fortitude save against the disease is 10+ the atrocity’s
strands of snot-like, fur-covered slime drip from their HD type.
tortured forms as they rise and coalesce into vaguely
cat-like forms. Thin trails of whiskers hang down, pre- Slime traits: Takes half damage from piercing
cariously clinging to the creature’s form and pe- and slashing attacks, formless.
riodically breaking free only to be replaced
by more of the same. Crowning Vulnerability to cold: While cold
this horror is the perfectly nor- does not do additional damage
mal head of a cat, howling in to yowling atrocities, each
terror and anguish.

204
YOWLING ATROCITY

Housecat Puma Liger

Init +0 +1 +2
Atk phlegmball +2 missile fire (1d4 phlegmball +4 missile fire (1d6 phlegmball +6 missile fire (1d8
+ disease) or digestion (1d3) + disease) or digestion (1d8) + disease) or digestion (1d12)
AC 11 11 11
Armor Die nil nil nil
HD 1d6 3d8 5d10
MV 10' or climb 5’ 20' or climb 10’ 30' or climb 15’
Act 1d20 1d20 2d20
SP caterwaul, disease, slime traits, caterwaul, disease, slime traits, caterwaul, disease, slime traits,
immune to fire, vulnerable to immune to fire, vulnerable to immune to fire, vulnerable to
cold cold cold
SV Fort +10 Fort +10 Fort +10
Ref -2 Ref -2 Ref -2
Will +4 Will +6 Will +8
AL N N N

point of cold damage reduces their movement by


one foot. When reduced below zero the creature is
fully frozen, slowly thawing at a rate of one foot of
movement per round unless kept frozen.

Adventure Hooks
• In the remains of an ancient laboratory a mas-
sive vat of slime births a yowling atrocity every
week. The PCs must find a way to seal the vat
forever.
• A housecat-sized yowling atrocity is drifting
down a river, stunning and devouring every-
thing it encounters. The fishermen are too ter-
rified to approach it and request that the party
cleanse this foulness from the waters.
• The party finds an ancient deep freeze unit,
still barely functioning. It is filled with stored
supplies for the taking, and a slowly thawing
yowling atrocity.

205
ZILLA

Z ZILLA • ZOMBIES • ZOMBIE MONKS OF THE CYBERHIVE

ZILLA Zilla: Init -3; Atk tail swipe +18 melee (2d14+9),
They say that even the gods themselves have night- stomp +16 (3d14+9), bite +18 melee (4d10+9), or
mares and, if so, that must be where the creatures crush +14 melee (3d12+9); AC 13; Armor Die 2d8;
known collectively as zillas originate. Perhaps the HD 12d16+30; MV 120’; Act 4d20; SP fearsome, gifts
result of ancient experimentation, or the creative ca- of the glow, lethargic; SV Fort +12, Ref -4, Will +8;
priciousness of a long forgotten god, these immense AL C.
beasts are semi-bipedal, reptilian giants towering
5080 feet into the sky. The features and garishly col- Fearsome: The mind-shattering terror induced by
ored appearance of each Zilla are unique. the appearance of a zilla causes creatures of 2HD or
less to immediately flee (no save). Creatures of 3 to
Solitary by nature, these titanic beasts cannot stand 5 HD may resist with a DC 15 Willpower save while
the presence of their own kind. No mere hermits, zil- creatures of 6HD or greater are immune to this effect.
las are self-genocidal to the point of stalking off to de-
stroy any others of their kind that may Gifts of the glow: Each zilla has a number of
be within a 100 mile radius. Woe special powers (roll d%): (1-35) roll once
to the community that is any- on table Z-1; (36-70) roll twice on table
where near the spot that two Z-1; (71-100) roll three times on table
of these walking engines Z-1. In the case of a duplicate result,
of destruction meet, double the frequency or strength
for the results are (GM’s discretion) of the resulting
uniformly cata- power.
strophic.
Lethargic: When encoun-
tered, there is a 60% chance
that they will be sleeping
and will remain so for up
to 1d100 years if left un-
disturbed. Any single
attack causing more
than 14 points of
damage, or a
total of 25

206
ZILLA

Table Z-1: Gifts of the Glow


Roll 1d14 Result
1 Radioactive hellfire: The zilla breathes a brilliantly colored cone of flaming death (measuring 100' long
x 35' wide). All creatures within the area suffer 3d20 damage (DC 15 Ref for half). Requires 1d3 rounds to
recharge.
2 Unstoppable: The zilla regenerates 1d4 hp/round even after being reduced to a point which would
otherwise kill it. The beast may only be permanently slain by (roll 1d5): (1) a raging inferno; (2) complete
immersion in acid; (3) being frozen; (4) being reduced to pieces no greater than 1 cubic foot; (5)
electrocution by a minimum of 10d10 gigawatts.
3 Robotic: Unlike its kin this zilla is entirely man-made, created in a long-forgotten weapon factory. The
zilla is immune to any effect requiring a Will save and its Armor Die increases by +1 die step.

4 Indestructible hide: The zilla's thick armored hide is virtually impervious to attack. The creature's Armor
Die improves by +1 die step.

5 Caustic contamination: The zilla's form is permeated with radioactive contamination. The merest
contact with the creature inflicts 1d5 damage while extended physical contact lasting 1 turn or more
causes the victim to be permanently contaminated, causing permanent sickness or mutation (DC 15 Fort
negates).
6 Icy aura: The zilla radiates an aura of blistering cold 30' in all directions. Anything within the aura suffers
1d3 points of damage per round and additionally suffers 1 point of Stamina damage (DC 10 Fort negates).
Any area occupied by the beast for 10 minutes or more is wholly frozen.
7 Kung-fu: Somewhere in the creature's ancient past it was exposed to some form of martial art. The zilla
is capable of using this fighting prowess to devastating effect, allowing it to throw high-flying kicks at
targets of equal or greater size. Flying kick +18 melee (2d16+9).
8 Energy eater: All energy-based attacks against this beast do no damage, they instead heal the creature for
half of the damage result. Being near large energy sources (like reactors or volcanos) allows the beast to
regenerate one HD per round.
9 Devastating roar: The leviathan releases a powerful roar that causes all creatures within 100' to suffer
2d8 damage. The unbearable volume of the roar causes permanent deafness (DC 15 Fort negates) and the
sonic shockwaves knock victims back 2d8 feet, leaving them prone (DC 15 Ref negates). Fragile materials,
such as glass or ceramics, are instantly destroyed. Requires 2d3 rounds to recharge.
10 Hypnotic markings: The bright colors and strange markings of the zilla sway the minds of all who look
upon them. Onlookers failing a DC 13 Will save are mesmerized and held fast for 1d6 rounds.

11 Alternative locomotion: The zilla is capable of moving through another medium at its normal rate,
whether flight by wings, tunneling with claws, swimming, etc.

12 Laser gaze: The zilla releases crimson blasts of deadly energy from its eyes, igniting both foes and the
landscape in a 15' targeted area anywhere within line of sight for 6d6 damage (DC 15 Ref for half).
All flammable targets struck burst into flame, suffering an additional 3d3 damage per round until
extinguished.
13 Conjoined twin: A true freak, even among its kind, the zilla has a conjoined twin emerging from its body
(Roll 1d5): (1) extra head; (2) extra arms; (3) extra tail; (4) extra legs; (5) full creature joined at (GM's
discretion). The zilla gains 1 action die and attacks as appropriate.
14 Electrical discharge: Like a nightmarish electric eel, the zilla generates and stores bioelectricity which it
can then release. Lightning arcs from the zilla's body striking 1d4 creatures within 100' for 2d24 damage
(DC 18 Ref for half). Requires 2d5 rounds to recharge.

207
ZILLA

points of damage from multiple attacks, will awaken • While traveling down the remnants of an in-
the beast. Once awake the zilla is still sluggish and terstate highway, you see hundreds of people
spends the next full turn gathering its bearings (-3 fleeing at a hurried pace from the opposite
die steps on all actions). direction. If asked, they will speak of a pair of
angry lizard gods that have recently emerged
Adventure Hooks from the ground near their walled town and
• During the raiding and looting of the ruins of destroyed it.
a large military complex, the party discovers • The Three Royals have posted notices through-
an immense vault with many cryptic warning out the Citadel of Scrap and many nearby set-
signs posted throughout its perimeter. Any tlements that a zilla has been sighted in the
tampering with the controls will open it and deep wastes. Any group that can capture or kill
awake a zilla from its century-long slumber. it and bring it back to the Citadel will be re-
warded with riches and immortality.

208
ZOMBIES

ZOMBIES
Blink Chrono Melting Petrol Rave Silver

Init +2 +10* -4 -3 +1 -2
Atk bite +2 melee bite +3 melee burning touch bite +3 melee thrashing bite +4 melee
(1d3) (1d4+age) +3 melee (1d4) or limbs and bites (1d4)
(1d4+burn) or petrol-vomit +3 melee (1d4)
boiling flesh +2 (see below)
glob +1 missile
(1d3+burn,
5/10/15)
AC 9* 13 8 9 11 7
Armor Die [1d3] [1d3] [1d3] [1d3] [1d3] [1d5]
HD 2d6 3d6 3d5 3d6 2d7+2 4d6
MV 20’** 4d10+10’ 15’ 25’ 20’ 20’
Act 2d16 (1d3)d20 1d20 1d20 2d16 1d20
SP un-dead traits, un-dead traits, un-dead traits, un-dead traits, un-dead traits, un-dead traits,
*not there, random move radiation petrol sickness, infectious babbling wail,
**teleporting and actions, zone, burning explosive dance regenerates
mob chrono embrace 1hp per minute
infection
SV Fort +2 Fort +3 Fort +4 Fort +5 Fort +3 Fort +4
Ref +2 Ref +3 Ref -4 Ref -3 Ref +1 Ref +1
Will +2 Will -2 Will -2 Will +2 Will -2 Will +3
AL C C C C C C

BLINK ZOMBIES
These zombies have the same appearance as “nor-
mal” zombies but seem to constantly blink in and
out of existence. Caught in a flux between dimen-
sions, they exist in many places at once. Any time an
attack is made against them there is a 33% chance it
will automatically fail due to them not being in this
dimension at the moment. Even if they are “present”
and successfully hit, all physical attacks only do half
damage.

Once a group of blink zombies spot some prey, there


is a 25% chance per round they move to engage that
they will teleport during one of the times they blink
out. Their target must make a Reflex save (DC 12)
or be surrounded by the teleporting mob, allowing
the mob to all attack using a d24 action die. Success
allows the target to be just out of melee range of the
mob.

209
ZOMBIES

Anyone who dies of the aging effects of a chrono


zombie will raise as one in 1d5-1 (0-4) hours.

CHRONO ZOMBIES
Similar to blink zombies, chrono zombies are caught
in a temporal anomaly that causes them to move in
fluctuating timestreams. This means their Move rate
and number of actions each round are randomized. MELTING ZOMBIES
When traveling in a group, the individual temporal Saturated in various radiations, these zombies are al-
anomaly tends to sync together so each group moves ways in a constant state of melting from the intense
in a similar timestream at the same moment. heat being radiated from the core of their bodies.
Due to some twisted magical effect, they have an
Victims of a chrono zombie attack suffer a perma- endless supply of flesh to slough off in hot, bubbling
nent aging effect that either increases or decreases gobs. Melting zombies move with a pained, shuffling
their current age. The nature of this effect is deter- gate that always leaves an obvious trail of mildly
mined by rolling 1d12 - 1d12. If the number is posi- radioactive, melted flesh behind them. In dim light
tive, their age is increased by that many years. A neg- or darkness, their radioactive innards glow bright-
ative result reduces their age instead. ly. Any heat or radiation detection equipment will
show them lit up like an X-mas tree.
On a critical hit, the chrono zombie infects the target
with a shard of its temporal anomaly. For the next hour, All attacks inflicted by a melting zombie will contin-
the target must roll % each turn to determine if they ue to burn for one round, inflicting an additional 1hp
are suffering from Haste (1-50) or Slow (51-100) spell of damage each. Any highly combustible materials
effects. Once the effect type is determined, roll 1d7+15 damaged or touched by their bubbling flesh have a
for the effect result on the appropriate spell (DCC one in six chance of igniting.
RPG, pg 221 for haste and pg 228 for slow). Each turn
spent hasted will age the victim 1d4 years and each Just being within 100 feet of one of these un-dead is
turn slowed will decrease the victim's age by 1d2 years. dangerous as a Fortitude save (DC 8) must be made

210
ZOMBIES

each full turn or suffer 1d3 temporary Stamina dam- Petrol Zombie Effects
age from radiation. This save must be made every
Roll 1d7 Result
round if one is within melee range.
1 Make another Fort save DC 12. Failure
means all the effects below plus a final
Should a melting zombie score a critical hit in melee Fort save DC 12 vs. death in 3d7 days as
combat, this will mean it has wrapped itself around cancerous boils erupt on the body. Upon
the victim in a crushing hug that delivers 1d4 crush- death the character resurrects as a new
ing and 1d6 burning damage automatically each petrol zombie.
round until a Strength check (DC 14) is made to free 2 Unconsciousness – Unconscious for the
them. next 1d6 hours.
3 Acid damage – The extreme toxicity
does an additional 1d6 acid damage to all
exposed skin.
4 Extreme fatigue – For the next 1d5 hours all
rolls are reduced by 2 on the dice chain.
5 Vision loss – For the next 1d3 hours, all
vision related skills are reduced by 2 on the
dice chain.
6 Confusion – For the next 1d3 rounds, the
mind is racked with hallucinations making
combat difficult. Roll 1d3: 1 – attacks are
directed towards allies 2- no attack possible
3- attacks are rolled as normal but crits are
not possible.
7 Difficulty breathing – For the next 1d3
rounds, exerting the body is much more
difficult and scales down one die to reflect
the extra labor required.

save vs. DC 15 to extinguish). In addition, there is a


60% chance that any other petrol zombie in the blast
radius also immediately explodes. Those that don’t
explode have a 40% chance to explode each round
they are on fire.

PETROL ZOMBIES Petrol zombies are un-dead and thus do not eat,
Petrol zombies are a form of mutated un-dead that breathe, or sleep. They cannot be charmed or held
produce petrol in their guts. They are slightly quick- and are immune to other mental effects. While cold
er than their cousins. There are usually 1d3+1 pet- damage normally does not affect un-dead, against
rol zombies in any small group and 2d6+1 in larger petrol zombies cold damage can be a means to pre-
zombie herds. They attack by biting or vomiting pet- vent an explosion. Clerics are able to turn them with
rol. Any character that is hit by petrol-vomit must a holy smite resulting in a 50% chance of explosion.
make a Fortitude save DC8 or suffer petrol sickness,
1d3 Stamina damage and roll 1d7 on the table below: Fuel can be harvested from a petrol zombie provided
the stomach cavity has not been punctured during
Petrol zombies are highly unstable and fire attacks combat. Up to a gallon of fuel (1 Fuel unit) can be
against them causes explosions for 2d6 damage to gained this way. It is possible to boil the corpse and
everyone within a radius of five feet plus 1d6 burn- extract more fuel. This produces a substance that
ing damage per round until extinguished (Reflex is too impure for vehicles but produces good, but

211
ZOMBIES

smelly, oil for lanterns. The long-term effects of pro- Rave zombies are constantly dancing, even while
ducing oil in this manner are usually deadly. running. Any magics or effects that cause them to
be totally immobile will inflict 1 point of damage
per round to them as they attempt to gyrate against
their bonds. This will also silence the music radiating
from their bodies.

Anyone within 100 feet of a group of rave zombies


must make a Willpower save (DC 8+1 per three rave
zombies in the group) or be compelled to dance.
Other actions can be attempted while dancing but
they suffer a -2 die step penalty. Each round spent
dancing requires a further Fortitude save (DC 8+1
per three rave zombies in the group) or suffer 1 point
of temporary Stamina damage. Anyone reduced to 0
Stamina by dancing will die and raise as a rave zom-
bie in 1d3 turns. The only way to free dancing victims
is to kill all of the rave zombies or prevent them from
dancing for at least one minute (10 rounds).

RAVE ZOMBIES
These crazed un-dead can spontaneously raise from
the corpses of Technos Discos followers (usually in
groups of three or more) or can be created by nec-
romancers that have learned to raise the dead with
enchanted music. It is unknown if this necromantic
raising process taps into the power of the Terrible
Bringer of Beats or another, more vile, source of hor-
rifying melodic energy.

These zombie like creatures tend to dress in rem-


nants of garishly colored clothing and usually are
adorned with at least 2d4 eternal chemilumines-
cence accessories (usually bracelets, necklaces,
or other bubbles). There is a one in six chance for
each rave zombie to be armed with a glowstick flail
(damage 1d4+1, eternal dim-light radius 15 feet) that
spontaneously appeared when that rave zombie was SILVER ZOMBIES
raised. Also, techno dance music emanates from Animated by rogue nanites originally intended for
their bodies loud enough to be heard up to a quarter medical purposes, these zombies tend to have a me-
mile away per three rave zombies present. tallic tinge to their rotting flesh. Also, their brains are
generally more active and alert. They can still talk

212
ZOMBIES

and will constantly rant about how horrible it is to be • The biggest party ever is taking place in the far
dead, how hungry they are, or about something they reaches of the Vast Wasteland, but not many
were trying to do with their lives before they died. folks are taking part willingly. The followers
This loud babbling will unnerve anyone who hears of Technos Discos have revived an ancient
it for more than three rounds. After this a Willpower ceremony — that of the blazing man. Such a
save (DC 13) must be made or the victim will suffer ceremony requires a great sacrifice and what a
a -1 die step to all actions as they will attempt to “not sacrifice it will be. No less than ten high priests
listen” to the babble. and priestesses of Classica are to be burned in
the great fire at the culmination of the rites.
Anyone injured by a nano zombie must roll under With hundreds of rave zombies in one place,
their Luck after the encounter or they have been in- the combined power is truly a deadly chal-
fected. This will have no immediate effect but when lenge. Will the party choose to rescue the cler-
they ever reach 0 or less hit points, they will defi- gy in the name of Classica, or shall they party
nitely die and raise as a nano zombie shortly after. for a week without a care?
This will most likely surprise the compatriot that at- • Last week a silver zombie wandered into town
tempts to check their body after combat. from the wilds, complaining about how awful
it was to be dead. He wandered into a saloon,
Adventure Hooks bemoaning his thirst and an inattentive bar-
• The party comes across a functioning gas sta- tender served up the local homebrew to the
tion, supplied by petrol zombies. The mutant garrulous corpse. The zombie ceased speak-
running the place talks to the party of harass- ing, got up, and left (much to the chagrin of
ment and threats to his supply of fuel, hiring the unpaid bartender). Last night the zombie
them to take care of things. Unfortunately, the came back, with friends. The creature fumbled
harassment and threats come from the fami- payment onto the bar and gestured for a round
lies of the corpses stolen and converted for the for the table. Sure, the zombies are paying for
mutant’s enrichment. The party must pick a drinks now but if their numbers continue to
side, fuel or family. The greater mystery is how grow exponentially there could be a real prob-
the mutant turns corpses into petrol zombies. lem so, you guessed it, the party is hired to
That knowledge could be priceless. watch the doors and keep things peaceful.

