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Alpha Omega - The Encountered Vol 1 (7457561)
Alpha Omega - The Encountered Vol 1 (7457561)
Created and Written By Book Design and Layout Copyright 2009 Mind Storm Labs LLC. All rights reserved.
David Carter Sam Royama
Mind Storm Labs
Contributing Authors Production Managers 501 N. Orlando Ave, Ste 313, PMB 165, Winter Park, FL 32789
Earl Fischl, Gaston J Belanger, Tom McLaughlin and Rich Osterhout David Carter, Earl Fischl and Tom McLaughlin Reproduction of this work in any manner without the written consent
of the Mind Storm Labs is strictly prohibited.
Creature Statistics Cover Illustration
David Carter and Mark Ermenc Matt Bradbury The Encountered: Volume I and the 6-6 System and their respective
logos are trademarks of Mind Storm Labs LLC in the U.S.A. and
Communit y Creature Design Winners Beta Testers other countries.
B. Lizabeth HamrickTree Hag David Carter, Earl Fischl, Mark Ermenc, Gaston J Belanger and
This is a work of fiction and is intended for entertainment purposes
Alex Kargenetic KargeLearner Eugene Gagne
only. Any similarity to persons, organizations, places or events is
Ali Rocketphish DavidGulliwog
Special Thanks purely coincidental.
Michael Xarlos AdamsBlack Tendril, Blood Spike Plant
Michael Xarlos Adams, Gaston J Belanger, Rich Brownell,
Art Direction
Aileen Bradbury, Matt Bradbury, Claudia Carter, Nelson Carter, Ali
Rocketphish David, Mark Ermenc, Lesley Fischl, Eugene Gagne, First Release: April 2009
David Carter, Earl Fischl, Tom McLaughlin and Sam Royama ISBN-13: 978-0-9798422-1-4 ISBN-10: 0-9798422-1-2
Alex kolixela Gordon, B.Lizabeth Hamrick, Stephen Firewalker
Lead Concept Artist Hupe, Alex kargenetic Karge, David MacGillivray, Sam Iron-
Aaron Panagos hands Macmurchy, Wayne McLaughlin, Ardith McLaughlin, Jessica
McLaughlin, Jim Mock, Janie Mock, Myridean, Rich Osterhout, Aaron
Lead Illustrator Panagos, Leah Panagos, Rob SilentInfinity Pontious, Rocketphish,
Matt Bradbury Christopher Rothwell, Jennifer Rothwell, Krista Royama, Sam Royama,
Jonathan Standing, Yoko Sumida and Derk Venneman
Additional Illustrators
Derk Venneman, Aaron Panagos, Jonathan Standing, Erich Schreiner, Mind Storm Labs wishes to extend a very special thanks to the AO
Joe Slucher, Adam Bray and Wes Louie Community for their support and contributions to AO.
Editors
Earl Fischl, Sarah Hillier, David MacGillivray, Rich Osterhout, Join the Alpha Omega Community at:
Nelson Carter and David Carter www.alphaomegathegame.com/community
Visit us online at:
www.mindstormlabs.com
Royama Design can be found at:
www.royamadesign.com
Acknowledgements
Many people played significant roles in the production of this book invaluable contributions to writing, art direction, editing and every I would also like to thank Gaston J Belanger, Mark Ermenc, Eugene
and I would like to take this opportunity to thank them. other aspect of the completion of this book. I would especially like to Gagne, David MacGillivray, Rob SilentInfinity Pontious, Rich
I would like to thank my parents Nelson and Claudia for their unwav- thank Earl Fischl who had the daunting and time-consuming task of Brownell, Alex kargenetic Karge, Alex kolixela Gordon and
ering support and encouragement throughout another year. I would editing the first draft; it could not have been easy man. Thank-you. Myridean for their efforts whether it was for community involvement,
writing, play-testing, feedback, being a sounding board or just
like to thank my wife Yoko for her invaluable love, support, patience I would like to thank Sami Royama for his truly ground-breaking and
generally listening to me whine. I really appreciate it.
and understanding throughout the many nights and weekends I inspirational work on the graphic design, layout and presentation of
typed away. I would also like to once again thank my dog Emma for this book. I said it last time, but it needs to be said again: Your talent, Finally, thanks to the Alpha Omega Community and the members of
her constant companionship and frequent reminders that one must creativity, patience and skill are second-to-none and your hard work the NWSEC for your continued support!
eat to maintain energy for writing. and innovation have set a new standard in production quality for all ~ David Carter
role-playing games and supplements to come.
I would like to thank my partners, Earl Fischl and Tom McLaughlin, for
trusting me with the lead role for this project. Throughout the entire I would like to thank Matt Bradbury and Aaron Panagos for their
process they have worked tirelessly to continue building Mind Storm immense talent and patience throughout the development of the
Labs and Alpha Omega in every other facet, generously allowing me fantastic artwork found throughout this book. I know how difficult it
to focus all of my efforts on this single project while they performed must have been to endure the constant revisions and nit-picking of
innumerable thankless tasks during the past year. They also provided every last detail of these creatures and illustrations.
