MUTANTS OF THE WASTELAND

The GAMMA HEROä Bestiary

(TSR’s Gamma Worldä Creatures converted to HEROä System statistics)

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All the life forms included in this package are considered populous in the ecosystem in which they thrive, unless stated otherwise. This helps support some of the Reputation and Distinctive Feature disadvantages in the individual write-ups.

It should be pointed out that if a life form is well-known (Distinctive Features, Reputation, etc.), then it’s weaknesses could also be general knowledge. This is reflected in the life form’s disadvantages and not as a specific knowledge skill of any individual. Life forms that possess the disadvantage "Distinctive Features" are particularly well known since they may be recognized on sight (maybe with a successful INT roll by the observer). The knowledge gained by an individual about a certain life form should only be very general, unless a proper Knowledge Skill is possessed showing further knowledge of the subject. The type of information may also be false, and sometimes exaggerated as to the abilities and weaknesses of the subject.

All stats given are suggested averages for the genotype in it’s prime. A good GM will exploit the possibilities given in the diversity of a single species. Characteristics and Powers can be altered to reflect age, overall health, environmental pressures such as food availability and, of course, experience. In terms of points, the creatures have been built off of a 75 point "human" model and all changes and disadvantages are gleaned from this prototypical structure.

I have attempted to retain a good amount of the original Gamma World 3rd edition statistics to all write-ups. In some cases I took liberties on modifying species, especially to make mutations fit better together when necessary. I have also divided several species to sub-species to give more character possibilities to some of the favorites.

I was fortunate to get several original pictures from the Internet (thanks James), but unfortunately many have no illustration.

ANDROID

Stock: Artificial Human

Number: See below

Size: 2 m tall

Habitat: Any

Diet: N/A

Thinker

Number: 1-4

Score Cost

STR 14 4

DEX 14 12

CON 14 8

BOD 10 0

INT 18 8

EGO 18 16

PRE 15 5

COM 8 -1

PD 5 2

ED 5 2

SPD 3 6

REC 10 8

END 28 0

STN 24 0

Powers/Skills/Talents

9 Skills: 3 INT / PRE

3 Lightning Calculator

10 Eidetic Memory

3 SC: Choose one

1 WF: Choose one

11 KS: Various

3 Microscopic Vision

6 Mental Def (10 pts tot)

0 Everyman Skills

2 Lang: Anglo 5 pts / Lit.

Warrior

Number: 1-6

Score Cost

STR 18 8

DEX 18 24

CON 18 16

BOD 15 10

INT 14 4

EGO 14 8

PRE 18 8

COM 8 -1

PD 15 11

ED 15 11

SPD 4 12

REC 18 20

END 40 2

STN 35 2

Powers/Skills/Talents

9 Skills: 3 DEX or GEN

3 Fast Draw

3 Combat Sense

10 Find Weak. (one) 11-

6 WF: 3 groups

10 Combat Skill Levels

5 UV Vision

0 Everyman Skills

0 Lang: Anglo 4 pts

Worker

Number: 3-18

Score Cost

STR 18 8

DEX 10 0

CON 18 16

BOD 10 0

INT 7 -3

EGO 10 0

PRE 7 -3

COM 8 -1

PD 10 6

ED 10 6

SPD 2 0

REC 18 20

END 86 25

STN 28 0

Powers/Skills/Talents

4 TF: Various

3 Absolute Time Sense

3 Bump of Direction

2 WF: Common melee

12 KS/AK: various

4 Running +2"

15 Radar sense

0 Everyman Skills

0 Lang: Anglo 4 pts

Additional Android Powers (All types):

9 Major Transform 6D6 - Own tissue to protoplasm vs self only (-2); Trigger: reduced to 0 BOD (+1/4), 0 END (+1/2), Always On (-1/2), 1 Charge (-2)

No Conscious Control (-2); No info available after self destruction

21 LS: Self-contained, no need to eat, sleep or excrete, Immune to disease and aging

10 Mind Link with any other android in area

3 Simulate Death

75+ Disadvantages (all): Additional Warrior Disadvantages:

5 DF: No face (easily concealable, recognized) 20 Experience in battle (combat levels and Find weakness)

5 Psych: Incapable of emotions (uncommon, mod) 10 Psych: No Mercy (common, total) (x1/2)

15 Phys: No sense of pain (freq, great) 15 Watched by AI (NCI, 14-, MP)

20 Psych: Hatred of Humans (common, total) 15 Susc: 2D6 / turn from being out of range

30 Berzerk when fighting Humans 14-, rec 8- (comm) of AI signal (uncommon)

10 Vuln: 1.5 x BOD from electricity (common)

Thinker Warrior Worker

CHAR cost: 70 74 135

Powers cost: 91 86 84

Total 161 160 219

Disadvantages 160 160 219

Description:

Androids are man-made beings who look exactly like New Humans and are often mistaken for them. The immediate indicator of their true identity is the lack of a face, giving them a truly cold appearance. They sometimes wear intricate removable synthetic face-masks, but the motorized muscles are not as advanced as a human’s and this may betray their true identity. They usually consider New Humans to be enemies. All androids wear Tech Level III armor. Warrior and Thinker androids carry Tech Level III weapons, Workers use the tools that they are currently working with (pitchforks, drills, hammers, etc.). When an android is destroyed, it dissolves into a pool of protoplasm. The electronics are charred beyond repair and the stench is unimaginable. They are emotionless laborors and will stop at nothing to complete their task.

Androids are not classic Automatons, they are computer motivated synthetic humans, therefore all the rules given for Wounding, Bleeding and Stunning apply.

Due to the many pre-Cataclysm manufacturers of Androids, the basic designs may fluctuate from model to model. Worker androids vary the most in theis respect. The militant Warrior androids have only one chief manufacturer contracted by the American military. Thinkers were only manufacturered by a few organizations and are the most variable in substance and knowledge. Typically, androids only associate with "their kind", but it has been rumored that the thinker types are pulling for unification in the form of an alliance calling themselves "the Created".

ARK (Hound Folk)

Stock: Mammal - Canine, Domesticated

Number: 1-4

Size: 2.2 m tall

Habitat: Any

Diet: Omnivore

Score Cost Max

STR 15 5 25

DEX 14 12 24

CON 12 4 22

BOD 8 -4 18

INT 12 2 18

EGO 12 4 16

PRE 12 2 22

COM 12 1 20

PD 6 3 8

ED 5 3 8

SPD 3 6 4

REC 5 0 10

END 28 2 60

STN 22 0 50

Powers/Skills/Talents

60 Mental Multipower (75 pts) 3 Charges / Day (-1/4)

1 Turn Continuing, Recoverable

10 m Transfer: STN to BOD and STN (+1/4), BOD

first, 4D6 Explosion (+1/2), (24 pts max), only

to restore lost points (-1/4), Concent. 1/2 DCV

Lose 5 pts/turn (75)

10 m Telekinesis 40 STR, 1/2 END (50)

4 m Change Environment (weather) variable effects

32 hex radius, outside only (-1/2), Extra time

1 Turn for full effect (wind, humidity, temp,

pressure, etc) (60)*

15 HKA 1D6 - Bite

30 Tracking Scent, Targeting Sense - Smell

2 Climbing (bought fully from ES)

2 Running +1"

2 AK: Home Territory +1 (ES)

3 Skill: DEX based

2 WF: Two individual weapons

1 FAM: Ark Society

1 One familiarity (Humanoid list)

0 Lang: Ark

0 Everyman Skills

*Control is lost after 1 Turn, effect will still remain depending on how the current weather adjusts to it.

75+ Disadvantages:

15 Psych: fear of large winged creatures (unc, total)

15 Psych: Loyal to ark-kind (very comm, moderate)

15 Enraged in battle (vc, 11-, rec 8-)

15 REP: Not trustworthy 14-

15 REP: Ferocious enemies 11-, extreme

10 DF: Large humanoid dog-man (conc, recog.)

10 VULN: 2 x BOD from sonics (uncomm)

10 VULN: 2 x STN from gas attacks (uncomm)

CHAR cost: 40

Powers cost: 140

Total 180

Disadvantages 180

Description:

These intelligent man-dogs grow up to 2.5 m tall (standing on their hind legs). They are ferocious enemies, but have a deathly fear of large winged creatures. Arks carry Tech Level I weapons and most wear Leather of Studded Leather armor and carry shields. Their coarse, heavy fur also offers substantial protection. Arks hunt all other species as food. They consider human (or humanoid) hands to be a particular delicacy.

For alternative race characters, see the Guide to Alternative Races.

ARN (Dragon Bugs)

Stock: Insect - Dragonfly

Number: 1-6

Size: 1 - 2 m long

Habitat: Swamps, grasslands

Diet: Herbivore, fungivore

Score Cost

STR 8 -2

DEX 14 12

CON 11 2

BOD 5 -10

INT 2 -8

EGO 5 -10

PRE 9 -1

COM 2 -4

PD 5 3

ED 4 2

SPD 5 26

REC 6 4

END 40 9

STN 20 5

Powers/Skills/Talents

20 Flight 15", 2 x NCM, 1/2 END (+1/4), OAF - Wings (fragile), requires a 2 hex radius to begin and maintain flight (-1/4) (44)

3 STR +10 for lifting only (-1) OAF - Wings (fragile) linked to flight (-1/2) (10)

25 HKA 1.5D6 - mandibles

5 Extra Limbs (6 legs)

15 Armor +20 rED vs light and heat attacks only (-1) (30)

10 360o Vision

8 PER +4 for sight

3 Simulate Death

6 Combat levels +3 with Flight

0 AK: Region

0 Survival: Region

75+ Disadvantages:

10 Phys: Wings are loud and require space (freq, slight)

15 Phys: No manipulation (freq, great)

5 Phys: Mute (x 1/2) (infreq, slight)

15 Psych: Trainable for reward (comm, strong)

10 Psych: Animal Instincts (comm, mod)

CHAR cost: 28

Powers cost: 100

Total 128

Disadvantages 130

Description:

These 1 to 2 meter long mutated dragonflies can carry loads weighing up to twice their STR while airborne, but not while crawling along the ground. They are often captured and domesticated as flying steeds by small Humanoids and New Animals, they must be caught young to be trainable. They live about three years and are only trainable for up to the first 6 months of their lives.

 

BADDER (Digger Folk)

Stock: Mammal - Badger

Number: 1-6

Size: 1.5 m

Habitat: Temperate areas

Diet: Omnivore

Score Cost Max

STR 10 0 15

DEX 18 24 25

CON 11 2 20

BOD 6 -8 16

INT 11 1 20

EGO 15 10 21

PRE 10 0 10

COM 7 -2 10

PD 5 3 8

ED 4 2 8

SPD 3 2 4

REC 6 4 15

END 28 3 50

STN 20 4 40

Powers/Skills/Talents

17 Empathy Multipower Concentrate 1/2 DCV (25)

5 u Mind Scan 5D6 (25)

2 u Telepathy 5D6 (no sending, only recieving- non-

communication, only to gather thoughts) (-1/2) (25)

4 u Detect inorganic beings (sense) at range 360o (20)

25 Discriminatory Smell, Targeting

25 Tunnelling 5"/Phase 5 DEF, 2 x NCM

4 Running +2"

12 HKA 1D6 w/ Reduced Penetration (-1/4) - bite

3 Bump of Direction

2 WF: Common melee

1 WF: One missle weapon

3 Skill (Trading or thieving related)

1 FAM: Badder Society

1 One familiarity (humanoid list)

0 Everyman Skills

0 LANG: Badder (native)

75+ Disadvantages:

10 Enraged in battle (vc, 11-, rec. 11-)

15 Psych: bully mentality (very com, mod)

15 Psych: always obeys orders from superiors (vc, mod)

15 Phys: Hearing PER roll only 8- (freq, great)

10 REP: ruthless marauders 11-

10 DF: Badger-man, easily conc., major prejudice

CHAR cost: 45

Powers cost: 105

Total 150

Disadvantages 150

Description:

These 1.5 m tall mutated badgers inhabit teperate areas. They are organized into Tech Level II type societies run by their "nobility." Badders are of evil disposition, given to raiding their neighbors and gleefully engaging in wanton destruction. They almost always have Tech Level II weapons. There is a 10% chance of each Badder in a party having one Tech Level II weapon in addition. Badders favor Chainmail and Ringmail Aromor. They walk erect. Badder villages and steadings consist of underground earthen tunnel complexes, containing 10d10 males of fighting age, an equal number of females (who will fight with or without weapons) and 1 child per female. For every 20 Badders, there will be one noble.

For alternative race characters, see the Guide to Alternative Races.

 

 

 

 

 

BARL NEP (Deathfish)

Stock: Fish - Barracuda

Number: 1-4

Size: 1.5 m long

Habitat: Salt and fresh water species

Diet: Carnivore

Score Cost

STR 11 1

DEX 7 -9

CON 5 -10

BOD 13 6

INT 2 -8

EGO 3 -14

PRE 7 -3

COM 2 -4

PD 6/6r 4

ED 10/6r 9

SPD 5 33

REC 5 4

END 20 5

STN 21 0

Powers/Skills/Talents

8 LS: Breathe underwater, immune to high pressure effects

20 Swimming 12"

48 HKA 4D6 Reduced Penetration (-1/4) - bite (60)

40 RKA 3D6 - radioactive oil, NND (+1) (vs total coverage by radioactive shielded covering, Explosion (+1/2), Only in water (-1), 1 continuous (10 min) charge recoverable after 30 hours (-3/4) * (112)

8 Combat levels +4 with bite

20 Spatial Awareness, 360o, in water only (-1 1/2), all PER (50)

6 Damage Resistance (6 rPD, 6 rED)

3 Navigation 11-

3 Shadowing 11-

0 AK: Home waters

* Special effects of radiation

60 Drain CON 3D6, depends on a successful "hit" by oil (-1/2), all advantages and disadvantages of RKA above (+1 1/2) (- 1 3/4) delayed 1D6 turns +/- CON roll difference, fade 5 pts/month with proper treatment only (+3) (195)

38 Transform: 2D6 Cosmetic (all characters, burns) and 2D6 Major (non-humans only, mutagenic effect), all advantages and disadvantages of RKA above (+1 1/2) (- 1 3/4), Cumalative (+1/2), Change physical morphology (+1/4), Linked to RKA oil (-1/2) (130)

75+ Disadvantages:

15 Phys: No manipulation

5 Phys: Mute

30 DEP: water 3D6/Segment (very common)

25 DF: Jet black barracuda (not conc, extreme reaction)

20 REP: Dead meat without proper protection 14-, Extreme

25 Psych: Animal instincts, indiscriminate (very comm, total)

10 Psych: Predator, can be easily baited (uncomm, strong)

20 Hunted: for oil (NCI, 8-, kill, more pwr), Barl Nep must be killed and the oil recovered into a lead lined container

35 SUSC: Alcohols 3D6/Segment

10 VULN: 2 x BOD from gas attacks or water immiscible fluids

CHAR cost: 14

Powers cost: 256

Total 270

Disadvantages 270

Description:

This black predator fish often grows to a length of 1.5 meters. Once per day it can secrete intense radioacctive oil over an large area. This slick lasts 10 minutes. If killed, before it uses the day’s allotment of oil, the
Barl Nep’s oil may be extracted and used as a weapon (but it will have to be carried in a lead lined container). Oil extracted from a Barl Nep will only be half as potent as when it is used as a defense by the fish.

 

BER LEP (Sweetpads)

Stock: Plant - Lily Pad

Number: 1-8 in 6 m radius

Size: 2 m diameter pad, 6 -10 m stalk (one plant)

Habitat: Fresh water, swamps

Diet: Carnivore, Insectavore

Score Cost

STR 15 5

DEX 3 -21

CON 15 10

BOD 10 0

INT 2 -8

EGO 5 -10

PRE 8 -2

COM 2 -4

PD 4 (25%) 1

ED 3 0

SPD 1 -3

REC 8 4

END 12 -9

STN 18 -7

Powers/Skills/Talents

3 LS; No need to eat, sleep or excrete (req fresh soil, sunlight and fresh water every 12 hours) (-1/4) (5)

13 Regeneration 2 BOD/Turn (req sunlight (-1/2) (20)

10 Damage Reduction - Physical 25% (nonresistant)

6 Combat levels +3 with Grab (triggered by pad (-1/2)) (9)

31 HKA - Phys. (Acid), NND does BOD (vs acid resist.) (+2), Penetrating (+1/2), Trigger - victim MUST step in center of pad (-2), Continuous (+1), only in water (-1), Personal immunity (+1/4), AE - 1 Hex (+1/2) (victim takes damage every segment w/ continuous advantage), Sticky (+1/2), (- 2x victim’s BOD means victim has been dissolved) (125)

7 Mind Control 2D6 (attracts prey to center of pad only (-1)), must be smelled (victims must have smell perception)

(-1/4), Invisible to all but smell group (+3/4), Explosion (+1/2), Continuous (+1), 0 END (+1/2), Always on (-1/2), Cumalative (+1), Subject to wind, rain, competing scents, and temperature (-1), No Concious Control (-2) (37)

16 Danger Sense 14-

9 Teleport 10", random direciton 1d6 for hex, clockwise, 1d10 for distance in inches, linked to Danger Sense (-1/2), Trigger - Danger Sense (+1/4), Only to another water hex (-3/4), 1 floating location (nearby area in range) (31)

3 Swimming 6", only towards surface of water (-1), 0 END, Persistant (+1), Always on (-1/2) (bouancy)

0+ Disadvantages:

5 Phys: No senses but touch and taste (infreq, slight)

2 Phys: 0" Swimming (only floats)

12 Phys: Land movement 0"

10 VULN: 2 x BOD form cold (uncommon)

30 VULN: 2 x BOD form fire (very common)

CHAR cost: -44

Powers cost: 98

Total 54

Disadvantages 54

Description:

This 2 meter diameter, free-floating aquatic plant rests on the surface of the water much like a lily pad (which it is originated from). It will support the weight of a normal human, but pressure on the center of the pad causes it to snap shut around the trespasser. The pant secretes a sweet-smelling acid which attracts and gradually dissolves it’s prey. It’s leathery pad isn’t affected by the acid.

(Built on 0 points since (a) it is such a passive life-form, and (b) it didn’t exceed 75 points to begin with)

 

 

 

BIGOON

Stock: Mammal - Raccoon

Number: 1-6

Size: 2.3 m

Habitat: Forests, grasslands

Diet: Herbivore

Score Cost

STR 30 20

DEX 12 6

CON 10 0

BOD 15 10

INT 8 -2

EGO 3 -14

PRE 10 0

COM 10 0

PD 6 0

ED 2 0

SPD 4 20

REC 8 0

END 20 0

STN 35 0

Powers/Skills/Talents

30 HKA 1D6, Continuous (+1) - bite (2D6 with STR)

5 UV Vision

5 Tunnelling 1", DEF 1

4 Running +2" (8" total)

3 Swimming +3" (5" total)

6 PER +2 for all senses

3 Climbing 11-

3 Stealth 11-

1 FAM: Security Systems

75+ Disadvantages:

15 Psych: Animal instincts (common, strong)

10 Psych: Curious (common, moderate)

CHAR cost: 40

Powers cost: 60

Total 100

Disadvantages 100

Description:

The bigoon is a man-sized mutated raccoon who has kept the natural abilities, looks and mannerisms of it’s original stock. The bigoon’s teeth are very much enlarged, and it uses them in attacking. It also possesses manipulative forepaws in which it scavanges ruins, campsites and forest floors for edibles. It plunders without discretion, and knows how to be an effective thief. Generally, bigoons will look only for food, but has been known to carry off other goods for unknown reasons. A well-fed bigoon has been known to playfully knock down a passing guman in order to tear open a carried sack, for these "assaults" they will not use their teeth or claws. It is a nusiance at best, and is scared off easily as it tends to avoid unnecessary confrontations. The bigoon is a nocturnal hunter and has night vision capabilities. Hungry Bigoons have been known to get excessively violent. A lone bigoon is usually a rogue male.

BLAASH (Gamma Moth)

Stock: Insect - Gypsy Moth

Number: 1 - 10

Size: 1 m / 2 m wingspan

Habitat: Deathlands, ruins, plains between radiation zones.

Diet: Carnivore

Score Cost

STR 7 -3

DEX 7 -9

CON 10 0

BOD 10 0

INT 2 -8

EGO 2 -16

PRE 20 10

COM 2 -4

PD 2 1

ED 2 0

SPD 2 3

REC 5 4

END 20 0

STN 22 3

Powers/Skills/Talents

5 Flight 5" (OAF- Wings (-1)) (10)

5 Extra Limbs (six legs)

22 HKA 1D6, Armor Piercing (+1/2)

85 Drain 3D6 from STR (radiation), AE - 4" Radius (+1), Personal Immunity (+1/4), 0 END, Persistent (+1), Always on (-1/2), Returns at 5 pts / Day (+1 1/4) (127)

79 Drain 3D6 from CON, linked to STR Drain, AE - 4" Radius (+1), Personal Immunity (+1/4), 0 END, Persistent (+1), Always on (-1/2), Delayed 1D6 turns modified by amount of CON roll, Fade 5 pts / Month only with proper treatment (+3) (127)

71 Transform: 2D6 Cosmetic (all characters, burns) and 2D6 Major (non-humans only, mutagenic effect), Cumalative (+1/2), Change physical morphology (+1/4), Linked to STR Drain, AE - 4" Radius (+1), Personal Immunity (+1/4),

0 END, Persistent (+1), Always on (-1/2), Fade 5 pts / Day (+1 1/4) (160)

28 Damage Resistance 30 rED vs radiation only (-1), Hardened (+1/4) (56)

3 LS: vs. Radiation

3 Stealth 10-

3 Navigation 11-

75+ Disadvantages:

10 Phys: Running 1"

15 Phys: Mute (infreq, fully)

5 Phys: No fine manipulation (freq, slight) (x1/2)

15 Psych: Fearless (very common, moderate)

20 Psych: Animal instincts (eats kill immediately, unless distracted sufficiently) (very common, strong)

5 Psych: Attracted to bright lights (common, moderate) (x1/2)

25 DF: Glowing abdomen (concealable in daylight, causes fear)

20 Hunted: Natural predators immune to radiation (mp, 11-, kill)

20 REP: Flying death, don’t get near (extreme)

30 VULN: 2 x STN form blunt weapons (very common)

30 VULN: 2 x BOD form blunt weapons (very common)

15 Bezerk when attacked with sonics (uncommon, 11-, rec 11-)

CHAR cost: -19

Powers cost: 304

Total 285

Disadvantages 285

Description:

This mutated gypsy moth often grows to 1 meter in length (with a 2 m wingspan). It is fearless and quite carnivorous. When attacking, the radiation that it emits from it’s abdomen causes it to grow brightly. Those within a 8 meter radius of a hunting blaash will be subject to it’s weakening radiation. A successful CON roll will postpone illness by the amount the roll is made by, and a failed CON roll will allow the illness to take effect quicker in a similar way. The effect of the radiation on STR is immediate and only those with some form of Power Defense (natural or artificial) will be protected. The blaash is unaffected by radiation. Once it makes it’s kill, it singlemindedly stops whatever it is doing and begins to eat, unless it is attacked, or it feels that it’s catch is menaced.