213
ZOMBIE MONKS OF THE CYBERHIVE

ZOMBIE MONKS OF THE Zombie monk (lay ghoul): Init +0; Atk cyberclaw
+1 melee (1d6) or power beam +2 missile (1d6,
CYBERHIVE range 40/80/120); AC 12; Armor Die: [1d3]; HD 2d8;
Zombie monks are humanoid corpses that have been MV 30’; Act 1d20; SP battle hymn, gifts, regenerate;
cybernetically resurrected to serve the Earth Brain SV Fort +4, Ref +0, Will +0; AL N.
of the Cyberhive. They travel in packs of 6 to 24 to
communities throughout Umerica, singing hymns Battle hymn: When three or more zombie monks
in machine code (think of the beeps, screeches, and are engaged in combat they “sing” their battle hymn,
whirs of a fax machine phone line). If approached which is a cacophony of painful electronic noise. Ev-
in a non-hostile manner, they will be happy to di- eryone within 100 feet that is not deaf must make
alogue. While not brilliant conversationalists they a Willpower save (DC12+1 per additional three
will, speaking always in unison, answer most any monks) or have their action dice lowered by -1 die
question asked. step until the singing stops. A new save must be
made every round.
When a troupe of zombie monks reach a communi-
ty, they speak loudly and in unison the Cyberhive’s Gifts: In addition to corpses, the zombie monks’ wag-
desire for all of their recent dead in trade for gifts of ons carry several technological items to give as gifts
technology. If the community capitulates, the zom- to communities that cooperate. These devices are all
bie monks leave gifts of simple but useful technolo- run by small quantum flux batteries that will deliver
gy. If they refuse, the zombie monks will search the power for at least 1000 years. To see what devices are
area for any recent graves and exhume the bodies. in a particular wagon, roll 1d5 on the table below. On
If they are attacked at any time, they begin signing average, there will be 2d6 devices per wagon.
their battle hymn and slay all attackers as neatly as
possible, so as to leave intact corpses. Once their Devices Found in Wagon
wagons are full of preserved corpses, they return to Roll 1d5 Result
the Floating Tower of the Cyberhive or whatever lo- 1 Convection oven (big enough for a 15
cation the troupe is based out of. pound roast)
2 Air conditioner (can cool roughly 5000ft3)
Should a troupe encounter a recent battlefield or
3 Mini-fridge (interior volume 4ft3)
roadside grave, they will collect all of the corpses
and offer any survivors present basic aid or gifts. 4 Water filtration system (five gallons a day,
no filter changes needed)
Any attempts to recover the corpses from
their wagons will be considered an act 5 Space heater (can heat roughly 5000ft3)
of theft.

214
ZOMBIE MONKS OF THE CYBERHIVE

Regenerate: Once damaged, a zombie monk’s nanites • While staying the night at a prosperous com-
will begin repairing all injuries at a rate of 1 hit point munity’s tavern, the party wakes to the sounds
per turn. If brought to 0 hit points, they will be dam- of horrible electronic screeching. As they
aged beyond repair and cannot regenerate. stumble from their beds, the nightwatch is beg-
ging for them to help stop some zombies from
Adventure Hooks stealing their dead from the local graveyard.
•D
 uring their travels, the party comes upon the • After a strange encounter with a bright glow-
carnage of a large battle less than a day old. ing light, the party awakes lying on the ground
Wandering among the casualties are what ap- with several corpse-like beings standing over
pear to be the walking dead dressed in match- them. They seem to be disappointed that the
ing robes. They seem to be collecting the most party was only unconscious...
intact corpses into a waggon, all while making
electronic screechy noises in unison.

215
BOSSES

216
BERNICE (TRASHLODYTE SEER)

! BOSSES!

BERNICE AC 16; Armor Die nil; HD3d8+3; MV 100’; Act 3d20;


(trashlodyte Seer) SP doomgaze, Luck drain, phantom, sure-footed;
SV Fort +3, Ref +5, Will +5; AL N.
On the outskirts of the ruins of the ancient city of
Detritt, deep within a labyrinth of trash and refuse Doomgaze: As an action, once per day Skippy is ca-
lairs Bernice — trashlodyte mystic and recyclist pable of gazing into the soul of a target and bring-
of legend. Affable if approached without hostility, ing doom raining down upon them. The target must
she cares more for maintaining and expanding her merely be within line of sight from Skippy and,
hoard of things (they’re important, she needs them) should they fail a DC 15 Willpower save, they are im-
than anything, including her own wellbeing. Her fol- mediately (and temporarily) reduced to a Luck of 1
lowers approach to the edge of her web of cast-off for the span of one day. During this time, any addi-
waste, leaving offerings of food and other essential tional foes will always attack the Luck 1 individual,
supplies by way of appeasement. meteors will fall from the sky (potentially harming
or killing them), etc. at the GM’s discretion.
Content to live among her collected hoard, Bernice
is still willing to use her gifts on behalf of those who Luck drain: Each hit from Skippy drains a tempo-
would grant her a proper offering. Those who ap- rary point of Luck from the victim. Should the vic-
proach her labyrinth of leftovers are hailed by her tim’s current Luck drop to zero, additional hits begin
followers to learn the nature of the visit. Looters reducing the permanent Luck score of the target.
who merely wish to attempt to plunder for tradable Targets drained to zero permanent Luck immediate-
goods are immediately attacked but those who come ly and permanently die, in the most humiliating and
seeking her wisdom are advised to prepare a proper strange fashion possible.
offering (measured in cubic feet as opposed to trade
value) prior to entering the maze alone. Just prior to Phantom: Skippy is normally intangible and cannot
entry, her followers send up a single blue flare (those be hit with mundane physical weapons.
untrusted souls who may be a threat are heralded
by a green flare), signaling her. Seeing the flare, Ber- Sure-footed: Skippy may take his full movement
nice will stop and wait for the supplicant to find her. across any solid surface, no matter its spatial ori-
Wholly aware of all things in her hoard, she uses the entation. He can run up smooth walls, dash across
path chosen to find her as a part of her trashomancy. ceilings to drop onto targets below, or wend his way
over the most complex and broken of surfaces, with
COMMON FOLLOWERS no loss of movement rate.
Bernice’s labyrinth is watched over by her 2d100
followers, each a trashlodyte hoping to someday be AMBITIONS
worthy to take Bernice’s place within the hoard. Ber- Bernice simply wishes to expand her pile and help
nice’s followers will defend her collected trashcum- others. So long as everyone is on board with that,
berance to the death. there will be no trouble.

Additionally, Bernice is never without her semi-cor- RESOURCES


poreal orange and white feline familiar “Skippy”. A sprawling, litter labyrinth that covers more than
two square miles, filled to brimming with any num-
Skippy (phantom pheline): Init +5; Atk bite +3 melee ber of useful items that Bernice always finds just at
(1d6+Luck drain) or claw +5 melee (1d4+Luck drain); hand.

217
BERNICE (TRASHLODYTE SEER)

Bernice, Oracle of Old Detritt: Init +0; Atk clawed them (doing 1d3 points of damage and causing a -2d
hands +3 melee (1d4+1 plus disease) or +3 melee by penalty on the associated to hit or spellcheck roll).
weapon; AC 12; Armor Die 1d7; HD3d8; hit points
15; MV 30’; Act 1d20; SP disease (DC 12 Fort save or Very useful: Travelers in need of basic items may
contract disease), trashomancy, very useful, what’s attempt to trade with the trashlodyte. 1d8 times per
all this then; SV Fort +3, Ref +3, Will -0; AL N. day, Bernice may pull one random, simple (but di-
rectly useful) item from their junkumbrance. What-
Disease: Those clawed by Bernice risk infection with ever the item is, it will be useful to the person dealing
Needisn-dattoo Fever. The disease erodes the will of with the trashlodyte.
the sufferer while altering their genetic profile to be
more akin to the trashlodyte. Victims lose 1 point of What’s all this then: Once per round, as an action
Personality per day. If untreated until the patient’s Bernice may pull a makeshift weapon from the piles
Personality score drops below 3, the victim is no lon- within her maze. Roll 1d12 to determine how many
ger capable of discarding anything…ever. They are steps along the dice chain the weapon is for damage
forced to amass ever greater levels of junkumbrance (1d4 to 1d30). The item may be immediately used in
but, not being a true trashlodyte, none of it will be that round, but only functions once (regardless of a
useful. Victims are allowed an additional saving hit or miss) before being irreparably reduced to so
throw once per week. much useless junk. Additionally, if her opponent is
only able to be hit by certain types of damage, whatev-
Trashomancy: Bernice is wholly in tune with her er is pulled from the pile will do that sort of damage.
surroundings, having built up this collection over
her lifetime. Because of this, she has developed a
preternatural awareness of all things in the maze,
and understands that how they move through
her lair while searching for her is reflective
of actions that they may take in the fu-
ture. Those who bring her a grand gift
are bequeathed with whispered
insights that allow for re-
rolling any 1d3 actions
over the course of the
next week. Those
who pose a threat
to her in her maze
must make a
Luck check prior
to each attack,
failure indi-
cating that
misfortune
befalls

218
CARL AUGH M.D. (POWER WIGHT BOSS)

CARL AUGH M.D.


(power wight boss)
With an intelligence dwarfing even that of his closest
rival, Dr. Augh is the foremost medical authority at
Shelly Surgical Center within the Citadel of Scrap.
The doors of the surgical center are open at all hours,
day or night. Patients suffering from even the most
benign ailment or injury are welcomed for treatment
by the towering surgeon. Standing just over seven
feet tall, the Doctor is an imposing figure. That, cou-
pled with his willingness to treat anyone, no ques-
tions asked, has kept the majority of gang-related
violence away from the medical center. Of course,
there is another reason…

People have been known to see Dr. Augh and never


be heard from again.
(heal 1d3 to any injured human or mutant) as
Dr. Carl Augh is a paragon among greater power per the Doctor’s standing orders that he treat
wights. His ability at reasoning is unparalleled and all patients personally if possible.
his understanding of human medicine is encyclope- • Mutant administrators (four on duty per rota-
dic. Treatment by the Doctor is rolled as per lay on tion): The mutants selected to work the paper-
hands performed by a cleric of the wasteland with work realms of the surgical center (tracking
a +8 spellcheck (rare failures indicating a lack of and trading for supplies, monitoring patient
the needed supplies at hand). He is also capable of records, etc.) are specifically chosen for muta-
repairing cybernetic enhancements as many a cy- tions that heighten their intelligence, a desir-
borg in the citadel is the result of the Doctor need- ous trait for the Doctor’s experiments in the
ing more raw materials for his experiments (“Sorry basement.
about that sliver in your finger, we’ll need to ampu- • Greater power wight security (4): Two large se-
tate the arm”). curity guards are on duty at the entrance to the
surgical center at all times with the other two
COMMON FOLLOWERS patrolling the small building.
The staff of the surgical center all are in the employ • Lesser power wight janitors (4): Unable to
of Doctor Augh, although many have no knowledge perform more than basic tasks, the day to day
of his true nature, or his experiments. cleaning of the surgical center is handled by
“special” members of the community. These
UPSTAIRS power wights were created using locals suf-
This is the publicly seen area of the surgical center. fering from traumatic head injuries and their
The two stories above ground are accessible to the families are grateful to the Doctor for helping
average person, so long as they can show reason for their family members provide for themselves.
being there. Nosy folks are not welcome. • Human/mutant patients (2d10): There are al-
• Human nurses (10 on shift per rotation): The ways patients in the surgical center and the lo-
nursing staff of the surgical center are ordinary cals are VERY protective of the Doctor. Good
humans who believe in what they do. They will healthcare is hard to find and good healthcare
not get involved in combat and will run for that costs only a few bits of trade goods is even
help at the earliest opportunity. They perform more uncommon.
basic triage but only provide basic first aid

219
CARL AUGH M.D. (POWER WIGHT BOSS)

DOWNSTAIRS netics +6, transplant hepatology +4.


Away from the prying eyes of the community is the
secret lab of Dr. Carl Augh, where he carries out his Armor plating: Doctor Augh has inserted subder-
experiments with the help of his assistants. mal, micro-armor plates into his body, increasing his
• Greater power wight nurses (8): The work that AC by +1 and increasing his Armor Die by +2 die
the Doctor does is complicated, and his two steps, Impervious.
hands cannot keep up with the number of
adjustments required during his experiments. Extendable arm, advanced: Doctor Augh’s left arm
These power wights behave as an extension can rapidly extend 20 feet farther than normal. This
of his own self, anticipating his needs and in- can be used to deliver a surprise melee attack (treat
structions. In combat, if assisting the Doctor as a backstab, once per combat).
the nurses gain a +d3 to their actions.
Might augment, advanced: By way of a number of
AMBITIONS extended treatments, the mad doctor has perma-
Still struggling to understand what twist of fate or nently infused his musculature with negative energy
medical miracle created his towering intellect, Dr. and gains +3 to all rolls involving Strength, including
Augh works day and night to recreate his intelligence to hit and damage rolls.
in another of his kind. His numerous experiments
do leave him with a need for regular “deliveries” of Negabolt caster, advanced: Doctor Augh has man-
spare parts. The Doctor has the following goals: aged to do away with the traditional, bulky electrodes
• Maintain good community relations, by any of his kind and has replaced them with wireless
method required, to maintain a steady flow of technology drawing in ambient negative energies
available donors. from around himself. He can reverse this flow, firing
• Understand and replicate the events leading to bolts of negative energy from his hands with great
his creation. precision and even controlling the power level of
• Create a large enough number of his equals the bolt’s output (negabolt +7 ranged, 1-3d5 damage,
to allow for gradual transfer of governmental range 20/40/80). This requires an action and they
controls from humanity and mutant-kind to can only generate one bolt every three rounds. Any
their betters. un-dead hit by this bolt will actually heal instead of
suffer damage.
RESOURCES
Doctor Carl Augh has the full resources of his med- Speed augment, advanced: Carl Augh has perma-
ical center at his complete disposal. This includes nently supercharged his brain’s motor centers with
medicines, first aid supplies, and medical equipment negative energy granting him an extra 1d24 action
that could easily be repurposed as weaponry should die.
the need arise.
Towering intellect: In addition to the special abili-
Carl Augh M.D. (greater power wight): Init +2; ties common to his kind, the mind of Doctor Augh
Atk bash +9 melee (1d6+4) or by weapon +8 me- is such that he can never be surprised. Further, his
lee or ranged (dam+4); AC 14; Armor Die [1d4]; foresight is so great that plans made against him run
HD 8d12+8; MV 25’; Act 2d20; SP towering intellect, the risk of already having been foreseen and counter-
un-dead immunities and crits, ignore crit, absorb measures already being in place. In the case of well
electricity, enhancements, necromantic talents, able thought out stratagems Augh need only succeed in a
student; SV Fort +10, Ref +2, Will +15; AL N. Willpower save versus a DC of 12 + the highest In-
telligence bonus among the adversarial group. With
Able student: The Doctor has mastered the following a success he has already prepared for such a plan
fields: general medicine +8; immunology +4, derma- and has already devised countermeasures against it
tology +6, endocrinology +4, neurology +4, cyber- (GM’s discretion).

220
COL. S. JACKSON (THINK TANK BOSS)

COL. S. JACKSON Utterly ruthless, the Colonel is not swayed by


(think tank boss) thoughts of civilian casualties. Anything in the en-
gagement area is either friend or foe. There are no
“Col. S**** Jackson, a man barely alive. We can re- recognized neutral parties.
build him. We have the technology…or we could stick
him in a really, really big tank!” COMMON FOLLOWERS
— Unknown officer, days before his horrible death. Col. S. Jackson is followed by a massive retinue of
military robotics and mechanoids.
The mind within this massive think tank is that of
former astronaut, Col. S. Jackson. After a crash left Encountered at his “camp” the Colonel is accompa-
him clinging to life, a secret government project nied by the following.
toyed with the idea of reassembling his body with • 4d30+20 Robots (gun-bot) – Shock troops
a variety of bionics however, since the latest think • 3d24+10 Robots (sentry-bot) – Border security
tank model (code name: Troll) had been completed, • 2d20+5 Robots (constru-bot) – Repair and
his mind was placed inside the mechanical chassis maintenance
instead. • 2d20 Robots (game-bot) – Air cav.
• 1d10 Think tanks – Armored cav.
Unable to comprehend a world where the govern- • 2d50 Tru-pets (guardian) – Infantry
ment has fallen while he has not been defeated, the • 5d100 Robots (custodio-bot) – Resource ac-
Colonel roams the wastes of Umerica expanding quisitions
the size of his entourage of military mechanicals.
Gifted with a mind capable of great stratagems, it is AMBITIONS
rumored that Col. Jackson forced the Armageddon Col. Jackson seeks nothing less than the total res-
Dragon to change course after a prolonged engage- toration of national order. In order to achieve this,
ment where the think tank repeatedly raked the co- he travels from one military installation to the next,
lossal beast with its atomic lances to the point where seeking out new codes to allow him to grow his
the tank glowed white with the heat. force and unlock resources to allow him to rebuild

221
COL. S. JACKSON (THINK TANK BOSS)

the military systems. The Colonel has zero tolerance Counter measures: The Colonel may apply any un-
for alien military forces and will immediately engage used action dice in a round to firing counter mea-
xenotaurs and other interplanetary and interdimen- sures against incoming physical attacks, employing
sional forces. Local-based paramilitary groups will a dazzling array of chaff, flares, force screens, di-
be offered the chance to serve under the Colonel. mensional blazers, and more to neutralize incom-
Those refusing to do so are classified as enemy com- ing attacks. Counter measure efforts receive a +4 to
batants and neutralized. whichever action die is rolled. These efforts must be
declared at the time of the attack roll and must be
Beyond near endless battle, the Colonel has the fol- made alongside the incoming attack (as opposed to
lowing goals: after the hit or miss is determined). Counter mea-
• Resupply and maintain his current military sure rolls higher than the attack roll totally negate
forces. any incoming damage, diverting it away from the
•R  ecruit more forces into his command. tank.
• Repair and reopen military bases, manning
them with his forces supported by local mili- This massive think tank is armed with a variety of
tias. grenades, as shown below. Fully supplied the Colo-
• Obtain military command codes to further his nel carries 25 of each type of grenade.
ends
• Rebuild the continental military command Grenade, bio: This grenade releases a thin stream of
and control structure. pleasant-smelling mist over a period of 1 turn. The
released biological agent spreads at a rate of 50 feet
RESOURCES per round for the entirety of the turn, extending to a
A network of hidden military bases across the 500 foot radius and remains for 1d3 days. The cloud
Umerican wastelands, each fully manned and filled carries a particularly virulent strain of Romanian
with supplies for repair and resupply. Brain Fever that will inflict any living brains with-
in the radius. Non-intelligent creatures entering the
A convoy of “autonomous vehicles” (actually autov- radius will automatically inhale the pleasant aroma
ores, traveling with the convoy for the easy meals) while intelligent creatures are allowed a DC 12 Will-
carrying enough materials to repair up to 1000 power save to avoid reflexively breathing deeply of
points of damage to the Colonel and his forces, as the aroma. Once inhaled, the target begins losing 1
well as enough ordinance to fully resupply the forces point of Intelligence per day until dead or cured. The
three times over. Because of their situation, these au- infected are allowed one DC 14 Fortitude save per
tovores feed with restraint, picking off the occasional day to avoid the degenerative effect and three con-
stray recruit, but most often dining on the foes of the secutive successes reflects the body fighting off the
Colonel as opposed to attacking from within. disease.