The Encountered
V ol ume I
David Carter
6.3.1 Lesser Bone Creature 7.4.3 Damned Tormentor 9.15 Description 11.2.5 Berserker
6.3.2 Corpse Walker 7.5.1 Legion Bone Wielder 9.16 Behavior 11.2.6 Bleeder
6.3.3 Flesh Fiend 7.5.2 Damned Conscriptor 11.2.7 Brawler
6.3.4 Meathead 7.6.1 Damned Desecrated 9.17 Footprint
11.2.8 Breather
6.3.5 Rot Hound 7.6.2 Legion Executioner 9.18 Ranks 11.2.9 Caustic
6.4.1 Cyborg Zombie 7.7.1 Legion Fallen 9.19 Active Segments 11.2.10 Clever
6.4.2 Deceptive Persuader 7.7.2 Damned Pscion 11.2.11 Clumsy
6.4.3 Freak Crawler 7.8.1 Aberrant Reaper
6.4.4 Scag Marauder 7.8.2 Queen RaKenai Encounter 11.2.12 Diseased
11.2.13 Electromagnetic Field
6.4.5 Muscle Freak 7.8.3 Targus Management 11.2.14 Emp
6.4.6 Stalker 7.9.1 Champion of the Damned
11.2.15 Ferocious
6.5.1 Blood Hound 7.9.2 Zaetan 10.1 Creature Categories 11.2.16 Fleet
6.5.2 Scag Castigator 7.10.1 korduun
10.2 Direct Factors 11.2.17 Flying
6.5.3 Grey Man
10.2.1 Health Pool or 11.2.18 Freezing
6.5.4 Octowhal
6.5.5 Rage Horn
Factions Structural Integrity 11.2.19 Hardened
10.2.2 Damage per Segment 11.2.20 Horrifying
6.5.6 Tree Hag
10.2.3 Active Segments 11.2.21 Large
6.6.1 Scag Absolved 8.1 Augmented Sentience
10.2.4 Armor 11.2.22 Light Sensitive
6.6.2 Hydroshifter 8.2 Colonials 10.2.5 Damage Type 11.2.23 Oblivious
6.6.3 Infernal
8.3 Garra Zenteer 10.2.6 Special Attacks 11.2.24 Phased
6.6.4 Invisible Predator
8.4 Legion 10.2.7 Endurance 11.2.25 Radioactive
6.6.5 Lesser Lich
10.2.8 Ranks 11.2.26 Searing
6.6.6 Maniacal Ravager 8.5 Scag
6.6.7 Necrophilous Corrupter 10.3 Indirect Factors 11.2.27 Sensory Deprived
8.6 Technocratic Coalition
6.7.1 Ailing Pounder 10.3.1 Surprise 11.2.28 Slimy
6.7.2 Scag Avatar
8.7 The Damned 11.2.29 Small
10.3.2 Environment
6.7.3 Corpse Giant 11.2.30 Sonic
10.4 Misleading Factors
6.7.4 Forsaken Afflicter Creature 10.4.1 Total CDP Value
11.2.31 Spiked
6.7.5 Pain Warden
6.8.1 Carcassaur
Discovery 10.4.2 Physis
11.2.32 Spiritual
11.2.33 Spitter
6.8.2 Greater Bone Creature 10.5 Creating Challenging 11.2.34 Stalker
6.8.3 Greater Lich 9.1 The Concept
Encounters 11.2.35 Stealth
6.8.4 Slaughter Beast 9.2 Presentation Template 10.5.1 Average Damage 11.2.36 Sticky
6.9.1 Subjugator 9.3 Creature Type Delivered per Segment 11.2.37 Stone
6.9.2 Terrorhawk 10.5.2 Survivability 11.2.38 Suppressor
6.10.1 Achilles
9.4 Creature Category
10.5.3 Encounter Grid 11.2.39 Undead
6.10.2 Kullsarin, Lord of 9.5 Name 11.2.40 Vulnerable
Undeath
9.6 Physical Dimensions
Creature
Demons
9.7 Core Qualities
Templates Glossary,Index
9.8 Secondary Qualities
and Appendices
9.9 Tertiary Qualities 11.1 Using Creature
7.1.1 Damned Wretch
9.10 Vitals Templates
7.2.1 Legion Imp 12.1 Glossary
7.2.2 Damned Pain Sack 9.11 Movement Rates 11.2 Sample Templates
12.2 Index
7.3.1 Damned Corpse Spider 11.2.1 Acclimated
9.12 Armor 12.2.1 Creature Index
7.3.2 Legion Corrupted Soul 11.2.2 Amphibious
7.4.1 Black Tendril 9.13 Attacks 11.2.3 Anemic 12.3 Appendices
7.4.2 Legionnaire 9.14 Special Attacks 11.2.4 Armor Piercing 12.3.1 Presentation Template
1 Introduction
Using The Encountered icons, each representing one of the books primary sections. The
1.1 final icon represents the books Glossary, Index and Appendices. The
highlighted icon indicates which section you are currently reading.
The Encountered has been designed to be easy to use. Each creature
The NavBar enables you to locate and reference different sections
is presented using the NWSEC Standard Organism Presentation
quickly by flipping through the pages.
Template. The various elements of the template are explained in
Introduction detail in the next section and have been designed to allow GMs to
quickly use the creatures of The Encountered to beset and bedevil
Folio Numbering
Folio numbers and topic titles are displayed on the top left and right
1 their players. corners of each two page spread. The left folio number and topic title
tell you which topic is being discussed on the left page, while the right
For simplicitys sake, the terms creature and creatures are used
throughout this book to refer to everything from plants and animals, folio number and topic title tell you which topic is being discussed on
Anatomy of a Creature machinery. The Tech Fiend Type includes cyborgs, robots, mechanical
automatons or any mix of organic and mechanical materials given life.
energy of Omega. Some are sentient, intelligent creatures that lust for
power, and thrive on murder, destruction and the fear they instill in
2 Tech Fiends are typically designed to serve specific functions, usually those around them. Others are non-intelligent monsters, twisted and
The New World is home to countless creatures of a mind-boggling dangerous or unsavory ones. However, as is often the case, some Tech distorted by Omega, that instinctively crave nothing but chaos and
array of shapes, forms and dangers. Classification and categorization Fiends become obsolete, damaged or malfunction over time. Unable the destruction of all life.
is a staggering task. There are several elements that are currently to perform their duties, some are deactivated or destroyed. Others
used to describe, define and place creatures into appropriate groups, are abandoned, and an even smaller few are set freereleased of Creature Category
each of which is presented and explained in the following sections. whatever bond held them to their task. Occasionally, Tech Fiends are 2.2
To assist GMs during preparation and game play, every creature is found wandering aimlessly, unable to fulfill their purpose and trying
Creature Categories are a general way to describe the level of danger a
classified and categorized based on the approximate level of danger it to adapt to the freedom they were never designed for.
creature poses when encountered. There are ten categories: Category
presents, in addition to its attacks, defenses and general capabilities. Abominations one being the least dangerous, and Category ten the most dangerous.
The diagram on the opposing page illustrates where on each of the 2.1.3 Generally speaking, as the Category number increases, the amount
Standard Organism Presentation Templates the following elements of of damage the creature can inflict, the size of its Health Pool, the
Abominations are creatures that have been created or developed
creature classification can be found. number of Segments it is active in and the number of special attacks
unnaturally through perverse and deliberate experimentation,
and defenses it possesses also increase. A detailed explanation of
genetic manipulation or necromancy. Abominations of lower
Creature Type Creature Categories can be found in section 9.4 Creature Category. The
intelligence are inherently driven to destroy and kill living things.
2.1 second digit of a creatures classification number dictates its Category.
Abominations of higher intelligence may be powerful minions or
Five primary Creature Types have been discovered thus far in the sentient, self-serving, malevolent creatures.