BLACKUN (Attercop)

Stock: Arachnid - Spider

Number: 1-4

Size: 1.5 m at shoulder

Habitat: Forest, mountains, coastal, ruins

Diet: Carnivorous

Score Cost

STR 25 15

DEX 10 0

CON 11 2

BOD 12 4

INT 3 -7

EGO 5 -10

PRE 18 8

COM 2 -4

PD 8 / 6r 3

ED 4 2

SPD 2 0

REC 7 0

END 24 1

STN 35 0

Powers/Skills/Talents

30 Spider Multipower (30 pts)

3 u Sense minor vibrations, Targeting +6 PER 16-

3 u Entangle 3D6, Sticky (+1/2), Impervious to sight group, linked to successful grab maneuver (-1/2), 4 continuous charges lasting 1 day each (+1/4), common knowledge that fire and acid destroys (-1) (32)

2 u EB 3D6 NND vs insulators - Electrical sting, Max range = 1hex (-1/2) (30)

6 Damage Resistance 6rPD, Act 11- (-1) (12)

15 HKA 1D6 - fangs

5 Extra Limbs (eight legs)

20 Mental Defense 25 pts, not vs illusions (-1/4)

10 Clinging (self +21 STR)

16 360o Vision +2 Sight PER

10 Running +5" (11" total)

7 Flight 11", Extra Time (1 Phase) to prepare (-1/4), Straight line only, must follow web line (-1), OAF webline (-1)

10 Combat levels +1 Overall

3 Combat levels +1 with NND

3 Navigation through web 11-

3 Stealth 11-

3 Shadowing 11-

2 AK: Hunting grounds (web)

27 Web: Entangle 4D6, Sticky (+1/2), AE - Any (32 hexes) (+1), once set cannot move (-1 1/2), "wall" only effect (-1/2), takes 5 hours per 2 x area (-3), impervious to sight group, common knowledge that fire and acid destroys (-1), 0 END, Persistent (+1), requires solid supports which defines web’s shape (-1/4)

75+ Disadvantages:

25 DF: Large red-backed spider (not concealable, major)

10 VULN: 2 x STN fromLight attacks (uncommon)

10 Phys: No fine manipulation (Infreq, slight)

20 Phys: Deaf beyond 1 hex (vibratory sense) (Freq, great)

7 Phys: Mute (Infreq, great) (x 1/2)

15 REP: Fight at a distance 14-

15 Psych: Gullible (Very common, moderate)

15 Psych: Animal instincts (Common, strong)

CHAR cost: 14

Powers cost: 178

Total 192

Disadvantages 192

Description:

This mutated tarantula stand 1.5 meters at the shoulder. It possesses a high resistance to all mental attacks except illusions. It uses an electrical jolt to subdue it’s prey which it then trusses in a sticky web. The environment of the web provides a large hunting area, and several blackuns can usually be found in a community (in a gigantic communal web), each spider having it’s own habitual territory. Blackuns may be trained as protectors and steeds, and are occasionally found serving Grens, Hoops and Wardents.

BLIGHT (Cloud Worm)

Stock: Annelid - Earthworm

Number: 1-4

Size: 3 m long, 9 m wingspan

Habitat: Any

Diet: Carnivore

Score Cost

STR 25 5*

DEX 12 6

CON 15 10

BOD 14 4*

INT 7 -3

EGO 10 0

PRE 14 4

COM 2 -4

PD 2 -1

ED 3 (33r) 0

SPD 2 0

REC 6 0

END 30 0

STN 30 1* *Effects from Growth

Powers/Skills/Talents

16 Growth (10 pts), 3 m long, 400 kg, -2" KB, +10 STR, +2 BOD, +2 STN, 0 END, Persistent (+1), Always on (-1/2) (20)

12 HKA, 1D6, Reduced Penetration (-1/4) - bite (15)

13 STR +25 for Grab and Squeeze only (-1) = 10D6 for squeezing prey <2.5 m: -2D6 per .5 over 2.5 m (25)

26 Armor +30r ED vs radiation, heat and sonics only (-3/4) (45)

6 Flight 6" OAF - Wings (-1) (12)

20 Light Manipulation Multipower (20)

2 u Invisibility to normal and UV sight, IIF - oil coating, washed away by rain, takes 1 day to replenish (-1/4) (25)

2 u Flash 2D6 vs sight group

40 EB 4D6 ALVD - Flash Defense (+1 1/2), Linked to Flash MP Slot (-1/2), 0 END (+1/2), AE - Cone (+1), not vs inorganics, blind or beings without eyes (-1/4) (80)

8 LS: Intense heat, Radiation

4 Combat levels: +2 with bite

3 Stealth 11-

3 Shadowing 11-

3 Navigation 11-

75+ Disadvantages:

25 Berzerk at the "smell" of fear (very common, 8-, rec 8-)

8 Phys: Ground movement limited to 2"

15 Phys: Must bite to perform "Grab" maneuver (coil body around victim) (Freq, slight)

7 Phys: No fine manipulation (Infreq, great) (x 1/2)

20 Psych: Always attacks by surprise (common, total)

10 Psych: Animal instincts (Freq, slight)

20 VULN: 2 x STN from telekinetic attacks, martial throws/slams, move bys/throughs (group uncommon)

CHAR cost: 30

Powers cost: 150

Total 180

Disadvantages 180

Description:

This three meter long winged worm has a nine meter wingspan. Blights secretes an oil that bends light, causing them to be invisible whenever they are coated with the substance (this is not common knowledge, and it is believed that Blights materialize out of nowhere by "magic"). Rain will wash the coating away and it takes a full day to replenish in such cases. For this purpose, Blights will make themselves scarce in rainy weather and only hunt in dry conditions. Hunger will cause a Blight to hunt even in the most rainy weather, but they rely on their flight and stealth to provide cover for them in these situations.

Blights are resistant to weapons involving radiation, sonics, or heat. Their preferred method of attack is to sneak up on it’s victim, bite it high on it’s anatomy and wrap it’s body around it to squeeze it to death, it isn’t coordinated enough to do this maneuver without biting the target for an anchoring point. If discovered as such, the protective oil can be extracted from a Blight corpse and used to gain Invisibility to an independant user (same points, same disadvantages, plus Independant (-2) takes 5 hours to extract enough for four doses lasting up to 1 day each, if covering the entire body, expires in 10 days without refrigeration) .

BLOOD BIRD

Stock: Avian - Scarlet Tanager

Number: 2-12

Size: 0.8 m

Habitat: Forests, mountains, ruins and deathlands

Diet: Carrionivore

Score Cost

STR 10 0

DEX 7 12

CON 12 4

BOD 5 -10

INT 3 -7

EGO 15 10

PRE 11 1

COM 6 -2

PD 6 4

ED 8 6

SPD 3 13

REC 6 4

END 24 0

STN 16 0

Powers/Skills/Talents

13 Shrinking (10 pts) 0.8 m tall, 12,5 kg, -2 PER, +2 CV, +3" KB, 0 END, Persistent (+1), Always on (-1/2) (20)

8 HKA 1/2 D6 - bite

21 Flight 8", 2 x NCM

30 RKA 1-1/2 D6, Explosion (+1/2), No range (-1/2), Personal Immunity (+1/4), radiation emmission (44)

18 Drain 2D6 CON, linked to RKA (-1/2), MUST be used with RKA (-1/4), ignored if CON roll is made (-1/2), Delayed 1D6 Turns +/- amount CON roll is made by (+1/4), Fade rate is 5 pts/hour (+3/4), radiation sickness (40)

19 Mental Defense +15 pts (18 total), Hardened (+1/4)

3 Breakfall 10-

3 Navigation 11-

3 Shadowing 11-

2 AK: Home area 11-

6 Combat levels +3 with Flight

4 Combat levels +2 with Radiation attacks

2 Combat levels +1 with bite

75+ Disadvantages:

20 DF: Bright red plumage, 1 meter tall bird (not conc, major)

15 Phys: No fine manipulation (Inf, fully)

8 Phys: Ground movement 2"

20 Psych: Animal instincts (very common, strong)

5 Psych: Afraid of larger winged predators (very comm, mod)

CHAR cost: 11

Powers cost: 132

Total 143

Disadvantages 143

Description:

This mutated scarlet tanager emits low levels of radiation (low enough as not to induce burns or mutations), and those within range must make a CON roll to avoid any onset of radiation poisoning. It is resilient to mental attacks. The blood bird has retained the startling red plumage of it’s ancestor, but is much larger standing at almost one meter tall. Blood birds survive off of the carrion of decaying organic matter, but have been known to attack a weak looking target in order to provide sustinance during hard times. Blood birds are the constant companions to Carrins (see below) and will generally be found on or around Carrin strongholds.

 

 

 

 

 

 

BRUTORZ

Stock: Mammal - Horse, Percheron

Number: 2-12 (wild)

Size: 2 m at shoulder, 3.6 m at ear

Habitat: Grasslands

Diet: Herbivore

Score Cost

STR 25 / 32 0* / **

DEX 10 0

CON 13 6

BOD 14 2*

INT 13 3

EGO 12 4

PRE 13 3

COM 6 -2

PD 9 / 4r 0

ED 5 / 2r 0

SPD 4 20

REC 16 16

END 50 / 70 12 / ***

STN 35 2* * Effects from Growth

Powers/Skills/Talents

20 Growth (15 pts), 3.6 m tall, 2 m wide, 800 kg, +15 STR,

+3 BOD, +3 STN, +1 hex reach, -2 DCV, +2 PER vs. -3" KB, 0 END, Persistent (+1), Always on (-1/2) (30)

16 HKA 1D6 +1 (2-1/2 D6 with STR) - bite (16)

9 HA +3D6 - kick (8D6 total)

15 Combat levels +3 with natural attacks

8 PER +4 hearing

35 Running +14" (20" total), 1/2 END (+1/4) (normal END for 6")

9 Armor +4 rPD / +2 rED

4 STR +7 for lifting only (-1) (7) (**)

5 END +20 for running and carrying only (-1) (10) (***)

15 Mental Multipower (15)

1 u Mind Link with Rider

1 u Telepathy 2D6

2 u Precognition (sight), Unconscious Control (-2)

75+ Disadvantages:

15 Phys: No fine manipulation (Infreq, great)

15 Phys: Bulky, movement limited in enclosed areas, have difficulty climbing stairs, weight in an endangerment, etc. (Infreq, full)

15 Enraged when master is hurt (has taken 3/4 of total body, or has been knocked out), (very common, 14- rec 11-)

10 Berzerk when treated cruelly (uncommon, 8-, rec 11-)

15 Psych: Trusts humans (very common, moderate)

20 Psych: Loyalty to master (very common, strong)

6 Psych: Claustrophobic (Uncommon, total) (x 1/2)

10 SUSC: 2D6 when master takes mental damage (uncommon, Instant)

10 Hunted: valued as steeds, wild or tame (enslave, as pwr, 8-)

5 VULN: 1 1/2 x STN from sonics (uncommon)

10 Battle experience (honed mental abilities when experienced)

CHAR cost: 66

Powers cost: 140

Total 206

Disadvantages 206

Description:

Standing 2 meters high at the shoulder, these mutated percherons are heavily muscled and are capable of carrying very heavy loads for long distances without tiring. They are surprizingly agile despite their 800 kilogram bulk. Brutorz willingly serve as riding, pack and dray animals if well-treated, but will turn on a cruel master.

 

 

 

 

BUGGEM

Stock: Insect - Termite

Number: 1-10 (10-100 in the nest)

Size: 1.7 to 2.0 m tall

Habitat: Forests (mostly)

Diet: Wood, fungi

Score Cost

STR 10 0

DEX 9 -3

CON 10 0

BOD 6 -8

INT 5 -5

EGO 10 0

PRE 12 2

COM 2 -4

PD 5 / 2r 3 hardened

ED 2r 0 hardened

SPD 3 10

REC 5 2

END 30 5

STN 22 6

Powers/Skills/Talents

12 HKA 1D6, Reduced Penetration (-1/4) - hooked legs (15)

10 HA +4D6, Concentrate 1/2 DCV (-1/4) - bite (12)

5 Hardened 5 PD and 2 ED

2 Damage Resistance 2r PD, 2r ED

30 Tunnelling 3", DEF 3

10 Superleap +10" (12" total)

10 Clinging

5 UV Vision

5 LS: Breathe noxious fumes

10 Combat levels +2 in combat

9 Double Jointed, Lightsleep, Simulate Death

6 AK: Hive burrows 11-, KS: Brood activities and society 11-

1 FAM: Swarm tactics

Nobles (1 in 20 Buggems have the following in addition to above):

Roll Pts Power*

3-8 10 Darkness to sight group 2"r - opaque gas* (20)

9-15 10 RKA 1D6+1 - acid spray * (20)

16-18 10 EB 2D6 NND vs CON roll (+1) - toxic gas* (20)

*3 Cont. Charges / Day (5 min), Retriev. after 24 hours (+0), 3 x END (-1)

Dukes (at least 1 per Nest)

Pts Powers/Skills/Talents

7 STR -3, DEX +3, CON -2, INT +5

10 Mind Link with any Buggem

10 Telepathy 3D6, Concentrate 0 DCV (-1/2)

1 WF: Common melee weapons (may train others)

10 One power from the "Noble" list

75+ Disadvantages (all Buggems):

15 DF: Nasty insectoid-man (not conc, major)

15 Psych: Militant, will die for the hive (uncomm, total)

10 SUSC: Insecticides 1D6 / Turn (common)

5 VULN: 1-1/2 x STN from cold attacks (uncommon)

Nobles: +10 Psych: Protects Dukes (common, strong)

Dukes: +15 Expeience

Soldier Noble Duke

CHAR cost: 8 8 15

Powers cost: 112 122 153

Total 120 130 168

Disadvantages 120 130 130

Description:

It is rumored that buggems appeared even before the Shadow Years, having been spawned decades earlier by radioactive fallout. The creatures are bipedial and have four limbs. Their streamlined body is connected to an elongated head complete with fern-like antennae and sharp mandibles. Buggems may use crude weapons with their "hands".

Buggems live within nests made up of a myriad of burrowed passages and chambers. They operate almost totally in the dark. Buggem nests are found in almost all climes and are easily recognizable by the prominent mound of dirt formed over the opening into their chambers. They are primarily fungus eaters, keeping fungal gardens deep within their burrows. Their larvae are parasitic and require fresh hosts to feed.

CAL THEN (Flying Ripper)

Stock: Insect - Beetle

Number: 1-3

Size: 2.5 m long

Habitat: Any

Diet: Osteovore

Score Cost

STR 15 / 30 0*

DEX 10 0

CON 10 0

BOD 8 -4*

INT 13 3

EGO 18 16

PRE 12 2

COM 2 -4

PD 9 / 4r 2

ED 7 / 2r 0

SPD 3 10

REC 8 8

END 28 4

STN 20 -2* *Effects from Growth

Powers/Skills/Talents

16 Growth (10 pts), 3 m long, 400 kg, -2" KB, +10 STR, +2 BOD, +2 STN, 0 END, Persist (+1), Always on (-1/2) (20)

5 Extra Limbs (6 legs, 4 mandibles)

52 HKA 4D6, AP (+1/2), Autofire up to 2 "shots" (+1/4), Continuous with grab (+1), Concentrate 0 DCV (-1/2), Gestures (mandibles oscillate wildly), ineffective if target is anywhere else but directly in front (-1/2), 21 DEF, breakable (up to 6D6 with strength) (105)

11 STR +15 for grab and HKA (-1), 1/2 END (+1/4) (23)

10 Armor 5 rPD/5 rED, Act. 11- (-1) (chiton and mandibles) (15)

30 Damage Reduction 75% resistant vs heat and cold (-1) (60)

10 Flight 5"

10 Clinging 15 STR

15 Ultraviolet Vision, 360o Vision

6 Combat levels +3 with Grab and HKA

6 Deduction 12-, Shadowing 11-

75+ Disadvantages:

15 Phys: No fine manipulation (Infreq, fully)

25 DF: Large sharp mandibles (not conc, abject fear)

15 Hunted by Kamodos for food (more pwr, 11-, limited to Scrublands and plains)

15 Psych: Cautious predator, favors surprise (comm, str)

15 Psych: Fear of loud noises (uncommon, total)

10 REP: Deadly, avoid mandibles 8-, extreme

30 SUSC: 3D6/Phase from insecticides (common)

10 VULN: 1-1/2 x STN from explosions, area attacks, slams/throws (group uncommon)

CHAR cost: 47

Powers cost: 163

Total 210

Disadvantages 210

Description:

This intelligent mutated insect often reaches a length of 2.5 meters. It is immune to weapons using heat or cold. The Cal Then feeds on bone marrow and will rip through anything (even duralloy, given time) to get at fresh bones. It’s natural preditor is the Kamodo (see below) and therefore, it is extremely afraid of loud noises, such as the roar of the large lizard. Grens have exploited this knowledge and keep large gongs, bells, sirens and other noise makers within their villages in case of Cal Then plague.

CARRIN (Dark Emporer)

Stock: Avian - Vulture

Number: 3-6

Size: 3 m tall

Habitat: Forests, mountains, ruins and deathlands

Diet: Carrionivore

Score Cost Max

STR 40 20* 45

DEX 12 6 15

CON 15 10 25

BOD 15 10* 20

INT 15 / 30 5 / ** 20 / 35

EGO 13 6 23

PRE 13 3 20

COM 4 -3 8

PD 8 / 6r (abl) 0 12

ED 6 / 4r (abl) 3 10 (24rED vs radiation)

SPD 2 -2 3

REC 11 0 20

END 30 0 40

STN 38 0* 50 *Effects of Growth

Powers/Skills/Talents

10 Growth (10 pts), 3 m long, -2" KB, +10 STR, +2 BOD, +2 STN, Weight remains unchanged 50 kg (-1/4), 0 END, Persist (+1), Always on (-1/2) (20)

12 Flight 6"

5 HKA 1D6-1, Independant (-2), throwable, 250 charges (+1), OAF -quills, expendable, must grow back (-1/4) (20)

16 EB 2D6 NND vs CON roll -3, immunity to poison (+1), linked to HKA (-1/2), req BOD damage (-1), Pers Immunity (+1/4), 0 END, Persist (+1), Always on (-1/2), Uncontrol (+1/2) (37)

12 INT +15 (not for PER roll adjustments) (-1/4) (**)

33 Mental Multipower, Concentrate 0 DCV (-1/2)

2 u Telepathy 5D6

3 u Mental Awareness, 360o, Targeting

22 Mental Defense 22 pts (25 total)

15 Armor +20 rED vs radiation only (-1) (30)

3 Damage Resist 6rPD, 4rED, Ablative (-1), OIF - Feathers (5)

15 KS: Appraisal, Bartering, Business, Contracts, Economics all (30 INT) 15-

10 Bribery 13-, Gambling 12-

9 Bureaucratics 12-, Streetwise 12-, Trading 12-

2 WF: One uncommon weapon (Pole arm or staff common)

6 LANG: Trade tongue (3), Wardent (2), Badder (1), Carrin (n)

38 Followers: Blood Birds, 1-6 (142 point base)

0 Everyman Skills

75+ Disadvantages:

10 DNPC: Blood birds (as pwr, 14-)

15 DF: Tall vulture-man (not conc, noticed)

15 Watched by Carrins (14-, more pwr, NCI)

20 Hunted by Knights of Genetic Purity (11-, as pwr, NCI)

6 Phys: Ground movement 3"

15 Psych: Disdain for all other races (tolerate) (comm, mod)

10 Psych: Vengeful (uncommon, strong)

15 Psych: Avoids physical contact with other races (very common, total) (x1/2)

5 REP: Saavy businessmen (8-)

20 VULN: 2 X Effect from Drains and Transfers (group uncom)

5 VULN: 1 1/2 x STN from Armor Piercing attacks (uncommon)

57 Life experience (live for 150 years, skills, birds gained late)

CHAR cost: 58

Powers cost: 210

Total 268

Disadvantages 211

Description:

Carrins are three meter tall mutated vultures weighting only about 50 kg. Each Carrin has 1d4 Blood Birds (see above) as followers. They are highly intelligent. Their quills are coated with a contact poison to which they are immune. Carrins are extreme bigots and desire to leave all other races at arm’s length, barely tolerating their presence for reasons of business, which is of highest priority to them. Players are discouraged from playing Carrin characters due to their lack of desire to be around other races and their overall awkwardness.

CENTISTEED

Stock: Hybrid: Mammal - Horse, Insect - Centipede

Number: 1-4

Size: 1.8 m at shoulder

Habitat: Grasslands

Diet: Herbivore

Score Cost

STR 70 50*

DEX 5 -15

CON 10 0

BOD 12 0*

INT 2 -8

EGO 15 10

PRE 7 -3

COM 3 -4

PD 10 -4

ED 3 1

SPD 5 35

REC 16 0

END 40 10

STN 54 0* *Effects from Growth

Powers/Skills/Talents

13 Growth (10 pts), 3 m long, 400 kg, -2" KB, +10 STR, +2 BOD, +2 STN, 0 END, Persist (+1), Always on (-1/2) (20)

5 Extra Limbs (18 legs)

20 Autofire on Punch attack (+1/2 on 70 STR), Concentrate 1/2 DCV (-1/4), not with rider (-1/2) (35) - trample or hoof strike

30 Force Field +10 rPD, +10 rED, 1/2 END (+1/4)

27 Mental Defense +27 pts (30 pts total)

18 Aid 5D6 to BOD, STN and END only (-1/2), up to nominal values only (-1/2), self only (-1/2), 0 END, Persistent (+1), Always on (+1/2), in above order, fade at 5 pts/turn (50)

25 Running +10" (16" total), 2 x NCM

6 Swimming +6" (8" total)

5 Infrared Vision

3 Ultrasonic Hearing

3 Climbing 12- (not trees/poles etc. (-1)) (7)

10 Combat levels +2 with HTH combat

6 Combat levels +3 with punch

4 Combat levels +2 with move through

5 Defense Maneuver

3 Lightsleep

75+ Disadvantages:

20 Enraged when cornered (uncommon, 14-, rec 11-)

15 Phys: No fine manipulation (Infreq, great)

5 Phys: Must eat twice as much as any other steed (Inf, slight)

15 Psych: Unpredictable behavior (uncommon, total)

20 Psych: Trainable for reward (very comm, strong)

15 REP: Great steed, but unpredictable (14-)

5 Unluck 1D6

20 DF: Multilegged insect-horse (not conc, major)

25 SUSC: Insecticides 2D6/Phase (common)

10 VULN: 2 x BOD from corrosives (uncommon)

20 VULN: 2 x BOD from vibratory weapons (common)

10 VULN: 2 x STN from vibratory weapons (common) (x1/2)

CHAR cost: 72

Powers cost: 183

Total 255

Disadvantages 255

Description:

Centisteeds are mutated horses of insectoid appearance. Each has between 12 and 18 legs and can carry 2 human-sized characters. One rider must concentrate at all times on controlling the mount or it will try to throw (and then trample) the riders.