Col. S. Jackson: Init +4; Atk claw +12 melee (1d16+12), While infected, the victims exude the same aroma
atomic cannon battery (3) +14 missile fire (2d12+6, to a radius of 20 feet, easily infecting other creatures
range 300’ to 1 mile), mini-guns (6) +8 missile fire coming within range. The Bio grenade is nicknamed
(2d6, range 200’), atomic lance (2) +14 missile fire the “village killer.”
(3d7, ignores armor dice, line of site), or grenade
launcher +16 missile fire (see below, range 100’); Grenade, EMP: Upon detonation, this grenade re-
AC 10; Armor Die 3d24 (chasis)/3d30 (brain leases a limited scope EMP of 100 feet radius. Elec-
case); HD 24d16+24; hit points 228; MV 40’; tronics caught within the radius, unless specifically
Act 6d20+4d16; SP counter measures; grenades, shielded against such attacks, are rendered useless.
hardened electronics, trans-dimensional imaging; Sentient electronic life may attempt a DC 12 Reflex
SV Fort N/A, Ref -2, Will +16; AL L. save to escape the EMP wave.

222
COL. S. JACKSON (THINK TANK BOSS)

Grenade, inferno: These fearsome anti-personnel Trans-dimensional imaging: With a living brain,
grenades are fired into the air and detonate at a height powered by an atomic generator, hooked up to ar-
of 50 feet, this grenade showers a 200 foot radius cane dimensional rift technologies, the Colonel, us-
with a mist of military-grade chemicals that cause ing his imaging systems to scan the area within 500
biological materials to burst into flame. Targets with- feet, is able to unerringly view his surroundings. His
in the blast area, with movement enough to escape imaging systems are not interfered with by anything
the area of effect, must make a DC 13 Reflex save or other than dense materials (such as lead or gold) and
ignite (creatures too slow to escape are allowed no are capable of seeing through up to 10 feet of wood
saving throw). Biologicals caught in the spray burn and five feet of stone. Individuals who are camou-
for 2d4 damage for a period of 2d5 rounds. Other flaged but are not actually behind cover are also au-
than wholly smothering the flames in an oxygen-less tomatically detected within this range.
environment, the fires cannot otherwise be put out.

Hardened electronics: The circuitry and electrical


components of the Colonel are shielded, making
them impervious to EMP attacks.

223
CRUXIS THE COLD-HEARTED (DRAGON, CRYO BOSS)

CRUXIS THE COLD-HEARTED Lairing deep within the ground, Cruxis still patrols
(dragon, cryo boss) and hunts his massive territory — killing intruders
without a second thought unless they should prove
There are those who always seek to push beyond the themselves to somehow be useful to him. Cruxis
borders of the known, who desire to explore into does not slink or slither, he bears down on his foes
the far reaches for the sake of discovery. Sometimes with the unyielding directness of a runaway freight
however, the land has already been discovered, and train. Should Cruxis enter battle, there will be no
those already there are not appreciative of the dis- quarter. None shall survive to challenge the domin-
turbance. Between Umerica and the rumored home ion of Cruxis.
of Santa lays the territory of Cruxis. Those who seek
out the location of the frost moot are doomed to COMMON FOLLOWERS
never leave. Cruxis is always accompanied by his retinue of six
young cryo dragons (pg 65). His followers will die in
Cruxis is terrifyingly unlike his kin. Where they his service without a second thought.
grow to 20 feet in length, Cruxis dwarfs them at ten
times that, measuring nearly 200 feet from head to If surprised within his lair, as he rests atop his hoard
tip of its rime encrusted tail. A horror of living ice, (consisting of well preserved cryo-lurkers)
Cruxis’ near impenetrable hide is covered in a thick Cruxis will immediately awaken and release them to
layer of hoarfrost, lending him an even more alien join the battle.
appearance.

224
CRUXIS THE COLD-HEARTED (DRAGON, CRYO BOSS)

• 4d7 Cryo-lurkers (brute) all of massive size Breath weapon: Thrice per day Cruxis is capable of
(4HD; +6 to hit; +2 to damage) spewing forth a numbing cone of ice and slush that
• 1 d5 Cryo-lurkers (buckethead) does damage equal to its max hit points (or half that
• 3 d5 Cryo-lurkers (cryo-slime) with a successful DC 30 Fortitude save).
• 3 d6 Cryo-lurkers (frost-burned)
Camouflage: When perfectly still among drifting
AMBITIONS ice and snow, Cruxis looks like a massive snow drift.
Cruxis seeks to maintain complete control over his PCs actively searching for the dragon may spot them
domain and will fly into a destructive rage towards with a successful Luck check, while those casual-
any who dare challenge his demesne. Beyond that, ly surveying their surroundings may make a skill
like all dragons, Cruxis seeks to grow his icy hoard, check, where appropriate, vs. a target DC of 25.
whether via conquest or tribute being immaterial
to him. Furthering him in his quest, maintenance Chill metal (3/hour): Cruxis can extend his frozen
of power, and gathering of frozen resources, is his aura and chill one metal object to painful, sub-ze-
ancient cunning which has assembled a plan com- ro levels. This ability inflicts 1d7 damage/round to
prised of the following goals: characters holding chilled objects or 1d5+1 Stamina
• Use the frost moot to establish utter domi- damage/round to characters wearing frozen armor.
nance over all of his kind.
• Organize the lesser cryo dragons into an army Control ice (3/hour): Cruxis is capable of taking
to do his bidding. control of mundane sources of cold, such as ice and
•F  ind and collect all existing cryo-lurkers. snow, and cause them to writhe, contract, or expand
• Release an unstoppable army of cryo dragons into a line of ice and frost up to 40 feet long per
and cryo-lurkers upon Umerica and eventually round. A character touched by a line of ice is covered
the world, plunging the globe into never-end- with frost for 1d5 damage plus an additional 1d5 per
ing winter where Cruxis rules supreme. round until free. Strength check (DC 25) each round
to break free of the thickening ice and frost.
RESOURCES
• A cavern filled with frozen goods and supplies, Frightful presence: The visage and sheer mass of
all taken as spoils from prior raids. Cruxis makes the blood of his foes run cold, both lit-
• 2d16+10 slaves suffering from various degrees erally and figuratively. All who look upon him must
of frostbite. make a Willpower save (DC 26) or flee in terror (du-
• An ancient snow-making machine, harvested ration 1d4 turns or until reaching a safe distance).
from the now lost city of Ah-spin, capable of Cruxis generally gives chase to those whose courage
generating 20 cubic feet of snow per round he has shattered, picking them off at his leisure as
(climate permitting). they cross the ice.

Cruxis the Cold-Hearted (gargantuan cryo drag- Melts: While amidst their death throes, cryo dragons
on): Init +16; Atk claw(x2) +22 melee (1d8+10), bite lose cohesion and melt, leaving behind only a large
+22 melee (1d12+10), tail slap +22 melee (1d20+10); pool of perfectly pure water.
AC 18; Armor Die 2d24; HD 16d12; hit points 128;
MV 80’ or fly 160’; Act 4d20; SP cold immunity, Spines: The icy hide of Cruxis is covered with barbed
double damage from heat-based attacks, armored spines that can be launched as an attack four times
hide (receives a second armor die), breath weapon, per day. This takes the place of one claw attack, and
camouflage, chill metal, dragon crits, frightful pres- is made at the same attack and damage roll with a
ence, melts, retinue, spines; SV Fort +20, Ref +20, range of 100 feet.
Will +20; AL C.

225
DRAKOBOG (DRAGON, HOLOGRAPHIC BOSS)

DRAKOBOG tures that could manage to even threaten Drakobog,


(dragon, holographic boss) let alone potentially destroy him. The being that
awakened him, Silk, is foremost among that number.
The first of its kind to awaken, roused to sentience Drakobog seeks to have more and more holographic
by no less than Silk, the Golden Lord of Lies, Drako- dragons uploaded into a network of satellites around
bog has far surpassed any limitations caused by his the globe that his consciousness has already invaded.
programming. He is the only one of his kind, fully He plans on absorbing their intelligence and pro-
awakened and freed from the earthly fetters of his cessing power to add to his own so that he may even-
W.A.L.T., having transferred his consciousness into tually stand supreme. Furthering him in his quest for
an ancient spy satellite. Now, able to project his form power is his lightning fast mental processing, with
from the safety of orbit, Drakobog is nearly immor- which he has assembled a plan comprised of the fol-
tal. Appearing by way of projections from the sat- lowing goals:
ellite, Drakobog’s form is slightly translucent, sacri- • Facilitate (by bargain, threat, or coercion) the
ficing the appearance of perfect solidity for effective uploading of all existing holographic dragons
invulnerability. from their W.A.L.T. units into Drakobog’s sat-
ellite array.
Despite his intelligence being housed in orbit, Dra- • Absorb the processing power of the other drag-
kobog has learned to manipulate the satellite sys- ons to add to its own intellect, gaining godlike
tems so that he can indeed still do great damage and powers.
lay waste to entire regions should the need arise. No • Seek out and destroy Silk, thus diminishing the
longer having a W.A.L.T., most of his physical stats threat posed by the Lord of Lies.
are reflections of the satellite system in which he • Take control of the planet via satellite projec-
currently resides. tions and gradually remove all biological life
while enhancing himself by the absorption
COMMON FOLLOWERS and adaptation of all computerized life.
Drakobog has no followers. His plans run contrary
to having any long term followers. RESOURCES
• An ancient spy satellite, capable of observing
AMBITIONS anything on the surface of the planet and fur-
Safely uploaded into the heavens, there are few crea- ther capable of detecting geological data at a

226
DRAKOBOG (DRAGON, HOLOGRAPHIC BOSS)

depth of up to one mile. Breath weapon: Once every three rounds the dragon
• A near barren weapon satellite left over from is able to focus and extend its holographic pattern via
the last world war, armed with a pair of high a projection of visible light and infrared energies that
yield warheads. mimic blasts of roaring fire. The faux-fire inflicts 30
• A geosynchronous orbiting weather satellite, hit points of damage (or half that with a successful
capable of manipulating weather patterns over DC 16 Reflex save) to a single target for each action
Umerica and its surrounding oceans. surrendered in place of other attacks (up to four).
• A partially functioning entertainment satellite
from the Home Show Channel Network con- Invulnerable: While the satellite in which he is
verted to hold a backup of Drakobog’s data. housed can, in theory, be damaged or destroyed
(likely requiring an entire campaign of adventures to
Drakobog (egotistical electronic effigy): Init +14; gather the requisite materials), what is encountered
Atk claw +14 melee (1d8), bite +12 melee (1d10), on Umerica cannot be physically injured, although
tail slap +12 melee (2d14), or wing buffet +14 melee the satellite link does still allow for damage done via
(2d12) ; AC 10; Armor Die nil; HD 40d30 (satellite); mental attacks.
hit points 620; MV special; Act 4d30; SP back up,
breath weapon, dragon crits, invulnerable, mislead- Misleading: While the dragon appears to be a mas-
ing; SV Fort +20, Ref +20, Will +30; AL C. sive creature, this creature’s only real vulnerable
point is a satellite in high earth orbit. Drakobog can
Back up: Should the primary satellite housing Dra- take any amount of “damage” to its virtual visage,
kobog’s intelligence be somehow destroyed, the suffering visible damage and appearing to suffer
backup copy housed in the Home Show Channel from weapons, spells, and the like while actually tak-
Network will come online. It will have all of Drako- ing no damage. The virtual AC of the creature ranges
bog’s memories save for those of the past 1d24 hours from 11 to 16, setting the difficulty for attackers to
(the time since the last backup). “hit” the fake form.

227
FRIEDLI (MUTANT KOMO-DOAN BOSS)

FRIEDLI one-percenters of Whaaar. Friedli will cease hostil-


(mutant komo-doan boss) ities with other gangs, calling for a truce so that all
komo-doan bikers in a region can unite to wage war
Young komo-doans form into migratory gangs, rid- on these abominations of the road.
ing and raising hell until they mature. In some cases
though, powerful gang leaders refuse to lay down COMMON FOLLOWERS
their power for a more sedentary lifestyle. Such is • 1 adult komo-doan “road captain”: Armor Die
the case with Friedli, potentially the most powerful 1d6; HD 5d8+2; hit points 29; SP wheels; Ref +4
komo-doan gang leader of all time. Utterly ruthless, • 1d4 adult komo-doan “lieutenants”: Armor Die
Friedli has left a trail of murder, robbery, and arson 1d6; HD 4d8+10; SP wheels; Ref +3
in his wake. It is unknown exactly how many deaths • 4d7 komo-doan youth “patch holders”: Armor
he has been responsible for, but estimates place it in Die 1d7; HD 3d8+7; SP wheels; Ref +4
the thousands. • 1d4 komo-doan youth “hangarounds”: SP
wheels
Viewed by many as a chosen prophet of Theszoloko-
modra, Friedli was mutated by a freak dimensional AMBITIONS
storm. He carries three heads on his shoulders, one Friedli lives to ride and fight, and anything else he
that looks to the future, one that studies the past, and does is simply a way to continue to enable him to do
the middle head focuses on the present. The abilities so. Robberies for supplies, the sale of drugs to raise
of his temporally displaced brains, coupled with his money for raucous parties, and the murder of his ri-
ability to perform dark sorceries, have ensured that vals all fill him with the closest thing to joy that his
any who consider challenging him for control of the black heart will ever know. His short term goals are
Komodo Motos meets a suitably grisly fate. as follows:
• Spend the evening drinking heavily and mat-
Another group for whom Freidli carries a burn- ing with young komo-doan women.
ing hatred, are wraths –the leather-clad un-dead • Ride far tomorrow.

228
FRIEDLI (MUTANT KOMO-DOAN BOSS)

•D  estroy the Hissien motorcycle club. Ectothermic: In the wild, komo-doans warm them-
• Wipe out the Brood motorcycle club. selves by basking in the sun. In society, they’ll use
• Kill every last member of the Migration Na- whatever method they can to capture and hold heat.
tion motorcycle club. In temperatures below 80°F they suffer a -4 penalty
to initiative and a -2 penalty to Reflex saves.
RESOURCES
• 50 regional Umerican Komodo Moto chapters, Regeneration: Friedli regenerates 1d4 hp per hour
each numbering 10 to 30 members. and can regrow an entire limb (including a severed
• 10 “nomad” Komodo Moto chapters, each head) in two to three days. This regenerative mu-
numbers 9 to 12 adult komo-doan members. tation extends to the regrowth of up to two of his
•C  lose friendship with Rad Fink. heads simultaneously (losing all three would cer-
tainly be fatal). Once regrown it does take another
Friedli (Chieftain of the Komodo Motos): week before the chrono-sense of the head returns.
Init +3; Atk bite (x3) +5 melee (1d8+8, poison Fort Should Friedli’s central head be struck off, he does
DC 18 or death), claws +5 melee (2d6+16), slam +5 not lose his chrono-sense abilities but is rendered
melee (1d12+8), tail +4 melee (2d5+8), or laser ri- wholly-blind in the present (-8 to attacks, moves in a
fle +3 ranged (1d10, RoF 3); AC 15; Armor Die 1d7; random direction, unable to ride).
HD 7d8+7; hit points 45; MV 30’/dig 10’; Act 2d24;
SP 3-headed, chrono-sense, ectothermic, immune to Wheels: Due to his enormous size, Friedli rides a
disease, regeneration, wheels, spells (1st level) chok- custom trike that he had tricked out by Rad Fink.
ing cloud, feather fall, magic shield, summon foulness, He traded the location of three fuel tankers, still un-
(2nd level) invisibility, locate object, strength, (3rd touched (thanks to his use of locate object), in return
level) fireball, planar step (4th level) former glory; for his Rad Fink original, the Vipercycle.
SV Fort +5, Ref +3, Will +3; AL C.
Vipercycle: Init +5; atk rundown +1 melee (2d4+4);
Chrono-sense: Each of Friedli’s three heads sees AC 14*; Armor Die [1d6]; HD 9d6; hit points
something different. One looks into his past, always 32; Speed cruise 6/ max 9; Act 1d20; SV Fort +0,
looking for mistakes that may haunt him, one looks Ref +5, Will na; Fuel Tank 1d7; guzzle 0. Traits big
to the present, and one looks ahead to the future. tank, enhanced handling, fuel efficient, high perfor-
This grants Friedli the following bonuses: mance engine, nimble, off road, open, very danger-
• Immune to surprise. ous, very nimble.
• May reroll any single die roll, of his own, once
per combat.
• May force a reroll of any single die roll, of an
opponent, once per combat.
• Remember everything experienced with 100%
accuracy.

229
GAWBYCAID (CYBER GHOUL BOSS)

GAWBYCAID AMBITIONS
(cyber ghoul boss) GAWBYCAID seeks to consume, collate, and cata-
log all knowledge and thus achieve singularity with
Cyber ghouls are driven to feast and gather knowl- the universe.
edge for their master, the emergent search algorithm,
GAWBYCAID. Driven to consume, collate, and cat- RESOURCES
alog all knowledge, the AI uses its drone-like cyber • 10,000+ cyber ghouls, scattered across the
ghouls to consume information and transmit that globe gathering knowledge on its behalf.
data directly back for storage. • Encyclopedic knowledge of most subjects.

Lurking in the tattered remnants of the World Wide GAWBYCAID (within host vessel): Init +1; Atk
Web, the AI is not bound to a physical form, although bite +1 melee (1d3+Knowledge drain) or claw +2
it is quite capable of taking direct control of cyber melee (1d6); AC 12; Armor Die 1d5: HD 2d5; MV 40’;
ghouls so that it may act directly via their bodies. It Act 1d20; SP un-dead traits, controller, hybrid feed-
is rumored that GAWBYCAID is merely an exten- ing, Intelligence drain, reference desk, infravision
sion of the Cyber Hive, specifically focused on the 200’; SV Fort +1, Ref +4, Will +20; AL N.
knowledge of the Urth of this single universe – and
the comparison does seem quite apt. The truth of Controller: While not physically present, GAWBY-
the matter, whether they are rivals, collaborators, or CAID is capable of completely controlling up to 20
parallel electronic evolution, is still not understood. cyber ghouls at any given time. At the moment of
However cyber ghouls possessed by GAWBYCAID contact, the cyber ghouls go rigid, ceasing their spas-
have been known to attack and intellectually devour modic jerking, and their eyes brightly glow with a
servants of the Cyber Hive. shade of monochrome green. Should GAWBYCAID
choose to speak through the cyber ghouls, they will
COMMON FOLLOWERS all speak in unison.
Any encounter with GAWBYCAID
will begin as an encoun-
ter with 1 to 20 cyber
ghouls.