Name
New World. Generally speaking, these types are determined along
Spiritual Creatures 2.3
the lines of creature creation or conception, nature, motivation or
2.1.4
needs. Each creature has a classification number found in the upper, The official name for the creature, as dictated by the NWSEC, is listed
outside corner of its template. The first digit represents the Creature Spiritual Creatures are predominantly comprised of Alpha or Omega here. Nicknames, pseudonyms and acronyms may also be listed at the
Type: Freaks of Nature (3), Tech Fiends (4), Spiritual Creatures (5), energy. The uneducated often refer to them as ghosts, but researchers beginning of the creatures description as AKA (Also Known As).
Abominations (6) and Demons (7). have already discovered numerous types of Spiritual Creatures, only a
few of which can be properly classified as ghosts. Generally speaking, Physical Dimensions
Freaks of Nature Spiritual Creatures can only be affected by spiritual energy; however, 2.4
2.1.1 some are capable of interacting directly with the physical world and
The Physical Dimensions of a creature include the average height and
Freaks of Nature are creatures that have developed, or were created, may be vulnerable to a larger variety of damage types. Alpha Spiritual
weight of a typical specimen. It is possible for a creature to be shorter,
through unintentional genetic alteration or unnatural or accelerated Creatures are typically only able to harm creatures comprised of
taller, lighter or heavier than the presented averages.
evolution. Freaks of Nature are often produced through mutation Omega energy and can heal physical organisms. Conversely, Omega
caused by the effects of mutagenic viruses, or when exposed to creatures are unable to heal, but some are capable of damaging all
biological, chemical or genetic weapons. This type also includes the creatures depending on the Damage Types of their attacks.
Core Qualities
2.5
unnatural development of sentient entities comprised entirely of
energy, such as electricity, or matter, such as water or rock. Demons The Core Qualities of a creature provide a numerical representation of the
2.1.5
physical and mental composition of the creature. The seven Core Qualities
Tech Fiends The term Demon is often contested and debated, but NWSEC are Strength, Agility, Conditioning, Vitality, Discipline, Intelligence and
2.1.2
researchers now universally use the term to describe a type of Charisma. A more thorough description of each Core Quality can be found
Tech Fiends are creatures that are partially or completely comprised of creature that is organic, although heavily corrupted by the dark in section 6.3 Core Qualities of the Core Rulebook (CRB).
Presentation Template 2
1 3
2
4 5 7
1 Creature category
9
2 Creature T ype
3 Name 14
8
4 Physical Dimensions
5 Vitals
6 Active segments
10
7 Footprint
8 Special Attacks
9 Core Qualities
10 Secondary Qualities
11
11 Tertiary Qualities
12 Movement Rates
12
13 Armor
14 Description
15
15 Behavior 13
16 Attacks
17 Ranks
16
17
2.6 Secondary Qualities
Secondary Qualities Crawling might seem more appropriate but confuses the usage of Attacks
2.6 the available Dynamic Stances. For simplicity, creatures that travel on 2.11
land, regardless of their method of locomotion, should use Walking,
Secondary Qualities represent the more complex elements of a All known methods of attack and relevant statistics are presented
Running and Sprinting to refer to three progressive levels of effort
creatures mental and physical capabilities. The seven Secondary here, including: Associated Dice Pool, Exertion Rating, Maximum
for movement and should use the corresponding Combat Modifiers
Qualities are Athleticism, Physical Acumen, Fitness, Will, Wisdom, Wit Number of Attacks per Segment, Damage, Maximum and Minimum
and Presence. A more thorough description of each Secondary Quality listed in section 7.9.3 Ranged Combat Stance Modifiers and 7.10.1 Melee
Ranges, Range Rating and Range Penalties for all Ranged attacks.
can be found in section 6.4 Secondary Qualities of the CRB. Combat Stance Modifiers of the CRB for Ranged and Melee Combat
Ranged and Melee attacks are explained in detail in sections 7.9
respectively.
Ranged Combat and 7.10 Melee Combat of the CRB.
Tertiary Qualities Creatures that Fly or Swim should use the listed Flying and Swimming
It is important to note that whenever multiple Damage Types are
2.7 combat modifiers when moving at their maximum rate of movement
listed for an attack, only the most effective Damage Type is used. For
Tertiary Qualities are the numeric representation of several aspects of for the Flying or Swimming Dynamic Stances. However, it is possible example, if an attack does 1d6 MK/OS (Melee Kinetic and Omega
a creature that are relevant to their survivability, instincts and natural for these creatures to swim or fly more slowly if desired. The Combat Spiritual) and the target has a higher Damage Threshold against
combat abilities. The Tertiary Qualities are Reaction, Physis and Modifiers for the Walking and Running Dynamic Stances should be Melee Kinetic than it does against Omega Spiritual, then the attack
Defense Rating. A more thorough description of each Tertiary Quality used when moving at less that 1/3 and 2/3 (rounding down) of their would be calculated using Omega Spiritual Damage.
can be found in section 6.5 Tertiary Qualities of the CRB. It is important maximum Movement Rates respectively.
to note that, although clear definitions are provided in the CRB for For example, if an aquatic creature can only swim, and has a Special Attacks
these elements, they may be inflated or deflated as required. maximum Movement Rate of 12 for the Swimming Dynamic Stance, 2.12
but only moves 4 SIM (see CRB section 7 Game Mechanics Lingo for For those creatures that have Special Attacks, the critical parameters
Vitals more information) or less, then it would use the Walking Combat
2.8 and statistics are listed in an abbreviated format. The various aspects
Modifiers rather than Swimming. If it moved between 5 and 8 SIM, it of a Special Attack are described as:
A creatures Vitals include their Endurance Pool (EP) and Health Pool would use the Running Combat Modifiers. Finally, if it used between
(HP) or Structural Integrity (SI). Endurance represents how much 9 and 12 SIM, it would use the Swimming Combat Modifiers. Section Name: The Name of the attack.
physical activity can be endured before exhaustion sets in, and 9.11 Movement Rates contains more information for determining the Action (Act): Denotes the type of attack action as Free, Half or
determines how many times a particular Special Ability can be used. combat modifiers associated with Movement Rates. Full. Actions are described in detail in section 7.7.1 Perform an
More information on Endurance can be found in section 6.5 Tertiary Action of the CRB.