 

 

 

 

CREN TOSH (LIZARD FISH)

Stock: Fish - Carp

Number: 1-3

Size: 2 m long

Habitat: Grasslands near water, swamps

Diet: Herbivore

Score Cost

STR 14 4

DEX 5 -15

CON 7 -6

BOD 10 0

INT 3 -7

EGO 7 -6

PRE 6 -4

COM 2 -4

PD 7 4

ED 4 3

SPD 2 5

REC 6 4

END 18 2

STN 22 2

Powers/Skills/Talents

8 Life Support: Amphibious, High Pressure Tolerance

10 Swimming +10" (12" total)

9 HA +3D6 (6D6 total) - toothless bite

8 Lack of Weakness (8 pts)

35 Shapeshift - 1 Continuous Charge lasting up to 24 hours, recoverable after an equal amount of time elapses (+1/4), change shape to any other lizard, 0 END (+1/2), Side effect takes 1D6 STN initally (see VPP below)

100 VPP - Replicated lizard natural abilities, linked to shapeshift (-1/2), must "buy off" mimicked powers with species disadvantages (-1), mimic powers in order of decreasing active cost (-1/2), only to mimic target’s natural abilities including mutations (-1/2) 100 point pool

14 Replication 14- (50)

3 Combat Levels +1 with natural abilities

3 Concealment 10-

4 Mimicry (lizards only (-1)) 14- (8)

9 Navigation (to and from water) 14-

5 Shadowing 11-

75+ Disadvantages:

15 Psych: Drawn to shiny objects (common, strong)

15 Psych: Greedy (hit and run) (common, strong)

5 Psych: Avoids mutated animals and plants, targets humans and humanoids (common, moderate) x1/2

15 SUSC: 1D6 STN from initial shape change, instantaneous

30 SUSC: 3D6 STN / Turn from smoke (very common)

20 SUSC: 1D6 BOD / Turn from smoke (very common)

10 VULN: 1-1/2 x BOD from acids (common)

5 VULN: 1-1/2 x STN from cold (uncommon)

CHAR cost: -18

Powers cost: 208

Total 190

Disadvantages 190

Description:

This mutated lizard-fish prefers to live in water as a 2-meter long fish, but may transform itself into any lizard of about the same size (complete with lizard characteristics) for up to 24 hours at a time. This power may only be used once per day. In fish form, it lives under overhanging banks and lines it’s nests with shiny objects. It is a vegetarian. Cren Tosh have been known to impersonate Sleeth (see below) long enough to survey and steal objects of it’s desire.

 

 

 

 

 

CREP PLANT

Stock: Plant - Annual Flower, Poinsettia

Number: 1-4

Size: 1-3 m diameter, roughly hemispherical

Habitat: Pink Crep - Fresh Water, Red Crep - Grassland, Forest

Diet: Carnivore, energy leech

Score Cost

STR 5 -5

DEX 7 -9

CON 15 10

BOD 12 4

INT 2 -8

EGO 14 8

PRE 14 4

COM 2 -4

PD 4 3

ED 7 4

SPD 2 3

REC 4 0

END 30 0

STN 22 0

Powers/Skills/Talents

9 STR - Indirect (+3/4) (tunnelling vines, any direction)

4 LS: Reduced need to eat, sleep and excrete (provided necessary soil, water and sunlight -1/4) (5)

5 Extra Limbs (6-8 vines, underground or underwater)

20 Stretching 4" on all Extra Limbs

13 Tunnelling 4", DEF 4 (Limbs only -1/2) (20)

24 Mind Control 8D6, No Range (-1/2), 1 Continuous Charge per 24 hours, Recoverable (+1/2), Attaches to host - has access to host’s defenses (+1/2), Conc. 0 DCV (-1/2), Takes 3 Phases to separate, if host dies, Plant takes 3D6 ERKA (-1) - symbiosis (60)

35 Spatial Awareness, 360o

25 Drain 4D6 from STN, linked to Mind Control (-1/2), only when Mind Control is broken (-1), rec. 5 pts/Turn, 1 recoverable charge (-1-1/4), 0 END, Persistent (+1)

75 Multipower (75 pts)

7 u HKA 4D6, Explosion, AALD (Power Defense) (+1-1/2), Personal Immunity (+1/2), 2 x END (-1/2), Concentrate 0 DCV (-1/2), Takes Full Phase to throw (-1/2), Gestures - vines meet above top of plant, plant glows dimly red (-1/4) (39 END, will cost plant STN in any case) (195)

7 u Transfer: 4D6 STN to BOD and STN (+1/4), BOD first, Explosion (+1/2), 24 Pts Max, only to restore lost pts (-1/4), Concentrate 1/2 DCV (-1/4) - power leeching leaves (70)

7 u Transform matter to ash (disintegrate) 4D6 Major, all or nothing, Indirect (originates from any direction) (+3/4), reintegrated by time phasing, Ultra Tech reintegrator, etc. ALL dust must be collected (70)

17 Concealment 16-

7 Stealth 12-

14 Climbing 12-, Contortionist 12-

75+ Disadvantages:

35 SUSC: Herbicides 3D6/Segment (common)

5 SUSC: Lack of sunlight 3D6 / 5 hours (common)

20 Hunted: Kamodos 11- (eat), limited area, more pwr

20 Hunted: Grens 11- for food and medicine, limited area, NCI

20 REP: Extremely dangerous 14-

15 Phys: Mute (always, slight)

8 Phys: 2" ground movement

7 Phys: No fine manipulation (Infreq, great) (x1/2)

25 Psych: Won’t size up opponent before attacking (total, vc)

20 Psych: Primal preditor (strong, vc)

20 VULN: 2 x BOD from heat (common)

10 VULN: 2 x STN from cold (uncommon)

CHAR cost: 10

Powers cost: 269

Total 279

Disadvantages 280

Description:

Creps come in two varieties, the water crep (pink), and the land crep (red). Water creps live totally submerged and land creps grow under a mat of other foliage. Both are carnivourous, using their broad flat leaves to feed by leeching those with whom they come into contact with. Leaves that have been used to feed drop off once the victim escaps or dies, eventually sprouting new plants.

DABBER (Brown Beggars)

Stock: Mammal - Raccoon

Number: 2-12

Size: 1 m tall

Habitat: Any

Diet: Omnivore

Score Cost Max

STR 10 0 15

DEX 10 0 22

CON 7 -6 17

BOD 4 -12 14

INT 10 0 20

EGO 14 8 24

PRE 13 3 20

COM 6 -3 16

PD 5 3 8

ED 4 3 8

SPD 4 20 5

REC 5 4 10

END 24 5 45

STN 20 7 30

Powers/Skills/Talents

13 Shrinking (10 pts) 1 m tall, 12,5 kg, -2 PER, +2 CV, +3" KB, 0 END, Persistent (+1), Always on (-1/2) (20)

25 Telepathy 3D6, +2D6 vs Emotions (-1), 1/2 END (+1/4) (31)

17 Flash vs normal, UV vision, Personal Immunity (+1/4) Activation 14- (-1/2) (25)

5 Ultraviolet Vision

4 Flash Defense 4 pts

5 Discriminatory Taste

32 Buli Dabber Multipower, Concentrate 1/2 DCV (-1/4) (40)

3 u Force Wall 10r PD, 6r ED (8" radius)

3 u Telekinesis 40 STR

OR

32 Sham Dabber Multipower, Concentrate 1/2 DCV (-1/4) (40)

3 u Mental Illusions 8D6

3 u Images vs normal hearing, sight group, normal touch, up to 4 hex radius (+1/2)

2 WF: Small Arms Group

3 Stealth OR Acrobatics (Buli)

3 Persuasion OR Sleight of Hand (Sham)

1 FAM: Trading

1 FAM: Dabber Society

3 Skill: One DEX based

0 LANG: Dabber (native)

0 Everyman Skills

75+ Disadvantages:

20 DNPC: Small family group (incomp) 11-

10 DF: Raccoon man (concealable, recognized)

15 Watched: by general public (due to REP: Thieves below) 14- NCI, more powerful, especially merchants and traders

15 Psych: Cleptomaniaa (common, strong)

10 Psych: Mild paranoia (common, moderate)

5 REP: Thieves 8- (they know they are being watched)

CHAR cost: 33

Powers cost: 117

Total 150

Disadvantages 150

Description:

These highly intelligent 1-meter tall mutated raccoons walk upright and have manipulative paws. Thy are usually found in small family groups and will often have Tech Level III equipment (including some weapons, but no armor).

For alternative race characters, see the Guide to Alternative Races.

 

DEATHMOSS

Stock: Plant - Moss

Number: 1 patch

Size: Varies, at least 1 square meter

Habitat: Forests, grasslands, ruins, deathlands

Diet: Carrionivore

Score Cost

STR 5 -5

DEX 0 -30

CON 10 0

BOD 3* -21

INT 4 -6

EGO -- -10 (Automaton)

PRE 2 -8

COM 1 -5

PD 1 0 50% D.R.

ED 3 1

SPD 1 0

REC 3 0

END 20 0

STN -- -- (Automaton)

*3 BOD per square meter

Powers/Skills/Talents

60 Takes no STN, suffers no loss of ability (Automaton)

15 Does not bleed (Automaton)

63 HKA 3D6, AP (+1/2), 1/2 END (+1/4) - boring tendrils and dissolving juices (78)

27 Transfer 3D6 from CON to Growth, linked to HKA (-1/2), Extra Time: 1 Day (-3 1/2), Fade 5 pts / Season (+2) (135)

0 Growth (0 pts), No CHAR bonuses (-1), 0 END, Persist. (+1), Always on (-1/2), 5 pts Growth for every 3 points Transferred, 10 pts Growth for every 7 pts Transferred, etc.

13 Regeneration 3 BOD / Day (-1 1/4) (30)

5 LS: No need to sleep or excrete

15 50% Physical Damage Reduction nonresistant

Berries:

11 PER +5 to all senses Usable By Others ONLY , at range, for up to 60 individuals (+2 1/4), 60 berries / month = 60 Contin. Charges lasting 1 hour (+1 3/4), Independ. (-2), OAF - berries, Fragile (-1/4) and Expendable (-1/2), Side Effects: PER 1/2 for one hour after use (-1) (75)

75+ Disadvantages:

15 Phys: No movement (infreq, full)

5 Phys: No senses but touch (infreq, slight)

25 SUSC: Herbicides 2D6 / Phase (common)

5 VULN: 1-1/2 x BOD from cold (uncommon)

CHAR cost: -84

Powers cost: 209

Total 125

Disadvantages 125

Description:

Deathmoss is a lush, soft-looking, moss-like plant which appears to be no different from other grownths of similar plants. Creatures seem to be natrually attracted to ists springy surface and comfortable bed. This is unfortunate fo them but assures the deathmoss of food and propagation. This plant has developed an aromatic sap which is released when its stmes and leaves are bruised by weight. The power of the sap makes a victim fall into a comatose sleep.

The deathmoss has developed boring root tendrils, which penetrate the flesh of comatose creatures and inject dissolving juices which bring a nutrient sludge to the roots in a short time. Thus fed, the deathmoss both grows up to on-square meter per feeding and develops berries to attract new prey. This purple-veined gray fruit, when eaten, increases all five senses for one hour, but thereafter causes a 50% loss of normal senses for another hour.

 

 

 

ERT (Stone Fish)

Stock: Fish - Angel Fish

Number: 1-4

Size: 1 m long

Habitat: Salt Water

Diet: Carnivore

Score Cost

STR 7 / 20 -3 / *

DEX 7 -9

CON 7 -6

BOD 4 -12

INT 2 -8

EGO 2 -16

PRE 5 -5

COM 1 -4

PD 4 / 2r 1

ED 2 1

SPD 3 13

REC 4 4

END 18 2

STN 12 0

Powers/Skills/Talents

13 Shrinking (10 pts) 1 m long, 12,5 kg, -2 PER, +2 CV, +3" KB, 0 END, Persistent (+1), Always on (-1/2) (20)

15 Swimming +10" (12" total), 2 x NCM

5 LS: Breathe underwater only (-1), immune to high pressure

20 HKA 1-1/2 D6, Concentrate 1/2 DCV (-1/4) - bite (25)

80 Transform - 6D6 Major, flesh to stone, liked to bite damage (-1/2), limited to affected area, negated with CON roll success (-1/2) per hit chart, 0 END (+1/2), undone by coating with Ert blood, time phasing or microwave

bombardment in water tank (180)

7 *STR +13 vs grabs only (-1) (13)

3 Armor +2r PD

3 Simulate Death

3 Bump of Direction

11 Navigation 15-

6 Combat levels +3 OCV with bite

75+ Disadvantages:

5 Phys: No manipulation (other than bite) (infreq, slight)

15 Hunted for poison 8-, (NCI) limited area, more powerful

10 Psych: Animal instinct (uncommon, strong)

25 DEP: Water 3D6 / Phase (very common)

CHAR cost: -38

Powers cost: 168

Total 130

Disadvantages 130

Description:

This one meter long fish injects a chemical into those it bites, causing them to petrify and turn to stone within a minute. For pruposes of deciding if a character suffers this result, allow them to make a CON roll after taking HKA damage, if they fail this first roll, the immediate area is petrified as per the hit location chart. A successful CON roll will allow the character to ignore the petrification all together. A second CON roll is then made and, if failed, the whole body is petrified. The Ert blood remedy requires the blood of at least one fish per limb affected.

 

 

 

 

 

 

 

 

ERT TELDON (Fire Fish)

Stock: Fish - Sunfish

Number: 1-4

Size: 1 m long

Habitat: Backwaters and swamps

Diet: Herbivore

Score Cost

STR 10 / 23 0 / *

DEX 5 -15

CON 7 -6

BOD 8 -4

INT 2 -8

EGO 2 -16

PRE 6 -4

COM 2 -4

PD 4 2

ED 8 / 25%r 7 / **

SPD 3 15

REC 3 0

END 14 0

STN 16 0

Powers/Skills/Talents

13 Shrinking (10 pts) 1 m long, 12,5 kg, -2 PER, +2 CV, +3" KB, 0 END, Persistent (+1), Always on (-1/2) (20)

9 Swimming +4" (6" total), 2 x NCM

5 LS: Breathe underwater only (-1), immune to high pressure

20 HKA 1-1/2 D6, Concentrate 1/2 DCV (-1/4) - bite (25)

48 EB 6D6 - Fire, No Range (-1/2), Always on (-1/2), Extra Time: Full Phase (-1/2), Personal Immunity (+1/4), Uncontrolled (+1/2), 0 END, Persistant (+1), Trigger: remove fish from water (+1/4), Continuous (+1), if fish is dropped, it swims away at 12"/Phase (120)

48 HKA 3D6 - Fire, Explosion (+1/2), Always on (-1/2), Extra Time: 1-3 Turns out of water (+1/4), kills fish (-3), 0 END, Persist. (+1), Trigger: remove fish from water (+1/4) (135)

15 **Damage Reduction 25% Energy - resistant

7 *STR +13 vs grabs only (-1) (13)

3 Bump of Direction

11 Navigation 15-

75+ Disadvantages:

5 Phys: No manipulation (other than bite) (infreq, slight)

15 Hunted as weapon 8-, (NCI) limited area, more powerful

10 Psych: Animal instinct (uncommon, strong)

10 DEP: Water 1D6 / Phase (very common)

CHAR cost: -33

Powers cost: 148

Total 115

Disadvantages 115

Description:

This one meter long fish lives in backwaters and marshes. It secrets a substance which makes it burst into flame several seconds after being removed from water and exposed to air. The super-heated fish does damage to those within 30 meters when it bursts into flame, it will use this distraction as a means of escape provided that it is dropped back into the water. If left out of water for longer than the initial burst, the fish will explode like a grenade and cause even more damage to it’s surroundings. Some species (notably the Grens) stock ponds inside their villages with these fish and use them as catapult ammunition.

 

 

 

 

 

 

 

FEN (Man Fish)

Stock: Hybrid: Mammal - Human, Fish - Bass

Number: 1-10

Size: 2 m tall

Habitat: Water caverns, large lake regions, coastal regions

Diet: Insectivore

Score Cost Max

STR 14 4 24

DEX 7 -9 17

CON 12 / 18 4 / * 20 / 26

BOD 10 0 20

INT 8 -2 18

EGO 8 -4 20

PRE 12 2 20

COM 4 -3 10

PD 3 0 8

ED 3 / 30r ** 1 8

SPD 3 13 4

REC 5 0 10

END 24 0 40

STN 25 2 50

Powers/Skills/Talents

5 Extra Limb (tail)

9 HA +3D6 (tail slap, off hand strike at -3 OCV)

10 Swimming +10" (12" total), 2 x NCM

8 LS: Amphibeous, immune to high pressure

8 *CON +6 vs poisons and radiation only (-1/2) (12)

15 **Force Field (30r ED) vs heat/light only (-1), Duration = 5 Turns, Ablative (-1), 0 END (+1/2), 2 recoverable charges / day, takes one turn to regenerate (+1/2) (45)

10 Shapeshift into predetermined bird form - retain mass/size

4 EC - Bird Form, linked to Shapeshift (-1/2) (6)

4 1. Flight 6" (12)

5 2. PER +4 to all senses (12)

5 3. HKA 1D6, Reduced Penetration - bite or talons (12)

6 Skills (individual)

6 Animal Handler (fish, crustaceans) 11-

2 Shadowing 10-

4 Stealth (in water only +2, (-1)) 13-

4 Survival (coastal / lake areas) 11-

2 KS: Fish 11-

2 KS: Crustaceans 11-

10 Combat Levels +2 with HTH

2 WF: Primitive (Tech I) common melee weapons

1 FAM: Primitive technology

0 LANG: Fen (native)

0 Everyman Skills

75+ Disadvantages:

0 DEP: Water 3D6/Day (common)

10 DF: Man-fish (concealable, noticed)

6 Phys: Ground movement 3"

25 Psych: Excessively protective of home (vc, total)

15 Psych: Tribal race (superstitious and gullible) (vc, mod)

10 VULN: 1-1/2 x STN from poisons/absorbed gases (gr unc)

CHAR cost: 18

Powers cost: 122

Total 140

Disadvantages 140

Description:

These intelligent humanoids are adapted for living both on land and in water, having fish-like tails, stubby legs and both lungs and gills. They can remain out of water for only about a day. They are not affected by attacks involving heat or lasers during the first minute or so of such an attack in combat. Fens can shapechange ino a formof a bird of their own size. They carry Tech Level I weapons (metal rusts in water) and wear fishskin armor (2r DEF).

For alternative race characters, see the Guide to Alternative Races.

 

FLESHINS (Flying Fish)

Stock: Fish - Salmon

Number: 1-4

Size: 2 m long

Habitat: Coastal areas, water

Diet: Carnivore

Score Cost

STR 15 5

DEX 5 -15

CON 12 4

BOD 8 -4

INT 2 -8

EGO 7 -6

PRE 10 0

COM 2 -4

PD 4 / 3r 1

ED 2 / 1r 0

SPD 3 15

REC 7 4

END 24 0

STN 22 0

Powers/Skills/Talents

5 LS: Breathe underwater (and air)

18 Swimming +13" (15" total), 2 x NCM

20 Flight 10"

12 HKA 1D6, Reduced Penetration (-1/4) - bite (15)

50 HKA 1-1/2D6, Armor Piercing (+1/2), Damage Shield (+1/2), 0 END, Persistant (+1), Always On (-1/2) - spines (75)

10 Range for spines (+1/2) on 1-1/2D6 HKA, 6 recoverable charges (-1/4) (12)

34 Entangel 4D6, 4 DEF, No Range (-1/2), relies on HKA BOD damage (-3/4), Brittle (1 BOD) (-1/2), no damage from attacks (+1/2), 0 END, Persistant (+1), Always On (-1/2), Personal Immunity (+1/4) - Paralytic poison (110)

15 Active Sonar

2 Damage Resistance 3r PD / 1r ED

10 Power Defense 10 pts

9 Combat levels +3 with HKAs

6 Combat levels +2 with Flight

5 Stealth 11-

7 Navigation 13-

3 Bump of Direction

35 Multiform: Sleeth (based on 175 points, see write-up)

75+ Disadvantages:

15 Accidental Change into Sleeth if out of water for more than an hour (uncommon, 14-)

15 Berzerk at the sight of blood (common, 11-, rec 8-)

20 DF: Flying Fish (not concealable, defend), Extreme

10 DF: Get ringing in ears when employing sonar (night) (easily concealable, major)

12 Phys: No ground movement

15 Phys: No fine manipulation (Infrequently, Great)

20 Psych: Animal instinct (very common, strong)

15 Psych: Overconfident (very common, strong)

20 SUSC: 2D6/Minute from oil (very common)

10 2 x STN from cold (uncommon)

5 1-1/2 x BOD from sonics (uncommon)

CHAR cost: -8

Powers cost: 241

Total 233

Disadvantages 233

Description:

These two meter long fish are found only in large bodies of water, however they are able to leap into the air and glide from thermal to thermal using their broad pectoral fins as wings. They can spend an unlimited amount of time gliding (thus Flight vs Superleap and Gliding). They are carnivorous and will sometimes attack PC parties while hunting. Their Spines contain poison (to which they are immune). Fleshins may Shapechange, but only into Sleeths. They have the Sleeth’s special mutational abilities when transformed.

 

GATOR (Green Hisser)

Stock: Saurian - Alligator

Number: 1-2, in spring 10 - 60

Size: 1.5 - 2 m head to tail

Habitat: Swamps, deathlands

Diet: Carnivore

Score Cost

STR 13 3

DEX 7 -9

CON 14 8

BOD 6 -8

INT 2 -8

EGO 15 10

PRE 12 2

COM 2 -4

PD 6r 3

ED 6r 3

SPD 2 3

REC 6 0

END 28 0

STN 20 1

Powers/Skills/Talents

5 Extra Limbs (tail, two tenticles on head w/ manipulation)

6 Damage Resistance 6r PD / 6r ED

12 Armor +30r ED, Hardened (+1/4), vs radiation only (-1) (25)

48 HKA 2D6, Concentrate 1/2 DCV (-1/4), Continuous (+1), must retain for tailslap attack - bite (60)

26 HA +5D6 (8D6 total), Double Knockback (+3/4) - tailslap

39 Entangle DEF 5 (5D6), Brittle (1 BOD) (-1/2), No damage from attack (+1/2), No Range (-1/2), 0 END, Persistant (+1), Always On (-1/2), Personal Immunity (+1/4), OAF - Tenticles (-1) - Paralysis (137)

15 Combat levels +5 with bite, tailslap and/or paralysis attack

8 Swimming +8" (10" total)

5 LS: Hold breath underwater for a duration of 5 minutes (5)

5 Flash Defense 5 pts

13 Concealment (+5) 14-

3 Lightsleep

75+ Disadvantages:

10 Phys: Difficulty climbing non-slopes (inf, great)

8 Phys: Ground movement 2"

10 Phys: Sluggish in temps below 20oC, SPD 1, DEX 5 (infreq due to seasonal migration, fully) (x1/2)

15 Psych: Animal instincts (very comm, mod)

15 Psych: Won’t often persue prey, lies in wait (unless very hungry) (common, strong)

10 REP: Lazy, use caution around grassy, swampy areas 11-

10 SUSC: Soothing tones 1D6/Turn (uncommon)

10 Unluck 2D6

5 DNPC: Eggs, mate (slightly less pwr, 8-)

10 VULN: 1-1/2 x STN from cold (uncommon)

10 VULN: 2 x Effect from Ego Attacks, Drains (uncom group)

CHAR cost: 4

Powers cost: 180

Total 184

Disadvantages 183

Description:

These mutated alligators are only about 1 to 2 meters long from nose to tail. They have a pair of 1-meter long tentacles attached to their foreheads which paralyze on contact. Gators are immune to radiation. They may use their tbite and tailslap at the same time. Though solitary by nature, in the spring they congregate in groups of 10 to 60 to spawn.

