Showing posts with label Monster. Show all posts
Showing posts with label Monster. Show all posts

Tuesday, December 08, 2015

Electric Rats

Electric Rat

They resemble large, short haired rats about a foot and a half in length (not including the tail) with arcs of electricity crackling all around their bodies. They may be encountered individually, or more commonly, in small packs (3-8) or larger colonies (10-40). Electric Rats are surprisingly smart, existing at the cusp between Animal intelligence and true sapience.  They will Gang Up on opponents, may use Wild Attack and even employ defensive actions, Agility Tricks, and attempt to Intimidate opponents through growling, posturing, and creative displays of discharged electricity. They are unexpectedly dangerous, not only for their offensive electrical discharges, but for their immediate release of stored energy when critically wounded or killed. 

Attributes:
Agility d8, Smarts d8(A), Spirit d6, Strength d4, Vigor d6
Skills:
Fighting d8, Stealth d6, Notice d6, Intimidate d6
Pace: 6; Parry: 6; Toughness: 3

Special Abilities
Armor +1: Thick Skinned
Bite: Electric Rats have sharp teeth and charged saliva, biting for Str+d4 damage
Electricity Resistance: Electric Rats act as if they have 4 points of Armor when affected by Electricity, and add +4 to all Trait rolls when resisting such effects. They are immune to the damage caused by the electrical effects of other Electric Rats.
Living Capacitor: Electric Rats can store massive amounts of electricity to be discharged in a number of ways.  The average electric rat has 15 Power Points available for use and regenerates power points as if they had the Rapid Recharge Edge.  They use their Fighting skill to determine success and have the following powers with Electricity trappings and the Armor Piercing, Conduction, and Spasm effects (Damage and PP costs already are adjusted):
Bolt (3 Power Points): An electric rat may discharge a SINGLE bolt of electricity at a target.  If it hits, the Shock Bolt inflicts 3d4 damage and may ignore up to two points of armor.
Damage Field (5 Power Points): An electric rat may charge up and create a corona of electricity that surrounds their body that causes the normal effects of the Damage Field power (Base damage is 2d4, 2d6 on a raise, and ignores up to two points of Armor)
Blast (Variable Power Points): When an electric rat is incapacitated, there is a chance that it will explode, blasting stored energy in all directions surrounding the electric rat. If an electric rat has sufficient power points available, then one of the following effects occurs without the need for a skill roll:
   3+ Power Points: 2d4 damage which ignores up to 2 points of Armor within a Medium Burst Template
   6+ Power Points: 3d4 damage which ignores up to 2 points of Armor within a Medium Burst Template
   9+ Power Points: 3d4 damage which ignores up to 2 points of Armor within a Large Burst Template
Quick: Electric Rats have the Quick Edge
Small: Electric Rats are small but difficult to hit. Any attack rolls are made at -2 when targeting this creature.
Size -2: Electric Rats are typically about a foot and a half in length.
Stun: Electric Rats disrupt a target's electrical impulses when successfully touching or attacking a target, even if no damage is caused.

Sunday, November 15, 2015

[Hellhole Number 3] Wasteland Ravagers (Part 1)

Wasteland Ravager (Warrior)

Most Ravagers are just a little off kilter, raging their way through the wasteland and the fringes, attacking anything or anyone they see as easy prey.  They arm themselves with easily built and maintained weapons  and body armor.  But don't mistake their simplicity for stupidity -- the can be quite cunning and adaptable. And don't let the low Smarts score fool you, either. It simply reflects the fact that most Ravager Warriors are in a near constant state of confusion and distraction due to stress induced paranoia, fatigue, and mental instability.  Indeed, most Ravagers are a curious blend of the inbred, the mentally ill, addicts, and indoctrinated man-children that tend to lash out when pressed into fight-or-flight scenarios.  But they also are canny and smart enough to prize useful and well developed skills.  In short, they are not mindless, and can recognize value (and danger) when they see it.  They are pragmatists who have learned that they don't fit well in "civilized" society, but know the world is a dangerous place and so have banded together for a better chance at survival. Rarely alone, they tend to travel in packs of anywhere from 6-12 individuals, with many more in their enclaves and oft-times roving communities. 