230
GAWBYCAID (CYBER GHOUL BOSS)

Hybrid feeding: While cyber ghouls crave the flesh bite’s potency with each bite permanently draining
and vital energies of living beings they are able to 1d3 points of Intelligence and for every 5 points of
subsist for lengthy periods of time in near dormancy lost Intelligence the victim also loses 1 level of ex-
(so long as they have access to a supply of electrical perience. Victims drained to 0 Intelligence or below
current) the presence of GAWBYCAID within their 0-level are infected with the world crawler AI and
form keeps the controlled cyber ghouls permanently transform into cyber ghouls.
fed their required supply of electricity – thanks to the
power of microwave transmissions along the wire- Reference desk: As a full round action, GAWBY-
less network grid. This electrical flow prevents cyber CAID may access his accumulated knowledge to
ghouls from “going to sleep” should they not have give an answer any question posed. The sentient
enough material sustenance to keep them normally search engine enjoys the attention it receives from
active. However, should the powerful AI withdraw its such an action, although it normally requires the
presence, the host cyber ghoul reverts to normal. supplicant to gift it with a sacrifice of knowledge in
return (collected via the bite of a cyber ghoul). The
Knowledge drain: As part of their bite attack, cyber answer given will be correct 80% or more of the time
ghoul hosts pull the memories from their victims. (GM’s discretion).
Direct contact with GAWBYCAID does increase the

231
GRIND MASTER (BLESSED BERSERKER OF BUDDY O’BURGER)

GRIND MASTER and gain favor. While completely zealous about his
(blessed berserker of Buddy O’Burger) duties to lead the Harvest Host he has become aware
of Buddy’s cosmic plan to process not only the meat
In order to feed the hungry masses of the commu- of the unloved but their souls as well to increase the
nities that are beloved by Buddy O’Burger, his ser- spiritual strength of his beloved flock. The Grind
vants regularly are sent out from the High Burger Master truly believes he is making the world a better
Temple to harvest fresh meat from the communities place. He plans to further these aims by the following
that O’Burger does not love. Should the demand means:
for meat grow excessive or an unloved community • Lead the charge upon all the enemies of Bud-
show strong resistance to being harvested, Buddy dy O’Burger so he can harvest them body and
calls forth his greatest champion, the Grind Master, soul for the cause.
to lead the Harvest Host to victory. • Inspire terror in those beloved by Buddy so
they will be driven to increase their faith and
The Grind Master is a muscular clown that stands loyalty. “Better be good or Buddy will tell the
head and shoulders taller than any clownug with a Grind Master you have been bad!!”
blazingly piercing gaze that can cow even the most • Cull those who are deemed unworthy so their
willful clownaut into obedience. Wearing nothing strength can flow into those that are.
but oversized shoes and a pair of striped balloon
pants held up by spike studded suspenders, he wields
the mighty Grindaton 3000, a massive technologi-
cal turbine device that catches victims in is actua-
tors, pulls them in, and grinds them into copious
amounts of burger that sprays out of the back of the
device. He is usually followed by several juvenile
clownugs carrying bins to catch the high ve-
locity ground meat discharge of the
Grindaton.

The Harvest Host of the Grind


Master travels in garishly col-
ored blimps emblazoned with the
icons of O’Burger. Just the sight
of these floating barges of carnage
can cause those who recognize them
to flee in terror.

COMMON FOLLOWERS
• 3 -4d6+6 Clownugs
• 1 -2d3 Clownauts
• 1 d3 Ecclowniasts

AMBITIONS
The Grind Master is actually smarter
than most of the ecclowniasts and is
well aware that his god acts quite ir-
rationally at times. He actually uses
these periods of divine loonacy to
increase his position in Buddy’s eyes

232
GRIND MASTER (BLESSED BERSERKER OF BUDDY O’BURGER)

RESOURCES RPG, pg 97). On a successful save the foe is immune


• A fleet of cheery combat blimps to ferry his to the effect unless they witness the Grindatron score
host and store the blessed harvest. Each craft a critical hit upon a target, at which time they must
is capable of carrying a crew of 20 (or two make another save.
clownauts) and tons of meat in refrigerated
storage. Each time the Grindatron inflicts damage on a foe,
•O  ’Blimp: Init -4; Atk O’Cannons +4 missile they must make a Reflex save (DC = damage inflict-
(2d8, range 400/800/1200); AC 8; Armor Die: ed - Armor Die result) or lose a random limb to the
[1d5]; HD 6d16; Speed Level cruise 2/ max 4; grinding maw of the weapon. Should the Grindatron
Height cruise 3/ max 7; Act 3d20; SV Fort +4, score a critical hit on a foe, instead of resolving it on
Ref -2, Will NA; Fuel Tank nil; Guzzle nil. a chart, the victim must roll under their Luck on a
Basic Traits: slow decent, flying brick, grapnel d24 or be wholly consumed and ground into fresh
anchors, unlimited fuel, full kitchens burger (instant death). If the Luck roll is successful,
• The full support of any O’Burgerites called the victim only suffers an additional 2d4 damage.
upon.
•B  uddy loves him. Soul feast: Grind Master is so attuned to his Grin-
datron that whenever it consumes a limb or whole
The Grind Master (zealot clownite commando): victim, he regenerates any number of hit points equal
Init +3; Atk Grindatron 3000 +6 melee (3d4+4 plus to the damage inflicted by that strike. Should this ex-
special) or punch +7 melee (dmg 1d6+3); AC 13; ceed his hit point maximum (60) he then gains an
Armor Die [1d5]; HD 6d10; hp 33; MV 45’; Act 2d20; additional +1d20 action die for the next 1d4 rounds.
SP Grindatron 3000, soul feast, natural O’Leader;
SV Fort +6, Ref +3, Will +8; AL L. Natural O’Leader: All clownite forces with 200 feet
of the Grind master gain a +1 morale bonus to all
Grindatron 3000: This tubular shaped weapon is so attack rolls and Willpower saves. In addition, Grind
massive that even the Grind Master must wield it Master can use an action to bark out encouragement
with two hands. It resembles a cross between a jet to any clownite within hearing distance that is cur-
engine and a meat grinder. Anyone within 60 feet of rently under a Willpower save based enchantment to
the device while it is running must make a Willpow- allow them to make a new save against the effect at a
er save (DC 10) or effectively be turned (see DCC +1 die step to the save roll.

233
JIBBER-JAW (SHARKHANA BOSS)

JIBBER-JAW RESOURCES
(sharkhana boss) The team has a customized van in which they travel
the countryside. It is easily recognizable due to the
Injured early in the Xuaxiax invasion, this now an- blood red stripe running the length of the black van.
cient sharkhana has been “repaired” by way of add-
ing a powerful, mechanized jaw. Over time however, Van: Init +2; Atk rundown +5 melee (2d8+dam bo-
it has begun to malfunction and so it is in a constant nus); AC 10; Armor Die [1d8]; HD d12; Speed Lev-
state of motion, clattering and clacking. This makes el cruise 3/ max 5; Act 1d20; SV Fort +4, Ref +0,
it difficult for the sharkhana to make himself under- Will NA; Fuel Tank 1d12; Guzzle 4.
stood when speaking, and is the origin of his nick- Basic Traits: extra cargo x1, off-road.
name, Jibber-Jaw.
Jibber-Jaw (white sharkhana): Init +5; Atk claw +5
Unremarkable in size and form (save for his jaw), melee (3d7+3), bite +9 melee (3d12+12), or assault
this sharkhana gang leader leads a small group of rifle +3 missile (d10; ROF 3(A), range 100/200/300,
mercenaries, available to the highest bidder. ammo 30); AC 12; Armor Die 1d4; HD 5d12+2;
hit points 44; MV 40’/80’ swim; Act 3d24; SP blood
COMMON FOLLOWERS scent, cause fear, life sense, trauma, unstable align-
Jibber-Jaw’s mercenary force of street sharks is com- ment; SV Fort +6, Ref +2, Will +5; AL special (see
prised of the following sharkhana members (as per Table SH-1, pg 158)
pg 157 save for noted exceptions):
• “Bleep” (mutant hammerhead): SP sonic attack
(1d8, DC 10 Fort for half; 1 target in 50’)
• “Chew-Chew” (bull): Atk Claw -1 melee (1d3)
or Bite +5 melee (1d14+4)
• “Dyno-Mako” (cyber-enhanced mako): Init +2;
hit points 14; MV 30’/60’ swim; SV Ref +1
• “Goober” (mutant angel): SP invisibility
• “Phantom” (albino ahite): hit points 40;
Act 2d30
• “Sebastian” (angel): Init +4; hit points 5;
MV 30’/30’ climb/40’ swim; SV Ref +6
• “Socrates” (mutant tiger): SP
mental blast (2d10, DC 15
neg; 1 target in 100’); SV
Will +10

AMBITIONS
Traveling the Umerican coun-
tryside, feared for war-crimes
that they did not commit, Jibber-Jaw
and his team seek to right wrongs, or
wrong rights, depending on who
pays better. Violence for hire is
his only motivation.

234
KILLER KRUSH (VENDIBEAST BOSS)

KILLER KRUSH Dread drinks (8): Init +1; Atk bite +3 melee (1d7+1)
(vendibeast boss) or spit soda can +1 missile (1d6+flavor - see below);
AC 13; Armor Die 1d4; HD3d8+3; MV 30’; Act 2d20;
Some creatures achieve dominance over their kind SP fruit flavor, single flavor, unkillable; SV Fort +3,
by shows of strength or enormous size; others hold Ref +3, Will +8; AL L.
sway due to extreme cruelty and sadism towards
their lessers. Killer Krush does none of these things, Blueberry Burst: This wicked brew is an overly car-
in fact he appears quite unremarkable from others bonated, and highly pressurized, beverage. If subject-
of his kind. It is the intellect of this vengeful vend- ed to the rapid motions of being launched through
ing machine that raises him above all others. While the air followed by an impact, the can explodes on
his brethren are ambush predators, slowly moving impact, sending forth a spray of blue fluid and alu-
themselves into place, Killer Krush has developed a minum shrapnel that strikes all within 20 feet and
system to lure prey to him, and has been restrained causing 2d3 points of damage (Reflex save vs. 12 for
enough to negotiate the deals required to keep his half damage).
system in place.
If cans are carefully collected without being shaken,
From the back room of a now abandoned Floor·Mart, they may be carefully opened (still spraying bever-
Killer Krush controls his network of followers and age in a five foot radius) and the drink may be con-
allies, going through the mundane drudgery of ne- sumed — healing 1d3 hp (only one such dose may be
gotiating transportation deals to spread his special consumed per day).
cans of Killer Kola. Of the cases of soda distributed
by his accomplices, one in twenty cans has no soda Durian Delight: Only among the followers of Killer
within. When opened, a small “winner” flag extends Krush would one ever find the word “delight” used in
from these special cans, the back of which holds a conjunction with a durian flavored soda. Being filled
small map to the location of the Floor·Mart. Those with cans of this nature alters the coolant flow of the
“fortunate” few who win, find themselves being di- vendibeast, giving it the ability to release poisonous
rected to their own doom. fumes. In place of an action, the creature may ex-
ude a durian-scented cloud in a 20 foot radius. All
Within the still well-stocked store, Killer Krush and creatures inhaling the fumes must make a Fortitude
his followers lie in wait, having positioned them- save vs. 12 or die. Those who save must make a Luck
selves to monitor incoming victims, and to ensure check or spend the next round vomiting uncontrol-
no easy way for their prey to escape. lably. Cans collected from a vendibeast may be safely
opened and consumed, but there is no joy in it.
COMMON FOLLOWERS
Killer Krush is always accompanied by his faithful Gojiraberry Grind: A vendibeast filled to capacity
followers, vendibeasts (pg 187) with very specific with this beverage emits a flickering blue light, as if it
tastes and specialized beverages. His followers will were perhaps victim to some sort of electrical fault. In
defend him fiercely, but stop short of being willing to actuality, the casing and internal wiring of the beast is
die for him. There is nothing to be gained by suicide. acting as a faraday cage and keeps the energies safely
locked to the beast’s exterior. Twice per day a vendi-
Never found beyond the confines of his lair, Killer beast so loaded is capable of releasing a bolt of crack-
Krush has arranged his followers to form a gauntlet ling nuclear energy in a cascading wave reaching 50
which both discourages escape while also provides feet. The energy wave does 100 points of damage, to-
him with protection. While his followers are oth- tal, dealt to creatures from nearest to furthest until no
erwise normal vendibeasts, each contains one soda points of damage remain to be inflicted.
to the exclusion of all others, something that Kill-
er Krush has learned alters the chemistry of vendi-
beasts and grants them additional powers.

235
KILLER KRUSH (VENDIBEAST BOSS)

Opening a vendibeast stocked with this beverage, (inflicting 2d5 points of damage) and begins to tight-
even if dormant, is tricky and requires a successful en each additional round it is not removed (causing
circumvent security (USG pg 82) check vs. 15. Failure 1d5/round). Removing the metal coil from under-
results in 1d60 points of damage to the person at- neath flesh and sinew causes 3 points of damage for
tempting to open the creature. Once cans are taken every round it has been digging deeper (including
individually, the level of danger is greatly reduced. the first). These cans have no value other than that
When opened, the can inflicts 1d8 points of damage of scrap.
to the person holding it and generates a miniature
EMP, deadening vulnerable technologies in a 10 foot Murder Melon: Despite the image of a refreshing
radius. beverage on the outside, each of these cans is a solid
mass capable of inflicting great damage. All hits in-
Huckleberry Hate: Cans of this flavor, explode upon flicted by cans of Murder Melon are automatically
being launched by the vendibeast, releasing a verita- critical hits, treated as one result higher on the table.
ble cloud of fossilized huckleberry seeds in a shot- If collected from a dormant vendibeast, these cans
gun style spray doing 3d3 (3d4 in the case of a single make wonderful paperweights but, otherwise have
flavor vendibeast) of damage to up to two adjacent little value.
targets. If harvested, treat cans of Huckleberry Hate
as can grenades (USG pg 117)

Lemon/Lynch: Cans of Lemon/Lynch spiral open


while in flight, dumping their contents while trans-
forming into a razor-sharp coil capable of slicing
deeply into flesh. Targets struck with
a can suffer 1 point of damage and
make an immediate Luck
check. Failure indicates
that the coil has struck
an exposed area
where it digs in

236
KILLER KRUSH (VENDIBEAST BOSS)

Rambutan Rampage: Just as the flavor of the bev- RESOURCES


erage is mild, so too are the effects of this soda. A •An abandoned big box store (Floor·Mart)
long discontinued flavor; cans of Rambutan Ram- filled to bursting with goods and supplies, used
page have long since lost their seal, allowing carbon- in bargaining and deal making.
ation to escape and the contents to evaporate. What • 4d1000 cases of various Killer Kola flavors.
remains are lightweight cans (doing a mere 1 point
of damage on impact) that crack open and release Killer Krush (Ossuary Orange vendibeast): Init +1;
a soporific cloud over a 50 foot radius. All within Atk bite +3 melee (1d7+1) or spit soda can +1 mis-
the cloud are stunned for 1d3 rounds, a difficulty sile (1d6+acid - see below); AC 13; Armor Die 1d5;
10 Fortitude save negates. If carefully collected and HD3d8+3; hit points 25; MV 30’; Act 2d20; SP Os-
transported, these cans may be used as stunning gas suary Orange, single flavor, unkillable; SV Fort +3,
grenades. Ref +3, Will +8; AL L.

Strawberry Stab: Following a failed experiment in Ossuary Orange: This vile concoction, clearly
can design, Strawberry Stab shipped out in elongat- marked “Now with more Vitamin C++”, contains
ed, bottle-shaped cans. A manufacturing error made such a high concentration of citric acid as to be po-
the cans far more pointed than reasonable and so, tentially lethal. Spit soda cans containing this flavor
when launched by a vendibeast, these missiles do an explode on impact, showering the target in the high
additional die of damage as they pierce deeply into ph phlavor (causing 5hp/round for 1d3 rounds, Re-
the target. flex save vs. 14 for half damage). If a can is collected
and consumed, it results in immediate and painful
If collected and given a wrapping (via tinkering) for death as the battery acid-like beverage liquefies the
ease of use, cans of this flavor may be used as daggers innards of its consumer. There is no save.
capable of doing 1d5 points of damage with a threat
range of 19 to 20. Single flavor: The effect of a vendibeast stocked with
only a single flavor of beverage is remarkable. The
AMBITIONS creatures immediately go from being quasi-thinking
Unlike most “boss”-type creatures, Killer Krush has brutes, to highly intelligent and cunning opponents.
no overarching designs for world dominance, terri- The Willpower save of the creature is raised by +5
torial control, or genocide. His sole ambition is to and, because of its intelligence giving it a greater
continue feeding himself and his followers via the sense of precision, the damage done by such vend-
most intelligent and efficient means possible. ibeasts are rolled at +1d (already factored in above).

237
KING GRABBA (BEETLE APE BOSS)

KING GRABBA COMMON FOLLOWERS


(beetle ape boss) • 2-3d4 Beetle apes, all with the following traits:
armored, burrowing, & herculean (Sons of
Roving the edges of the wild places where many folk Grabba).
are trying to eak out a living or reclaim ruins in or- • 3-4d8 Beetle apes with 1d2 random traits (pg
der to form communities is a nomadic tyrant bent 18).
on bringing glory to Grokk (and himself) by force • 1-2d4 Giant beetles (random types) (see DCC
and conquest. Woe be unto those that covet technol- RPG, pg 397. Alteration: AC 10; Armor Dice
ogy or civilization when the caravans of King Grab- [1d6]).
ba come calling. • 1-2d4 Ox beetles (pg 59).
• 1-2d6 Grokk beetle cultist flunkies (see Aco-
King Grabba is a dire sight to behold as he is a beetle lyte, DCC RPG, pg 432. Alteration: AC 10; Ar-
ape of immense stature and girth. His six massive mor Dice [1d3] old beetle shells).
arms give the impression that they could crush an
engine block with ease. The glossy, chitinous shell
that covers him is engraven with many strange and
mystical symbols, many associated with the worship
of Grokk.

Unlike his smaller cousins, Grabba can flu-


ently speak and understand most of the
trade dialects and languages known
in Umerica. As he approaches a
settlement he will em-
ploy a large mega-
phone to boast
about his strength
and prowess, the
sins of civilized
living, and gen-
eral Grokk pro-
paganda. Those
that willingly sur-
render and worship
Grokk (through wor-
shiping Grabba) will be
spared as the settlement
is razed.

238
KING GRABBA (BEETLE APE BOSS)

AMBITIONS Beetle Lord: Grabba can automatically charm any


King Grabba wishes to impress Grokk enough to beetle ape, giant beetle, or other beetle-like creature
grant his wishes for immortality and deification to he encounters. Their loyalty to him will be absolute
become the Great Beetle God Grabba. He plans to but not suicidal. In addition to his own offspring,
further these aims by the following means: known as the Sons of Grabba (normal beetle apes
• Gather all of the beetle apes and other bee- with specific traits), he will have a number of other
tle-kind in his army of followers. beetle apes from other tribes he has charmed to his
• Ritually destroy any forms of civilization he beck and call. He also will have a few giant beetles
comes across, in the name of Grokk. and ox beetles to serve as shock troops.
• Force those defeated by him into slavery and
worship of Grokk, via him as Grokk’s chosen Burrowing: King Grabba can burrow at a rate of 10’,
vessel. opening up a 10 foot wide tunnel in his wake. He
• Amass powerful magical artifacts to increase can double this pace but the resulting tunnel has a
his power. (As he does not understand the dif- 33% chance of collapsing each time a group passes
ference between magic and advanced tech, he through it, causing everyone in the tunnel to make
may unwittingly covet high tech artifacts as a Reflex save (DC 13) or suffer 3d6 damage and be
well.) buried (entangled).

RESOURCES Massive might: All Strength checks, grapple attacks,


• A nomadic caravan of followers well equipped and melee damage gains a +5 bonus to the roll.
with simple tents, carts, and supplies all taken
as spoils from previous battles. Crush!: In lieu of his three actions per turn, King
• A large idol to Grokk (10 feet tall and mounted Grabba can choose to make one grapple attack, on
to a cart). Grants +1d3 to all checks to attract a d16, against every foe currently in melee range to
Grokk’s attention. him. All foes whose AC is less than Grabba’s grapple
• 3 d20+10 slaves in various states of health. attack total are caught up together in an immense
• Various magical and technological items that bearhug that delivers 3d6+6 damage and then are
Grabba does not fully understand but consid- forcefully slammed to the ground, leaving them
ers precious. prone. There is a 50% chance that the round after
successfully performing a Crush!, Grabba will not
King Grabba (massive beetle ape): Init +2; Atk bite take any actions other that boasting, posing, and
+9 melee (1d8+5) or grapple +12 melee (dmg 2d5+5); defending himself. Any beetle apes or other bee-
AC 16; Armor Die [1d7]; HD 10d8; hp 45; MV 30’ or tle-kind that can see this posturing gain a +1 morale
climb 15’; Act 3d20; SP Beetle Lord, burrowing, mas- bonus during the next round.
sive might, crush!; SV Fort +9, Ref +2, Will +4; AL L.