 

 

 

 

 

GREN (Green Man)

Stock: Human

Number: 1-8

Size: 2 m tall

Habitat: Forests, grasslands

Diet: Omnivore

Score Cost Max

STR 16 6 20

DEX 15 15 20

CON 15 15 20

BOD 20 20 25

INT 15 15 20

EGO 16 12 20

PRE 13 3 20

COM 13 2 22

PD 6 3 8

ED 5 2 8

SPD 4 15 5

REC 8 4 12

END 30 0 50

STN 35 0 45

Powers/Skills/Talents

14 UV Vision, PER +3 for all senses

15 Mental Defense 10 pts (13 total), Power Defense 5 pts

3 Immune to Disease

4 Running +2" (8" total)

3 Swimming +3" (5" total)

5 Swinging 10" (OAF - accessable vine/rope (-1) (10)

9 Ambidexterity, Bump of Direction, Lightsleep

4 Concealment 13- (bonuses for natural camoflage)

8 Animal Handler, Climbing (ES), Tracking 12-

2 KS: Domesticatable Species 11-

2 LANG: Animal Common

2 WF: Common Melee Weapons

6 Skills (2 per individual)

0 Everyman Skills

Warrior / Shaman Skill Set

3 AK: General Region (Forests) 12-

4 KS: Regional Societies 11-, Regional Inhabitants 11-

6 KS: Various (Warrior) or SC: Various Natural (Shaman)

1 LANG: Trade Tongue (Basic)

6 Navigation 11-, Paramedic 12-

5 Shadowing (Warrior) or Oratory (Shaman) +1

5 Stealth (Warrior) or Persuasion (Shaman) +1

7 Survival: Forest 14- (ES)

2 WF: Common Missle Weapons

75+ Disadvantages:

10 DF: Green skin, large hands (conc, recog)

20 Hunted by Anti-Humanoid Forces (mp, NCI, 8-, enslave/kill)

15 Psych: Hatred of advanced technology (common, strong)

20 Psych: Shun outsiders (very comm, strong)

13 Psych: Superstitious native disposition (vc, total) (x1/2)

10 Psych: Honorable (vc, strong) (x1/2)

20 VULN: 2 x Effect from Images/Mental Illusions (group common) when they get through

10 SUSC: 2D6 from Teleports (instantaneous) (uncommon)

Status Disadvantages (Warriors and Shamen)

10 REP: Honorable 11-

15 DNPC: Tribal family (incompetent, 8-)

Tribesman Warrior/Shaman

CHAR cost: 97 97+

Powers cost: 77 116

Total 174 213

Disadvantages 173 203

Description:

Grens look like New Humans except for their deep green skin which provides excellent camoflage in the deep forests where they live. They hate ancient technlogy and never keep artifacts. Grens carry Primitive equipment. They don’t wear armor. Grens tend to live in harmony with nature and generally shun outsiders, but have been known to aid humans. Gren communities are usually guarded by domesticated Blackuns, Gators, Kai Lins or Obbs. They keep Ert Teldons as catapult ammunition.

For alternative race characters, see the Guide to Alternative Races.

HAWKOID

Stock: Avian - Sparrow Hawk

Number: 2-12

Size: 1.5 m, 2 m wingspan

Habitat: Any

Diet: Omnivore

Score Cost Max

STR 10 0 18

DEX 15 15 23

CON 10 0 20

BOD 8 -4 18

INT 10 0 20

EGO 14 8 20

PRE 12 / 62 2 / * 20 / 70

COM 6 -2 12

PD 3 1 6

ED 3 1 8

SPD 3 5 5

REC 5 2 15

END 30 5 60

STN 24 6 40

Powers/Skills/Talents

5 Extra Limbs (2 hands for feet)

15 HKA 1D6 - bite

30 Flight 15"

8 PER +4 for sight

6 Telescopic Vision +4 to offset range penalties

8 Flash Defense 8 pts

28 Mental Multipower (28)

3 u *PRE +50, Incant. (shriek) (-1/4), Costs END (-1/2) (50)

2 u Telekinesis 50 STR, vertically only (-1), Affects all parts of target (no squeeze) (-1/4) (50)

3 u Force Wall 12r PD / 10r ED, Feedback (-1) (55)

10 Missle Deflection vs low velocity projectiles (thrown, arrows)

10 Combat levels +2 with HTH

6 Skills (Choose two)

1 WF: Knives

0 LANG: Hawkoid

0 Everyman Skills

75+ Disadvantages:

4 Phys: Ground movement 4"

15 Phys: Can’t swim (infreq, fully)

15 DF: Hawkoid (not conc, recognized)

10 Hunted by Menarls (as pwr, 8-, kill)

20 REP: Fearless carnivore, 14-, Extreme

15 Psych: Must live up to "fearless" reputation (vc, mod)

20 Psych: Chooses smallest target to attack first (vc, strong)

CHAR cost: 39

Powers cost: 135

Total 174

Disadvantages 174

Description:

Hawkoids are mutated sparrow hawks growing to a 1.5 meter height and having a 1 meter wing span. They have many human elements including legs that end in hands instead of talons. They are also very intelligent and use Tech Level I tools of all types, including specially adapted armor. Hawkoids have a reputation of being both fearless and carnivorous. Hawkoids have developed an oil extract that provides high protection from radiation (20rED armor vs. radiation). The oil is applied on their feathers and on any flesh showing. This advantage they use for deathland exploration. Although they have tried to turn a profit from this knowledge, it doesn’t seem to work on any other species but hawkoids.

For alternative race characters, see the Guide to Alternative Races.

 

 

 

 

HERKEL (Devil Fish)

Stock: Fish - Tuna

Number: 5-30

Size: 0.5 m long

Habitat: Fresh water

Diet: Omnivore

Score Cost

STR 4 -6

DEX 3 -21

CON 3 -14

BOD 3 -14

INT 2 -8

EGO 5 -10

PRE 15 5

COM 1 -4

PD 1r 0

ED 1r 0

SPD 3 17

REC 4 4

END 18 6

STN 12 5

Powers/Skills/Talents

32 Shrinking (20 pts), 0.5 m, 1.6 kg, -4 PER against, +4 CV, +6" KB, 0 END, Persistant (+1), Always On (-1/2) (40)

44 HKA 1.5D6, AP (+1/2), 1/2 END (+1/4) - bite

5 LS: Breathe underwater only (-1), High Pressure (8)

11 Swimming +11", (13" total), 2 x NCM

25 HKA 1D6 Damage Shield (+1/2), 0 END, Persistant (+1), Always On (-1/2) - spines (38)

27 EB: 5D6 NND (+1) (vs immunity to toxins, Density Increase, Innoculations), Personal Immunity (+1/4), No range (-1/2), 0 END, Persistant (+1), Always On (-1/2), Linked to HKA, requires BOD damage be done (-1) - poison (75)

14 Discriminatory Smell, +6 Range Modifier for Smell sense

5 UV Vision

2 Damage Resistance (1r PD / 1r ED)

3 Navigation 11-

75+ Disadvantages:

25 Berzerk when blood is percieved (14-, rec 8-, uncommon)

15 Psych: Animal Instincts (very comm, mod)

10 DEP: Water 1D6/Turn, very common)

3 Phys: Ground movement 4" - no control over direction, toward smell of water, flopping about (1D6 for direction)

CHAR cost: -40

Powers cost: 168

Total 128

Disadvantages 128

Description:

These savage fish hunt in schools and will devour anything edible in the water with them. Although only 0.5 meters long, their bite is quite dangerous since over one third of their body’s length is taken up with teeth and mouth. Herkles secrete a vicious contact poison which coats their scales, making them dangerous to touch. When aroused by large quantites of blood in the surrounding water, they will characteristically go into a frenzy during which they will bite anything (including each other) floating near their mouths.

 

 

 

 

 

 

 

 

HERP (Tiger Beetle)

Stock: Insect - Beetle

Number: 2-12

Size: 3.5 m

Habitat: Coastal, deserts, grasslands, forests, mountains and ruins

Diet:

Score Cost

STR 40 15*

DEX 10 0

CON 15 10

BOD 13 0*

INT 4 -6

EGO 13 6

PRE 11 1

COM 2 -4

PD 14 / 6r 0

ED 17 / 10r 4

SPD 2 0

REC 12 2

END 30 0

STN 45 2*

Powers/Skills/Talents

5 Extra Limbs (6 legs)

20 Growth (15 pts), 3.5 m x 2 m x 2 m high, 800 kg, +15 STR, +3 BOD, +3 STN, -2 DCV, +2 PER against, +1" reach, - 3" KB, 0 END, Persistant (+1), Always On (-1/2) (30)

38 Armor 6r PD / 10r ED, Act 15- (-1/4) (48)

25 HKA 1.5D6 - bite

22 Reflection vs sonics only (-2) +8 OCV

6 Running +3" (9" total)

10 Clinging 40 STR

32 RKA 2.5D6, Double AP (+1), Continuous (+1), AE: 1 Hex (+1/2), 0 END (+1/2), Uncontrolled (+1/2), Personal Immunity (+1/4), Sticky (+1/2), Time Delay = 1 phase (- 1/2), Gestures: mandibles work and spout appears (-1/4), OIF acid spout (-1/2), Expendable (-1/4), Independant (-2), No knockback (-1/4), limited arc of fire (60o) (-1), Completely nullified by washing off or by neutrilization with base (-3/4) (210)

10 Tracking Scent

5 Discriminatory Smell

10 360o Vision

5 UV Vision

18 PER +6 to all senses

10 Lack of weakness (10 pts)

10 Power Defense (10 pts)

3 Shadowing 11-

3 Stealth 11-

9 Tracking (+3) 13-, modified by scent

75+ Disadvantages:

20 DNPC: Eggs and young, incompetent, 11-

25 DF: Tiger-striped wingcasing, not concealable, extreme fear

20 Hunted by warrior types for acid (more pwr, NCI, 8-, kill)

10 Phys: Bulky frame restricts movement (infreq, great)

15 Psych: Animal insticts (common, moderate)

15 Psych: Obsessed hunter, may ignore non-targets (vc, str)

15 REP: Deadly acid 11-, Extreme

35 SUSC: Insecticides 3D6 / Segment (common)

5 Unluck 1D6

20 VULN: 2 x BOD form cold or squeeze attacks (group unc)

15 VULN: 1.5 x STN fro gas attacks (group common)

CHAR cost: 30

Powers cost: 241

Total 271

Disadvantages 270

Description:

Herps are 3.5 meter long mutated beetles which have developed a nonfunctional striped wingcase giving them their distinctive appearance and giving them great protection, especially against sonics which they may reflect back at the attacker. They can squirt a deadly acid which can dissolve even duralloy. Herps are skilled hunters able to track any prey in any weather. Their acid is valued by many for various reasons, but especially as a weapon.

HISSER (Man-Snake)

Stock: Reptile - Snake, Adder (HighScales) or Viper (Vipes)

Number: 1-10

Size: 3 m total, 2 m at top of head + 1m base

Habitat: Deserts, deathlands and ruins (the Wastelands)

Diet: Carnivore

Score Cost Max

STR 20 0* 30

DEX 13 9 20

CON 15 10 25

BOD 15 6* 25

INT 10 0 18

EGO 12 4 20

PRE 10 0 20

COM 6 -2 12

PD 7 hard 3 12

ED 4 hard 1 8 (75% EDR)

SPD 3 7 4

REC 8 2 15

END 30 0 40

STN 34 0* 60 *Effects of Growth

Powers/Skills/Talents

13 Growth (10 pts), 3 m long, 400 kg, -2" KB, +10 STR, +2 BOD, +2 STN, 0 END, Persist (+1), Always on (-1/2) (20)

15 HKA 1/2 D6, AP (+1/2) - bite

30 Energy Dam. Red. 75% resist. to lasers and sonics (-1) (60)

3 Hardened PD and ED (+1/4 on 11 pts)

5 IR Vision

10 Discriminatory taste and smell

42 Mental Multipower (42)

3 u Telepathy 4D6, 0 END (+1/2) (30)

4 u EB 5D6 Sonic, AE - Cone (+1), Invisible to sight (+1/2), Conc. (1/2 DCV) (-1/4), Red. by range -2 DC / 4" (-1/4) (62)

1 u Mind Link with Other Hissers (15)

1 u Mind Scan 3D6, Concentrate 0 DCV (-1/2) (15)

1 u RANDOMLY SELECTED MENTAL MUTATION (15 pts)

3 Combat Sense

3 Lightsleep

2 AK: Deserts, Ruins and Wastelands

2 Survival 11- (ES)

3 WF: Common Melee Weapons, Small Arms Group (one)

1 FAM: Hisser Matriarch

0 Everyman Skills

75+ Disadvantages:

15 DF: Half man / half snake (not conc, recognized)

15 Watched by matriarchy (more pwr, 14-, NCI)

20 Hunted by Knights of Genetic Purity (more pwr, 8-, NCI)

10 Phys: No legs, tail can be cumbersome (infreq, great)

20 Psych: Honor (HighScales) or Dishon. (Vipes) (comm, total)

15 Psych: Soldier mentality (very common, moderate)

15 VULN: 1.5 x STN from drugs and poisons (group comm)

CHAR cost: 40

Powers cost: 145

Total 185

Disadvantages 185

Description:

These intelligent, 3 meter long, scale-covered humanoids have a human torso and arms and a snake’s lower body and head. They inhabit deserts and ruins and will almost always possess one or more artifacts. Hisser societies are matriarchal and each village will have one Queen and 20d4 male attendants. Hissers are highly resistant to lasers and sonics. They have no language (using telepathy) and will seldom know even the Trade Tongue. The two subspecies differ only in disposition, the HighScale species (Adders) have a benevolent manner while the Vipe (Viper) species seek only self-preservation. Hissers are a warrior race and scavange what they need, rarely will a Hisser have a Trade (Package Deal) since they are tribal, and don’t rely on goods and services in their own self-dependence. They are related to the Menarl race, but it is a mistery as to how close the two races actually are.

For alternative race characters, see the Guide to Alternative Races.

 

HOOP

Stock: Mammal - Rabbit

Number: 1-20

Size: 2.2 m average

Habitat: Any

Diet: Omnivore

Score Cost Max

STR 12 2 20

DEX 13 9 23

CON 13 6 18

BOD 10 0 20

INT 10 0 20

EGO 13 6 20

PRE 11 1 20

COM 8 -1 20

PD 5 1 8

ED 5 1 8

SPD 3 7 5

REC 5 0 10

END 30 2 60

STN 23 0 40

Powers/Skills/Talents

2 Running +1" (7" total)

5 Superleap +5" (7" total)

6 PER +2 to all rolls

4 PER +2 to hearing (+4 total)

40 Mental Multipower (40 pts)

4 u Transform (Minor) 4D6 - metal to rubber, reverses with gamma radiation (40)

6 m Telepathy 6D6 (30)

5 m Mind Link (with any Hoop, or up to 4 willing minds)

20 VPP: (40 pts) to enhance another’s mental powers only (-1), maximum of up to 2 x of owner’s Active Points (-1) (60)

3 Mental Amplification roll 12-

3 Combat levels +1 with mutations

6 Skills, choose two per individual

3 Breakfall 12-

2 WF: Common melee weapons

2 WF: Common missle weapons

2 FAM: Archaic and Ancient Technologies

1 FAM: Hoop Society

2 LANG: Anglo (2 pts), Hoop (native)

0 Everyman Skills

75+ Disadvantages:

10 DF: Rabbitoid (concealable, recognized)

10 Phys: Reversed knees obstructive (infreq, great)

15 Hunted: Artificial life (more pwr, NCI, 8-, limited area, kill)

10 Hunted: Knights of Genetic Purity (as pwr, 8-, enslave)

5 REP: Murderous race, 8- (only true of some)

15 Psych: Edgy, bordering on paranoia (very comm, mod)

10 Psych: Mesmerized by artifacts (uncommon, strong)

CHAR cost: 34

Powers cost: 116

Total 150

Disadvantages 150

Description:

These mutated rabbitoid creatures average 2.2 meters in height and wald erect. They are able to leap great distances. "They may will a metal item they are touching to turn to a rubber-like substance by loosinging the attractive atomic forces inherent in metal-based solids, rendering mechanical and electrical devices useless. Hoops love artifacts and there is a 30% chance of any Hoop encountered having one or more artifacts and a 20% chance of knowing how to use each artifact he possesses. Hoops carry a mix of Primative and Archaic equipment.

For alternative race characters, see the Guide to Alternative Races.

 

 

 

HOPPER (Jacksteed)

Stock: Mammal - Jackrabbit

Number: 1-20

Size: 3 m at shoulder

Habitat: Coastal, deserts, grasslands, forests, mountains and ruins

Diet: Herbivore

Score Cost

STR 40 20*

DEX 7 -9

CON 15 10

BOD 8 -8*

INT 1 -9

EGO 7 -6

PRE 6 -4

COM 6 -2

PD 8 0

ED 4 1

SPD 4 23

REC 12 2

END 30 0

STN 36 0* *Effects from Growth

Powers/Skills/Talents

13 Growth (10 pts), 3 m long, 400 kg, -2" KB, +10 STR, +2 BOD, +2 STN, 0 END, Persist (+1), Always on (-1/2) (20)

4 Running +2" (8" total)

21 Superleap +32" (48" horizontal, 24" vertical), must run 8" or else only half given distance (-1/2) (32)

22 HKA 3D6, Reduced Penetration (-1/4), OIF - horns (-1/2)

13 Invisibility to normal sight, Concentrate 0 DCV (-1/2), (Chameleon Power)

3 LS: Intense cold

17 Danger Sense 12- (in and out of combat)

5 UV Vision

3 Ultrasonic Hearing

16 PER +8 to hearing (17-)

3 Lightsleep

3 Concealment 10-

3 Climbing 10-

3 Stealth 10-

3 AK: Home terrain 12-

75+ Disadvantages:

15 DF: Large horned rabbit (not concealable, noticed)

15 Phys: Rough gait, riders get -3 to Rider skill roll (freq, great)

15 Psych: Animal instincts (very common, moderate)

20 Psych: Cowardly (common, total)

10 VULN: 2 x STN from sonics (uncommon)

CHAR cost: 18

Powers cost: 132

Total 150

Disadvantages 150

Description:

Hoppers are abysamally stupid herd animals sometimes used as mounts. These mutated jackrabbits have such a rough gait that first-time riders have a 13 or less chance of falling off their Hopper and suffering 1D6 N falling damage. Each Hopper stands 3 meters at the shoulder and an carry 1 man-sized character. They have digitally enhanced forepaws giving them full manipulation, but are so animal in intelligence that weapon and tool use escapes them as a plausable option.

 

 

 

 

 

 

 

HORL CHOO (Porcupine Plant)

Stock: Plant - Tracheophyte, Thorn Bush

Number: 1-6

Size: 3 m tall x 5 m wide

Habitat: Coastal, forest, mountains, grasslands, deathlands

Diet: Carrionivore

Score Cost

STR 11 1

DEX 5 -15

CON 12 4

BOD 11 -8*

INT 7 -3

EGO 11 2

PRE 10 0

COM 2 -4

PD 5 3 (25% Phys Dam Red non-resist)

ED 5 3

SPD 2 5

REC 4 0

END 24 0

STN 28 0* *Effects from Growth

Powers/Skills/Talents

20 Growth (25 pts), 3 m tall x 5 m long, 3200 kg, -5" KB, +5 BOD, +5 STN, 0 END, Persist (+1), Always on (-1/2) (20), no STR bonus (-1) (50)

11 Shrinking (10 pts) and Density Increase (5 pts), with Shrinking (-1/4) Conc. 1/2 DCV (-1/4) (compression) (15)

3 LS: No need to sleep / excrete (req. fertile ground (-1/2)) (5)

10 Damage Reduction - Physical 25% (non-resistant)

10 Regeneration 2 BOD / Turn (req. Sunlight (-1)) (20)

23 RKA 2D6, 1/2 END (+1/4), OAF - quills (-1) (45)

36 HKA 2D6, Damage Shield (+1/2), Red Penetrate (-1/4) (45)

9 Combat levels +3 with quills

5 Telekinesis 10 STR, linked to RKA damage (-1/2), only to pull quill and anything attached to it towards plant (-1/2), 2 x END (-1/2), OAF - vine (-1), Incr. Range 30" (+20") (+1/4)

27 EB 2D6, NND vs successful CON roll (+1), linked to inflicted RKA damage (-1/2), 0 END, Persistant (+1), Continuous (+1), Contact Nerve Toxin (40)

99 HKA, 3D6 Physical, NND vs acid proof (+1), NND does BOD (+1), Damage Shield (+1/2), Continuous (+1), 0 END, Persistant (+1), Always on (-1/2), Gestures, must crawl over target (-1/2), Concentrate 0 DCV (-1/2) (acid)

25 Spatial Awareness

3 Simulate Death

3 Contortionist 11-

75+ Disadvantages:

25 DF: Mountain of quills (not conc, extreme reaction)

5 DEP: Fresh soil (very comm) 3D6 END/hour)

4 Phys: Ground movement 4"

15 Phys: No manipulation (freq, great)

13 Phys: Blind (always, fully) (x1/2)

25 Psych: Breaks off battle easily (loss of 1/2 BOD) (vc,total)

20 Psych: Cowardly (common, total)

10 Hunted by low tech clansmen for quills and poison (as pwr, 11-, teft of quills, not to kill)

30 SUSC: Herbicides 2D6/Segment (common)

20 VULN: 2 x STN from heat (common)

20 VULN: 2 x BOD from cold (common)

5 Unluck 1D6

CHAR cost: -12

Powers cost: 284

Total 272

Disadvantages 272

Description:

This odd, black three meter tall plant looks like a lumpy porcupine from a distance. Its spiky appearance stems from its one meter long, spear-like quills which it can fling up to thirty meters. Each quill is tipped with a nerve toxin and is attached to the plant by a tough, thin vine that the Horl Choo uses to retrieve misses and haul in prey. The quills do physical damage as well as poison damage. The plant also secretes a digestive fluid that partially dissolves prey that comes into contact with the Horl Choo’s body.