Qualities of the CRB. Health Pool represents how much damage can be Note that creature Movement Rates may be different than those of a
endured before dying. More information on Health Pools can be found character with an equal Athleticism score due to the creatures means Range (Rng): The maximum distance, measured in SIM, at which
in section 6.6 Health Pool of the CRB. of locomotion and size. the attack can be performed.
Scope (Sc): Scope describes the number of targets or area
Movement Rates Armor affected by the attack. Scope can be one of the following:
2.9 2.10
Single Target (1): The attack only affects a single target.
A creatures Movement Rate represents the distance it can travel in a Armor provides a creature with protection from various Damage Types
according to that creatures Damage Thresholds. These Thresholds Multiple Targets (MT): The attack affects the number of
single Segment in the various Dynamic Stances: Swimming, Crawling,
determine the amount of damage that is negated from each attack targets listed in parentheses simultaneously.
Walking, Climbing, Running, Sprinting and Flying. The Walking,
Running and Sprinting Dynamic Stances are generally used to refer to that uses the corresponding Damage Type. More information on Area of Effect (AoE): AoE attacks affect all targets within
the locomotion of bipeds or quadrupeds. In the context of creatures Damage Thresholds can be found in sections 7.11.4 Damage Thresholds a defined area. The shape of the AoE varies according to
that have no legs or many legs, such as snakes or insects, the term and 7.11.5 Damage Resistances of the CRB. the attack and may take one of many shapes. Section 9.14
Special Attacks 2.12
Special Attacks provides rules for creating your own AoE Smell (Sm): Smell attacks produce an effect that must be Damage Type is listed in parentheses followed by the fre-
shapes, but a few are explained below: smelled in order to be effective. A smell attack could be initi- quency at which the subsequent damage or healing occurs.
Cone (C): A Cone attack spreads as it travels from its ated by hormonal or biological secretions, either passively For example, Func: DoT (3d6 AS, 1d8 AS/3 S) indicates that
point of origin away from the attacker. The Diameter or deliberately. Certain pieces of protective equipment that this attack does 3d6 Alpha damage, and an additional 1d8
D is the width of the effect at its maximum range. eliminate, reduce or protect ones sense of smell will protect Alpha damage every 3 Segments after the initial damage.
a target from smell attacks. No Attack Attempt is required.
Sphere (S): A Sphere attack affects all targets within Alter Stat or State (Alter): This effect will raise or lower
a sphere of Radius R. Some Sphere attacks can be Gaze (Gz): Gaze attacks require the target to be within the Core Qualities, State Component Levels, Endurance Pool,
centered anywhere within the Range of the attack, Line of Sight (LoS) of the attacker. Some attacks only require Defense Rating, Movement Rates or Skill Check Rolls of the
but unless otherwise stated should be centered on the the target be seen by the attacker, while others require that target.
source creature by default. the attacker and target make eye contact. Gaze attacks that
require eye contact are indicated with the Eye Contact (EC) For example, Func: Alter (Strength -5) indicates that the
Hemisphere (H): A Hemisphere or Half-sphere abbreviation. No Attack Attempt is required. victims Strength Core Quality Score is reduced by five
attack affects all targets within a hemisphere of throughout the duration of the effect, while Func: Alter
Radius R centered within the attackers maximum Physical (Ph): Physical attacks are the simplest attacks (Fear State +2) indicates that the victims Fear State
range, much like the sphere above except the shape is of all, requiring the attacker to make a successful Attack Component is increased by two Levels throughout the dura-
only half a sphere regardless of its orientation. Attempt to strike their target with a melee or ranged attack. tion of the effect. State Component Levels are explained in
The number in parentheses indicates the bonus or penalty detail in section 7.3 Character or Creature State of the CRB.
Wave (W): A Wave attack is a rectangular wall with a
which is added to the Attack Attempt.
Length (L) and a Height (H) that travels the extent of Grapple (Grap): Grapple attacks follow the standard
the attacks Range, affecting all targets within its path. Aura (Au): Aura attacks affect any target that is within the rules for grappling outlined in section 7.10.4 Special Attacks
listed distance from the attacker. Auras are always centered and Grappling of the CRB. Typically, a creature will have to
Self (S): These attacks only affect the source creature.
on the creature and no Attack Attempt is required. gain control of their victim before using any other grapple
Nature (Nat): The nature of an attack will indicate how the attacks, but this may not always be the case. The various
Blast (Bl): Blast attacks affect all creatures within range of
attack is created, and what general effect it will have on a target. Grapple attacks are:
the blast, and do not require an Attack Attempt Roll.
There are currently seven known attack natures. They are:
Endurance Cost (EC): This is the amount of Endurance the Control (Cont), Joint-lock (JL), Choke (Cke),
Sonic (Sn): Sonic attacks generate audible noise. Sonic Slam (Slm), Throw (Throw)
Special Attack costs to initiate or maintain each segment.
attacks are only effective if the target is able to hear the
Function (Func): Special attacks have several different func- Toxins (Tox)/Diseases (Dis): These attacks introduce a
noise. If the target is deaf, hearing impaired or is wearing
harmful chemical or biological agent into the target, and
appropriate protective gear, the potency of the attack may tions, the most common of which are described below:
have one or more effects. For simplicity, they are referred
be significantly reduced or rendered completely harmless.
Damage/Healing (Dam/Heal): This effect damages or to as toxins, but may be any combination of chemicals,
No Attack Attempt is required.
heals the targets HP or SI. The amount of damage or heal- toxins, poisons, microorganisms, biological weapons and/or
Visual (Vs): Visual attacks produce an effect that must be ing, and the Damage Type is listed in parentheses. diseases. There are several important factors that dictate
seen in order to be effective. A visual attack can be caused the behavior of these attacks:
For example, Func: Dam (2d4 MK) indicates that this attack
by illusions, the physical appearance of a creature or some
causes 2d4 Melee Kinetic damage. Dispersal (Disp): This is the method used to deliver
other phenomenon that the target sees. Protective eyewear
Damage over Time (DoT)/Healing over Time (HoT): the toxin. There are four toxin dispersal methods.
and darkness can suppress visual attacks. Some visual
attacks, like Flashbang grenades, explode, producing bril- This effect damages or heals the HP, or damages the SI of the Airborne (ABN): Airborne toxins must be
liant light that negates darkness entirely. No Attack Attempt target(s) by the amount indicated over the listed period of inhaled into the respiratory system to take
is required. time. The amount of immediate damage or healing, and the effect. Various pieces of equipment are
2.12 Special Attacks
designed to filter harmful particles out of the potent the toxin is. To neutralize the toxin, a curing Sample Special Attacks
air and prevent gaseous toxins or microorgan- agent must be of equal or greater Potency Level. The following examples illustrate the information that will be
isms from being inhaled. Resist Check (RC): This lists the type of Resist Check, provided in the descriptions of Special Attacks.