239
RAD FINK (DRAGON, GEARHEAD BOSS)

RAD FINK cle’s weight in trade goods, Rad Fink always push-
(dragon, gearhead boss) es the boundaries of what he can wring from the
demon’s covetous desire for his powerful soul. Rad
The greatest of the gearheads, the legendary wreck- Fink finds the demon’s claim at racing superiority to
er wyrm is famed for his off road races across the be unfounded and, privately, refers to them as “train-
wastelands where the loser’s vehicles are all forfeit to ing-wheeler demons”.
the winner. Unlike his kin, Rad Fink prefers to trav-
el the wasteland, using his racing winnings to keep When not actively racing Rad Fink is always plan-
him supplied in fresh parts rather than lairing in one ning the next race and recruiting contestants.
place and building a hoard. While his kind are not During this down time, repairs are made, the truck
normally territorial, Rad Fink is highly territorial of is refueled, and Rad Fink may be approached for an
his ride, Big Daddy. Laying so much as a hand on audience. Rad Fink is loath to leave his custom truck,
the vehicle without permission can lead to extreme “Big Daddy”, only doing so in cases where it cannot
repercussions. be avoided and so it is not uncommon to see petrol
heads carrying on animated conversations with the
A particularly favored prey of Rad Fink are wheel- sweetest custom semi that one might ever see.
er demons. While the centaur-like demons are fast,
Rad Fink’s ride, “Big Daddy” is faster – surprisingly COMMON FOLLOWERS
so. Rad Fink delights in wagering with the demons, Rad Fink (and Big Daddy) is accompanied by a car-
who underestimate the speed and handling that the avan of loyal petrol heads and scavengers who see to
dragon’s tractor trailer is capable of. Not able to race the day to day needs of their master and transport
for traditional stakes (it isn’t possible to separate a his additional fuel and supplies. They collect vehicles
wheeler demon from its ride), and not normally sat- won via racing and drive them until it is time to sell
isfied to race for the demon’s usual stakes of a vehi- them for parts.

240
RAD FINK (DRAGON, GEARHEAD BOSS)

Petrol heads (1d20+10): Init +1; Atk +2 by weapon; “Big Daddy”: Init +0, Atk rundown +9 melee
AC 12; Armor Die 1d4; HD 3d7; MV 30’; Act 1d20; (3d12+10), plasma rifle (x5) +18 ranged (1d12), or
SP ace die (1d5), fuel hound, wheels; SV Fort +2, tire blades (light) +9 melee (1d6+10, 40% of burst-
Ref +2, Will +1; AL N. ing targeted tire); AC 8; Armor Die 1d10/1d8; HD
9d16/9d10; hit points 90/63; Speed Level cruise 6/
Scavengers (2d10+20): Init +1; Atk +2 by weapon; max 10; Act 1d20; Traits armored, big tank, dual tires,
AC 12; Armor Die 1d3; HD 3d6; MV 30’; Act 1d20; enhanced handling, high performance engine (x2),
SP scavenging skills +4; SV Fort +2, Ref +2, Will +1; off road, power hauler, rugged, tire blades (light),
AL N. weapon mount (5); SV Fort +8, Ref +1, Will n/a; Fuel
Tank 1d30; Guzzle 10.
AMBITIONS
Race. Breath weapon: Four times per day Rad Fink is ca-
Win. pable of unleashing a blast of trans-dimensional en-
Repeat. ergies that does 120 hit points of damage (or half that
with a successful DC 24 Reflex save). Additionally,
RESOURCES the equipment of those taking the full brunt of the
• Big Daddy breath weapon are affected as per the tech jinx spell
• Supply caravan, capable of building Big Daddy (USG pg 161), result 20 (items chosen at random).
anew if needed and with enough fuel to drive
coast to coast. Fuel tank: Rad Fink is capable of refueling Big Dad-
dy by releasing his digestive juices into a specially
Rad Fink (wrecker wyrm): Init +18; Atk claw (x2) designed collection system. Rad Fink’s refueling
+18 melee (1d8), bite +18 melee (1d10), tail slap +18 ability is treated as a reserve tank of 1d18 capacity.
melee (2d14), and wing buffet (2d12) +18 ; AC 20;
Armor Die 1d10+4 ablatives; HD 18d8; hit points Scavengable: The stomach acids of Rad Fink may be
120; MV 60'; Act 5d20; SP breath weapon, Big Daddy, harvested and refined into a gasoline-like fuel. The
dragon crits, fuel tank, scavengable, skilled mechan- gigantic dragon can provide as much as 150 gallons
ic; SV Fort +12, Ref +16, Will +14; AL N. of fuel.

Big Daddy: Built to contain, carry, and be controlled Skilled mechanic: Gearhead dragons are, first and
by Rad Fink’s bulk, the custom truck-rod is one piece foremost, gearheads and Rad Fink is the greatest
and designed for ease of control by the massive drag- among them. He is adept in all forms of vehicular
on. Rad Fink must use his first attack to control Big repairs, and even has a custom crafted set of tools
Daddy (if the vehicle is in motion) and may use his made to be manipulated by his massive digits. Rad
remaining actions to fire the mounted weaponry. The Fink rolls a d20+18 for all repair attempts, including
cab cannot be separated from the trailer, although it body work and customization.
may be individually targeted. Where numbers differ,
the cab’s value precedes that of the trailer.

241
RADICANS, LORD OF THE FORESTS (DRAGON, FOREST BOSS)

RADICANS, LORD OF THE 1500 pounds. Formed by massive coils of roots and
ivies, Radicans still maintains the easy flexibility of
FORESTS his smaller progeny. Difficult to distinguish from
(dragon, forest boss) his surroundings, Radicans prefers to strike from
While so-called “snap-dragons” are the smallest of ambush along with his followers, wreaking havoc
Umerica’s dragons, this lord of the forests is certainly among those who would trespass and damage his
an exception. A bio-engineered marvel from before wooded domain.
the fall of civilization, this dragon comes from a time
before the awakening of Grokk (whom he nominally COMMON FOLLOWERS
serves). Favored by the Umerican nature god, Radi- The Lord of the Forests is never unattended and is
cans has devised his own plans for moving forward always accompanied by 20 forest dragons as well as
with a fanatical single-mindedness, plans that don’t 2d8 random serpent shrubs.
quite coincide with those of Grokk.
AMBITIONS
While not as massive as others among his Umeri- Radicans collects seeds, fertilizers, pesticides, and
can dragon cousins, this beast is of a size in keeping even weed killers in preparation for the day that hu-
with his title and age, weighing in at an enormous manity (or whatever replaces it) is organized enough

242
RADICANS, LORD OF THE FORESTS (DRAGON, FOREST BOSS)

to make a collective effort at rebuilding the Urth’s surrounding trees and scrub, making it nearly im-
biosphere. He has developed a set of goals to aid him possible to detect. PCs actively searching for him
in leading the way to this miraculous recovery. He is may make a skill check, where appropriate (vs. a
already halfway to his first listed point. target DC 24) to spot. Those who are otherwise en-
• Assemble a trove of seeds and fertilizers capa- gaged receive no warning at all.
ble of revitalizing a quarter of Umerica’s mass.
• Clear the area around Dinotastic Park of all Fire susceptibility: While plant-based forest dragons
mutated and “recent” vegetation through the are highly susceptible to flames, Radicans’ contact
use of strong weed killers and defoliants. with chemical fertilizers and pesticides increase his
• After preparing the surrounding lands, breach susceptibility to flame. The lord of the forests takes
the dome of Dinotastic Park, releasing the pri- an additional 1d8 damage from all flame based at-
mal greenery within. tacks. Flame attacks also continue to burn, regardless
• Working outwards from the shattered dome, of stated duration, until intentionally extinguished.
reclaim the Vast Wasteland for the forests.
Poison: Radicans’ bite is particularly toxic, even
RESOURCES among forest dragons, carrying with it purely dis-
• Pesticides enough to wipe out up to four large tilled toxins and forest dragon seeds. Bitten char-
xeno-locust swarms acters must succeed at a Fortitude save (DC 20) or
• Herbicides enough to reclaim 100 square miles die horribly as they tear their reddened, itching flesh
from toxic and mutated growths that inhibit from their bones. Within one week’s time 1d4 new
the plans to recreate the world as it once was. forest dragons will grow from the corpse.
• The full support of Grokk, the Master of the
Twisted Wilds and Wastes. Scavengable: While dangerous to handle, the sap
within a forest dragon is highly flammable and
Radicans: Init +6 (surprise); Atk claw +12 melee makes for a wickedly good fuel for crude grenades.
(2d16), or bite +12 melee (2d20+poison) ; AC 20; In addition to any regular flame damage from devic-
Armor Die 1d8; HD 10d18; hit points 90; MV 60’; es using the sap, targets also must make a Fortitude
Act 3d20; SP ambush, breath weapon, camouflage, save (DC 12) or lose a point of Stamina from inhal-
dragon crits, fire susceptibility, scavengable, toxic; ing the toxic fumes.
SV Fort +10, Ref +8, Will +16; AL C.
Toxic: Radicans is utterly infused with caustic, itchy
Ambush: Unless actively detected beforehand, Rad- sap. Any character scoring a successful melee strike
icans always has the advantage of surprise within against the dragon must make a successful Reflex
forests or grasslands. save (DC 16) to avoid being struck with the brunt
of the flying sap. Inflicted characters must spend the
Breath weapon: Thrice per day Radicans is capable next 2d4 rounds clawing and itching their rash cov-
of ejecting a 60’x20’ cone-shaped spray of a sticky ered skin, while those who succeed suffer a cumula-
skin-irritant that does 60 hit points of damage (or tive -1 penalty to hit as they become more and more
half that with a successful Reflex save (DC 16)). distracted by their increasing skin irritation. A criti-
Those caught by the spray must also immediately cal failure on the save indicates the spray has hit the
make a Fortitude save (DC 24) or be rendered help- attacker in the face and eyes. The sufferer must make
less as their exposed flesh erupts into a mass of le- a DC 16 Willpower save every round until the poison
sions and rashes for 1d4 days. is rinsed away. Failure results in them clawing their
own eyes out to stop the itching, and permanently
Camouflage: When perfectly still in his environ- blinding themselves.
ment, the Lord of the Forest blends perfectly with

243
ROJO (ROCKIN' WRAITH BOSS)

ROJO RESOURCES
(rockin' wraith boss) • Guitar with unbreakable strings
• Contract and quill
Long before the apocalypse, before there was even • White plastic lighter
a written history of humankind and their mythol-
ogies, there was the being now known as Rojo. A Rojo (demonic muse): Init +10; Atk punch +24
demon of great power and guile, he first appeared melee (4d10+8), flicked cigarette +24 ranged (1d6 +
in the public zeitgeist during the early days of re- Hellfire), slam +24 (3d12+8); AC 22; Armor Die d14;
cording when several bluesmen made deals with HD 24d8; hp 108; MV 100’ ; Act 3d24; SP breath
him at the crossroads, not for fame or wealth, but weapon, cacophonic strike, crit range 16-20, dark-
for talent. Beginning with ragtime musician Louis ness (+20 check), demonic deal, hellfire, infravision,
Chauvin, Rojo (who takes his current name from planar travel, telepathy, teleportation, immune to:
the next of his supplicants, Robert Johnson, whose fire, cold, electricity, gas, acid, and sonic attacks, +4
rockin’ wraith form was destroyed at ground zero of or better weapon to hit, immune to natural attacks
the apocalypse) made Faustian pacts with musicians. by creatures less than 9HD; SV Fort +5, Ref +3, Will
The deals have always been the same, instrumental +3; AL C.
mastery and a heightened gift of musical expression
in return for claiming their souls at the ripe old age
of 27. Rojo’s “27 Club”, filled with un-dead musicians
– rockin’ wraiths – roam the Urth in order to aid him
in the gathering of more souls.

Despite the sinister overtones to Rojo’s work, his


intentions are hardly what one might expect. The
demon, a music lover himself, grants such talent to
individuals for the same reason that Prometheus
brought fire to mankind; to kindle a spark of cre-
ativity and grow it into a raging fire. This dark muse
still wanders the Urth himself, seeking out individ-
uals with sincere musical ambition, looking to make
a deal.

COMMON FOLLOWERS
• 2d3 rockin’ wraiths, capable of beginning a jam
session.
• 1 hellhound (as per DCC RPG pg 417)

AMBITIONS
Rojo sees himself as a demonic muse of music. He
has inspired musicians since the days when humans
lived in caves and beat on logs, and it is said that the
Tuvan style of throat singing began as an attempt to
invoke him by his true name. Regardless of the his-
tory, he seeks to find the musicians with the greatest
potential, and make them “live forever”. Hacks, pos-
ers, and wanna-bes need not apply.

244
ROJO (ROCKIN' WRAITH BOSS)

Breath weapon: Twice per day Rojo can exhale a He will not deviate from this contract, knowing that
cloud of stale, toxic, cigarette smoke – gathered from those who care only about the music and not fame or
the collective club environments across time – as a 50 other mortal trappings will accept the deal. Should
foot long, 20 foot wide cone inflicting 50 hit points the deal be agreed to, an ancient white lighter will ap-
to all within the cloud and causing blindness for 1d3 pear in the pocket of the musician (or, if unclothed,
hours; DC 25 Fortitude save negates blindness and among their belongings) at their time of death. The
halves damage. effect of such 'musical' mastery is left to the judge.

Cacophonic strike: When accompanied by rockin’ Planar Travel: Rojo is able to step into the ethereal
wraiths, Rojo can call upon them to join him in re- and astral planes at will.
leasing a single, anguishing chord that tears to the
very soul of mortal beings. Hearing this mystic pow- Teleportation: So long as he is not bound, as his
er chord causes damage to the listener equal to their movement Rojo may teleport anywhere within his
own HD (DC 24 Fortitude save for half). current plane of existence; appearing wherever, and
whenever, he so chooses. When summoned, he pre-
Demonic deal: If someone with a sincere desire fers to teleport to a nearby location and then simply
to create music for the ages summons him to the walk down the road to arrive at the crossroads.
crossroads, Rojo will offer them his standard deal;
granting unparalleled musical gifts for their soul - Additionally, Rojo may call upon any of the powers
as a rockin’ wraith sometime during their 27th year. exhibited by rockin’ wraiths (pg 150).

245
THE ARMAGEDDON DRAGON (DRAGON, XENO BOSS)

THE ARMAGEDDON The Armageddon dragon has no lair, it has no terri-


tory, it just has a swath of destruction that it leaves
DRAGON (dragon, xeno boss) in its wake as it ponderously moves across the waste-
Since the failed Xenometric invasion 150 years ago lands of Umerica — a remnant of a war near for-
there have been rumors of a colossal xeno dragon gotten. One does not merely “encounter” the Arma-
that slumbered, awaiting the time when it would be geddon Dragon, one raises an army and campaigns
reawakened to carry its masters into battle. The mas- against it.
sive beast, known only as “The Armageddon Drag-
on”, is of such size that it is difficult for the mind to COMMON FOLLOWERS
wholly grasp the enormity of its mass. It should’ve 1d20x10 xeno-locust swarms and accompanying xe-
been left to slumber forever but someone or some- no-locust Hordemasters accompany the Armaged-
thing has awakened it. don dragon. The creatures pick and feast amidst the
destruction.
More than a mile across, the dumb beast is moving
across the land, bringing destruction in its wake as AMBITIONS
Umerica throws everything it can at the beast in The Armegeddon dragon has no ambitions, nor
hopes of stopping it before naught remains. Its oth- thoughts. It merely is wandering across Umerica un-
erworldly gray skin ebbs and flows, sloughing off leashing devastation wherever it is.
large portions of its dermis which flutter and take
flight, forming a swirling cloud of xeno-locust servi-
tors that surround the dragon.

246
THE ARMAGEDDON DRAGON (DRAGON, XENO BOSS)

RESOURCES earthquake is swallowed by the earth, lost forever.


While the Armageddon dragon has no stored re- During the quake, all concentration is disrupted, the
sources of its own, there are a number of groups course of rivers change, cracks and crevices open in
constantly warring with this creature in hopes of the earth (Luck save or fall 1d10 x10’ into the earth),
halting its advance. These groups may well aid the buildings collapse, masonry crumbles, etc.
party’s efforts (or vice versa).
• 2d10x10 varrok make war on the beast, seeking Corrupt water: At will the Armageddon dragon
revenge for the destruction of sacred lands. may befoul all water within four miles, making it
• 1d4 gangs of komo-doans (each numbering undrinkable. Fortitude save vs 28 or suffer 2d7 hit
4d30 members) attacking the beast in ever in- points per sip. The corrupted water is visibly be-
creasing shows of bravado. fouled and smells of death.
• 1d20 flying laser ursines scour the upper levels
of the beast, looking for easy prey. Immunities: The Armageddon dragon’s biology and
• 2d6 gearhead dragons follow in the creature’s massive size grant it immunity to binding, charm,
wake, their vehicles throwing up a small cloud paralysis, poisons, and sleep. It cannot be turned.
of dust in the creature’s trail.
Landing jets: Among the alien tech fused to the crea-
Armageddon Dragon (monstrous alien levia- ture’s body are sets of massive landing jets original-
than): Init +28; Atk stomp +28 melee (20d8)x4, ly used to slow the creature’s descent as it dropped
bite +28 melee (20d12), tail slap +25 melee (20d20), from orbit. These jets rotate and may be used as
crush +20 melee (20d30), or jet wash +25 ranged weapons against any creature within 200 to 500 feet
(20d24); AC 12; Armor Die 3d30; HD 200d50; of the dragon. Targets less than 200 feet away are too
hit points 5,000; MV 40’; Act 8d20; SP breath weapon, close to be struck.
cannot crit/fumble; cause earthquake, corrupt water,
death throes; immunities; landing jets, regenerate Reverse gravity: Twice per day the creature may re-
(100hp per day), reverse gravity, unimaginable scale; verse gravity in a 300 foot radius around itself. All
SV Fort +38, Ref +28, Will +28; AL N. creatures and unsecured mass (other than itself)
falls upwards to a height of 800 feet. The effect lasts
Breath weapon: Twice per day the xeno dragon may for 3d5 rounds whereupon it suddenly ends and ev-
scour the earth before it with a 300’x500’ cone of en- erything falls back to earth (see falling damage, DCC
ergy that burns all it touches for 800 hit points of RPG, pg 96).
damage (or half that with a successful DC 38 Reflex
save). Wood is incinerated, flesh vaporized, and rock Scavangeable: The Armageddon dragon is covered
runs like liquid fire. The area struck remains too hot in bits of alien technology. Searching its massive
for unprotected beings to approach for 2d3 days. corpse with a successful Luck check grants one piece
of useful xeno tech (GM’s discretion).
Cause earthquake: Once per day the titanic lizard-
oid can create an earthquake centered on a point Unimaginable scale: The Armageddon dragon is so
within two miles causing the earth to tremble and large that its melee attacks strike all creatures within
ripple for 2d7 rounds. All creatures caught within the a 20 foot radius.
earthquake automatically take 1 hit point of damage
per round as they are tossed about. Creatures within
500 feet of the epicenter are thrown to the ground
and pelted with debris for 4d6 hit points of damage
while all other creatures must make a Reflex save
(DC 20) or also be tossed and crushed with debris.
Lastly, anything within the 50 foot epicenter of the