HUMAN

Stock: Human

Number: 1-6

Size: 2m

Habitat: Any

Diet: Omnivore

Score Cost Max

STR 10 0 20

DEX 10 0 20

CON 15 10 25

BOD 12 4 22

INT 15 5 25

EGO 10 0 15

PRE 10 0 20

COM 15 2 25

PD 2 0 8

ED 2 0 8

SPD 2 0 4

REC 4 0 10

END 30 0 50

STN 23 0 55

Powers/Skills/Talents

3 LS: Immunity vs Radioactive Mutagenics

2 Deduction (bought fully from ES)

1 FAM: Character’s Society (Culture/Government)

1 FAM: 20th Century Technology

1 FAM: One INT or PRE based Skill

1 FAM: Recorded History

2 KS: Personal Hobby

2 LANG: Anglo (4 pts total), Literacy costs 1 pt

3 PS: Profession (+1)

2 Survival (Bought fully from ES)

2 WF: Small Arms Group

59 Package Deals, Skills, Talents and Perks

0 LANG (native)

0 Everyman Skills

75+ Disadvantages:

CHAR cost: 21

Powers cost: 79

Total 100

Disadvantages 100

Description:

The race of humans is Gamma Terra’s most ancient race. Humans have a great survival instinct which is mostly accomplished by their unparelleled intelligence and cunning. A human couple may produce mutant offspring and this accounts for 98% of the humanoid mutants that roam Gamma Terra. A very small percentage (10%) of the mutant offspring may procreate with another human, and a miniscule number may procreate with another mutant, given the outlandish possiblitiy that two viable mutants even meet in order to procreate (1% chance in game terms). Statistics given are for a representative human from any society or race. Human stature varies as does all other characteristics.

Mutated humans are called "humanoids" and are typically of a lower technology level than their predecessors. This may be attributed to the fact that they have been shunned by the majority of their race as outcasts, simpletons and even animals in the most extreme cases. Humanoids have certain advantages that allow them to survive without the aid of technology for the most part. The expressions of these alterations do indeed vary from humanoid to humanoid and there are disadvantageous as well as advantageous mutations.

 

 

 

 

 

 

JAGET (Savannah Cat)

Stock: Mammal - Feline, Cheetah

Number: 1-4

Size: 2 m

Habitat: Grasslands

Diet: Carnivore

Score Cost Max

STR 7 -3 20

DEX 12 6 22

CON 7 -6 17

BOD 8 -4 20

INT 2 -8 10

EGO 13 6 23

PRE 11 1 20

COM 12 1 20

PD 5 4 8

ED 6 5 8

SPD 4 18 5

REC 5 6 10

END 20 3 50

STN 25 10 40

Powers/Skills/Talents

5 Extra Limb - tail

12 HKA 1D6, Reduced Penetration (-1/4) - claws (15)

13 HKA 1D6, AP (+1/2), Reduced Penetration (-1/4), Dependant on successful grab (-1/2) - bite (22)

6 LS: Intense heat and cold

36 Running +12" (18" total), 1/2 END

10 Superleap +5" (6.5" vertical), 2 x NCM

3 Swimming +3" (5" total)

5 Ultraviolet Vision

12 PER +4 to all senses

18 Mental Multipower (40) Concentrate (1/2 DCV) (-1/4), Act 14- (-1/2), Takes one full phase (-1/2)

2 u PRE +40 (40)

2 u Telekinesis 15 STR with fine manipulation (35)

2 u Telepathy 5D6, 0 END (+1/2) (38)

1 u Flight 3", Usable By Others (100 kg) (+1), Range 25" (+1/2), up to 4 others (15)

1 u Precognition (visual / audial) No Consc. Control (-2) (40)

6 Combat levels +2 with natural attacks

3 Acrobatics 11-

7 Climbing 13-

3 Persuasion 11- (with 51 PRE = 19-)

11 Stealth 15-

3 Tracking 10-

75+ Disadvantages:

10 DF: Cheetah-man (concealable, noticed)

15 Phys: Odor attracts insects of all types (freq, great)

20 Psych: Fear of intelligent plants (common, total)

15 Psych: Always obeys orders of superiors (comm, strong)

5 REP: Hireling race 8-

30 VULN: 2 x BOD from poisons (very common)

30 VULN: 2 x STN from poisons (very common)

CHAR cost: 39

Powers cost: 161

Total 200

Disadvantages 200

Description:

These mutated cheetahs prowl the vast grasslands of what was once the Midwest. They use their front paws to manipulate and examine objects, but don’t normally carry equipment. Jagets have substantial mental powers and will often be found as "Warlock-like" followers or "spear carrying" hirelings of other species. They are valued as such due to their willingness to serve those whom they see as worthy "masters".

Jagets are not reccommended to play as alternative race characters, they are simply to unmotivated to be true adventurers and their major disadvantage lies within their limited intelligence, which is ranked at an animal level at best.

 

KAI LIN (Lizard Bush)

Stock: Plant - Tracheophyte, Holly Bush

Number: 1-6

Size: 3 m

Habitat: Grasslands, forests

Diet: Carrionivore

Score Cost

STR 12 2

DEX 7 -9

CON 15 10

BOD 12 4

INT 5 -5

EGO 7 -6

PRE 8 -2

COM 2 -4

PD 4r 2

ED 7r 4 50% r DR vs radiation

SPD 2 3

REC 7 4

END 30 0

STN 25 0

Powers/Skills/Talents

8 Growth (10 pts) 3 m tall, 200 kg, -2" KB, no bonuses to CHARs (-1), 0 END, Persistent (+1), Always on (-1/2) (20)

5 Extra Limbs (6-12 vines, intertwined root system "tail")

9 LS: No need to breathe oxygen, no need to eat, sleep or excrete for one month (-1/4) (feeds off of carrion)

18 HKA 1D6, AP (+1/2), Reduced Penetration (-1/4) - thorny branch-like appendages

6 Damage Resistance (4rPD, 7rED)

15 Damage Reduction 50% resistant vs Radiation only (-1) (30)

4 Running +2" (8" total)

56 EB 8D6, Energy, Radiation Eye Blasts, Penetrating (+1/2), 1/2 END (+1/4), Beam Attack (-1/4) (70)

35 EB 4D6, Physical, Damage Shield (+1/2), 1/2 END (+1/4) - retractable thorns

8 Lack of Weakness 8 pts

3 Contortionist

75+ Disadvantages:

5 DEP: Sunlight (very comm), 3D6 / hour in total darkness

15 Phys: Berries attract distracting birds (freq, great)

10 Phys: PER rolls -2 for all senses but sight (freq, slight)

10 Psych: Desires surprise attacks (comm, mod)

20 Psych: Works off survival instincts (very comm, strong)

15 SUSC: Herbicides, 2D6 / minute (common)

20 SUSC: Poison fumes / smoke, 3D6 / minute (common)

CHAR cost: 3

Powers cost: 167

Total 170

Disadvantages 170

Description:

This 3 meter tall plant looks like a large reptile from a distance, especially when it runs along the ground on two strong stalks ending in thorny, claw-like pads. It is covered with green, scaly bark that gives complete protection from radiation. Its roots look much like a tail when it is in motion. When it finds carrion, it entwines these roots in the victim and agbsorbs sustenance. Although it usually eats only carrion, the Kai Lin is capable of hunting live prey if the need arises.

 

 

 

 

 

 

 

KAMODO (Thunder Lizard)

Stock: Reptile - Iguana, kamodo dragon

Number: 1

Size: 18 m at shoulder, 36 m long

Habitat: Plains, sparse forests, coastal regions, low hills

Diet: Omnivore

Score Cost

STR 125 65*

DEX 7 -9

CON 15 10

BOD 25 10*

INT 2 -8

EGO 14 8

PRE 30 20

COM 2 -4

PD 25r 0

ED 15r 12

SPD 2 3

REC 28 0

END 80 25

STN 100 5* *Effects from Growth

Powers/Skills/Talents

67 Growth (50 pts) 18 m at shoulder, 36 m long, 100K kg, +50 STR, -10" KB, +10 BOD, +10 STN, -6 DCV, +6 PER roll vs, +4" reach, 0 END, Persist (+1), Always On (-1/2) (100)

5 Extra Limb - tail (16 m long, uses as HTH attack)

77 HKA 4D6, AP (+1/2), Penetrating (+1/2), Red. Pen. (-1/4), Conc. 0 DCV (-1/2), 1/2 END - bite (135)

10 Damage Resistance 25r PD, 15r ED, Ablative (-1) (20)

150 Multipower (150) (not when less than 5 years old)

14 u EB 12D6 (sonic), AE - Cone (+1), 1/2 END (+1/4) (135)

6 u RKA 3D6 (sonic), AP (+1/2), Reduced by range (-1/4), AE - Cone (+1), 4 Charges, Recover 1/week (-3/4) (112)

3 u Absorption 6D6 (heat effects to END), 36 pts max, fade 5 pts/turn, Concentrate 1/2 DCV (-1/4) (36)

10 Mental Defense 10 pts (15 total)

20 Danger Sense 11-, in or out of combat, immediate vicinity**

30 Regeneration 3 BOD / Turn**

20 Reflection (energy beam attacks only) (-1) (40)**

4 LS: No need to eat or excrete for 1-6 days, Conc. 0 DCV

(-1/2), One Continuing Charge (1 week), Recoverable, (-1), Only after eating heavily (-1/2) - nap effect (9)

3 Lightsleep

8 AK: Vicinity +6, 17-

3 Survival 11-

3 Combat skills +1 with natural attacks (HTH)

4 Ranged combat skills +2 to offset range penalties

** These attributes are not gained until the Kamodo is 3 years old

75+ Disadvantages:

35 Berzerk when provoked (very common, 14-, rec 8-)

25 DF: Giant land lizard (not conceal, causes fear)

15 Phys: No fine manipulation (freq, great)

20 Phys: Cannot be stealthy, cannot surprize (freq, full)

15 Psych: Animal instincts (very comm, moderate)

15 Psych: Lazy, won’t attack unless necessary (comm, strong)

10 Psych: Prefers to eat insects and birds (comm, total) (x1/2)

20 REP: Nemisis of settlements (14-, extreme)

30 SUSC: 3D6 / Segment from being suspended in air (uncom)

10 Watched by vicinity settlements 11-, as pwr OR more pwr depending on limited geographical area, NCI - may work to lure away or appease the Kamodo’s appitite

58 Young experience (< 3 years)

128 Midaged experience (3-5 years)

301 Adult experience (5+ years)

Young 3+ years 5+ years

CHAR cost: 137 137 137

Powers cost: 191 261 434

Total 328 398 571

Disadvantages 270 270 270

Description:

This 18 meter tall mutated forest iguana is one of the most fearsome carnivores in Gamma Terra. It is the scourge of civilization and is both feared and greatly respected, and in some rare tribes, even worshipped.

KATKIN

Stock: Mammal - Feline, Domestic

Number: 1-6

Size: 1 m tall

Habitat: Forests, ruins

Diet: Carnivore

Score Cost Max

STR 5 -5 8

DEX 18 24 20

CON 10 0 20

BOD 9 -2 19

INT 8 -2 12

EGO 10 0 20

PRE 8 -2 12

COM 10 0 20

PD 1 0 4

ED 2 0 6

SPD 4 12 5

REC 4 2 8

END 20 0 40

STN 20 3 40

Powers/Skills/Talents

13 Shrinking (10 pts) 1 m long, 12,5 kg, -2 PER, +2 CV, +3" KB, 0 END, Persistent (+1), Always on (-1/2) (20)

12 HKA 1D6, Reduced Penetration (-1/4) (15)

3 Superleap +3" (4" total vertical)

3 Running +2" (8" total), 2 x END (-1/2) (4)

7 Mental Defense +10, Costs END (-1/2)

20 VPP - Mental Power Mimicry (20)

4 Control Cost, Must get "hit" by mental power (-1/2), Gains powers in increasing order of Active pts if hit with multiple

(-1/2), Maximum Active pts equals attacker’s (-1/2) (10)

9 Mimicry +3, 14-

10 Tracking Scent

5 UV Vision

6 PER +2 for all senses

4 PER +2 for hearing sense (+4 total)

3 Acrobatics 13-

3 Breakfall 13-

2 Climbing 13- (from ES)

2 Concealment 12- (from ES)

2 KS: Shelterbuilding 11-

2 WF: Common melee group or one common melee and one common missle weapon

2 LANG: Anglo (2 pts), Animal Common (native)

1 FAM: Katkin Society

0 Everyman Skills

75+ Disadvantages:

10 DF: Bipedial cat (Concealable, noticed)

15 Hunted by Arks (mp, 8-, to kill as "target practice")

20 Psych: Strong survival instinct, can be unfaithful (vc, strong)

10 Psych: Obsessive about cleanliness (uncommon, strong)

5 REP: Sneaky 8-

10 VULN: 1 1/2 x STN from physical area attacks (group unc.)

CHAR cost: 30

Powers cost: 115

Total 145

Disadvantages 145

Description:

Katkins are a mutated form of the common house cat, standing about one meter tall when walking erect (which they often do). Coloration can range as their ancestors. These intelligent creatures have not lost their fangs or their claws, although the claws of their manipulative forepaws are not as long as their rear ones. Katkins are rather shy and reclusive, using their heightened speed and balance to live arboreal lives, ranging amidst the upper branches of woodlands to hunt and explore.

One or more katkins will construct a well concealed hut of woven vines and branches high up in the largest of trees, dwelling there during summer months. Winter quarters are typically in hollow tree trunks. Employment of normal weapons suited to their size and strength is fairly common around the creatures’ home.

Katkins are not recommended as player characters due to their very fragile nature and their inability to focus on much more than their own concerns. They are also rather cowardly.

KEESHIN (Water Weird)

Stock: Amphibian - Salamander

Number: 1-4

Size: 1 m

Habitat: Shallow bodies of water, partially submerged caves, arctic

Diet: Herbivore

Score Cost

STR 12 2

DEX 12 6

CON 12 4

BOD 7 -6

INT 15 5

EGO 16 12

PRE 10 0

COM 4 -3

PD 7 (27r) 5 27r is hardened

ED 5 (15r) 3 15r is hardened

SPD 2 -2

REC 5 2

END 26 1

STN 22 3

Powers/Skills/Talents

13 Shrinking (10 pts), 1 m tall, 12.5 kg, -2 PER roll vs., +2 CV, +3" KB, 0 END, Persistent (+1), Always On (-1/2) (20)

4 Swimming +4" (6" total)

8 Superleap +8", (10" horizontal, 5" vertical)

15 HKA 1D6 - bite

5 LS: Breathe underwater, 1 Continuous Charge lasting 1 hour, recoverable after another hour (+0)

3 LS: Immune to intese cold

48 Cryogenic Multipower (60), Conc. 1/2 DCV (-1/4)

5 u EB 5D6 (cold), NND vs thermal protection (+1), AE - 5" radius (+1), 1/2 END (+1/4), (60)

5 u Transform, 4D6 minor (liquid to solid) and cosmetic (affects color and shape), Cumalative (+1/2) (60)

5 u Ego Attack 5D6 (brain freeze) (60)

5 u Force Field +20rPD, +10 rED (ice coating), Hardened, Costs END to raise (-1/4), 0 END, Persistent (+1) (67)

15 360o Vision, IR Vision

6 Smell PER +3

5 Climbing 12-

9 Concealment 15-

3 Contortionist 12-

3 Deduction 12-

5 AK: Region 13-

2 KS: Caverns 11-

3 Survival 11-

75+ Disadvantages:

0 DEP: Water 3D6/5 hours (very common)

20 DF: White 1 meter tall biped amphibian (nc, major)

4 Phys: 4" Ground movement

20 Psych: Infallibly attracted to shiny objects (common, total)

10 Psych: Solitary (nor more than 4 usually found at one site, 1 female, 3 males), territorial (common, moderate)

10 Psych: Greedy (very common, strong) (x1/2)

15 SUSC: Detergents and soaps, 2D6/Turn (uncommon)

30 VULN: Fire 2 x BOD (very common)

5 VULN: Intense heat 1.5 x STN, must be focused source lasers, boiling water, etc. (Uncommon)

10 Unluck 2D6 (distraction)

CHAR cost: 32

Powers cost: 167

Total 199

Disadvantages 199

Description:

This one meter long, white mutated amphibian lives in small bodies of water. It is a greedy and solitary creature that lines its partially submerged stone dwellings with shiny objects of varying worth. Keeshins can stay submerged for an hour. They are likely to die if they are out of the water for more than 24 hours.

 

KEP PLANT (Sand Devil)

Stock: Plant, Bryophyte

Number: 1-4

Size: 30 m diameter

Habitat: Desert, coastal

Diet: Carnivore

Score Cost

STR 35 25

DEX 12 4

CON 15 10

BOD 20 20

INT 3 -7

EGO 2 -16

PRE 10 0

COM 1 -4

PD 8 1 25% rDR

ED 3 1

SPD 1 -12

REC 15 10

END 30 0

STN 45 0

Powers/Skills/Talents

5 Extra Limbs 6-8 pressure sensitive roots

53 Stretching 8" for all roots, 0 END, Persistant (+1), Always on (-1/2) (80)

15 Damage Reduction, Physical, 25% resistant

25 HKA 3D6, AP (+1/2), Continuous (+1), Activated 1 phase after successful grab (Extra Time) (-1), Uncontrolled (+1/2), Independant (-2), Personal Immunity (+1/4), - acid (101)

10 Tunnelling 2" DEF 2

32 Regeneration 4 BOD/Turn, req. sunlight and water (-1/4)

20 Targeting sense on touch PER

16 PER +8 with touch (17-)

10 Mind Link with other Kep Plants in area (vibratory signals)

21 Concealment 18-, used to hide in sand

3 Simulate Death

3 Contortionist

8 Combat levels +4 with grab

75+ Disadvantages:

0 DEP: Sunlight 3D6 / 5 hours (very common)

25 DEP: Immersion in loose soil 3D6 / Turn (common)

15 DF: No plants grow in it’s area of reach (not conc, noticed)

25 Hunted for acid by tribal people (NCI, 11-, kill, more pwr)

15 Phys: No senses but touch (freq, great)

12 Phys: Extremely slow latteral ground movement (1" / Hour)

15 Psych: Attacks anything that triggers it’s senses (comm, str)

10 Psych: Operates on survial instincts, may retreat (unc, str)

20 SUSC: Herbicides 2D6 / Phase (common)

30 SUSC: Smoke 1D6 / Segment (very common)

10 VULN: 2 x BOD from cold (uncommon)

CHAR cost: 31

Powers cost: 221

Total 252

Disadvantages 252

Description:

This hideous carnivorous plant prefers sandy soil and will not allow other plants to occupy the same ground. It grows entirely underground, throwing a network of pressure-sensitive roots below the surface in a 30 meter diameter area. These roots snap out of the the ground to entangle and constrict prey unknowingly walking over the plant. Its roots will gradually burrow into and dissolve and digest the flesh of victims. After each feeding, the Kep Plant will release a mobile seed that burrows 60 meters away and begins sending out its own roots (the process takes about a season once the seed has settled in). When a Kep Plant is beat by a PRE attack, it will attempt to flee underground.

LETHARP

Stock: Fish - Sturgeon

Number: 1

Size: 3 to 6 m long

Habitat: Large lakes, freshwater tributaries

Diet: Bottom feeder

Score Cost

STR 30 / 40 10*

DEX 10 0

CON 18 16

BOD 22 / 24 20*

INT 4 -6

EGO 5 -10

PRE 15 5

COM 2 -4

PD 8 2 Head: 14 / 6r

ED 4 0 Head: 8 / 4r

SPD 2 0

REC 10 0

END 26 0

STN 46 / 48 0* *Effects from Growth

Powers/Skills/Talents

13 Growth (10 pts), 3 m long, 400 kg, -2" KB, +10 STR, +2 BOD, +2 STN, 0 END, Persist (+1), Always on (-1/2) (20)

2 LS: Breathe underwater only (-1) (5)

8 Swimming +8" (10" total)

45 HKA 2D6, AP (+1/2) - horn

5 Armor +6r PD / +4r ED, Act 8- or Covers areas 3-5

3 Change Environment - Personal Coloring, 0 END (+1/2), Self only (-1/2), No range (-1/2) (7)

25 Spatial Awareness

7 STR +15 vs Grabs and Holds only (-1) (15)

3 Navigation 11-

1 FAM: General area

Adult Letharp (over 6 years old) :

13 Growth (10 pts), +3 m long, +400 kg, -2" KB, +10 STR, +2 BOD, +2 STN, 0 END, Persist (+1), Always on (-1/2) (20)

10 Power Defense 10 pts.

75+ Disadvantages:

15 Enraged at sudden movements in the water near them (5 hex radius) 14- , rec. 11- (very common)

5 Phys: No manipulation (infrequent, slight)

10 Psych: Normally peaceful and sluggish (common, mod.)

15 REP: Boat destroyer (paint underside bright yellow-orange or else!) 11-, Extreme

25 SUSC: Chemicals or oil in the water 2D6 / Phase (common)

Average Adult

CHAR cost: 33 33

Powers cost: 112 131

Total 145 168

Disadvantages 145 145

Description:

Letharp are huge, bottom-feeding fish which range in size from four to seven meters in length. Letharp have silvery-white underbellies and solid or mottled backs which range from blue-brown to brilliant orange.Mottling is usually white, grey or yellow. Coloration is seldom unchanging for very long, since letharps possess chameleon-like powers. Their heads are covered with a bony plate around which are many enlarged and thickened scales. Projecting upwards and forewards from this bone plate is a horn-like bone growth which length varies from one to two meters depending on the size of the letharp.

Normally sluggish and peaceful, sudden movements and passing shadows can send a letharp into a state of frenzy which results in the creature swimming in a blind rush (2 x NCM) towards the possible threat, either to frighten the intruder away or to kill it by ramming with its horn. Because of this unpredictable behavior, boats are often smashed or holed by frightened letharp. Knowledgeable mariners are reported to paint the bottoms of their vessels a bright yellow-orange, for this color tends to repel or possibly reassure the would-be attacker.