Ingested (ING): Some toxins, typically liquid, the DR and the result of a successful Resist Check
Sample Special Attack 1:
but occasionally solid, must be ingested into against the effects of the toxin.
the digestive system to take effect. As long as Sonic Cone
Drain (Dr): Drain attacks reduce the target(s) HP and/or
they are not ingested, they are harmless. EP by the listed amount and adds it to the creatures own Act: Full, Rng: 20 SIM, Sc: AoE (C, D6), Nat: Sn,
Transdermal (TDL): Some toxins are able to respective pools. EC: 4, RC: Vitality (22, Half Damage), Ch/Rech: (2, 6 H)
penetrate the epidermal layer and reach the Duration (Dur): The Duration of an Area of Effect attack is Func: Dam (4d6 EN)
blood stream. Toxins of this nature take effect defined by the number of Segments S, Cycles C, Minutes M
as soon as they come into contact with exposed or Hours H the Effect lasts. If no duration is listed, the effect is
skin. instantaneous. The first line tells us the name of the Special Attack is Sonic Cone.
Direct delivery (DD): Some toxins are injected For example, a Duration of three Segments would be written as 3S, The first element of the second line tells us the Sonic Cone is a
directly into the blood stream through the use while a Duration of four hours would be written as 4 H. This value Full Action.
of a delivery medium capable of bypassing the represents the duration of the Special Attack. The second element of the second line tells us the attack has a
protective layers of a target. These delivery
Resist Check (RC): This lists the type of Resist Check, the maximum Range of 20 SIM.
vehicles may include syringes, stingers, sharp
teeth, claws, spines, etc. In order for these Difficulty Rating (DR) and the result of a successful Resist Check The third element of the second line tells us the attack is a
toxins to take effect, the attack must bypass all against the Special Attack. Cone-shaped Area of Effect with a diameter of 6 SIM at its
protective equipment and abilities, and lower For example, RC: Vitality (45 Negates) means that a Vitality RC maximum range.
the targets Health Pool by at least one point. with a roll of 45 or higher would negate the effect, while The fourth element of the second line tells us the Nature of the
Effect Onset (Onset): This is the amount of time it RC: Conditioning (22 Half Damage) means that a Conditioning RC attack is Sonic.
takes for the toxin to take effect. The Effect Onset is with a roll of 22 or higher would reduce the damage suffered by
the target by half. The first element of the third line tells us the Endurance Cost
represented by a number of Segments S, Cycles C,
needed to initiate this attack is 4 Endurance Points.
Minutes M, Hours H or Days D. If no Effect Onset Charge/Recharge (Ch/Rech): Charge/Recharge dictates the
is listed, the effect is immediate. number of times a special attack can be used successively and the The second element of the third line tells us that a Vitality Resist
amount of time that must pass to regain a charge. Check with a roll of 22 or above would reduce the damage of the
Effect: This describes what effect the toxin has on
attack by half.
the victim, mirroring the Functions listed above, but For example, Ch/Rech: (4, 1 H) indicates that this particular attack
limited to the following: Dam, DoT or Alter. can be used up to four times before requiring a Recharge. After a The third element of the third line tells us the attack has two
period of one hour, one spent charge will be regained. If no Ch/ charges and each spent charge takes six hours to be recovered.
Duration (Dur): This is the amount of time the
effects of the toxin last. Duration is represented by Rech is listed, the attack can be used an infinite number of times. The fourth line tells us the Function of this attack is to cause 4d6
a number of Segments S, Cycles C, Minutes M Cumulative (Cuml): Cumulative indicates whether or not the Energy damage to the targets. The duration is not addressed, so
or Hours H. If no duration is listed, the effect is effects of multiple attacks are cumulative. If no value is given, the the attack is instantaneous.
instantaneous. This value represents the duration of effects are not calculated over time.
the toxin rather than the attack used to deliver it.
For example Cuml: Yes indicates that the effects are suffered by
Potency Level (PL): This is a measurement of how the target for each successful application of the attack.
Active Segments 2.17
Sample Special Attack 2: initial damage of the attack must reduce the targets HP by at least thatsuggestionsand GMs should feel free to use creatures in a
Poisonous Stinger 1 point after damage and damage reduction have been calculated. manner that fits the encounter they have planned.
Act: Full, Rng: 1 SIM, Sc: 1, Nat: Ph, The third element of the fourth line tells us the Effect of the Toxin
is Damage over Time, and the initial damage caused by the attack
Footprint
EC: 5, Ch/Rech: (3, 1 H), Cuml: No 2.15
is 1d10+3 Melee Kinetic (from the actual stinger attack) and then
Func: Toxin [Disp: DD, Effect: DoT (1d10+3 MK, 1d6 HP/C), the toxin does 1d6 HP damage every subsequent Combat Cycle A creatures footprint is the amount of space it occupies on a game
Dur: 10 C, PL: 3, RC: Vitality (28, Negates)] until the toxin has run its course or is neutralized. board when using the Model and Game Grid Combat or Model and
Terrain Combat Modes of Play as described in section 1.5 Modes of Play
The first element of the fifth line tells us the Duration of the Toxin,
of the CRB. The footprint is annotated as: ([L] x [W]) where L is
The first line tells us the name of this special attack is if left to run its course, is 10 Combat Cycles. the length of a creature and W is the width, measured in SIMs. For
Poisonous Stinger. example, a creature with a footprint of (4 x 5) would be 4 SIM long
The second element of the fifth line tells us the Potency Level of
The first element of the second line tells us the attack is a the Toxin is 3. and 5 SIM wide.
Full Action.
The third element of the fifth line tells us that a Vitality Resist
The second element of the second line tells us the Range of this Check of 28 is required to negate the effects of the Toxin.