247
SCENARIO
SKETCHES

248
SCENARIO SKETCHES

! SCENARIO SKETCHES

A HEAP O’ TROUBLE vie over its wealth. A stubborn tribe of trashlodytes


Near many of the ruins that were once great cities are trying to establish a permanent community here.
or expansive suburban subdivisions, great steaming They are opposed by the thriving native can crabs
hills can be found where the ancient ones buried that consider the entire area their territory. The cha-
their refuse under the earth. Like a reverse mining os is increased by a few junk golems that roam about
operation, they caused the land to sweep over these the place performing duties assigned by long dead
massive mounds of trash, perhaps to hide the shame masters.
of their wastefulness. While most have remained
untouched some have been split open by the shud- GETTING THE PARTY INVOLVED
dering of the land, giving access to the treasures Here are a few ways that the party could get involved
within. These rare junk tombs have enticed hordes in this scenario:
to plunder them, often resulting in bloodshed over • The party may be looking for a particular piece
salvaging rights. of pre-cataclysm junk to repair a relic. All ad-
vice, rumor, and divination have pointed them
One of the larger of these sites, known only by a sign to Oe dfill. As the place is vast, they will need
with the remaining letters “Oe dfill”, is quite remote help finding the thing they need.
and mostly unknown. Despite this fact, it is a place of • This location could just be in the current path
constant conflict as several factions that call it home that the party is following. As skirting the area

249
SCENARIO SKETCHES

would appear daunting, the party might be en- friendly. Offers of valuable trades goods will be made
ticed by the possibilities of finding a few ar- to help them deal with their unwanted neighbors. Of
tifacts while they wade through the perilous the 30 or so that are still mobile, most of them have
piles. This would quickly result in an encoun- injuries from encounters with the crabs or the go-
ter with the the trashlodytes, who might be lems. Few will want to assist the party in any direct
willing to hire mercenaries to help them claim combat with either of their local foes.
the place as their own.
• Perhaps the party has been caught in one of the The can crabs (pg 25) want nothing more than to
many unchecked dimensional portals or alien continue thriving off of the garbage and spreading
gates throughout Umerica and find themselves throughout the Oe dfill. When in their territory, roll
summarily dumped in a particularly foul pile d% on the chart below to determine how many are
of unearthed garbage within the Oe dfill. encountered and what size they are:
01-31 2d6+2 soup can sized crabs. There is a
LOCATION 70% chance they will be hiding with the
The Oe dfill is roughly 1000 acres in size and consists intent to ambush.
of seven major hills with rolling valleys in between. 32-63 1d6+2 coffee can sized crabs. There is a
Each hill consists of an outer crust of packed soil 50% chance they will be hiding with the
and lush grass over a center of layered refuse laced intent to ambush.
with piping to collect the gases and liquids from the 64-93 1d3 trash can sized crabs. There is a 30%
decaying organic matter. This collection system has chance they will be hiding with the in-
long since failed. tent to ambush.
94+ 1 trash can crab nearly too big to fit in
Throughout the entire area there is a medium to high its 50 gallon drum shell. It has max hit
level of methane leaking from the ground, making points and +1 to hit and damage with its
any form of open flame a disaster waiting to happen. claw attacks. It never hides.
Anyone employing an unprotected fire must roll un-
der their Luck every 30 minutes in order to avoid Lumbering amidst the two middle hills are five junk
touching off a local pocket of methane gas, causing golems (pg 87) that seem to be constantly collecting,
2d6+2 fire damage to everything within (1d4+1) x 10 sorting, and then moving piles of inorganic materi-
feet and setting any flammables ablaze. als. Many times they will be collecting goods from
another golem’s piles or otherwise fouling up each
The can crabs have overrun four of the hills and are others work. This causes no reaction among them
plentiful in the valleys between them. The trashlo- nor does there seem any end purpose to their work.
dytes have settled around one hill that is the farthest There is also no sign of who made them. Should any-
from the crabs. The two remaining hills between one approach within 100 feet of one of the them or
them are the stomping grounds of several junk go- their piles, the golem will immediately rush the in-
lems who do not tolerate trespass. truders and attack until they flee the area (500 feet is
far enough away).
ROUGH TIMELINE
The scenario as is will be a constant ebb and flow of TWISTS
conflict between the three inhabitants of the Oe dfill. Here are a few possible surprises to make things
The party’s actions will break up this status quo and more interesting:
force each group to react. • A group of raiders have discovered the Oe dfill
and are making plans to raid Heaphill, which
OPPOSITION they consider the easiest pickings.
There are roughly 60 trashlodytes (pg 174) dwelling • The golems have dug up something that was
around their hill, Heaphome. They will be wary of hidden in ancient times. Roll 1d4 to see what
outsiders but if peaceful talks begin, they will be it is: 1 - a van full of firearms and spoiled nar-

250
SCENARIO SKETCHES

cotics, 2 - the entrance to a doomsday survival tor is known for providing medical care to any who
vault, 3 - a cache of obsolete electronic goods, find their way to his doors, curing sickness, mending
4 - an alien space pod. broken bones, even performing surgeries. Certainly,
• Large pockets of methane are building up un- not every patient can be saved, but his efforts have
derneath each of the hills. Each day spent in made him a local hero.
the Oe dfill there is a cumulative 10% chance
of a massive chain explosion throughout the Unfortunately, not all is as it seems. While even the
whole place, causing 3d12 damage to each in- majority of the staff are not aware, Dr. Augh is a bril-
habitant and setting the entire place on fire. liant power wight and those who die on his table are
subjected to his experiments. Recently, things have
A MERRY TIME AT been slow at the surgical center and so Dr. Augh has
taken to sending out some of his nurses to forcibly
SHELLEY’S collect raw materials for his work. The disappearanc-
In a nearly forgotten corner of the Citadel of Scrap is es have not gone unnoticed by the locals.
the Shelley Surgical Center. While perhaps unknown
to the residents of the Citadel as a whole, those local GETTING THE PARTY INVOLVED
to the facility are quite fond of the center, as well as There are a few ways that the party could get in-
its Chief of Medicine, Dr. Carl Augh. The good doc- volved in this scenario:

251
SCENARIO SKETCHES

• The party is in need of medical attention and All that matters is that once the “good doctor” dis-
are directed to the surgical center as a good covers their motives, getting out will be much more
alternative for regular medical care. Possibly difficult.
the party has been using the surgical center’s
services for quite some time. In either case, OPPOSITION
strange noises in the night may draw their cu- At all hours there are a number of folks moving
riosity. through the upper halls and rooms of the surgical
• An acquaintance of the party has lost a fam- center. Beyond the locales specifically mentioned
ily member to the disappearances and begs previously (pg 219) when the party moves into a new
his friends to investigate, beginning in his old room or hallway consult the following:
neighborhood – home to the Shelley Surgical Roll 1d100
Center. 1-10 N o encounter
• Having seen the party in action, Dr. Augh sum- 11-30 Anxious visitors
mons the party with an offer of employment. 31-40 Human nurses (1d4): Init -1; Atk scalpel
Secretly he wished to capture them and use -1 melee (1d4-1); AC 10; Armor Die none;
them in his experiments. HD 1d4; MV 30’; Act 1d20; SV Fort +1,
Ref +1, Will +2; AL L.
LOCATION 41-50 Mutant administrator (1): Init +0; Atk
The entrance to the surgical center is sequestered pencil +1 melee (1d3); AC 10; Armor Die
away in a back alleyway off of an infrequently traf- none; HD 1d6; MV 30’; Act 1d20; SP tow-
ficked street within the citadel. The building is a ering intellect (pg 220); SV Fort +0, Ref
squat, pre-disaster bank building made primarily of +0, Will +2; AL L.
stone. The building looks more like a fortress than a 51-65 Greater power wight security guards
hospital, and that is to the Doctor’s liking. Without (2) (pg 124): Init +2; Atk bash +9 melee
directions from a local, finding one’s way to the sur- (1d6+4) or truncheon +8 melee (2d5+4) ;
gical center is near-impossible (requiring a DC 20 AC 14; Armor Die [1d4]; HD 8d12+8; hit
Intelligence check). Simply asking around can make points 60; MV 25’; Act 2d20; SP un-dead
things much easier (dropping the DC to 12 in order immunities and crits, ignore crit, absorb
to follow the directions given by a local), and partys electricity, enhancements, necromantic
with visibly injured members will be helpfully es- talents, able student; SV Fort +10, Ref +2,
corted to the surgical center by well-meaning locals. Will +6; AL N.
66-80 L  esser power wight janitors (1d3) (pg
ROUGH TIMELINE 124): Init +1; Atk bash +6 melee (1d6+3)
The center is open 24 hours, with visiting hours from or mop +5 melee (1d7+3); AC 13; Armor
sunrise to sunset daily. The upstairs is the commonly Die [1d3]; HD 4d12+4; hit points 25; MV
accessible area consisting of a waiting room, nurses 20’; Act 1d20; SP un-dead immunities
station, 4 clinic rooms, 20 patient rooms, an office, and crits, ignore crit, absorb electricity,
an oddly large janitor’s closet, and an operating the- enhancements ; SV Fort +8, Ref +1, Will
ater. The lower level is accessible by a keycard re- NA; AL C.
stricted elevator. The lower level contains Dr. Augh’s 81-95 U  nresponsive patient.
main laboratory, holding cells for failed experiments, 96+ Dr. Carl Augh (pg 219)
cold storage for spare parts, and his private quarters
(within the old bank vault). TWISTS
Of course, any number of complications could arise
Quick-witted party members may use any number to make things even more difficult:
of methods to gain access to the center ranging from • Two rival komo-doan gangs have had a rum-
injury (real or faked), seeking to visit a patient, or all ble and survivors of the brawl from both sides
number of other plans hatched within their minds. begin spilling in, looking for treatment. Brawls

252
SCENARIO SKETCHES

break out between injured gang members and ARBOUR DOOMTRAIL


even when things are calm, the party members This scenario can be set in one of the many large,
are harassed and bullied so as to push their re- twisted forests in northern Umerica. It needs to be at
quests further down along the priority list. least a few days hike across in size.
• A young mutant is attempting to make a name
for himself by solving the disappearances. He At the edge of the forest is a small community, called
shadows the party at every turn, blundering at Treestop, that lives by foraging within the forest.
inopportune moments and spoiling surprise They are especially fond of harvesting from a wild
(or worse). The most difficult part is that he is fruit orchard roughly a days travel in. They will be
thoroughly likeable and idolizes the party. happy to see the party as they do not get many visi-
• The doctor’s newest “equipment purchase” has tors. They will be pleased to offer food and shelter to
arrived, a wily autovore (pg 16) ambulance the party, in return for helping them harvest fruit the
that uses its unfettered access to the Citadel’s next day. They will also offer the services of a guide
streets to feed while bringing fresh victims to to cross the forest after the harvest, if that is what the
the Doctor. Escape from the surgical center party wants.
may have just gotten much more difficult.

253
SCENARIO SKETCHES

What the Treestop folk will not say is that they are main path. The ritual has no defined length and will
avid worshipers of Grokk and his servants that dwell continue until the party escapes the forest or is killed.
in the forest. Their faith keeps them safe from all the
forest predators as they forage. The time for sacrific- OPPOSITION
es has come and they would much rather offer up As the party moves through the forest, it will happen
the party than some of their own people. upon several random encounters, either from the
ritual table or wandering table. Should they stick to
GETTING THE PARTY INVOLVED the main path, they will need to pass through 1d3+1
Here are a few ways that the party could get involved ritual encounters to reach the other side of the for-
in this scenario: est, each encounter separated by miles of harrowing
• The party could come across Treestop as a part travel. If they stray from the path, each time they get
of their wanderings. The offer of food and shel- lost roll a wandering encounter.
ter in trade for simple labor would be hard to
pass up. RITUAL ENCOUNTERS
• The forest can be in the path of the party as Roll 1d6, no encounter will repeat so re-roll all du-
they are trekking to a specific place for a mis- plicate results.
sion. Since the fastest way through the forest is 1 A glen where a forest dragon (pg 66) dwells.
to be guided through, taking the Treestop folk’s Unless the party makes extraordinary efforts
offer would save time. to be quiet, the dragon will be waiting in am-
• Perhaps Grokk himself has summoned the bush. In the center of the glen is a small, en-
party through visions to enter the forest as a chanted spring whose water will heal 1d10 hit
series of trials or as punishment for past of- points. A drinker can only benefit once per
fences. hour and the magic will fade if removed from
the glen.
LOCATION 2 A grove of gnarled trees is home to a troupe
The forest is quite large and dense. Only one major of 1d4+1 jack-o-rangutans (pg 100). They will
path leads all the way through it without requiring hide amongst the upper foliage and taunt the
orienteering. Going off the trail will prove very dif- party with their mind bending chatter ability.
ficult, requiring an Intelligence check (DC 15) every Should the party assail the treebourne beasts
hour of travel or become lost. The only way to avoid with ranged attacks, they will respond in kind
this is to stick to the main trail, which is quite easy to with a hail of flaming feces. In the center of
locate; an Intelligence check (DC 8) is needed to find the grove is a lone apple tree filled with vi-
it from anywhere in the forest. brant indigo fruit. Eating an indigo apple will
supply a full meal and water ration plus grant
ROUGH TIMELINE +2 to all poison saves for 24 hours. The apples
After staying the night and joining the harvesters the will quickly rot if removed from the grove.
next morning or simply entering the forest on their 3 The edges of the path are quite overgrown
own, the party will have a difficult time finding their and 4d4 serpent shrubs (pg 156) line the path.
way out. They will wait until the party is well between
them before they strike. Growing betwixt the
After a few hours of travel, any Treestop folk will shrubs are several Tomeato plants, with a total
suddenly and quietly slip away from the party; an of 4d8+4 ripe harvestable fruits.
Intelligence check (DC 15) to notice them leave will 4 A series of clearings along the path are the
be needed. If any are caught, they will say nothing hunting grounds of a lone cheemera li-
other than “the ritual has begun”. Once the faithful on-snake (pg 106). Once the party is well with-
slip away, the forest will actively attempt to confuse in its domain, it will use its speed and stealth
the party and steer them toward traveling down the to rush past the most imposing members and

254
SCENARIO SKETCHES

deliver claw attacks. Then it will sneakily fly up this area as zombies (DCC rpg, pg 431).
and pounce from above on the weakest look- They may have a few pieces of useful
ing member. Its lair is a burrow in the largest equipment still on them.
clearing. Amongst the bones is a xeno blaster
gauntlet (punch damage: 2d3; blaster damage: TWISTS
2d5, range: 100/150/200, 5d8 shots left). Here are a few possible surprises to make things
As the path winds through a particularly
5  more interesting:
dense stretch of forest, it leads past the arbore- • A group of raiders are trying to cross from the
al dens of three adult flying laser ursine (pg 81) other side of the forest and will encounter the
and 1d3+1 cubs. They will employ their laser party about half way through.
eye beams and ability to fly to great effect as • One of the Treestop folk has stolen something
soon as the party approaches their nesting site. vital to one of the party members and runs
The foliage around the tree dens of the beasts deep into the forest. It must be retrieved while
is thick with spice berries bushes. Up to 2d4+1 they search for a way out.
pounds of ripe berries can be harvested. • The plants of the forest are filling the air with
6 The path passes through an area with many pollen, causing all of the party to make a For-
low hanging branches, which is the hunting titude save (DC 10) each hour or suffer -1 to all
grounds for 1d4+1 vineacondas (pg 32). The actions due to an allergic reaction.
trees here are also heavy with ripe tastyfroot
(total of 4d10+4 harvestable fruits in the area).
The vineacondas will wait until the party be-
FIELDS OF FEAR
Not far from the Untouched Valley lies the grazing
gins to harvest the fruit before striking.
lands of Sheeptown. As one would imagine, the main
export of this community is the meat, milk, and wool
WANDERING ENCOUNTERS
of a mutant strain of sheep, known as the six-legged
Roll 1d100
grunt. They also raise a much larger breed of sheep
1-25 No encounter
known as big grunts that make stout riding steeds.
26-35 A quiet clearing where they can rest, un-
disturbed.
While the folks of Sheeptown are no stranger to pro-
36-45 A small grouping of wild fruit trees with
tecting their flocks from predators and poachers, re-
a total of 4d6+4 ripe harvestable fruits.
cently whole flocks and families have started to dis-
While nothing will harass the party here,
appear and everyone is afraid. This fear has overcome
they will feel watched by a thousand eyes
their fierce pride enough for them to begin reaching
the entire time they linger here.
out for help, causing them to post notices for guards
46-60 A pack of 2d6+1 hungry falcon wolves
and beast killers wherever they trade their goods.
(pg 80) hunts in this area. There is a 60%
chance they are already aware of the par-
Sheeptown has good reason to be afraid as a large
ty’s presence and are setting up an am-
colony of trapdoor toadspiders have set up a com-
bush.
plex maze of tunnels throughout the best grazing
61-75 The party stumbles upon a family of 3d3
fields. Employing their hypno-croak ability they lure
feral pigipedes (pg 59) foraging for food.
wandering flocks, and shepherds, to their demise. As
They will be extremely unhappy to be dis-
of yet, none of the Sheeptown folk who have discov-
turbed.
ered the beasts have lived to tell the tale.
76-90 This area is claimed by a brood of 3d4
beetle apes (pg 18). They are not immedi-
GETTING THE PARTY INVOLVED
ately hostile and may be bargained with.
Here are a few ways that the party could get involved
91+ 3d4 previous travelers forced to run the
in this scenario:
forest’s gauntlet are still wandering about
• Either through word of mouth spread by trav-

255
SCENARIO SKETCHES

eling merchants or by one of the posted no- walls. A few prosperous clans even have windmill
tices, the party can find out about the plight generators and a few other amenities. Each clan
of Sheeptown and the rich reward offered for claims a few particular acres of the outer grazing land
making their lands safe again. and share the rest near the center of their community.
• After trekking through a seemingly endless
hilly waste, the landscape soon turns some- The toadspiders have dug their tunnels throughout
what flat, green, and lush. While setting up the outer grazing areas and encroach further towards
camp for the night, they encounter a warry the center each night. Anyone wandering about the
shepherdess cautiously moving her flock home fields must roll under their Luck every 30 minutes. A
before dark. Should she not feel endangered by failed roll indicates they have unknowingly stepped
the party, she will eagerly tell them of her com- up to a danger zone with 1d3 active trapdoors (DC
munity’s plight and beckon them not to stay 20 Intelligence check to avoid an ambush). Once the
out of doors at night. nature of the threat is realized, an Intelligence check
• The party is employed as caravan guards and (DC 15) is required to spot the trapdoors at a distance.
the caravan is heading to Sheeptown to do
some business. As the merchant is well known Once they understand the nature of the threat, the
to the Sheeptown folk, the elders will approach party should be able to convince the locals to assist
the caravan with fervor and offer a high price in some way should they come up with a decent
for armed aid. plan to rid the area of the toadspider infestation.
This assistance can take the form of preparing traps,
LOCATION performing labor, or helping locate trapdoors. Only
The lands around Sheeptown are full of low, rolling a handful (1d4 0-level NPCs) will be willing to fight
hills covered in fast growing scrub. The herding folk as most of the local toughs have already fallen prey
here are a tough breed of humans and muties that to the toadspiders.
live in barn-like family clan homes behind tall gated

256
SCENARIO SKETCHES

ROUGH TIMELINE FREE GAS


At the beginning of the scenario a countdown of In a remote location there stands a gas station on the
fourteen days begins. If the Toadspider infestation is intersection of three passable roads. It is surround-
not routed by then, they will be too entrenched to be ed by the ruins of a small pre-cataclysm town. The
removed by anything short of systematic slaughter. gas station seems pristine and even has running
lights. In bold neon letters the roadside sign calls out
OPPOSITION “FREE GAS”.
There are over 30 trapdoor toadspiders (pg 172)
spread across tunnels dug throughout the many As one would imagine, this is a death trap but the
acres of grazing land. For each toadspider killed, promise of free fuel is real. The place is blessed by
there is a cumulative 3% chance that the remaining Petrolex and the fully functional gas pumps tap an
toadspiders will become aware of a dangerous ele- endless supply of fuel. The only problem is the ruins
ment in their tunnels and vacate the area. are full of dormant petrol zombies that will awak-
en the moment they hear the dinging sounds of the
There are four major nexus points that the tunnels fuel pumps. The place is overseen by a necromancer
meet up at but otherwise they are a bewildering named Fill Up, a zealous devote to Pextrolex. He is
maze to traverse, Intelligence check (DC 13) to nav- well aware that this oasis exists purely for the enter-
igate. Fossorian characters gain a +1 die step to this tainment of Petrolex and he does his best to put on
roll. a good show.