 

LIL (Wee One)

Stock: Humanoid

Number: 1-20

Size: 20 cm

Habitat: Forests, coastal, mountains, ruins, swamps and grasslands

Diet: Herbivore, Insectivore

Score Cost Max

STR 4 -6 8

DEX 15 15 25

CON 8 -4 16

BOD 6 -8 10

INT 15 5 20

EGO 14 8 24

PRE 8 -2 18

COM 15 2 30

PD 4 3 6 50% rDR

ED 5 3 10

SPD 4 15 5

REC 10 14 15

END 20 2 40

STN 15 3 25

Powers/Skills/Talents

46 Shrinking (35 pts), 20 cm tall, 0.2 kg, -5 PER roll against, +5 CV, +7" KB, 0 END, Persistant (+1), Always On (-1/2) (70)

8 Change Environment to Light 4"r, 0 END, Persist. (+1), Only in dark (+0), No Consc. Control (-2), No range (-1/2) (30)

6 Flight 6", OAF - Wings (-1) (12)

30 Damage Reduction 50% Resistant Physical

8 Power Defense 8 pts

5 UV Vision

25 Mental Multipower

2 u Detect Emotions 13-, Range, 360o (20)

2 u Force Field (5rPD, 15rED) (20)

2 u Images vs sight, hearing, touch, 2" radius (25)

2 u Telepathy 4D6 (20)

1 u Mind Link with any other Lil, at any distance (15)

2 u Aid 7D6, Only to heal low values (-3/4), Fade 5 pts/Turn

2 u [one random mental mutation per individual]

6 Bump of Direction, Lightsleep

3 Choose one INT or DEX based skill

8 AK: Home area 13- (ES, +2), Shadowing 12- (ES, +1)

6 Climbing 13-, Conversation 11-, Deduction 12- (all from ES)

3 Seduction 12-

3 WF: Common melee weapons and bows (miniature 1/4 DC)

2 LANG: Animal common (2 pt)

2 Contribution to bramble Base

0 LANG: Anglo (2 pts), speak by empathy and telepathy (ES)

0 Everyman Skills (above listed are bought up from "FAM")

75+ Disadvantages:

15 DF: Tiny humanoid with wings and antennae (nc, noticed)

10 Hunted by arks (8-, as pwr, kill and eat)

10 Watched by kindred (14-, as pwr)

15 Phys: Low body mass, highly subject to forces, (Freq, great)

10 Phys: Ground movement limited to 1" / Phase

15 Psych: Curious (very common, moderate)

15 Psych: Fiercely loyal to allies, will risk self (common, strong)

5 Psych: Prankster (common, moderate) (x 1/2)

5 REP: Non-threatening nusances, 8-

20 SUSC: Concentrated pollens and dust 1D6 / Turn (comm)

20 VULN: 2 x STN from sonics (common)

10 VULN: 2 x STN from vibration attacks (uncommon)

10 VULN: 2 x STN from force and TK attacks (gr unc) (x 1/2)

CHAR cost: 60

Powers cost: 175

Total 235 (scouts and warriors)

Disadvantages 235

Description:

The beauty of these 20 cm tall humanoids hides an incredible toughness. They live only in forests where they build mazes of brambles to reside. They often possess artifacts, though their ability to use these items is limited. Lil are nocturnal by nature, and their bodies give off a natural light. This effect is involuntary and happens only in the dark.

Lil are not reccommended to play as alternative race characters, they are powerful and would be ineffective in a 150 point starting point frame.

MANTAS (Green Renderers)

Stock: Insect - Praying Mantis

Number: 1-6

Size: 2.8 m

Habitat: Forests, grasslands, mountains

Diet: Carnivore

Score Cost

STR 30 10*

DEX 12 4

CON 15 10

BOD 13 2

INT 4 -6

EGO 7 -6

PRE 11 1

COM 1 -4

PD 8 / 2r 0**

ED 5 / 2r 0**

SPD 3 8***

REC 9 0

END 38 4

STN 37 0* *Effects of Growth

Powers/Skills/Talents

13 Growth (10 pts), 2.8 m long, 400 kg, -2" KB, +10 STR, +2 BOD, +2 STN, 0 END, Persist (+1), Always on (-1/2) (20)

5 Extra Limbs (2 legs, for a total of 4 legs and 2 "arms")

52 HKA 2-1/2 D6, Penetrating (+1/2), 1/2 END (+1/4), Concentrate (1/2 DCV) - bite (66)

37 HKA 2D6, AP(+1/2), (4D6 w/ STR), Continuous (+1), must "grab" (-1/2), 1/2 END, Concentrate 0 DCV (-1) - claws (82)

12 **Armor (+2rPD, +2rED)

15 UV Vision, 360o Vision

8 Running +4" (10" total)

12 ***SPD +3, Costs END (-1/2), Gestures (vibrate wildly) throughout (-1/2), 1 Continuing Charge (1 hour duration), (-1/2), Recoverable, must rest 1 hour to retrieve

12 PER +6 for all senses, only during SPD increase (-1/2)

3 Climbing 11-

3 Tracking 11-

0 Everyman Skills

75+ Disadvantages:

20 DF: Large green mantis (not conc, major)

20 Enraged when hit by surprise (common, 11-, rec 11-)

15 Phys: No fine manipulation (Infreq, fully)

5 Psych: Won’t fight a clearly stonger opponent (unc, mod)

15 Psych: Easily influenced by food (common, strong)

15 REP: Deadly carnivore 11-, Extreme

20 SUSC: Insecticides 2D6 / Turn (common)

10 VULN: 2 x Effect from Flashs vs sight

CHAR cost: 23

Powers cost: 172

Total 195

Disadvantages 195

Description:

These mutated praying mantises stand 3 meters tall and are voracious carnivores. They will not attack or continue fighting a party that is clearly stronger, however, mantas can be recruited with offers of food, but cannot be hired.

 

 

 

 

 

 

 

 

MENARL (Slime Devil)

Stock: Reptile - Snake, Cobra

Number: 1-4

Size: 10 m long, 2.5 m stands upright

Habitat: Any but Arctic

Diet: Carnivore

Score Cost Max

STR 45 0* 50

DEX 12 6 20

CON 12 4 20

BOD 17 0* 25

INT 10 0 18

EGO 12 4 15

PRE 12 1 20

COM 4 -3 6

PD 9 0 12

ED 3 1 6

SPD 3 8 4

REC 12 2 20

END 24 0 40

STN 45 0* 55 *Effects of Growth

Powers/Skills/Talents

47 Growth (35 pts) 10 m long, 2.5 m "stands" upright, 12,800 kg, +35 STR, +7 BOD, +7 STN, -7"KB, -4 DCV, +4 PER vs., 2 hex reach, 0 END, Persist (+1), Always on (-1/2) (70)

5 Extra Limbs - 1D10 + 4 arms (even number)

22 1/2 END on STR (+1/4 on STR 45)

9 HA +3D^ with tail (12D6 total)

10 STR +15, grab and squeeze only (12D6 total) (-1/2) (15)

31 Discriminatory Smell, Targeting, PER roll +6 (17-)

10 Clinging with 45 STR

4 Running +2" (8" total)

4 Swimming +4" (6" total)

5 Flash Defense (5 pts)

6 Combat Sense, Ambidexterity

3 Climbing 11-

0 Everyman Skills

0 LANG: Menarl (4 pts)

75+ Disadvantages:

20 DF: Multiarmed giant cobra (not concealable, major)

10 Enraged at presence of water birds (common, 11-, rec. 11-)

10 Phys: Cannot jump (infreq, great)

15 Psych: Overconfidence in strength (vc, mod)

10 Psych: Hireling mentality, obeys orders (common, mod)

10 REP: Strength (11-)

20 VULN: 2 x STN from gasses (uncommon group)

10 VULN: 1-1/2 x BOD from gasses (uncommon group)

CHAR cost: 25

Powers cost: 155

Total 180

Disadvantages 180

Description:

These 10 meter long intelligent water snakes have 1D10 +4 arms ending in hands with opposable thumbs. They don’t normally carry equipment, but can learn to use simple items at their master’s request. Menarls are relatively friendly towards humans and humanoids. They prey on water birds and tend to go into a kind of frenzy when in their presence. They are the cousins to the Hisser race.

Menarls are not recommended to play as alternative race characters, they are better suited for hireling status, which they do willingly and well.

NARL EP (Ghost Tree)

Stock: Plant - Tracheophyte, Banyan Tree

Number: 1-8

Size: 60 m tall

Habitat: Swamps, shallow water

Diet: Autotroph

Score Cost

STR 125 30*

DEX 3 -21

CON 10 0

BOD 30 10

INT 1 -9

EGO 2 -16

PRE 12 2

COM 1 -4

PD 7 -18 25% rDR

ED 7 5

SPD 1 -3

REC 25 -4

END 40 10

STN 78 -19

Powers/Skills/Talents

75 Growth (75 pts), only 4 hexes wide (-1/4), oly 50Kkg (-1/4), +75 STR, +15 BOD, +15 STN, -10 DCV, +10 PER against, +16 hex reach, -15" KB, 0 END, Persistent (+1), Always On (-1/2) (150)

31 STR 1/2 END (+1/4 on STR 125)

3 Extra Limbs (8 roots) at ground level (-1/2) (5)

33 Invisibility to normal sight, IR, 0 END, Persist. (+1), Always On (-1/2), may be seen with fringe and Growth factors (50)

15 Regeneration 3 BOD/Hour (-3/4), req. soil, water (-1/4) (30)

15 Damage Reduction 25% resistant Physical - bark

20 Mental Defense 20 pts

44 Spatial Awareness, targeting, 360o, only in water (-1/4)

3 Ambidexterity

15 Combat levels +5 with roots

7 SEEDS (50 per season)

EB 5D6, NND vs sonic protection (+1), AE - 2.5 hex Radius (+1), Trigger = when husk is removed (artificially or naturally in several weeks) (+1/4), 50 Charges (+1/2), OAF - seed pods (-1), Fragile and expendable (-3/4), Only available to tree in spring (Extra time: 3 seasons) (-6), No Concious Control (-2), Independant (-2) (0 END since Independant and Charges), grow on roots, can throw when ripe (94)

75+ Disadvantages:

32 Phys: Ground movement 0", cannot move any part but roots (Freq, full)

20 Phys: Blind, mute and deaf (All, great)

20 Psych: Indiscriminate to prey, attacks anything (vc, str)

5 REP: Swamp-dwelling scourge, 8-

25 SUSC: Herbicides 3D6 / Turn (common)

10 VULN: 2 x BOD from cold (uncommon)

30 VULN: 2 x STN from fire (very common)

CHAR cost: -35

Powers cost: 254

Total 217

Disadvantages 217

Description:

This white tree looks like a banyan and grows to a height of 60 meters. It lives only in marshes, lakes and ponds. The Narl Ep’s squeeze vine network reaches out for 30 m around its trunk, floating on the water until disturbed and then leaping into activity, gripping and squeezing anything it contacts. In spring, these vines are covered with seed pods which the plant can fling outward when ripe. The pod’s husks take several weeks to rot away, but when they finally disintegrate, the seeds burst forth with a sonic blast. Pods may be found relatively far from the tree.

 

 

 

OBB (Flying Eye)

Stock: Fungus

Number: 1-4

Size: 1 m wingspan, 0.5 m tall

Habitat: Any, but prefer moist, dark areas

Diet: Carnivore

Score Cost

STR 11 1

DEX 11 3

CON 10 0

BOD 8 -4

INT 7 -3

EGO 12 4

PRE 11 1

COM 4 -3

PD 2 0

ED 2 0

SPD 3 9

REC 5 2

END 20 0

STN 18 0

Powers/Skills/Talents

13 Shrinking (10 pts), 1 m tall, 12.5 kg, -2 PER roll vs., +2 CV, +3" KB, 0 END, Persistent (+1), Always On (-1/2) (20)

13 Flight 10", 1/2 END (+1/4), OAF - Wings (-1) (25)

15 HKA 1D6, Reduced Penetration (-1/4), 1/2 END (+1/4) - claws and bite

5 Extra Limbs (1D6 claw-like appendages)

6 LS: Heat and intense radiation

5 UV Vision

17 EB 5D6 (radiation), beam attack (-1/4), Gestures (glows purple prior to shooting (-1/4) - Eyebeam (25)

23 Armor +30 rED vs lasers, radiation, heat and light (-1) (45)

9 Duplication, 3 Duplicates, must be left on carrion (-1/2), Concentrate (0 DCV) (-1/2), Takes 5 minutes (-2), OAF - spores (-1), breakable, expendable and fragile (-1/2), Gestures (lay spore (molting)) (-1/4), Independant (-2), Extra time (24 hours to "hatch") (-31/2) (100)

2 Combat levels +2 with flight

2 Combat levels +2 with eyebeam

75+ Disadvantages:

20 Phys: No manipulation (Frequent, fully)

10 Ground movement limited to 1"

15 Psych: Animal instincts (Common, moderate)

CHAR cost: 10

Powers cost: 110

Total 120

Disadvantages 120

Description:

Obbs are mutated fungus, nearly immobile on the ground but deadly swift when in the air. Each has a single black eye (from which it emits blasts of radiation), and 1D6 claw-like appendages, with which it can attack anything it touches. Obbs are carnivores, but eat only half of their victims. They leave spores in the uneaten portion which grow into 1-3 young obbs within 24 hours. Obbs are highly resistant to radiation which includes heat, light and lasers. They may (rarely) be recruited, but never hired.

 

 

 

 

 

 

ORLEN

Stock: Human

Number: 2-12

Size: 2.5 m

Habitat: Any

Diet: Omnivore

Score Cost Max

STR 15 0* 25

DEX 11 3 20

CON 11 2 20

BOD 15 8* 25

INT 13 3 23

EGO 15 10 20

PRE 12 2 22

COM 11 2 20

PD 3 0 8

ED 4 2 8

SPD 3 9 4

REC 7 4 10

END 26 2 50

STN 28 0* 50 *Effects of Growth

Powers/Skills/Talents

7 Growth (5 pts), 2.5 m, 200 kg, +5 STR, +1 BOD, +1 STN, -1" KB, 0 END, Persistent (+1), Always On (-1/2) (10)

5 Extra Limbs (2 extra arms, 1 extra head)

6 EC: Two Heads

3 1. PER rolls +3 for all senses (9)

12 2. 360o vision, hearing, smell, Activate on 14- (-1/2) (17)

5 3. Flash Defense (vision) 15 pts, Activate on 14- (-1/2) (10)

20 Mental Multipower (25), Concentrate 1/2 DCV (-1/4)

2 u Aid 6D6, self only (-1/2), only up to 2 X CHAR (-1/4), 1/2 END (+1/4), Fade 5 pts / 5 Turns (+1/4) (20)

2 u Telepathy 4D6, 1/2 END (+1/4) (20)

2 u Telekinesis 20 STR, 1/2 END (+1/4) (20)

1 u Random Mental Mutation (up to 15 Active Pts), right head

1 u Random Mental Mutation (up to 15 Active Pts), left head

5 Mental Defense +5 (8 pts total)

6 Cramming, Resistance

6 Skills, choose two

8 Paramedic +3, 15- (from ES)

6 Mechanics 11-, Electronics 11-

3 Weaponsmith, common melee, 11-

4 WF: One from uncommon group, common melee, pistols

1 FAM: Orlen society

1 FAM: Local Lore

0 Everyman Skills

0 LANG: Anglo (4 pts)

75+ Disadvantages:

5 DNPC: Family, slightly less pwr, 8-

10 DF: Large two-headed, four-armed humanoid, concealed with major effort, noticed

20 Hunted by Anti-mutant forces (more pwr, NCI, 8-, enslave)

20 Psych: Honorable (common, total)

10 Psych: Cannot stand by and watch destruction of nature even violent nature and creatures), will work towards an alternative (comon, moderate)

10 REP: Peaceful by nature, 11-

3 Lifetime experience

CHAR cost: 47

Powers cost: 106

Total 153

Disadvantages 150

Description:

These 2.5 meter tall humanoids have two heads, and four arms (two controlled by each head). All Orlens have one extra mental mutation for each head. They have all the benefits of 360o sensing, and are nearly impossible to sneak up on while awake (both heads sleep at the same time). They use their uncanny natural knowledge of how things work to outfit their unnatural anatomies with arms and armor. Orlens carry primitive and/or archaic tech level equipment and 95% of the time are in possession of at least one artifact. Orlens are peaceful by nature.

For alternative race characters, see the Guide to Alternative Races.

PARN (Sword Beetle)

Stock: Insect - Borer Beetle

Number: 1-8

Size: 2.7 m long

Habitat: Forests, ruins and grasslands

Diet: Carnivore

Score Cost

STR 24 4*

DEX 11 3

CON 15 10

BOD 13 2*

INT 5 -5

EGO 3 -14

PRE 13 3

COM 2 -4

PD 5r (8r) 1

ED 4r (6r) 1

SPD 3 9

REC 8 0

END 30 0

STN 34 0*

Powers/Skills/Talents

13 Growth (10 pts), 2.7 m long, 400 kg, -2" KB, +10 STR, +2 BOD, +2 STN, 0 END, Persist (+1), Always on (-1/2) (20)

5 Extra Limbs (6 legs, 2 antennae)

3 Immunity to pesticides

15 Flight 15"

20 HKA 3D6, Reduced Penetration (-1/4), OIF - "Sword" appendages on antennae (four), breakable (-1) (45)

13 RKA 1D6, Autofire 2x (+1/2), Damage Shield (+1/2), Act. 11- (-1/4), 32 Charges / Week (+0), OAF - spines (-1) (30)

5 Damage Resistance (5rPD, 4rED)

6 Armor +3rPD, +2rED, Activation 14- (-1/2) (9)

2 Running +1" (7" total)

10 Clinging 25 STR

5 UV Vision

10 Combat levels +2 with Block (DCV)

6 Combat levels +3 with antennae

3 Shadowing 11-

75+ Disadvantages:

20 DF: Sword-like antennae (not conc, major)

5 Phys: No fine manipulation (infreq, slight)

15 Psych: Opportunistic, will follow prey until it has advantage (very comm, moderate)

10 REP: Ruthless carnivore, 8-, Extreme

CHAR cost: 9

Powers cost: 116

Total 125

Disadvantages 125

Description:

This 2.7 meter long mutated beetle is a ruthless carnivore, killing with the 4 sword-like appendates attached to each of its two antennae. Each antenna does damage and they are such effective weapons that the beetle gets a bonus to hit anything with them. In addition, the Parn may cast up to two of it’s spines per Phase. Each Parn antenna is treated as an individual weapon and may be broken normally if the DEF breached and appropriate BOD is done. Players may strike at the antenna, trying to destroy them, or they may attack the Parn normally, announcing which they will do before they hit. The antennae may be damaged by the Parn’s attempt to Block per the combat rules.

 

 

 

 

 

 

PERTH (Gamma Bush)

Stock: Plant - Tracheophyte, Midget Palm

Number: 1-10

Size: 2 m stalk, 3 m with flower

Habitat: Grasslands, forests

Diet: Autotroph

Score Cost

STR 1 -9*

DEX 3 -21

CON 6 -8*

BOD 8 -4

INT 0 -10

EGO 1 -18

PRE 5 -5

COM 0 -5

PD 6 6 25% rD.R.

ED 3 2

SPD 1 -3

REC 4 6

END 12 0

STN 12 0* *Changes in bloom (Growth)

Powers/Skills/Talents

26 Growth (10 pts) , 3 m, 150 kg, +10 STR (holds up flower), +2 BOD, +2 STN, -2" KB, 1 Continuing Charge lasting 1 Season, Recoverable (+1 1/4), 0 END, Persistent (+1), only x1-1/2 mass (-1/4) (32) - flower

15 Damage Reduction, Physical 25% resistant

25 Spatial Awareness

5 Lack of Weakness 5 pts.

13 Regeneration 2 BOD / Turn req. Sun, soil , water (-1/2) (20)

80 Multipower (120), Trigger: plant is disturbed (+1/4), only for 3 months out of year (-1-1/4), Must alternate powers every turn (-1/2), Continuous (+1), AE - radius (+1), Personal Immunity (-1/4)

5 u Flash 3D6 vs Sight, 1/2 END (+1/4) (112)

5 u EB 6D6 (radiation), 1/2 END (+1/4) (112)

4 u Transform, Major - radiation symptoms, 2D6 Cumalative (+1/4), 1/2 END (+1/4), Not vs. Plastic or ceramic (-1/4), Negated by successful CON roll (-3/4) (120)

3 Combat levels +1 with multipower

75+ Disadvantages:

32 Phys: Immobile, ground movement 0", no appendages (Full, frequent)

5 Hunted by Healers for healing components, 8-, as pwr, limited area, take flower)

0 DEP: Sunlight, soil and water 3D6 / 5 hrs (very common)

0 SUSC: 1D6 / hour Herbicides (common)

CHAR cost: -69

Powers cost: 181

Total 112

Disadvantages 112

Description:

This 2 meter tall palm-like bush is unremarkable for most of the year, but in late spring and early summer, it sprouts a 1 meter tall flower. If the plant is disturbed, the plant glows for one Turn (5 turns), emitting a bright rainbow colored light. The next Turn it emits a blast of radioactive energy, followed by a field of intense radiation. The flower alternates between these three assults until the threat is removed or killed. The flower of a newly dead Perth may be sun dried and ground into 20 grams of healing powder, each grain of which heals 1 BOD +/- (1/CON roll made or missed by) an hour after being injested. It takes three days of sunlight to dry the flower.

 

 

 

 

 

PINETO (Horse Cactus)

Stock: Plant - Thorn Bush

Number: 1-8

Size: 3 m long

Habitat: Arid places, wastelands, deserts

Diet: Autotroph

Score Cost

STR 30 10*

DEX 11 3

CON 15 10*

BOD 6 -12*

INT 2 -8

EGO 2 -16

PRE 6 -4

COM 6 -2

PD 6 0 25% rDR

ED 3 0

SPD 3 9

REC 9 0

END 30 0

STN 28 0

Powers/Skills/Talents

13 Growth (10 pts), 3 m long, 400 kg, -2" KB, +10 STR, +2 BOD, +2 STN, 0 END, Persist (+1), Always on (-1/2) (20)

17 HKA 0.5 D6, Damage Shield (+1/2), 0 END, Persistent (+1), Always On (-1/2) - needles (25)

15 Damage Reduction 25% Physical, Resistant

9 HA +3D6 (9D6 total) - tail slap

12 Running +6" (12" total)

5 LS: No need to eat, excrete or sleep

3 LS: Intense Heat

10 Regeneration 2 BOD/Turn, req. Sun, soil and water (-1) (20)

9 PER +3 with sight and smell

49 Detect water, sense, discriminatory at range (smell), 360o, +16 to offset range penalties (telescopic), 25-

3 Bump of Direction

3 Double Jointed

3 Contortionist 11-

3 Survival 11-

2 AK: Wasteland and desert regions

75+ Disadvantages:

0 DEP: Sunlight 3D6/5 hrs (very common)

15 Phys: No manipulation (Infreq, full)

15 Psych: Naturally timid (uncommon, total)

5 REP: Awesome steed for wasteland and desert, 8-

20 SUSC: Herbicides / defoliants 1D6 / Phase (common)

CHAR cost: -20

Powers cost: 150

Total 130

Disadvantages 130

Description:

This mutated thornbush is neither a horse nor is it a type of cactus. Its horizontal trunk and thick leg stalks do give it an equine appearance increased by the way the pineto dips its roots to take in water (much like the way a horse lowers its head to drink). The comparison to a cactus arises because of the sharp thorns entirely covering the plant. These thorns make it impossible to ride the plant without a saddle. A sharp prod is kept jammed into the sensitive root clump to control the pineto when riding. Pineto have keen visual and olfactory organs in their clump that warn them of strangers, allowing them to flee. Few have ever been caught already tamed.

