Twisted Menagerie Manual Digital3 Optimized
Twisted Menagerie Manual Digital3 Optimized
Twisted Menagerie Manual Digital3 Optimized
MENAGERIE
MANUAL
ART
Cover: Nate Marcel
Interior: Aaron Robinson, Andrew Walter, Brad Morris, Clip art,
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Karl Stjernberg, KJ O’Brien, Lee Anthony “Deadpoolrus” DeviantArt (CC BY SA3),
Fred Dailey, Matt Hildebrand, Matt Jordan, Nate Marcel, Richard Tingley
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This product is based on the Dungeon Crawl Classics Role Playing Game, published by Goodman Games. This product
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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
9
MONSTER BASICS
10
MONSTER BASICS
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.
11
APOCALYPSE OOZE
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.
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.
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
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
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
18
BEETLE APES
19
BLAST SHADES
20
BOWEL TYRANT
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 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.
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
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
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
29
ECCLOWNIAST
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
32
CORPSENADO
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
34
CRYO-LURKER
35
CRYO-LURKER
36
CRYO-LURKER
37
CRYO-LURKER
38
CYBER GHOUL
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
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
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
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
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
50
DINOSAURS
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
52
DINOSAURS, AUGMENTED
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
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)
56
DINOSAURS, MUTANT
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…
58
DOMESTIC MUTANT ANIMALS
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.
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.
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
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”.
64
DRAGON
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).
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.
69
DRAGON
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
72
EGHOST
E EGHOST • ELEMENTALS
73
EGHOST
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.
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
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
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.
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.
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
80
FLYING LASER URSINE
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
82
FRUITI-SLUSH OOZE
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
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
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
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).
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.
90
GREENMEN SWARM
91
GREENMEN SWARM
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.
93
IGUANADILLO
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
96
INSECT, MUTANT
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).
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
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
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
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
103
LINOLEUMOEBA
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
104
LION-SNAKE
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
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
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
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
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.
111
MENFISH
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
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.
116
MUTITAN
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
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.
118
NEWT, ABERRATION
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
120
OCTOWOLF
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.
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
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.
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...
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.
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.
128
Q QUANTUM APE
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
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
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
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.
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.
136
RERUN WRAITHS
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
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
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
140
ROBODEVIL
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
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
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
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.
Adventure Hooks
• A group of five rockers are busily dismantling a
temple to Technos Discos. The party must de-
149
ROCKIN’ WRAITH
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
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
154
SEPTICRAKEN
155
SERPENT SHRUBS
156
SHARKHANA
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
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
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
160
SPLICE FIEND
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 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
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
165
TECHNO-MIMIC
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
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.
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
172
TRAPDOOR TOADSPIDER
173
TRASHLODYTE
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.
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
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
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.
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.
180
V.E.T.T.
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
185
VARROK
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
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
189
WHAAAR MUTTS
190
WHEELER DEMON
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.
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
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
197
XENO-LOCUSTS
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).
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
201
XENOTAUR
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
203
YOWLING ATROCITY
Y YOWLING ATROCITY
204
YOWLING ATROCITY
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
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
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
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.
209
ZOMBIES
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.
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.
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.
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!
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)
219
CARL AUGH M.D. (POWER WIGHT BOSS)
220
COL. S. JACKSON (THINK TANK BOSS)
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.
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)
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)
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.
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)
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)
236
KILLER KRUSH (VENDIBEAST BOSS)
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)
238
KING GRABBA (BEETLE APE BOSS)
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.
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)
246
THE ARMAGEDDON DRAGON (DRAGON, XENO BOSS)
247
SCENARIO
SKETCHES
248
SCENARIO SKETCHES
! SCENARIO SKETCHES
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
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
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
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.
262
SCENARIO SKETCHES
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
265
SCENARIO SKETCHES
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
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
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
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other terms or conditions may be applied to any Open Game Content Dungeon Crawl Classics Role Playing Game Copyright 2012, Goodman
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Your acceptance of the terms of this License.
Crawling Under a Broken Moon issue #1 - #18 Copyright 2014-2017,
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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.
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.
This product is compatible with the Dungeon Crawl Classics Role Playing Game
$
9.99 CUBM5002 crawlingunderabrokenmoon.blogspot.com