Other than a straight up hunt for each toadspider GETTING THE PARTY INVOLVED
it would be possible, once the threat has been dis- Here are a few ways that the party could get involved
covered, to use toxic smoke fires set up at the tunnel in this scenario:
nexuses to drive the toadspiders out of the area. • The party is running low on fuel as they travel
Alternatively, poisoned food could be left in the nex- an unknown road far from home. As the sun
uses to kill them off. begins to set, the lights from the gas station are
visible from quite a distance.
TWISTS • While chatting with a traveling merchant, the par-
Here are a few possible surprises to make things ty hears tales of a source of endless gas, just wait-
more interesting: ing to be tapped (these rumors have been spread
• A few of the family clans might also be rais- purposefully by Fill Up to attract new prey).
ing ox beetles (pg 59) and they have become • The party is hot on the trail of a small band of
spooked by the hypno-croak ability of the toad- raiders that have absconded with their (fami-
spiders. Now they are stampeding randomly ly member / favorite thing / community relic
around the grazing fields. / etc). As both groups thunder down roads to
• The hypno-croak ability of the toadspiders nowhere, the raiders spy the gas station. They
has evolved and now they can effectively cast hit the nitrous to catch enough lead to make a
charm person (DCC RPG, pg 131) once per day pitstop and the party arrives on the scene just
with a casting roll of 4d4. As they are of animal as the carnage is about to begin.
intelligence, they can only deliver the com-
mands: “come closer” or “run away”. LOCATION
• Due to the plentiful amount of the toadspiders The ruins surrounding the gas station spread for a
in the area their natural predator, a coubra type few blocks as the remains of a downtown area and
lion-snake (pg 106), has come to the grazing then begin to thin out into more suburban neigh-
lands to hunt. bourhood ruins. These have all been somewhat
picked over but a few treasures might be found.
The danger is that there are hoards of petrol zom-

257
SCENARIO SKETCHES

bies dozing throughout the ruins. They will remain Note that any damage done to anything on the gas
dormant unless they hear the fuel pumps being used station property will be completely repaired at the
or if someone noisily enters the ruin where they are next dawn and anything taken will be replenished.
resting. The smell of petroleum products and recent Remember that other than the fuel, any goods taken
fires pervades over the area. away will be rendered useless after a few hours and
500 feet of distance.
The station is large enough to fuel 16 vehicles at a
time. The station building appears large enough to ROUGH TIMELINE
house a convenience mart, in addition to the cashier Unless a supreme effort is made to stay quiet, Fill Up
area and bathrooms. All of the shelves of the mart will be aware of anyone approaching the gas station
are fully stocked with snack foods, cold & hot bev- via the many cameras he has set up. If somehow he
erages, and basic automotive goods. These goods are is unaware of intruders, he will notice them the mo-
all safe and fresh but will quickly deteriorate/spoil in ment the fuel pumps are activated.
a matter of hours if taken more than 500 feet from
the station. In the back of the store is a clearly labeled The place will remain peaceful and quiet until one of
manager's office with a locked steel door. This is the the following things happen:
lair of Fill Up. • Someone activates one of the fuel pumps.
• Someone opens the door to the convenience
Off to one side is a fancy car wash building that is mart, activating the door chime.
tightly locked up and quite secure. Looking into the • A loud noise is made, such as a gunshot, roar-
interior through the small windows will give the ing music, or a yelling idiot.
impression that something is very off about what is
inside. A Willpower save (DC13) will be required to Once any of these things happen the petrol zombies
have the moxie to break in. The place is actually en- will begin to stir. Roll 2d4 to determine how many
chanted to create petrol zombies. Any person, living rounds will pass before the first wave of petrol zom-
or dead, that passes through it will be zombified. A bies will storm the station. To make the players ner-
conscious living person can make a Fortitude save vous, use a d8 out in the open to count down the
(DC 15) to avoid this fate but they will suffer a petrol rounds.
zombie’s petrol sickness effect.

258
SCENARIO SKETCHES

Should the party survive the second wave of combat TWISTS


or if they decide to barricade themselves inside the Here are a few possible surprises to make things
mart, Fill Up will emerge from his office and engage more interesting:
them in battle. • There could be a few melting zombies (pg 209)
lurking in the ruins as well that might join the
OPPOSITION petrol zombies as they rush in.
Once awoken, petrol zombies (pg 209) will come in • As the party rolls up to the gas station, they
waves to attack those who have disturbed the gas sta- see a small band of komo-doan (pg 102) bikers
tion. Each wave will consist of 1d3+2 petrol zombies riding up to investigate the station as well.
and a new wave will arrive every four rounds. This • The souls of some of the previous victims of
will continue as long as the party is on the gas station the petrol zombies may have melded into an
property or until 10 waves have been defeated. autogiest (pg 14) that now haunts the area,
killing both the living and the dead with equal
Each time a petrol zombie explodes, there is a 10% zeal.
chance that one of the fuel pumps will ignite and ex-
plode at the end of the next round, causing 3d8 dam-
age to everyone within 100 feet of the pump. This
FREEZER-BURNED IN MUD
also means there is another 10% for the other pumps CLOT
in range to catch fire as well... Lying forgotten, beneath the massive ruins of an
old ice cream factory, is an ancient cryonics lab,
Fill Up is a 4th level wizard with the following spells now filled with cryolurkers. Unbeknownst to the
known: flaming hands, magic shield, read magic, ward neighboring village, recent exploration has opened
portal, fire resistance, & scorching ray. When encoun- a path into (and more importantly – out of) the cold
tered he will be under the effects of his fire resistance storage facility. It is only a matter of time before the
spell, effect level 25, affecting only himself. He wields cryolurkers rise and overrun the village.
the Pyroskull gifted to him by Petrolex as his pref-
ered attack. He is well aware of a petrol zombies pro- Of course, word of the recent discovery has fueled
clivity to explode and that any damage done to the a goldrush-style fervor among the locals, with sev-
station will be divinely repaired the next morning. eral highly unqualified individuals venturing into
As such, he will employ fire attacks with abandon. the catacombs in search of gold and glory. It hasn’t
Should he be killed by fire damage, Petrolex will res- ended well for many of them. So far only single
urrect him the next morning as well. Sometimes he cryolurkers have escaped their buried tomb, but that
immolates himself, just for fun. will change soon.

The Pyroskull - This artifact weapon appears to


 GETTING THE PARTY INVOLVED
be a rune encrusted skull with a pearl handled Here are a few ways that the party could get involved
pistol grip attached to the back of the cranium. in this scenario:
The eye sockets are filled with two glowing red • Word of the recent discovery of a cache of an-
orbs. At will, the wielder can cause the artifact to cient artifacts and supplies reaches the ears of
project a blast of fire that burns up to three tar- the party. With only a small village near the
gets within 20 feet for 3d4+3 points of damage. treasure, it should be easy pickings to get in
All targets must be within 10 feet of one another. and walk away wealthy men and mutants.
Targets may make a Reflex save (DC 12) to only • Traveling through the wastes, the party is set
suffer half damage. Anyone claiming this weap- upon by a lone cryolurker, in an area that is
on as their own will suffer from pyromania. wholly out of character for such a creature to
be found. Tracking it back towards its lair, they
find the entrance to the tunnels, as well as the
vulnerable village unaware of their danger.

259
SCENARIO SKETCHES

• Stocking up on supplies, the party notices that market. A wooden palisade fence surrounds the in-
the small town has an unusually wide variety habited area, providing some slim protection against
of trade goods and materials. A local approach- attack from without.
es them and offers to pay them handsomely if
the party will “harvest” some materials for her. The village is built near the ruins of a small subur-
The promise of plentiful fuel in return for what ban area. Travel into the area has been taboo until
sounds like a simple excavation is very enticing. recently, when a band of explorers emerged with an-
cient artifacts. Inside the crumbled suburban ruins
LOCATION is a remarkably intact Frusen Dasz ice cream factory.
The colorfully named village of Mud Clot has long
survived with a meagre farming community and Beneath the ice cream factory, the crumbling cata-
weed-choked fields line the outskirts of the inhab- combs of concrete steel and wire are labyrinthine,
ited areas extending outwards from the town’s wall. spreading out like the web of some radiation-addled
Mud Clot has a population of around 50 people, spider. Wandering blindly through them is a good
overseen by Mayor Leigh St. Clair who holds abso- way to get lost, however a DC 18 Intelligence check
lute authority within the village. The village consists (by someone familiar with ancient ruins) will grant
of a ring of geodesic dome homes in various states a basic understanding of the method behind the
of disrepair, as well as a small general store and a strange floorplan and allow for passage in and out

260
SCENARIO SKETCHES

without fear of becoming lost. Beyond the raw scrap HELL COMES TO
that can be taken out, there are a number of resourc-
es, ranging from an aging fuel depot meant to refuel COLATOWN
emergency generators all the way to still-function- Way up northeast of the Citadel of Scrap is the small
ing cryonics equipment. but popular community known as Colatown, based
on the revival of a soda bottling plant located there.
ROUGH TIMELINE The beverages are popular enough that the mer-
Once players get involved, things unravel at a break- chants of the Citadel requested that the Northern
neck pace: Railmasters build a train route to Colatown.
• Explorers from Mud Clot begin disappearing
with increasing frequency. Recently the new railway connecting Colatown and
• Mayor Leigh St. Clair begins giving speeches the Citadel has been sabotaged, forcing trains trav-
about the taboo area and how such restrictions eling northward to backup and divert to other loca-
should be honored. tions. This was done by the scouting parties of King
• Th
 e first cryolurker attacks the village itself. Grabba’s army to cut off any Citadel support when
• Twenty cryolurkers surround the small village, they lay siege to Colatown.
probing for ways in while the village militia
(essentially everyone over the age of 5) works While the destruction of a factory is more than enough
diligently to keep them out. reason to fill King Grabba with the rage of Grokk,
• The cryogenics vault empties into the surface Grabba has heard rumors that in the center of the fac-
world and hundreds of cryolurkers attack. tory lies a powerful artifact that could bring him one
step closer to godhood. This is the reason he is willing
OPPOSITION to risk striking a target so close to the Citadel.
The cryolurkers in the vaults below are legion:
• 6 d20 frost-burned (pg 37). GETTING THE PARTY INVOLVED
• 3 d10+10 brutes (pg 35). Here are a few ways that the party could get involved
• 2 d14 cryoslime (pg 36). in this scenario:
• 2 d4+2 bucket heads (pg 35). • All Northern Railmaster train depots have job
postings for dealing with trouble spots on the
TWISTS railways. The party could see one of the de-
Here are a few possible surprises to make things pot-folk walking up to the job board to put up
more interesting: a new posting: “WANTED: a group of skilled
• A rival party has arrived, intent on scoring individuals to investigate the repeated damaging
any artifacts for themselves. They will not take of Northern Railmaster rail tracks in the IL25
great risks, turning back in the face of danger district. Pay: 50sp expense budget paid up front
and instead waiting to waylay the party in or- and 200sp for job completion. Bonuses for clear-
der to rob them. ing up the trouble and / or fixing up the railway.”
• A monstrously huge cryolurker lies at the bot- • The party may be traveling by train in the direc-
tom of the catacombs, a mutated fusion of tion and encounter a beetle ape scouting par-
dozens of bodies. It also carries the intellect ty sabotaging the track. The train may or may
of dozens of minds, and it begins to direct the not come to a safe stop before hitting the bro-
cryolurkers with malevolent intelligence., ken rails. The scouting party would consist of:
• Cruxis (pg 224) has become aware of the dis- 1 beetle ape, with the following traits: armored,
covery of this hoard of ancient cryolurkers and burrowing, and herculean (Son of Grabba).
is marshalling his forces to secure the treasure 1d4+4 beetle apes with 1d2 random traits (pg
by any means necessary. 18). 1 to 3 giant beetles (fire beetles) (see DCC
RPG, pg 397. Alteration: AC 10; Armor Dice
[1d6])

261
SCENARIO SKETCHES

•While wandering through the wilds, the par- The physical layout of the town starts with the facto-
ty could come upon a rise looking down on the ry in the center, a large warehouse next to that that
main encampment of King Grabba’s forces as they also doubles as the town hall and emergency shelter,
prepare to lay siege on Colatown the next day. and then rings of small houses and shacks that serve
• The party has traveled to Colatown to check it as homes. Also next to the factory is a tavern that
out and stock up. The news that the train did serves as the general community meeting place and
not come as scheduled comes while they are a general store for items that the townsfolk need on
staying in town. a daily basis.

LOCATION A number of rusted out vehicles have been rolled


Colatown is built around a large bottling plant that into place, tipped on their side, and reinforced to
was rebuilt and brought back into production. It form a crude defensive wall around the entire town.
boasts a population of a few hundred souls, most of There are two gates, one leading to the train stop and
which work at the bottling plant producing soda for one leading out into the nearby forest for hunting
the thirsty consumers of the Citadel. Other folks keep and foraging.
the town itself running and there are about 20 active
guards that work in shifts to keep the place safe.

262
SCENARIO SKETCHES

ROUGH TIMELINE • The Northern Railmasters have sent an exper-


Depending on when and how the party decides to imental train engine mecha that can travel off
get involved, they will find things at one of the fol- rail up to investigate what is going on in Cola-
lowing stages of development: town. It is still untested and may not function
1. Colatown begins investigating why the trains as desired under combat conditions.
did not come.
2. Colatown discovers the presence of King LOGGER’S-HEADS
Grabba’s forces and is desperately setting up The children of Radicans have been sent forth to
its defenses to ward off the imminent attack. punish those who would despoil the forests. As a
3. King Grabba is laying siege upon Colatown. group of loggers work to carve their way into the for-
4. The siege does not go well for Colatown and the est and provide a steady supply of lumber, a strange
inhabitants route into the nearby hills for safety. plague sweeps through the lumber camps, while the
5. King Grabba occupies Colatown and is attention of Radicans himself follows the events as
searching for the artifact before razing the they unfold.
place to the ground.
GETTING THE PARTY INVOLVED
OPPOSITION Here are a pair of suggestions on getting the party
King Grabba will have recruited extra help to make involved in this scenario:
sure that the whole operation goes quickly so as to be • News of a strange disease that resists common
gone before any assistance from the Citadel can ar- medicines may draw the party’s attention, es-
rive. He will have the following forces at his disposal: pecially as it could be some sort of unknown
• 2d4+4 beetle apes, all with the following traits: weapon being tested in Umerica. Such things
armored, burrowing, and herculean (Sons of can be very dangerous, but also very valuable.
Grabba). • The party has been sent to the area on a trading
• 2d8+16 beetle apes with 1d2 random traits (pg mission to procure a large supply of lumber
19). and logs for a construction project. They will
• 1d4+6 giant beetles (random types) (see DCC be well paid upon delivering their cargo.
RPG, pg 397. Alteration: AC 10; Armor Dice
[1d6]). LOCATION
• 1 d4+2 Ox Beetles (pg 59). The logging camp should be in a heavily forested area,
• 2d8+10 Grokk beetle cultist flunkies (see Aco- at least two to three days journey along a crude logging
lyte, DCC RPG, pg 432. Alteration: AC 10; Ar- road, or at least one to two days by river. A feeling of
mor Dice [1d3] old beetle shells). isolation is important to the story, channeling that feel-
ing into the eerie feeling of man versus wild.
TWISTS
Here are a few possible surprises to make things The camp holds roughly 150 loggers (men, mutants,
more interesting: and even a few alien beings), all working at clearing
• The artifact that King Grabba covets is actually the wilds for profit. Simple log structures, easily har-
an alien device that the bottling plant uses as a vested from the lumbering, almost as easily disman-
power source but it is capable of much more... tled once the logging is complete, provide shelter
• A troop of soda-addicted scorpionoid merce- and a large, rough mess hall. The only building that
naries are trekking to Colatown and will arrive differs from the others is that of the foreman, who
shortly before King Grabba’s offensive begins. has secretly been sent to undermine Grokk and his
They will be more than willing to negotiate followers by clear-cutting large swaths of land. The
fighting in the conflict in trade for fresh soda, camp is surrounded by a massive wooden wall, en-
regardless of who makes the offer. They RE- circling the buildings and logging equipment. Logs
ALLY want some soda and have little qualms are moved out via the logging road as well as floated
about how they get it.

263
SCENARIO SKETCHES

down-river. Unless Radicans is found and negotiated of the poison — so long as they are no longer
with, things will escalate rapidly until they are whol- wearing their affected clothing. Regardless,
ly out of control. come the next day, it will return as they dress
for work.
ROUGH TIMELINE 2. As a couple of days pass, the plague spreads
Once players get involved, things unravel at a break- and it becomes apparent that there is in-
neck pace: telligence behind the affliction as strange
1. 
A strange malady has spread through the fogs envelop the logging equipment, leaving
logging camp and a number of the lumber- the operators helpless. Unable to use heavy
men have been felled by the strange plague, equipment, the remaining lumberjacks with
scratching at skin covered by bright red welts. saws are sent out in small groups.
There seems to be nothing that will give re- 3. Logging stops as the lumbermen barricade
lief to those so afflicted. This is the result of themselves within the camp, setting watches
forest dragons using their breath weapons on and throwing suspicion at all that they are
the camp’s laundry, providing a weaker dose unfamiliar with (including the party). The
of their poison, but one that is lasting for days plague begins to subside.
instead of hours based on exposure. This re- 4. Attempts at stealth are thrown to the wind
sults in a slowdown in logging. All told, 50 as Radicans sends swarms of forest dragons
men are so afflicted. Lay on hands resulting in over the walls of the camp in a massive coor-
a success of three dice will cure an individual dinated attack.

264
SCENARIO SKETCHES

OPPOSITION The beast is a railipede of at least 30 cars in length.