PODOG

Stock: Mammal - Canine, Domestic (German Shepherd, Pit Bull, Mastiff, Husky, and Doberman varieties)

Number: 1-10

Size: 2 m at shoulder, 3 m long

Habitat: Any

Diet: Carnivore

Score Cost

STR 35 5*

DEX 11 3

CON 12 4

BOD 8 -6

INT 10 0

EGO 6 -8

PRE 9 / 19 -1***

COM 6 -2

PD 7 / 2r -2**

ED 5 1**

SPD 4 19

REC 9 0

END 38 7 *Effects of Growth

STN 34 0* **Effects of Density Increase

Powers/Skills/Talents

13 Growth (10 pts), 3 m long, 400 kg, -2" KB, +10 STR, +2 BOD, +2 STN, 0 END, Persist (+1), Always on (-1/2) (20)

13 Density Increase (10 pts) 1600 kg total, +10 STR, -2" KB, +2 PD, +2 ED, 0 END, Persistent (+1), Always On (-1/2) (20)

21 Mimicry 25- (only sounds of prey or opponent, INT roll for memory, -1 per day out of contact with species (-1/2))

19 HKA 1D6, AP (+1/2), Continuous (+1), Concentrate 1/2 DCV (-1/4), Must grab first (-1/2) (33) - bite

24 HKA 2D6, Red. Penetration (-1/4) (4D6 w/STR) (30) - claws

3 LS: Immune to nerve toxins

5 ***PRE +10 with bark (PRE attack only (-1))

2 Damage Resistance 2 rPD, 2 rED

8 Running +4" (10" total)

21 Tracking Scent, Discriminatory, PER roll +3 for Smell

9 PER +3 for Hearing, Ultrasonic Hearing

5 UV Vision

3 Lightsleep

3 Combat levels +1 with HTH

9 Climbing 11-, Concealment 11-, Tracking 11-

9 Shadowing 11-, Stealth 11-, Survival 11-

Prize breeds also have:

10 Telepathy 2D6

10 Mental Defense +10 pts. (11 pts. total)

75+ Disadvantages:

15 DF: Huge dog (not concealable, recognized)

15 Phys: No fine manipulation (infrequent, fully)

12 Enraged when master or mate and pups are attacked (comm, 14-, rec 11-)

10 DNPC: Pack / litter (slight less pwr, 11-) OR Master (as pwr, 14-)

15 Psych Lim: Unerringly loyal (common, strong)

10 Psych Lim: Trainable for reward (common, moderate)

15 SUSC: 1D6 / Phase from ultrasonics (uncommon)

10 VULN: 2 x STN from sonics (uncommon)

10 VULN: 2 x BOD from sonics (uncommon)

CHAR cost: 20

Powers cost: 167

Total 187

Disadvantages 187

Description:

These huge mutated mastiffs can be ridden by man-sized characters. In a wild state, they often hunt human prey in savage (but somewhat cowardly) packs. Podogs have a high tolerance to nerve toxins. There is a 1% chance of having mental mutations including Mental Defense and Telepathy. When a podog is excited in combat or by the hunt, it will bay in such a way as to exactly mimic sounds made by it’s opponents or prey. Podog packs usually consist of a mated pair and half the pups from each years previous litter. Podogs throw a litter of 1D4+2 pups per year for 1D12 years.

RAKOX

Stock: Mammal - Rudiment, Ox

Number: 5-30

Size: 3 m tall, 3 m long

Habitat: Grasslands, Mountains

Diet: Herbivore

Score Cost

STR 100 30*

DEX 17 21

CON 15 10

BOD 30 36*

INT 2 -8

EGO 2 -16

PRE 12 2

COM 3 -4

PD 30 / 3r 0**

ED 13 / 3r 0**

SPD 2 -7

REC 23 0

END 48 9 *Effects of Growth

STN 89 0* **Effects of Density Increase

Powers/Skills/Talents

13 Growth (10 pts), 3 m long, 400 kg, -2" KB, +10 STR, +2 BOD, +2 STN, 0 END, Persist (+1), Always on (-1/2) (20)

67 Density Increase (50 pts) 400K kg total, +60 STR, -12" KB, +10 PD, +10 ED, 0 END, Persistent (+1), Always On (-1/2) (100) (All bonuses are TOTAL from Growth and D.I.)

67 HKA 5D6, AP (+1/2), AE - 1 hex (+1/2), OIF - rack of horns, Concentrate 0 DCV after attack (charge or buck) (-1/4), Red. Penetration (-1/4) (10D6 w/STR) (150)

3 Damage Resistance 3rPD, 3rED

12 STR 1/2 END (+1/4 on 100 STR)

10 PER +4 on Hearing and Smell senses

75+ Disadvantages:

25 Berzerk when taunted (uncommon, 14-, rec. 8-)

20 DF: Huge multihorned ox (not conc, major)

25 DF: Smelly (odor carries) (not conc, disgust)

10 Hunted by plains people (Grens, Orlens) (meat) less, 11-

15 Phys: Mass limits roaming area to flat lands (no climbing) (infreq, full)

15 Phys: No manipulation (Inf, full)

15 Psych: Animal instincts (common, strong)

20 Psych: Spooks easily (edgy) (common, total)

15 REP: Excellent dray animals, 14-

10 VULN: 2 x STN from Energy KAs (uncommon)

CHAR cost: 73

Powers cost: 172

Total 245

Disadvantages 245

Description:

These slow but powerful mutated oxen sport a tough cluster of eight forward pointing horns with which they may gore one full hex with. They will tend to charge when frightened, which may be handled as a "Stampeding Animal" as per the HERO Bestiary. Although stupid and nervous by nature, their great strength makes them the most popular draft animal in post-holocaust America.

 

 

 

 

 

 

 

 

SCREAMERS

Stock: Human

Number: 1-6

Size: 2m

Habitat: Deathlands, Ruins

Diet: Carnivore, must be living flesh

Score Cost

STR 14 4

DEX 8 -6

CON 10 0

BOD 9 -2

INT 5 -5

EGO 5 -10

PRE 18 8

COM 2 -4

PD 5 2

ED 10r 8

SPD 2 2

REC 6 2

END 18 -1

STN -- --

Powers/Skills/Talents

60 EB 6D6 (radiation), Penetrating (+1/2), Damage Shield (+1/2), Dissipates quickly, no long term effects (60)

30 Transfer 2D6 STN to BOD based on ECV (+1), AE- radius (+1), No range (-1/2), fade 5 pts / turn, 2 charges / day, recoverable (-1), only to bring up to starting (-1/2) (90)

13 2d6 Major Transformation (humanoid into screamer), Cumulative (+1/2), Damage Shield (+1/2), 0 END, Persist. (+1), Always on (-1/2), must contact flesh (-1/2), victim must be killed by screamer to activate (-1 1/2), Extra Time (nightf of next day) (-3 1/2) (90)

45 Takes No Stun (Automaton)

15 Does Not Bleed (Automaton)

6 LS: vs Radiation and Immune to poison

5 Damage Resistance 10r ED

10 Regeneration 1 BOD/Turn

11 0 END w/ STR

4 0 END w/ Running

3 Bump of Direction

0 Everyman Skills (no Conversation)

75+ Disadvantages:

25 DF: Melted face with gaping screaming mouth (nc, fear)

20 DF: Emits blue-green glow in radiation (nc, major)

15 Berzerk when denied prey, 8-, rec. 14-, (very common)

10 Psych: Wants to kill the living (common, strong)

15 Psych: Anguish over state (very common, moderate)

20 Phys: Always hungry, can’t concentrate (Always, great)

5 Phys: -2" ground movement, -1" wimming

15 SUSC: Anti-radiation sera (10 cc) 3D6 Instant. (uncomm)

CHAR cost: -2

Powers cost: 202

Total 200

Disadvantages 200

Description:

Very little is known about this strange and twisted species. They are thought to be sexless and so do not reproduce themselves biologically, propagating their kind by the destruction of other life-forms instead. The corpse of any human or humanoid creature killed by a screamer slowly metamorphisizes itself into a screamer the nightfall following the day of its death, unless the body is completely destroyed. From mere wounds inflicted by screamers, however, one recovers in the normal manner.

Screamers appear as emaciated and shrunken humanoids with yellowish-grey skin. They are usually clad in the rotting remains of what was once normal clothing. The heads of screamers are virtually hairless and their faces have disappeared, mutated and melted into a featureless mass of sickly-colored flesh. Only a cavernous, toothless mouth is still discernible. From this mouth come the unnerving howls that give the creature its name. Screamers have a highly developed instinctive sense of balance and direction. Radiation causes screamers to emit a bluish-green glow, the brightness of which varies according to the level of screaming maintained by the creature.

All screamers have high resistance to energy attacks. They are capable of dosing a victim whom they touch with radiation.

SEP (Land Shark)

Stock: Fish - Shark

Number: 1-6

Size: 2.2 m long

Habitat: Desert or arctic

Diet: Carnivore

Score Cost

STR 50 40

DEX 15 15

CON 15 10

BOD 17 14

INT 2 -8

EGO 10 0

PRE 13 3

COM 1 -4

PD 10 0 50% rD.R.

ED 5 2

SPD 3 5

REC 13 0

END 30 0

STN 50 0

Powers/Skills/Talents

64 HKA 3D6, AP (+1/2), Continuous (+1), Must grab (-1/2), Reduced Penetration (-1/4) (112) - bite

30 Damage Reduction 50% Physical, Resistant

33 Tunnelling 8", through DEF 8, 1/2 END (+1/4), Must keep moving (-1/4) (50)

5 LS: Low oxygen environment (underground / in snow)

39 Detect motion, Sense, +4 to PER roll, Targeting, Telescopic +4 PER to offset range penalties, 14-

12 Telescopic Hearing, +4 to offset range, PER +3 to Hearing

10 Lack of Weakness 10 pts

8 Knockback Resistance -4"

6 Combat levels +2 with Grab and Move Through

3 Bump of Direction

3 Navigation 11-

3 Stealth 12-

2 AK: Hunting Grounds 11-

75+ Disadvantages:

15 Bezerk when attacked while still underground (uncommon, 11-, rec. 11-)

15 DF: Ground in large area has fin tracks and smoothly vibrates (easily conc, abject fear)

10 Huneted by desert dwellers, less pwr, 11-, kill

15 Phys: No fine manipulation (infreq, full)

20 Phys: Big mouth, can swallow dangerous items easily (freq, full) (~1.25 m diameter)

15 Psych: Animal instincts (vc, mod)

15 REP: Scion of the desert, Extreme 11-

30 SUSC: Being suspended or forced to stop moving (uncommon) 3D6 / Segment

30 SUSC: Being sprayed by water (very common) 2D6 / Phase

10 Unluck 2D6

30 VULN: 2 x STN from Area Attacks / Explosions (grp comm)

15 VULN: 1-1/2 x BOD from shots placed into mouth (v. comm)

CHAR cost: 77

Powers cost: 218

Total 295

Disadvantages 295

Description:

The sep is a mutated shark, fully adapted to life on land (and no longer suited to ocean living). Seps come in two varieties, the Sand Sep and its less common arctic cousin, the Snow Sep which migrates south into the Great Lakes area with the winter snow pack. Both types have an organ in their brain which allows them to telekinetically push sand, snow and loose earth out of their path. They use this ability to "swim" beneath the surface of the earth or snow, leaping into the air (normal STR move) to snatch prey in their strong jaws and then pulling the victim beneath the surface when it is dead. Seps must remain in motion due to their special method of getting oxygen into their landgills. They snap at their prey as they move by and then dive back under the surface after their attack is finished. In this way, they will attack from different directions and try to get their prey by surprise. Seps possess keen vibratory sensitivity which originates from their primary sensory organ at the tip of their snout.

SERF (Thought Master)

Stock: Mammal - Human

Number: 1-10

Size: 2 m

Habitat: Ruins and deathlands

Diet: Omnivore

Score Cost Max

STR 11 / 40 1 20

DEX 11 3 20

CON 10 0 20

BOD 10 0 20

INT 11 1 20

EGO 13 6 25

PRE 10 0 20

COM 4 -3 10

PD 4 / 3r (h) 2 8

ED 5 / 3r (h) 3 8

SPD 3 9 4

REC 6 4 10

END 45 11 60

STN 22 0 50

Powers/Skills/Talents

15 HKA 1D6 - claws

17 EB 2D6, NND vs CON roll (+1), only when BOD is done by HKA (-1/2), 0 END (+1/4) - poison (25)

3 Damage Resistance 3rPD, 3rED, Hardened (+1/4), Act. 14- (-1/2) (3) - exoskeletal skin

45 Mental Multipower (45)

7 m STR +30, 1/2 END (+1/4) (37)

8 m Ego Attack 4D6 (40)

3 u Drain 3D6 BOD, AE - Radius (+1), Hole in the Middle (fixed) (+1/4), x3 END (-1), Fade 5 pts / Turn (67)

4 u Transfer 2D6 STN to STN, AE - Radius (+1), Hole in Middle (+1/4), Only to max (-1/2), Fade 5 pt/Turn (67)

8 m Flash 3D6 to Sight, Hearing and Touch groups (40)

12 Flash Defense (Sight) 12 pts

2 Stealth (ES) 11-

3 Skills: Choose one per individual

3 FAM: Serf society, Archaic Technology, Tactics

1 FAM: Military History (some pre-holocaust)

2 WF: Common Melee Group

0 LANG: Serf

0 Everyman Skills

Kindred (General) Serfs also possess the following:

30 Multipower (30)

3 m Growth (20 pts), Usable Against Others ONLY (+1/2)

3 m Shrinking (20 pts), Usable Against Others ONLY (+1/2)

4 PRE +4

75+ Disadvantages:

15 DF: Blue scaley humanoid (conceal, major pred)

10 DF: Ancient style military/police uniform (noticed, conc)

15 Watched by brigade (more pwr, 14-, NCI)

10 Phys: Claws on fingers are a burden (freq, slight)

15 Psych: Soldier, subject to orders (very comm, mod)

20 Psych: Paranoia, major effort to engage strangers in a non- hostile manner (very comm, strong)

10 VULN: 1-1/2 x Effect vs Entangles or Transforms (grp unc)

Soldier Kindred

CHAR cost: 37 37

Powers cost: 133 169

Total 170 210

Disadvantages 170 170

Description:

These humnaoids have claws instead of fingernails which they use to attack with. Each successful claw hit that does BOD exposes the target to a relatively mild poison. Serfs are semi-nomadic and live in quasi-militaristic clans, wearing ancient police and military uniforms as clan symbols. Serfs prefer mental combat to physical combat. They carry Tech Level II equipment (including weapons and armor). A large serf clan will be organized as a "brigade" of 5D20+50 troops led by a "Kindred" Sorcerer who holds power by cunning and religious dogma. It is not recommended for Players to have Serf characters since they are too militant in nature to make very good independant adventurers.

SEROON LOU

Stock: Plant - Tracheophyte, Aquatic

Number: 3-18

Size: 30 m high

Habitat: Swamps

Diet: Carrionivore

Score Cost

STR 15 5

DEX 15 15

CON 11 2

BOD 16 16

INT 2 -8

EGO 3 -14

PRE 7 -3

COM 2 -4

PD 3r 0 25% D.R.

ED 2r 0

SPD 2 -5

REC 5 0

END 22 0

STN 32 0

Powers/Skills/Talents

48 Growth (60 pts), No CHAR advantages (-1), 30 m high, 4 m wide, 400K kg, -8 DCV, +8 PER rolls against, +8" reach, - 12" KB, 0 END, Persistant (+1), Always On (-1/2) (120)

5 Extra Limbs (11-20 roots)

18 HKA 1-1/2 D6, Penetrating (+1/2), 0 END (+1/2), with Grab (-1/2), Takes 1 Turn (-1) (45) - Acid to let root enter body

15 Damage Reduction 25% Physical

2 Damage Resistance 3rPD, 2rED

3 LS: No need to sleep or excrete

10 360o Vision (stalk with eye)

5 Lack of Weakness 5 pts

25 Mind Control 5D6, AE - Cone (+1), 12 Charges, Only one command: "Drop everything you are holding and stand motionless" (-1) - gas (50)

2 WF: Common melee weapons and clubs

4 Combat levels +2 with gas attack

3 Concealment 12-

3 Stealth 12-

75+ Disadvantages:

22 Phys: Rooted, immobile, 0" ground movement (inf, great)

5 Phys: One eye (infreq, slight)

15 Psych: Indiscriminant to target, will attack closest thing (common, strong)

20 SUSC: Herbicides 1D6 / Phase (common)

10 VULN: 2 x BOD from cold (uncommon)

CHAR cost: 4

Powers cost: 143

Total 147

Disadvantages 147

Description:

This thirty meter tall aquatic plant is usually found among peaceful groups of Narl Eps, which it resembles. Between two and three meters of the stalk extends above the water as a socket for the Seroon Lou’s single eye. The plant will grip any handy weapons (including rocks, clubs, etc.) and use them to attack. This carnevore feeds by dragging victims underwater where its roots can enter and absorb their nutrients via a dissolving water resistant acid. The Seroon Lou has the capability to exhaust a spray of hypnotic gas which shuts down the victim’s motor control, but interestingly locks the joints so that most victims will be left standing when they succumb to the attack. Seroon Lous will often have a rich horde of melee weapons of various types at its disposal located underneath the tree in its root complex. It flings away any items on a victim that it cannot use (generally only keeping melee weapons).

 

 

 

 

SLEETH (Seer Lizard)

Stock: Reptile - Lizard

Number: 1-10

Size: 2 m

Habitat: Any but Arctic

Diet: Omnivore

Score Cost Max

STR 40 35* 50

DEX 11 3 20

CON 15 10 25

BOD 18 16 25

INT 10 0 20

EGO 15 10 20

PRE 12 2 20

COM 10 0 16

PD 7 -2* 10

ED 5 1* 8

SPD 3 9 4

REC 11 0 15

END 30 0 50

STN 40 -6* 60

Powers/Skills/Talents

7 Density Increase (5 pts), 200 kg, +5 STR, -1" KB, +1 PD, +1 ED, 0 END, Persistant (+1), Always on (-1/2) (10)

10 Ego Defense +20 vs Illusions only (-1) (20)

25 Suppress Force Fields 10D6, Gestures (-1/4), Incantations (-1/4), Concentrate 0 DCV (-1/2) (50)

5 Extra Limb (tail)

3 UV Vision

13 Multipower (20) Concentrate 0 DCV (-1/2)

1 u Precognition (sight), Activation 11- (-1) (40)

1 u Mind Control 8D6 vs intelligent plants only (-1) (40)

1 u Telepathy 4D6 (20)

1 u Aid 8D6, BOD and STN only up to starting value (-1/2), Lose 5 pts / turn

1 u Random mental mutation (20 pts)

2 AK: Large geographic vacinity

1 FAM: Sleeth Society

3 Choose one skill

0 LANG: Sleeth

0 Everyman Skills

75+ Disadvantages:

15 DF: Lizard Man (not conceal, recognized)

10 Phys: Reduced to SPD of 2 in temperatures below 20oC (inf, great)

20 Psych: Code of chivalry (common, total)

5 REP: Trustworthy and friendly, 8-

25 SUSC: Medications of ay kind 2D6 / Phase (common)

CHAR cost: 78

Powers cost: 72

Total 150

Disadvantages 150

Description:

These highly intelligent mutated lizards walk erect, have manipulative hand-like appendages on their front legs, and tend to congregate in small, peaceful, scholarly communities. Each has an individual non-species mental mutation. All Sleeths are highly resistant to illusions and can dampen force fields by tuning into their frequency and hindering the wave pattern in a ritual that they refer to as "humming". Sleeths are highly likely to assist travellers, giving any assistance that they can afford.

For alternative race characters, see the Guide to Alternative Races.

 

 

 

 

 

SOUL BESH (Skeeter)

Stock: Insect - Mosquito

Number: 1-20

Size: 1.5 m long

Habitat: Grasslands, marshes, ruins and forests

Diet: Serum

Score Cost

STR 6 -4

DEX 11 3

CON 7 -6

BOD 10 0

INT 3 -7

EGO 2 -16

PRE 16 6

COM 2 -4

PD 3 2

ED 2 1

SPD 4 19

REC 5 6

END 24 2

STN 20 4

Powers/Skills/Talents

5 Extra Limbs (six legs, one siphon)

30 HKA 1D6, +1 STN Multiplier, AP (+1/2) - stinger

Sting Toxic Effects (all may apply at one time):

8 *Drain 1D6 BOD, Continuous (+1), Linked to sting (HKA) damage and linked to Entangle success (-1), Concentrate 0 DCV - must be attached to victim (-1/2) (20)

27 *Entangle 5D6, DEF 5, No damage from attack (+1/2), Brittle: 1 BOD (-1/2), No "wall" effect (-1/4), Linked to sting (HKA) damage (-1/2), No range (-1/2), CON roll to make DEF 3 (-1/2) (75)

12 *EB 3D6, NND vs Immunity to Paralysis, Power Defense or Density Increase, No range (-1/2), Linked to sting (HKA) damage (-1/2), CON roll for -1D6 per +2 rolled over CON roll score (-1/2) (30)

24 Invisibility to sight and smell groups, No fringe, Only when stationary (-1), Concentrate 1/2 DCV (-1/4) (30)

18 Danger Sense 11- / 13-, In and out of combat, -2 out of combat (-1/4)

10 Clinging

3 Lightsleep

3 Contortionist 11-

3 Survival 11-

3 Stealth 11-

2 AK: Hunting grounds

2 Combat levels +1 with HKA

75+ Disadvantages:

20 DF: Large flightless mosquito (not conc, major rxn)

15 Hunted by Healers for anti-venom properties (8-, more pwr, limited area)

10 Phys: Requires fresh blood for sustanance, always endangering life for food (freq, slight)

5 Phys: Clumsy manipulation (infreq, slight)

20 Psych: Cowardly, prefers to attack sleeping victims (very common, strong)

CHAR cost: 6

Powers cost: 142

Total 148

Disadvantages 148

Description:

This flightless mutated mosquito grows to a length of 1.5 m. It inhabits grasslands, marshes and forests where it can easily hide. Its two meter long coiled feeding tube does great damage when jammed into a (preferably sleeping) victim. The victim is subject not only to the wounding sting, but also to the paralytic toxin the Soul Besh injects from it. The Soul Besh will then proceed to drink the blood while the victim lays paralyzed. The exoskeleton of a Soul Besh may be boiled down to 15 (10cc) doses of poison antedote (8D6 Poison Suppress, Human bias (-1/2), Independant (-2), 15 Charges (-0), OAF - antidote (-1)).

SQUEEKER (King Rat)

Stock: Mammal - Rodent, Norway Rat

Number: 1-100

Size: 1 m

Habitat: Any, particularly ruins

Diet: Omnivore

Score Cost

STR 6 -4

DEX 10 0

CON 11 2

BOD 6 -8

INT 5 -5

EGO 7 -6

PRE 9 -1

COM 3 -2

PD 2 0

ED 2 0

SPD 4 20

REC 4 2

END 26 2

STN 15 0

Powers/Skills/Talents

13 Shrinking (10 pts), 1 m tall, 12.5 kg, -2 PER roll vs., +2 CV, +3" KB, 0 END, Persistent (+1), Always On (-1/2) (20)

12 HKA 1D6, Reduced Penetration (-1/4) - claws (15)

5 HKA 1 pip - bite

32 EB 2D6 (sonic), NND vs ear coverings, hearing flash defense, or deafness (+1), AE - Radius (+1), Personal Immunity (+1/4)

5 Extra Limb - tail

4 Running +2" (8" total)

2 Superleap +2" (3" total)

3 IR Vision

6 PER +2 with all senses

3 Breakfall

3 Lightsleep

3 Climbing 10-

3 Stealth 11-

3 Shadowing 11-

3 Tactics (pack) 11-

75+ Disadvantages:

15 Psych: Animal instincts (very common, total)

10 Psych: Cowardly (common, moderate)

CHAR cost: 0

Powers cost: 100

Total 100

Disadvantages 100

Description:

These mutated Norway rats are five times the size of their unmutated cousins, growing to a length of over a meter. They hunt in packs and are fond of the flesh of humans. Squeekers will always be found in the sewers, ruins, accessible installations and everywhere else that man has either been, or currently is.