Attributes: Agility d6, Smarts d4, Spirit d6, Strength d8, Vigor d8

Skills: Fighting d8, Intimidation d6, Shooting d6, Notice d6, Stealth d4, Survival d4, Throwing d6

Pace: 6+1d6, Parry: 6, Toughness: 8 (2)

Special Abilities:
  • Body Armor: Ravager Warriors wear cobbled together body armor that provides +2 Armor
  • Tweaked Out: Ravager Warriors have the Berserk Edge
Gear:
Melee Weapon (Str+d8), Shotgun (As 12 Gauge, with Slugs)

Alternate Types:
  • Ranger: Improve Survival and Stealth to d8, Add Athletics and Tracking d6, Add Survival Knife
  • Driver: Improve Driving to d8, Add Repair d6, Remove Berserk Edge, Replace Shotgun with Sawed-Off Shotgun (12 Gauge, Buckshot)
  • Gunner: Improve Shooting to d8, Add Steady Hands Edge
  • Brute: Increase Strength to d10, Improve Fighting to d10, Add Brawny and Sweep Edges, Replace Melee Weapon with Great Axe
----
Ravager Assault Buggy

A light, armored, and structurally reinforced vehicle that is little more than a large dune buggy covered in bolted on plates of armor.  The front of the vehicle has two seats, with a third seat in the rear.  Armor is heavier toward the front of the buggy, and metal spikes are sometimes mounted to do additional damage when ramming.  The back is comparably less armored and often is partially open.  The buggy's structure also is configured with mounting rails on the rear top of the vehicle (above the rear seat) facing both front and back so a weapon can be mounted to fire at either forward or rear 180 degree arcs.

Size 3, Acc/TS 15/30, Toughness 15 (F3/S2/R1), Crew 1+2, Cost C$20K
Notes: Four Wheel Drive
Weapons:
Harpoon Mount or Light Machine Gun (treat as Browning M2 from SWD).

Tuesday, November 10, 2015

[Hellhole Number 3] Babyface Worms

Babyface Worm

The Babyface Worm is named for both its long body and for the vaguely human-like face with a perpetually infantile expression.  In truth, however, the apparent face is just a contortion of the skin which folds until the creature's spiny mandibles are extended.  Additionally, the name worm is a bit of a misnomer, as the creature has rows of small arms on either side of its long body. The beast prefers to strike its prey quickly, attacking and retreating, preferably grabbing its victim and skittering back to its lair. Overlapping plates of chitinous armor provide the creature ample defense, and it has been known to use its armored mass to attempt to stun larger prey before attempting to devour it.  These creatures tend to be solitary except when mating, and can be found mostly in shadowy ruins and caves which are littered with the bones of the dead and other indigestibles.  

Attributes: Agility d6, Smarts d6(A), Spirit d8, Strength d12+2, Vigor d8

Skills: Fighting d6, Climbing d10, Notice d6, Stealth d6

Pace: 8, Parry: 5, Toughness: 14 (4)

Special Abilities:

  • Acidic Bite: Str+d4; Acid Trapping (Corrosion)
  • Armor +4: Heavy, Chitinous Hide
  • Large: Attackers add +2 to their attack rolls when attacking a Babyface Worm due to its large size. 
  • Low Light Vision: Ignores penalties for dim or dark lighting in all but absolute darkness.  
  • Size +4: A Babyface Worm can grow to a length of 30 feet a width of over four feet across.  
  • Slam: Str+d6, non-lethal damage
  • Weakness (Cold): If affected by anything with the “Cold” trapping, a Babyface Worm must make a successful Vigor roll or be Fatigued; it may be Incapacitated but not killed in this way. If Shaken by an attack with the “Cold” trapping, all attempts to recover are made at -2.