Ranks
attack is 1 SIM. 2.16
This area of the template lists any Skill and Wielding Ranks that
The third element of the second line tells us the Scope of this Description a creature possesses. In some circumstances, combat Skills such
attack is a single target. 2.13
as Unarmed or Pistols and SMGs do not provide an accurate
The fourth element of the second line tells us that the Nature of Creature Descriptions offer information about the creatures appear- representation of a creatures level of capability with their natural
this attack is Physical, meaning an Attack Attempt Roll must be ance, how it might smell, its physiology, offensive and defensive weapons. In these cases, Ranks have been provided for each of the
made to determine whether the attack is successful. capabilities and other outstanding features. In most creature descrip- creatures attacks. It is important to note that in cases where crea-
The first element of the third line tells us the attack costs 5 tions, you will find some information about how the creature came tures do not have specified Skill Ranks for listed attacks, the Unarmed
Endurance Pool to initiate. If the creature does not have sufficient into existence, and how it has survived. Skill should be used by default.
EP remaining, the special attack can not be initiated. For creatures with Wielding Ranks, GMs may create Effects using the
The second element of the third line tells us that this attack has 3
Behavior rules located in section 7.14 Wielding of the CRB. In most cases a few
2.14 relevant Special Attacks have been provided, however these creatures
Charges and can therefore be used up to 3 times without needing
a Recharge. The second part tells us that 1 Charge is recovered The Behavior field provides information regarding the creatures are still capable of producing their own Effects based on their Source
every hour. instincts, diet, prey, hunting strategies and any distinguishing or and Intention combinations.
The third element of the third line tells us that the effects of this important aspects of its activities and habitat. Depending on the
creature, the Behavior section also provides information about the Active Segments
special attack are not cumulative. This means that any subsequent, 2.17
successful applications of this attack against the same target do creatures ecology and may discuss things like the environments it
not have any additional effect. thrives in or avoids, the time of day or season it is more likely to be A creatures Active Segments lists the Segments in which the creature
encountered and any unusual characteristics it may have, such as has a Turn.
The first element of the fourth line tells us the Function of this an aversion to light or an attraction to certain smells. Information
special attack is to transmit a Toxin. is typically provided about how the creature interacts with other
The second element of the fourth line tells us the Dispersal method creatures, especially as it relates to game play, combat and Encounter
for the transmission of this toxin is direct delivery, meaning the Management. Keep in mind that the suggested behaviors are only
Freaks of Nature
3
3.1.1 Arcology Rat Height 0.5 m (1'8") Hp 16 Active Segments 3
freak of nature Weight 27.2 kg (60 lb) Ep 12 Footprint 11
Like the cities they call home, arcology rats are specials
core qualities
gigantic. They resemble their much smaller ancestors
Quality Score Dice Pool in general appearance and typically have dark brown *Diseased Bite
Strength 9 4d4 or black fur covering their bodies. Arcology rats rarely Act: Full, Rng: 1 SIM, Sc: 1, Nat: Ph, EC: 0,
Agility 10 5d4 have fewer than four eyes, an unsettling mutation Cuml: No
Conditioning 6 3d4 which gives them incredible vision. Their ears are Func: Disease [Disp: DD, Onset: 10 M,
Vitality 10 5d4 usually torn and scarred from run-ins with other rats, Effect: Alter (Strength and Athleticism
Discipline 6 3d4 but their hearing is exceptional. Their heads are much -5 DPS), Dur: 7 D, PL: 1,
larger relative to their bodies, than their smaller RC: Vitality (13, Negates)]
Intelligence 3 1d4
counterparts , and they house powerful jaws filled
Charisma 2 1d4 Immune to all PL 1 Toxins and Diseases.
with jagged, razor-sharp teeth. A set of semi-rigid
secondary qualities "feelers" rests alongside their whiskers, giving arcol-
Athleticism 10 5d4 ogy rats a particularly horrific appearance.
Physical Acumen 8 4d4
Fitness 8 4d4 behavior
Will 8 4d4 Arcology rats are incredibly industrious and endlessly
Wisdom 5 2d4 hungry. They roam the sewers and tunnels that lay
beneath most arcologies, thriving on the endless sup-
Wit 3 1d4
ply of trash and waste that pours down from the city
Presence 6 3d4 above. They are very territorial and extremely aggres-
tertiary qualities sive, attacking anything that enters their perceived
Physis 7 territory, including other rats. Their excellent senses
Reaction 7 3d4 allow them to operate with ease in the dark confines
Defense Rating 4 below the cities. Arcology rats have become a serious
movement rates problem for many city states, attacking maintenance
1 1 1 3 5 personnel, damaging infrastructure and occasionally
venturing out into the inhabited levels of the city
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their sharp beaks as deep into their victim as they can.
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Once their beaks have pierced the hide or flesh of their
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targets, small, narrow tongue-like proboscises suck armor
their victims blood (see Blood Drain). Creatures able Damage Type Threshold
to reach the embedded Bloodbeak can attempt to rip
High Velocity Kinetic 0
the creature out of the flesh, armor or whatever they
Melee Kinetic 0
have anchored onto with an Opposed Grapple Check
(see Extraction). If an attempt to extract a Bloodbeak Energy 0
fails, the creature will extract itself and prepare to Chemical 0
Max Range attack again; it will attempt to drive its deadly beak Void 1
attacks Dice Pool Damage Exertion Attacks Rating Min Max Penalty into a more difficult position to reach. Alpha Immune
Beak 5d4 1d6 MK* 1 1 SIM Omega Immune
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siphon a sizable volume of their victims blood in
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Walk
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order to satisfy their seemingly unending hunger. The
proboscis that a Skeeter inserts during its bite releases armor
an enzyme that inhibits blood coagulation. This Damage Type Threshold
causes victims to continue bleeding while their blood High Velocity Kinetic 0
is withdrawn (see Blood Drain). Before attacking with Melee Kinetic 0
their bite, Skeeters shoot a small barb at their victim. Energy 0
When the barb strikes a solid surface, it releases Chemical 0
Max Range an hallucinogenic toxin that has a disorienting, yet Void 1
attacks Dice Pool Damage Exertion Attacks relaxing effect (see Lucid Toxin). This toxin has become
Rating Min Max Penalty Alpha Immune
a primary ingredient for many narcotics on the black
Bite 5d4 1d6 MK* 1 1 SIM Omega Immune
market, prompting entrepreneurial and criminal
minds to construct Skeeter breeding nurseries.
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to intimidate, threaten and trick other Squicks to do
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Crawl
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Walk
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his or her bidding. A few Squick communities have
learned to properly clothe themselves, use tools armor
and even firearms. However, these groups are the Damage Type Threshold
exception rather than the norm. For the most part, High Vel. Kinetic 0
Squicks are territorial, cannibalistic savages capable Melee Kinetic 1
of extreme aggressiveness when defending their Energy 0
turf. They attack with simple melee weapons in Chemical 1
Max Range overwhelming numbers, but are skittish and scare Void 1
attacks Dice Pool Damage Exertion Attacks easily; they retreat and attack often. Some people
Rating Min Max Penalty Alpha Immune
have attempted to keep these disgusting little
Unarmed 6d4 1d4+1 MK 4 5 1 SIM Omega Immune
wretches as pets. Others have tried to educate them
Melee Weapon 6d4 Weapon+1 Dependent upon Weapon and turn them into respectable members of society.