 

 

 

 

 

 

 

 

 

 

TERL (Tree Fish)

Stock: Fish - Barracuda

Number: 1-4

Size: 2.8 m long

Habitat: Forests

Diet: Carnivore

Score Cost

STR 20 0*

DEX 13 9

CON 11 2

BOD 12 0*

INT 4 -6

EGO 13 6

PRE 14 4

COM 1 -4

PD 5 1

ED 7 5

SPD 3 7

REC 6 0

END 24 1

STN 30 0* *Effects from Growth

Powers/Skills/Talents

13 Growth (10 pts), 3 m long, 400 kg, -2" KB, +10 STR, +2 BOD, +2 STN, 0 END, Persist (+1), Always on (-1/2) (20)

5 LS: Amphibious

3 LS: Intense heat

45 HKA 2D6, Reduced Penetration (+1/4), Continuous (+1), Concentrate 0 DCV (-1/2) (67)

18 Flight 9"

4 Swimming +4" (6" total)

19 Detect Radiation (Sense) +2, 360o, 12-

40 Multipower (40)

4 u EB 5D6 (cold breath), AP (+1/2) (37)

4 u Flash 1D6 vs Hearing Sense, with EB 3D6 (sonic), NND vs ear coverings, hearing flash, defense, or deafness (+1), AE - Radius (+1), Gestures: Must ruffle feathers ultra quick (-1/4), Conc. 0 DCV (-1/2), Act. 15- (-1/4) (80)

3 Contortionist

3 Navigation 11-

3 Shadowing 11-

3 Tracking 10-

75+ Disadvantages:

20 DF: Bright plumage (not conceal, major)

15 Phys: No manipulation (Infreq, great)

12 Phys: No ground movement

10 Psych: Animal Instincts (common, moderate)

20 Psych: Leaves bite as last resort (very comm, strong)

5 REP: Attacks from distance, 8-

30 VULN: 2 x STN from attacks that squeeze (group common)

5 VULN: 1-1/2 x STN from Ego Attacks

CHAR cost: 25

Powers cost: 167

Total 192

Disadvantages 192

Description:

This three meter long mutated barracuda is covered in bright feathers and lives in trees. It returns to the water only to spawn in the spring, though it is fully capable of both surviving in water or in the air. This dangerous carnivore relies on its unusual natural abilities to kill its prey. It can breathe a jet of supercooled water-saturated air at a target, or it can launch a vibratory sonic attack to all in its range by a bizarre feather ruffling ritual. It resorts to its bite only as a last resort. If all attacks fail, it will retreat to find easier game. The Terl’s feathers protect it from heat and are also sensitive to the presence of radiation, warning it of exposure. The feathers of a Terl can be used as a radiation divining rod when loosely attached to a rigid object like a stick, although the carrier needs to experience the phenomenon in order to interpret the complex fluttering reaction of the individual hairs.

 

 

WARDENT (Devo Beast)

Stock: Mammal - Human

Number: 2-7

Size: 1.2 m tall

Habitat: Any, especially forests and mountains

Diet: Omnivore

Score Cost Max

STR 6 -4 12

DEX 11 3 20

CON 11 2 20

BOD 9 -2 20

INT 15 5 20

EGO 15 10 23

PRE 10 0 15

COM 12 1 18

PD 4 3 8

ED 2 0 6

SPD 3 9 4

REC 4 2 10

END 28 3 50

STN 18 0 40

Powers/Skills/Talents

13 Shrinking (10 pts), 1 m tall, 12.5 kg, -2 PER roll vs., +2 CV, +3" KB, 0 END, Persistent (+1), Always On (-1/2) (20)

7 Mental Defense +10, Costs END (-1/2) (10)

3 Mental Awareness

10 Aid 4D6 to STN and BOD, up to original values (-1/2), self only (-1/2) Fade at 5 pts/Turn (20)

8 Aid 4D6, 3x END (-1), self only (-1/2) Fade at 5 pts/Turn (20)

20 Telepathy 4D6

20 Telekinesis STR 20

3 Inventor

3 Animal Handler 11-

3 Electronics or Mechanics

9 Skills / Familiarities: choose appropriate

2 Stealth 11- (from ES)

3 Trading 11-

2 KS: Small Verdeland Animals 11-

3 KS: Domesticatable Animals 12-

2 KS: 20th Century Technology 11-

3 KS: Medieval Technology 12-

2 KS: Wardent Society 11-

4 SC: Choose one at +1 to INT roll

1 WF: Common melee or missle weapon (choose one)

3 LANG: Trade tongue

1 LANG: Anglo with literacy (native)

0 Everyman Skills

75+ Disadvantages:

15 DF: Short golden-furred humanoid (not conc, noticed)

15 Phys: Eats 4x as much as a human male (always, slight)

15 Psych: Cumpulsive hunger for knowledge (common, strong)

15 Psych: Curious (very common, moderate)

10 REP: Notorious curiosity 11-

5 Unluck 1D6

CHAR cost: 32

Powers cost: 123

Total 155

Disadvantages 155

Description:

These one meter humanoids are covered in thick silky blond fur. They are solitary by nature and tend to live in inaccessible forests and mountains. Wardents have a cumpulsive hunger for food, knowledge and odd experiences and will readily join in an adventure that promises any two out of three of these things. They carry a mix of Tech Level II and III equipment, including up to 1D4 artifacts. Contrary with popular legend, there is no evidence that Wardents ever mated with Sleeths, however the similarities in technical know-how that they share with Orlens cannot be overlooked and may be a result of decades of co-existance.

For alternative race characters, see the Guide to Alternative Races.

 

WEIRBULED

Stock: Fish - Catfish

Number: 1-8

Size: 1.5 to 2 m long

Habitat:

Diet:

Score Cost

STR 20 10

DEX 10 0

CON 12 4

BOD 5 -10

INT 8 -4

EGO 10 0

PRE 10 0

COM 1 -4

PD 7 / 2r 3

ED 4 / 2r 2

SPD 2 0

REC 8 4

END 24 0

STN 24 3

Powers/Skills/Talents

6 HA +2D6 - stubby teeth bite (6)

5 Extra Limbs - 6 tenticles around mouth (5)

4 Stretching 1" for 2 longest tenticles only (-1/4) (5)

7 STR +10, Penetrating (+1/2) for squeezing, grabbing, disarming and climbing only (-1/2), depends on first successful grab (-1/2) (grabbing with the four additional tenticles) (15)

32 RKA 1D6, AP (+1/2), must hit with HTH move first (-1/2), Continuous (+1), Uncontrolled (+1/2), Personal Immunity (+1/4), 0 END (+1/2), not vs acid proofing material (-1/4), comes off with grease, oil or soap - Contact acid on longest tenticles (56)

8 LS: Breathe underwater, survive high pressure

6 Swimming +4" (6" total)

2 Damage Resistance (2r PD, 2r ED)

8 Lack of weakness 8 pts

3 Climbing 13-

3 Navigation 11-

3 Shadowing 11-

3 Tracking 11-

75+ Disadvantages:

CHAR cost:

Powers cost:

Total

Disadvantages

Description:

These one to two meter long fish are a deep brown color with a dull yellow underbelly. Weirbuled seemingly have some form of intelligence, for they are known to cleverly attack only helpless or unsuspecting humans. These creatures have stubby teeth in thier gaping mouths which enable them to bite their prey. Their real weapons, however, are the three pairs of tenticle-like feelers which sprout from either side of their jaw. The longes pair (40 to 80 cm) is coated with an acidic mucous which inflicts damage when a feeler wounds an opponent. The other two pairs are semi manipulative, and, in conjunction with strong pectoral fins and the creature’s tail, can beused for locomotion, including climbing into vessels with low gunwales. Weirbuled have been known to capture small boats by climbing or jumping within, followed by the slaying and eating of the crew. It is reported that truly giant weirbuleds of three or more meters length have been seen, and such creatures would undoubtedly have more virulent acids. These reports have not been confirmed, although claims of sighting these large creatures persist.

 

 

 

 

WIN SEEN (Tanglers)

Stock: Plant - Bryophyte, Vine

Number: 3-12

Size: 15 m radius

Habitat: Yellow: Water, Green: Grassland, swamp and mountain

Diet: Chemotroph

Score Cost

STR 14 4

DEX 7 -9

CON 13 6

BOD 13* 6 BOD / # Limbs = BOD per Limb

INT 4 -6

EGO 12 4

PRE 10 0

COM 0 -5

PD 5 / 1r 1 25% D.R.

ED 2 / 1r -2

SPD 2 3

REC 10 8

END 40 7

STN 27 0

Powers/Skills/Talents

11 EB 3D6 (sonic), Explosion (+1/2), 3 x END (-1) (25)

5 Extra Limbs (2+1D4)

75 Stretching 15", 0 END, Persist. (+1), Always On (-1/2) (112)

40 Extra Limb Multipower (60)

2 m STR +5, Cumalative (+5 STR/ Turn) (+1), +25 STR Max, with Grab (-1/2) (10)

5 m HKA 1D6, Damage Shield (+1/2), Red. Pen. (-1/4) - thorns and Drain DEX 2D6, with HKA damage (-1/2)- toxin (doubles vision) Fade 5 pts / Turn (42)

3 Armor (+1r PD, +1r ED)

10 Damage Reduction 25% Physical

7 Regeneration 2 BOD / Hour, requires Soil, sunlight and water (-1/2) (20)

5 LS: Doesn’t need to sleep or excrete

4 PER +2 with Hearing group, 12-

4 Combat levels +2 with Grab

3 Ambidexterity

3 Simulate Death

3 Concealment 10-

3 Stealth 10-

Green Win Seen:

10 Telekinesis 10 STR vs ferrous metals only (-1), AE - Radius (+1), 3x END (-1) (30)

75+ Disadvantages:

0 DEP: Soil, sunlight 3D6/5 Hours (very common)

15 Hunted by Healers for poison antidote properties as pwr, 11- NCI, limited location, destroy

20 Phys: Mute (Infreq, great)

25 Phys: No sense of touch, smell or taste (Always, full)

20 Psych: Attacks nondiscriminantly (very common, strong)

30 SUSC: Herbicides 3D6 / Phase (common)

15 VULN: 1-1/2 x BOD from heat (very common)

10 VULN: 2 x BOD from cold (uncommon)

Green Win Seen:

10 Ground movement 1" / Phase

Green: Yellow:

CHAR cost: 17 17

Powers cost: 203 193

Total 220 210

Disadvantages 220 210

Description:

This carnivorous plant usually covers a 30 meter diameter area and may grow in groups so tangled that it is impossible to tell where one plant begins and another leaves off. There are two varieties of the Win Seen: the Yellow Win Seen that grows in shallow water, and the Green Win Seen that grows on land. The land-dwelling type gives off an odor that encourages creatures to live nearby (no points) and possesses a primitive type of Magnetic Control. Both types may be chopped up and boiled 10 10cc doses of poison antedote (6D6 Poison Suppress, Human bias (-1/2), Independant (-2), 10 Charges (-1/4), OAF - antidote (-1)).

YEXIL (Orange Scarfer)

Stock: Mammal - Feline, Lion

Number: 1-4

Size: 3.2 m tall

Habitat: Mountains, ruins, arctic, and coastal areas

Diet: Cloth*

Score Cost

STR 50 30*

DEX 11 3

CON 15 10

BOD 20 16*

INT 6 -4

EGO 6 -8

PRE 15 5

COM 7 -2

PD 10+ / 4r 0 +6 rPD, hard, Act 14- (wings)

ED 4 / 4r 1

SPD 3 9

REC 13 0

END 30 0

STN 52 0 *Effects of Growth

Powers/Skills/Talents

13 Growth (10 pts), 3 m long, 400 kg, -2" KB, +10 STR, +2 BOD, +2 STN, 0 END, Persist (+1), Always on (-1/2) (20)

12 Flight 12", OAF - Wings (-1) (24)

52 EB 6D6 (laser from eyes), AP (+1/2), 1/2 END (+1/4)

56 HKA 3D6, 1/2 END - mandibular bite

4 Damage Resistance (4r PD, 4r ED)

4 Armor +6rPD, Hardened (+1/4), Activate 14- (-1/2), OAF - wings (-1) (11)

3 LS: Intense cold

5 UV Vision

3 Ultrasonic Hearing

6 PER +2 with all senses

6 Combat levels +3 with EB

5 Mental Defense +5 (6 pts total)

3 Lightsleep

7 Acrobatics (Aerial) +2, 13-

3 Navigation 11-

3 Trading 11-

3 LANG: Anglo (1 pt), Trade Tongue (2 pts), Yexil (native)

0 Everyman Skills

75+ Disadvantages:

0 DEP: Cloth 2D6 / 5 hours (common)

25 DF: Odd smell (not concealable, disgust)

20 DF: Lion with bat wings (not conc, major)

10 Enraged when surprised 11-, rec. 8- (uncommon)

20 Hunted by zoopremists (more pwr, NCI, limited area, 11-, enslave)

15 Phys: Size limits access (wingspan 9m) (freq, great)

10 Psych: Easily trades artifacts for synthetic cloth (vc, mod)

15 Psych: Overconfident "king of the skies" (vc, mod)

10 REP: King of the skies 11-

20 SUSC: Smoke 1D6 / Turn (very common)

10 Unluck 2D6

10 VULN: 2 x Effect from Flash vs sight (uncommon)

CHAR cost: 60

Powers cost: 190

Total 250

Disadvantages 250

Description:

This flying creature of unknown origin has a nine meter wingspan and stands around three meters tall on two hairy hind legs. It has human hands attached to its shapely wings and a lion-like head with large mandibles. It is entirely covered with long, soft, orange down. Yexils are slow-witted, but freindly. Their size and ability to loose a laser blast from their eyes discourage predators. Yexils are immune to the effects of intense cold. They eat manufactured cloth of all types and find synthetics especially tasty. In fact, the snappier the outfit, the better Yexils like the taste. They will often trade "worthless" artifacts for "food" of this type.

 

ZARN (Borer Beetle)

Stock: Insect - Beetle

Number: 1-6

Size: 30 cm long

Habitat: Any but Arctic

Diet: Carnivore

Score Cost

STR 2 -8

DEX 11 3

CON 5 -10

BOD 10 0

INT 2 -8

EGO 2 -16

PRE 13 3

COM 1 -5

PD 4 / 3r 1*

ED 5 / 4r 0*

SPD 2 -1

REC 3 4

END 10 0

STN 14 0

Powers/Skills/Talents

40 Shrinking (30 pts), 30 cm long, 200 g, -6 PER against, +6 CV, +9" KB, 0 END, Persistent (+1), Always On (-1/2) (60)

9 Flight 8", OIF - wings, fragile (-3/4)

11 Armor (+3r PD, +4r ED)

5 Extra Limbs (8 legs)

10 HKA 1D6-1 - bite

46 Teleportation 20", 2 x Distance, Extra Time: 1 phase (+0), 1 fixed location (hive)

41 Entangle 5D6, DEF 0 (-1-1/2), Takes no damage from attack (+1/2), Continuous until washed off (+1/2), 8 Charges lasting up to 5 hrs (+1), Uncontrolled (+1/2), Personal Immunity (+1/4), No "barrier" effect (-1/4), Must contact bare skin (-1/2), victim gets CON roll to avoid (but the attack is continuous as long as it is in contact) (-1/4), Limited Range 6 m (-1/2) - paralytic toxin

5 UV Vision

17 Danger Sense in or out of combat 12-

10 Clinging

3 Navigation 11-

5 AK: General area around hive +3, 14-

75+ Disadvantages:

20 Bezerk when swatted at or antagonized 14-, rec 11- (unc)

20 DF: Orange beetle with 8 legs and spiky chiton (nc, major)

5 Phys: No fine manipulation (infreq, slight)

20 Psych: Will attack anything regardless of size (comm, total)

10 Psych: Animal instincts (common, moderate)

15 SUSC: Insecticides 1D6 / Turn (common)

CHAR cost: -37

Powers cost: 202

Total 165

Disadvantages 165

Description:

These orange beetles only attain a length of 30 cm, but are among the most feared denizens of Gamma Terra. They will attack anything regardless of size, spitting a paralytic contact poison up to a range of six meters. Victims must make a CON roll every turn while in contact, or else suffer paralysis and most likely certain doom. The toxin may be washed off normally. Zarns can teleport and will usually do so after every attack. Zarns usually bore into the skulls of paralyzed victims and lay 1D12+4 eggs which hatch within 48 hours unless surgically removed. Newly hatched Zarns will eat their eggs and any surrounding tissue. Zarn toxin will remain in effect for 1-4 hours.

 

 

 

 

ZEETH (Gamma Grass)

Stock: Plant - Grass

Number: 5-100

Size: Various

Habitat: Grasslands

Diet: Autotroph

These statistics represent the patch, and not individual blades.

Score Cost

STR 0 -10

DEX 0 -30

CON 2 -16

BOD 1 -18

INT 0 -10

EGO 0 -10 (Automaton)

PRE 10 0

COM 0 -5

PD 2 2 25% D.R.

ED 1 1

SPD 1 0

REC 0 0

END 4 0

STN -- -- (Automaton)

Powers/Skills/Talents

60 Takes No Stun, No Functions Lost for BOD (Automaton)

15 Does Not Bleed (Automaton)

10 Damage Reduction 25% Physical

34 RKA 1D6, NND vs non-organic or density increase (+1), NND does BOD (+1), Continuous (+1), Autofire (+1/2), Only one attack per body (-1), Indirect (+1/4), Invisible to sight group (+1), Progressive (Delay = 1 hour each attack), (+1/4), 0 END (+1/2), Dispelled by Aid, radical herbicidal medicine, or surgery (-1/4), IIF - Seeds, expendible (-1/2), Maximum seven days of damage, 13-16 seeds per week per 5 blades in the patch (+0) (93)

3 LS: No need to sleep or excrete

4 Combat levels +2 with RKA

7 Duplication (50 pts), must be left in a warm body (-3/4), Concentrate 0 DCV (-1/2), Takes up to seven days to gestate (-4), IIF - seeds, expendable (-1/2) (50)

27 Mental Defense 27 pts

75+ Disadvantages:

10 DF: Purple grass (concealable in fields, recognized)

5 Phys: Completely non-sentinent, no movement, no reactions possible (Infreq, slight)

15 Phys: No senses, attack only by proximity trigger (freq, gr)

30 SUSC: 3D6 / Phase from herbicides (common)

CHAR cost: -100

Powers cost: 160

Total 60

Disadvantages 60

Description:

This purple grass is easily identifiable in summer by its long tassles topped by spiked seeds. When one or more warm-blooded creatures are within 30 meters of this grass, each blade will try to teleport one or more seeds into the entity. Seeds that miss vaporize instantly. Damage from the seeds can’t heal until the seeds are absorbed by the body, or are extracted. If the host dies while infected, the Zeeth will sprout from the body within an hour and the blades will grow tassles within three days. Teleported seeds are replaced at the rate of one per day. Zeeth will attack each warm body impartially.

Due to the Zeeth’s lack of vital body parts, the hit location table is not used for damage, and since it has no STN, the Stun Multiplier option for killing attacks is also not used.

 

 

 

 

NAME

Stock:

Number:

Size:

Habitat:

Diet:

Score Cost

STR

DEX

CON

BOD

INT

EGO

PRE

COM

PD

ED

SPD

REC

END

STN

Powers/Skills/Talents

75+ Disadvantages:

CHAR cost:

Powers cost:

Total

Disadvantages

Description:

HABITAT LISTS:

Arctic Coastal Deathland Desert Grassland Forest Mountain Ruin Swamp Water

Android Android Android Android Android Android Android Android Android Android

Cal Then Blackun Blaash Blight Arn Arn Blackun Bigoon Arn Barl Nep

Hopper Blight Blight Cal Then Bigoon Bigoon Blight Blaash Ber Lep Ber Lep

Keeshin Cal Then Blood Bird Herp Blaash Blackun Blood Bird Blackun Blight Crep Plant

Obb Fleshin Cal Then Hopper Blight Blight Cal Then Blight Cal Then Ert

Podog Herp Deathmoss Kep Plant Brutorz Blood Bird Herp Blood Bird Cren Tosh Ert Teldon

Sep Hopper Gator Obb Cal Then Buggem Hopper Cal Then Ert Teldon Fleshin

Squeeker Horl Choo Horl Choo Pineto Centisteed Cal Then Horl Choo Deathmoss Gator Herkel

Yexil Kamodo Obb Podog Cren Tosh Crep Plant Mantas Herp Narl Ep Keeshin

Kep Plant Pineto Sep Crep Plant Deathmoss Obb Hopper Obb Letharp

Obb Podog Squeeker Deathmoss Herp Podog Obb Podog Narl Ep

Podog Squeeker Zarn Herp Hopper Rakox Parn Seroon Lou Obb

Squeeker Zarn Hopper Horl Choo Squeeker Podog Soul Besh Win Seen

Win Seen Horl Choo Kai Lin Win Seen Soul Besh Squeeker

Yexil Kai Lin Kamodo Yexil Squeeker Win Seen

Zarn Kamodo Mantas Zarn Yexil Zarn

Mantas Obb Zarn

Obb Parn

Parn Perth

Perth Podog

Podog Soul Besh

Rakox Squeeker

Soul Besh Terl

Squeeker Zarn

Win Seen

Zarn Zeeth

RACE PER TRIBAL HABITAT:

Arctic Coastal Deathland Desert Grassland Forest Mountain Ruin Swamp Water

Ark Ark Carrin Ark Ark Ark Ark Ark Ark Fen

Dabber Dabber Dabber Dabber Badder Badder Carrin Badder Carrin Menarl

Hawkoid Fen Hawkoid Hisser Dabber Dabber Dabber Carrin Dabber

Hoop Hawkoid Hisser Hoop Gren Gren Hawkoid Dabber Hawkoid

Orlen Hoop Hoop Menarl Hawkoid Hawkoid Hoop Hawkoid Hoop

Wardent Lil Menarl Orlen Hoop Hoop Lil Hisser Lil

Menarl Orlen Sleeth Jaget Katkin Menarl Hoop Menarl

Orlen Serf Wardent Lil Lil Orlen Lil Orlen

Sleeth Wardent Menarl Menarl Sleeth Menarl Sleeth

Wardent Orlen Orlen Wardent Orlen Wardent

Sleeth Sleeth Serf

Wardent Wardent Sleeth

Wardent
1