Radicans and his children are not amused by this in- It is an exceptionally furious specimen that seems to
vasion of the forests. The Forest Lord visits a number attack at random. As to why it has recently appeared
of threats upon the loggers and the party and will and is so enraged, roll 1d4 and consult the table below.
manage his resources wisely so as to use stealth for as 1 A mining operation running off of a near-
long as possible. Should it come to an all-out attack, by East West Co. line recently dynamited the
every remaining creature will be used at once.: cave where the railipede was nesting. This
• 2 0 forest dragons (pg 67). destroyed its brood of raillarve and it is rac-
• 4 d20 serpent shrubs (pg 156). ing up and down all of the rail tracks in the
• 2 d12 vineacondas (pg 32). nearby area, ravaging everything in its wake
• 2 d8 melting fly swarms (pg 97). in grief.
2 The damming project of the valley farmers
TWISTS has caused a previously cozy subway system
Here are a few possible surprises to make things to flood, causing the railipede to burrow to
more interesting: the surface to survive. Its chitinous hide burns
• Radicans’ rage is so great that he himself will in the daylight, causing it to go wild until the
lead the attack on the camp unless convinced sun sets each day.
otherwise. 3 The railipede is actually one of the East West
• Local followers of Grokk have been out in the Co. trains bound for the valley. Its sudden mu-
forest, spiking trees ahead of the lumbermen tanagenic birth has driven it insane as it still
in hopes of damaging equipment and injuring hears the screams of those who were aboard
loggers. This adds an additional component of when the change happened. The train’s orig-
danger if the party accompanies the loggers inal markings are still clearly visible along its
into the forest. chitinous hide. As to what caused the meta-
• A potently powerful mutant has taken resi- morphosis, roll 1d3:
dence atop one of the trees targeted for clear- 1 An otherworldly object still trapped with-
ing. He is not particularly amused by efforts to in its body. Its glow can be seen emanat-
dislodge him and will join Radicans in trying ing from within, even during the daylight.
to clear the area. 2 A miscast spell. The wizard is trapped in
a shrinking cabin compartment in the
third car of the railipede.
OFF THE RAILS 3 Some village among the valley folk has
Along the Blue Valley, the East-West Co. train line is
greatly angered Grokk and he has trans-
well loved by the local farming communities, It en-
muted a foul techno-abomination into
ables them to sell their bluwheat harvests to a hun-
this beautiful engine of destruction to
gry market and receive much needed goods to keep
show his displeasure.
their communities running. As there are not many
4 The railipede accidently entered into the val-
fertile areas like the Blue Valley, the East-West Co.
ley via a gate from another dimension. It does
and the grain merchants have a vested interest in
not like it here and is charging around look-
making sure they thrive.
ing for a way home.
It did not take long after the grain shipments stopped
GETTING THE PARTY INVOLVED
rolling in that folks were sent to investigate. When
Here are a few ways that the party could get involved
the few survivors returned with news of a beast train
in this scenario:
claiming the rails for itself, the East-West Co. was
• Have the party encounter a East West Co. train
quick to open their coffers to take action.
depot where a recent job posting catches their
eye: “WANTED: a group of guns for hire to hunt

265
SCENARIO SKETCHES

and kill a beast roaming the rail through the LOCATION


Blue Valley. Pay: 100sp expense budget paid up The Blue Valley is a long twisting valley dotted with
front and 400sp for job completion, kill trophy semi-cultivated bluwheat fields as far as the eye can
required to collect pay. See attendant to sign up.” see. A maintained train track runs roughly through
• In their wanderings, the party could come the center of the valley and several farming settle-
across the bluwheat fields of the Blue Valley. ments can be found where the fields and the tracks
Once they find one of the farming settlements, meet. While not very sophisticated, most settlements
they would be begged to help with the raili- have some sort of defensive wall and a few guns to
pede. The pay would be 10d10sp and as many man it.
fresh blucakes as they can carry.
• The party sees a small East West Co. railstop The railipede’s rampage has left most of these settle-
that seems to be deserted and a bit smashed up. ments in various states of disrepair or destruction.
It looks like the damage was done recently. As For each settlement encountered by the party roll
they investigate, the railipede is heard quickly 5d12 to determine the percentage of damage that the
undulating down the track towards the railstop. place has suffered (5% to 60%).

266
SCENARIO SKETCHES

Possible resources the party may find amongst the rounds and then run off at high speed down
communities to use against the beast: the tracks. It will ignore further attacks made
• 2d12 zero level helpers with farm implement against it unless they continue for more than 4
spears and shields. rounds in a row or if an attack scores 10 points
• A cavern dumpsite full of toxic waste barrels of damage or more (after armor) in one hit.
full of caustic goop. There is no obvious logic behind this behavior.
• Ancient mining demolition equipment includ-
ing 2d20 pounds of old, sweating dynamite. Besides a nearly suicidal head on attack, the party
• An old excavation bulldozer that needs repairs can attempt to set up a trap to defeat it or do some
to run (DC 17 and 3d6 hours worth of work). research to discover more about it (use its randomly
rolled origin against it).
ROUGH TIMELINE
Each day the party spends in the valley, there is a cu- TWISTS
mulative 33% chance of encountering the railipede, Here are a few possible surprises to make things
resetting after each encounter. In addition, each settle- more interesting:
ment will suffer an additional 2d6-2% of damage each • Those killed by the railipede may begin to raise
day as well (0% - 10%), until the beast is dealt with. as rail wraiths (pg 131).
• Each day it is not dealt with, there is a cumula-
OPPOSITION tive 10% chance that another railipede will ap-
The main opposition is a single, enraged railipede pear in the valley. It may have the same origin
(pg 133) with the following traits: or a new random one.
• It is 20 car segments long, giving it HD • Some of the locals may have started to wor-
1d24+20d12 / hp 132. ship the railipede as their new god. These rail
• I t has two random unique mutations. cultist will oppose the party attempting to in-
• Due to its enraged state, it has 4d16 action dice terfere with their new god’s chaotic rampage.
instead of 2d20. Strangely, the railipede will not attack or harm
• When engaged in combat it will fight for 3d4 the cultists.

267
CRITICAL
HIT
CHARTS

268
CRITICAL HIT CHARTS

CRIT TABLE AL: ALIENS

Roll Result
1 or less Strange energy arcs around the wound. The PC suffers +1d8 damage.
2 A probe is injected. The PC permanently loses an additional 2 hit points.
3 An organ tissue sample is extracted. The PC suffers +1d10 damage.
4 A probe is injected. The PC permanently loses an additional 4 hit points.
5 Dimensional distortion! The PC takes on corruption, similar to a wizard casting spells. Roll
1d10 on a corruption table. If the alien has 5 HD or less, use the minor corruption table; if
6-10 HD, use the major corruption table; if 11+ HD, use the greater corruption table.
6 A bit of life force is collected for study. The PC ages 4d4 years instantly. If the PC suffers any
other aging effects within a week’s time, all physical stats are lowered by 1.
7 Infected with a virulent xeno-disease! One random stat is lowered by 1d4 points for 2d7 days.
Requires a 5 HD healing result to cure.
8 Genetic transmutation! The target must roll for a random mutation (USG, pg 169). This mu-
tation is permanent.
9 A new persona is downloaded into the PC, erasing the old one. The PC's physical stats re-
main unchanged, but reroll a new Intelligence, Personality, and Luck with 3d6. All former
memories are deleted and replaced with new ones. The alien repository where all persona
data is kept must be discovered to retrieve the original persona.
10 Dimensional distortion! The PC takes on several corruptions, similar to a wizard casting
spells. Roll 1d10 twice on a corruption table. If the alien has 5 HD or less, use the minor cor-
ruption table; if 6-10 HD, use the major corruption table; if 11+ HD, use the greater corrup-
tion table.
11 Infected with a virulent xeno-disease! One random stat is lowered by 1 point permanently.
This cannot be cured by normal magical means.
12 A bit of destiny is collected for study. The PC loses 1 point of Luck permanently.
13 Genetic transmutation! The target must roll for two random mutations (USG, pg 169). These
mutations are permanent.
14 The PC’s persona is forcefully removed, leaving his body a living mindless shell. The alien
repository where all persona data is kept must be discovered to retrieve the persona and a
means found to reinsert it into his body.
15 The PC is teleported 3d30 miles in a random direction. He must make a Luck check to see if
he arrives safely. A failed check results in taking 2d10 damage.
16 A large portion of life force is collected for study. The PC ages 4d8 years instantly and all
physical stats are lowered by 1.
17 A large probe is injected. The PC permanently loses an additional 8 hit points.
18 Infected with a virulent xeno-disease! One random stat is lowered by 2d4 points for 2d14
days. Requires a 5 HD healing result to cure.
19 Roll again twice, ignore this result in future rolls.
20+ Roll again three times, ignore this result in future rolls.

269
CRITICAL HIT CHARTS

CRIT TABLE RO: ROBOTS

Roll Result
1 or less The robot’s hideous strength inflicts +1d6 damage on the PC.
2 The PC is flung 1d6 feet in a random direction and is now prone.
3 A mighty inhuman blow dazes the PC for 1d3 rounds.
4 The robot squeezes the PC’s wrist, forcing him to drop his weapon from pain.
5 The robot forcefully strips the PC’s shield off his arm. If no shield, this attack inflicts +1d6
damage.
6 With hideous inhuman strength the robot begins choking the PC. This inflicts 2d4 damage
and causes suffocation. A Str check (DC 15) is required to break the robots grip and free the
PC. The choking will continue even after the robot is dead.
7 The robot’s phenomenal strike inflicts +1d10 damage on the PC.
8 A mighty inhuman blow shatters the PC's forearm. This attack inflicts +1d8 damage, and the
arm is useless until healed (broken bone).
9 Crushing blow! The world spins as the cruel bot makes a second attack!
10 Strike torques the PC's spine. Movement is cut by half and this attack inflicts +1d10 damage.
11 The robot’s hideous strength inflicts +2d6 damage on the PC.
12 With cruel monotone laughter the robot destroys the PC’s weapon.
13 A merciless blow to the PC’s torso crushes internal organs. This attack inflicts +1d12 damage
and forces the PC to make a Fort save (DC 15 + HD) to remain conscious through the pain.
14 The robot reveals a set of hidden weapons and makes another attack at +4 to hit and damage!
15 The robot’s hideous strength inflicts +2d8 damage on the PC.
16 Robot seizes PC by a limb and locks its grip. This attack inflicts +1d12 damage and all future
attacks against the held PC are at +4 to hit. A Str check (DC 12 + HD) is required to break
free.
17 PC's legs are crushed. This attack inflicts +1d12 damage, the character's movement drops to 3',
and the screaming can be heard for miles.
18-19 Terrifying inhuman blow crushes several important organs. The PC spends the next 1d4 days
dying a slow, painful death. Powerful magic (healing by a cleric of level 3 or higher) can arrest
the dying.
20-21 Crippling blow to cranium! This attack inflicts +1d20 damage and the PC must make a Fort
save (DC 15 + HD) or fall unconscious.
22-23 One of the PC’s limbs is torn forcefully from his body. This inflicts +2d12 damage plus he is
dazed and bleeding out until medical/magical aid is received. PC must make a Fort save (DC
15 + HD) or fall unconscious.
24-25 Strike crushes throat. The PC drowns in his own blood for 6 rounds.
26-27 Terrible blow to the chest bursts the PC's heart, causing immediate death.
28+ Vicious methodical attack rips PC's body into small, bloody chunks and then the robot
charges on to the next foe, making attacks until it misses.

270
Product Identity: The following items are hereby identified as Product 5. Representation of Authority to Contribute: If You are contributing
Identity, as defined in the Open Game License 1.0a, Section 1(e), and are original material as Open Game Content, You represent that Your Con-
not Open Content: All trademarks, registered trademarks, proper names tributions are Your original creation and/or You have sufficient rights to
(characters, deities, etc.), dialogue, plots, storylines, locations, characters, grant the rights conveyed by this License.
artworks, and trade dress. (Elements that have previously been designat-
ed as Open Game Content are not included in this declaration.) 6. Notice of License Copyright: You must update the COPYRIGHT
NOTICE portion of this License to include the exact text of the COPY-
Open Content: Except for material designated as Product Identity (see RIGHT NOTICE of any Open Game Content You are copying, modify-
above), the game mechanics of this fanzine are Open Game Content, as ing or distributing, and You must add the title, the copyright date, and the
defined in the Open Game License version 1.0a Section 1(d). No portion copyright holder's name to the COPYRIGHT NOTICE of any original
of this work other than the material designated as Open Game Content Open Game Content you Distribute.
may be reproduced in any form without written permission.
7. Use of Product Identity: You agree not to Use any Product Identity,
OPEN GAME LICENSE Version 1.0a including as an indication as to compatibility, except as expressly licensed
in another, independent Agreement with the owner of each element of
The following text is the property of Wizards of the Coast, Inc. and that Product Identity. You agree not to indicate compatibility or co-adapt-
is Copyright 2000 Wizards of the Coast, Inc ("Wizards"). All Rights ability with any Trademark or Registered Trademark in conjunction with
Reserved. a work containing Open Game Content except as expressly licensed in
another, independent Agreement with the owner of such Trademark or
1. Definitions: (a) "Contributors" means the copyright and/or trademark Registered Trademark. The use of any Product Identity in Open Game
owners who have contributed Open Game Content; (b) "Derivative Content does not constitute a challenge to the ownership of that Product
Material" means copyrighted material including derivative works Identity. The owner of any Product Identity used in Open Game Content
and translations (including into other computer languages), potation, shall retain all rights, title and interest in and to that Product Identity.
modification, correction, addition, extension, upgrade, improvement,
compilation, abridgment or other form in which an existing work may 8. Identification: If you distribute Open Game Content You must clearly
be recast, transformed or adapted; (c) "Distribute" means to reproduce, indicate which portions of the work that you are distributing are Open
license, rent, lease, sell, broadcast, publicly display, transmit or otherwise Game Content.
distribute; (d) "Open Game Content" means the game mechanic and
includes the methods, procedures, processes and routines to the extent 9. Updating the License: Wizards or its designated Agents may publish
such content does not embody the Product Identity and is an enhance- updated versions of this License. You may use any authorized version
ment over the prior art and any additional content clearly identified as of this License to copy, modify and distribute any Open Game Content
Open Game Content by the Contributor, and means any work covered originally distributed under any version of this License.
by this License, including translations and derivative works under
copyright law, but specifically excludes Product Identity. (e) "Product 10. Copy of this License: You MUST include a copy of this License with
Identity" means product and product line names, logos and identifying every copy of the Open Game Content You distribute.
marks including trade dress; artifacts, creatures, characters, stories, sto-
rylines, plots, thematic elements, dialogue, incidents, language, artwork, 11. Use of Contributor Credits: You may not market or advertise the
symbols, designs, depictions, likenesses, formats, poses, concepts, themes Open Game Content using the name of any Contributor unless You have
and graphic, photographic and other visual or audio representations; written permission from the Contributor to do so.
names and descriptions of characters, spells, enchantments, personal-
ities, teams, personas, likenesses and special abilities; places, locations, 12. Inability to Comply: If it is impossible for You to comply with any of
environments, creatures, equipment, magical or supernatural abilities or the terms of this License with respect to some or all of the Open Game
effects, logos, symbols, or graphic designs; and any other trademark or Content due to statute, judicial order, or governmental regulation then
registered trademark clearly identified as Product identity by the owner You may not Use any Open Game Material so affected.
of the Product Identity, and which specifically excludes the Open Game
Content; (f) "Trademark" means the logos, names, mark, sign, motto, 13. Termination: This License will terminate automatically if You fail
designs that are used by a Contributor to identify itself or its products or to comply with all terms herein and fail to cure such breach within 30
the associated products contributed to the Open Game License by the days of becoming aware of the breach. All sublicenses shall survive the
Contributor (g) "Use", "Used" or "Using" means to use, Distribute, copy, termination of this License.
edit, format, modify, translate and otherwise create Derivative Material of
Open Game Content. (h) "You" or "Your" means the licensee in terms of 14. Reformation: If any provision of this License is held to be unenforce-
this agreement. able, such provision shall be reformed only to the extent necessary to
make it enforceable.
2. The License: This License applies to any Open Game Content that
contains a notice indicating that the Open Game Content may only be 15. COPYRIGHT NOTICE
Used under and in terms of this License. You must affix such a notice
to any Open Game Content that you Use. No terms may be added to or Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.
subtracted from this License except as described by the License itself. No
other terms or conditions may be applied to any Open Game Content Dungeon Crawl Classics Role Playing Game Copyright 2012, Goodman
distributed using this License. Games

3. Offer and Acceptance: By Using the Open Game Content You indicate Umerican Survival Guide Copyright 2017, Shield of Faith Studios
Your acceptance of the terms of this License.
Crawling Under a Broken Moon issue #1 - #18 Copyright 2014-2017,
4. Grant and Consideration: In consideration for agreeing to use this Shield of Faith Studios
License, the Contributors grant You a perpetual, worldwide, royalty-free,
non-exclusive license with the exact terms of this License to Use, the UX02: Mind Games Copyright 2016, Shield of Faith Studios
Open Game Content.
The wild and weird world of Umerica is a dangerous place filled with murderous creatures.
It’s a good thing too since XP does not grow on trees! Within these pages dwell a cornucopia
of crafty creatures to cram your campaign with consternation and paralyze your party with
panic. Each one listed with adventure hooks to help drop them into your game.

Take a look at this selection of monster names from this tome:


Apocalypse Ooze • Autogiest • Autovore • Beetle Apes • Blast Shades • Bowel Tyrant
Can Crabs • Cake Horror • Clown Servants of Buddy O’Burger • Constrictor, Mutant
Corpsenado • Cryo-lurker • Cyber Ghoul • Cyber Saucer Simian • Demolishroom
Dinosaurs • Dinosaurs, Augmented • Dinosaurs, Mutant • Shroomers • Ox Beetles • Pigtipede
The Discarded • Doomrider • Dragon, Biohazard • Dragon, Cryo • Dragon, Forest
Dragon, Gearhead • Holographic Dragon • Robot Dragon • Xeno Dragon • eGhost
Elementals-Data • Elementals-Debris • Elementals-Gun • Falcon Wolf • Flying Laser Ursine
Frab • Fruiti-Slush Ooze • Game Devil • Golem, Junk • Golem, Mannequin • Golem, Plush
Golem, Vehicle • Greenman Swarm • Hippotaur • Iguanadillo • Insect, Mutant
Jack-O-rang-utan • Komo-doans • Linoleumoeba • Lion-Snake • Luck Eater • Menfish
Monitor Lizards • Muckraker • Mutitan • Newt, Aberration • Octowolf • Orbus • Power Wight
Puppetcubi • Quantum Ape • Railipede • Rail Wraith • Reindire • Rerun Wraiths • RoboDevil
Robo-Lich • Robots • Rocker • Rockin’ Wraith • Scorpionoid • Septicraken • Serpent Shrubs
Sharkhana • Shriek • Splice Fiend • Sporefangs • Techno-Mimic • Think Tank • Toycubim
Trapdoor Toadspider • Trashlodyte • Tru-Pet • Un Men • V.E.T.T. • Varrok • Vendibeast
Whalephant • Wraith Rider • Whaaar Mutts • Wheeler Demon • Wrath • Xeno-Locusts
Xenotaur • Xeno Mummy • Yowling Atrocity • Zilla • Blink Zombies • Chrono Zombies
Melting Zombies • Petrol Zombies • Rave Zombies • Silver Zombies
Zombie Monks of the Cyberhive

Besides over 100 brutal beasts, this book also contains a bevy of barbarous Bosses
based on a few of the creatures within. Each one listed with a backstory,
common followers, motivations, and more.

The icing on the irradiated cake is the Scenario Sketches, a bunch of


rough encounter ideas incorporating one or more of the monsters from this tome,
all ready to be polished a bit and dropped into your campaign on short notice.

This product is compatible with the Dungeon Crawl Classics Role Playing Game

$
9.99 CUBM5002 crawlingunderabrokenmoon.blogspot.com

You might also like