In most cases, Squicks perceive this kindness as a
weakness and spring violently into action, murdering
Barter: 1, Detection: 3, Grapple: 3, Living off the Land: 4, One-handed Melee: 2, Performing: 1, Structural and eating their would-be advocates.
ranks
Technologies: 1, Tactics: 1, Theft: 1, Tracking: 1, Two-handed Melee: 2, Unarmed Melee: 3
3.1.7 Terror Beetle Height 0.84 m (2'9") Hp 22 Active Segments 3
freak of nature Weight 52.2 kg (115 lb) Ep 20 Footprint 11
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are joined by thin lines that alert spinners should
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prey become entangled in a web. Victims caught in
networked webs become food for the entire group armor
and are quickly split into equal parts. Research has Damage Type Threshold
shown that chameleon spinners observe the behavior High Velocity Kinetic 1
of their prey and adjust the position of the webs Melee Kinetic 2
in their network accordingly. They have even been Energy 0
observed creating traps for their prey: prey attempt- Chemical 0
Range ing to bypass intentionally easy to detect webs can Void 2
attacks Dice Pool Damage Exertion Max
Attacks Rating Min Max Penalty become snared in secondary webs hidden from view.
Alpha Immune
As solitary hunters or smaller networks, chameleon
Bite 2d6, 4d4 1d8+1 MK 6 2 1 SIM Omega Immune
spinners focus on well-traveled areas, building webs
across paths or trails in the wild, or across doorways
and stairwells in ruined or abandoned buildings.
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Fly
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on the element of surprise, often dropping onto
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Crawl
Climb
Swim
Walk
would-be prey from above. If their food supply begins
Run
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to disappear, they move to new hunting grounds, armor
sniffing out new food sources with their snake-like Damage Type Threshold
forked tongue. In combat, duct worms wrap their ten-
High Velocity Kinetic 1
tacles around their target, constricting to maintain
Melee Kinetic 3
a formidable grip and to prevent their victim from
escaping. Once they have a firm grip, they bite their Energy 1
victim repeatedly with their incredibly sharp teeth. Chemical 3
Max Range Aside from their speed, duct worms rely on a sharp Void 2
attacks Dice Pool Damage Exertion Attacks Rating Min Max Penalty ring of painful spikes around their head for defense. Alpha Immune
Bite 3d6, 3d4 1d8+1 MK 6 2 1 SIM Their skin secretes a chemical that dissolves flesh and Omega Immune
synthetic materials on contact, making it difficult to
free oneself from their grasp (see Reactive Skin).
insects with a strong pheromone that they continu- Helyfish must have Control first.
Sprint
Crawl
Climb
Swim
Walk
armor approach they inevitably come into contact with the EC: 3/S held, Dur: until victim Breaks Free
Damage Type Threshold Helyfishs tentacles, becoming prey. When attacking or is released
a larger target, Helyfish descend slowly and carefully
High Velocity Kinetic 0 Func: DoT (1d8+1 CH, 1d4+1 CH/S)
before gently draping their tentacles onto their prey.
Melee Kinetic 1
When Helyfish tentacles are disturbed, they wrap
Energy 1 around the intruder and thousands of small tentacle
Chemical 2 spines release a potent necrotoxin that liquefies
Void 2 the prey so that it can then be ingested through the Max Range
attacks Dice Pool Damage Exertion Attacks
Alpha Immune tentacles. The toxin induces extreme pain and often Rating Min Max Penalty
Omega Immune causes muscular contractions (see Necrotoxic Grasp). Unarmed 2d6, 4d4 1d4+1 CH 5 4 2 SIM
Although a single Helyfish may not pose much of a Bite 2d6, 4d4 1d4+1 MK 1 1 SIM
threat, a pack can quickly kill a single unprotected
target with relative ease.
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provides. This need for food drives them to use their
Sprint
Crawl
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Walk
powerful legs to propel them onto a larger, meatier
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target, which they envelop with their long, constrict- armor
ing tentacles (see Leaping Tentacle Attack). They use Damage Type Threshold
their significant strength to pull their victims into
High Velocity Kinetic 2
the water. When launching themselves at their prey,
Melee Kinetic 3
Muckhuggers inflate their chests to an incredible size,
using it like a pillow to suffocate their victims. While Energy 1
killing their prey, they turn their heads sideways Chemical 2
Max Range (see Inflating Suffocation). NWSEC observers have Void 2
attacks Dice Pool Damage Exertion Attacks Rating Min Max Penalty often remarked that when smothering its victim, Alpha Immune
Unarmed 3d6, 3d4 1d4+1 MK 4 4 2 SIM Muckhuggers will turn their head sideways with Omega Immune
Bite 3d6, 3d4 1d10+2 MK 6 2 1 SIM an expression on their face similar to that of a child
squeezing a stuffed animal.
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in the center of their feet. These stingers contain
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Crawl
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Walk
Run
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a paralytic poison that suppresses the movement
of their prey (see Talon Stinger). When their prey armor
slows its struggle, and its defenses drop, Sawbeaks Damage Type Threshold
use their serrated beaks to rip them open and eat High Velocity Kinetic 1
without having to worry about their dinner escaping. Melee Kinetic 2
Sawbeaks avoid attacking targets that are too heavy Energy 0
for them to carry; however, if they become agitated or Chemical 1
Max Range feel their nests are threatened, adult Sawbeaks will Void 2
attacks Dice Pool Damage Exertion Attacks aggressively dive on their targets, slashing with their
Rating Min Max Penalty Alpha Immune
sharp beaks and talons (see Diving Slash).
Unarmed 2d6, 4d4 1d4+1 MK 4 4 1 SIM Omega Immune
Diving Slash 3d6, 3d4 2d4+1 MK 1 3 SIM 7 SIM
Talons 3d6, 3d4 1d8+1 MK* 1 3 SIM 7 SIM
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limbs fully extended. Just as they impact their target
Sprint
Crawl
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Walk
Run
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they bite down, unleashing the full ferocity of their
jaws (see Grasping Bite). They quickly begin slashing armor
and stabbing with their sharp, hook-like claws, Damage Type Threshold
wounding their prey. Once their prey is incapacitated, High Velocity Kinetic 1
they twist clockwise with their targets flesh firmly Melee Kinetic 2
held in their jaws while pushing in the opposite direc- Energy 1
tion with their firmly embedded claws. They jerk and Chemical 2
Max Range gyrate, while ripping large chunks out of their prey Void 2
attacks Dice Pool Damage Exertion Attacks (see Twisting Bite).
Rating Min Max Penalty Alpha Immune
Unarmed 2d6, 4d4 1d4+1 MK 4 5 1 SIM Omega Immune
Bite 2d6, 4d4 1d8+1 MK 6 2 1 SIM
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Lucid Mist). The vines continue to attack until the
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victim has either been incapacitated by the mist, or
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beaten unconscious. Some vines flail at the victim, armor
their thick stalks and sharp spines battering and tear- Damage Type Threshold
ing flesh, while others grapple and tangle, preventing
High Velocity Kinetic 2
escape. Once the prey has been rendered unconscious,
Melee Kinetic 2
the vines drag them toward the creepers center,
where they are kept unconscious by an array of Energy 1
pain-killing sedatives. The lucid creepers prey is also Chemical 1
Max Range injected with digestive juices, which slowly liquefy Void 3
attacks Dice Pool Damage Exertion Attacks Rating Min Max Penalty their innards. The creeper then plunges several Alpha Immune
Unarmed 6d6 1d6+2 MK 6 4 8 SIM needle-like appendages deep into their bodies, draw- Omega Immune
ing sustenance from the liquid (see Digestive Leaves).
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entities of unknown origin is dictated by their degree
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Crawl
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Walk
Run
Fly
of intelligence, benevolence or malevolence. Some
are shy creatures that avoid contact with all living armor
beings. Others are friendly and will communicate Damage Type Threshold
with strangers with no ill will or hostility. Some are High Velocity Kinetic 4
distinctly mischievous or malevolent creatures who Melee Kinetic 5
actively create difficulty or cause harm to innocent Energy 3
or harmless creatures. In combat, minor entities Chemical 3
Max Range unleash melee and ranged attacks based on their Void 3
attacks Dice Pool Damage Exertion Attacks Source (see Source Attacks). They may strike with their
Rating Min Max Penalty Alpha Immune
appendages in melee combat or propel various pieces,
Melee* 6d6 1d6+2 6 4 1 SIM Omega Immune
portions or extensions of themselves towards their
Ranged* 1d8, 5d6 1d10+1 8 2 1 50 SIM enemy as ranged attacks.
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Darkness by 4.
lower jaws, firmly anchoring their prey. Digestive
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Crawl
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Walk
Run
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acid, stored in their mouths, is secreted when they
bite and quickly begins to burn the victim. This Acidic armor
Bite lasts as long as their prey is attached to their Damage Type Threshold
teeth (see Acidic Bite). Screechers can also attack with High Velocity Kinetic 2
their spiked tails, stabbing their victims as they fly Melee Kinetic 3
by. Their spiked tails are also used as an additional Energy 1
attack when anchored to their target (see Tail Stinger). Chemical 3
Range Research has shown that during a hunt, if the number Void 3
attacks Dice Pool Damage Exertion Max
Attacks Rating Min Max Penalty of attacking Screechers becomes reduced by half,
Alpha Immune
they emit a harsh screech, signaling the remaining
Bite 1d8, 5d6 1d10+3 MK 1 1 SIM Omega Immune
creatures to withdraw.
Tail Stinger 1d8, 5d6 1d8+3 MK 1 2 SIM
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ranks Detection: 7, Grapple: 6, Ranged Attacks: 10, Stealth: 10, Tracking: 7, Unarmed Melee: 7
Length 2 m (6.6') Hp 48 Active Segments 3, 6 Swamp Ray 3.3.8
Weight 65 kg (143 lb) Ep 49 Footprint 2 1.5 freak of nature
Mnky-Run
bury themselves in the mud or sand near shore with
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Crawl
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Walk
only their eyes and the barbs of their tails exposed.
Run
Fly
They lay in wait for anything and everything that armor
passes within range. With lightening speed and Damage Type Threshold
deadly accuracy, they whip their tails through the
High Velocity Kinetic 2
air, stabbing their prey with their barbs to inject
Melee Kinetic 4
their paralytic venom (see Paralytic Barb). Once their
prey is paralyzed, they are able to take their time Energy 2
devouring it. Swamp rays have been known to take Chemical 4
Max Range prey as large as an Uber Wolf, paralyzing them while Void 3
attacks Dice Pool Damage Exertion Attacks Rating Min Max Penalty they drink. Swamp rays are notoriously wasteful Alpha Immune
Bite 5d6, 1d4 1d8+2 MK 6 2 1 SIM predators, capable of incapacitating prey far too large Omega Immune
Tail 5d6, 1d4 2d8+2 MK 1 3 SIM to consume on their own. They almost always leave
carcasses behind. As such, they are often followed by
birds and other scavengers.
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Walk
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Mnky-Run
slain animals; they are frequently spotted following
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Crawl
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Walk
specials other predators, patiently waiting for a chance
Run
Fly
to steal a meal or pick apart remains. Extremely armor
Echolocation
protective of the food they claim, vulturats will attack Damage Type Threshold
Reduces the penalty for fighting in
any creature that challenges them for a meal. Unlike
Darkness by 4. High Velocity Kinetic 2
typical vultures, they will not shy away from victims
Melee Kinetic 3
that have not yet died. A venue of vulturats will dive
at wounded or helpless targets, striking with their Energy 1
talons, claws and beaks to expedite death. Chemical 2
Max Range Void 3
attacks Dice Pool Damage Exertion Attacks Rating Min Max Penalty Alpha Immune
Beak 4d6, 2d4 1d10+2 MK 6 3 1 SIM Omega Immune
Talons 4d6, 2d4 2d8+2 MK 8 2 1 SIM
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colonys workforce, providing direction to drones
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Crawl
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Walk
and disciplining them when they are not working
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hard enough. They also solve problems that arise in armor
the development of the colonys infrastructure and Damage Type Threshold
surroundings. Reavers serve the various Princes and
High Velocity Kinetic 3
the Queen of the colony, obeying their commands
Melee Kinetic 4
and instructions on matters concerning the develop-
ment of the colony. When it comes to the defense Energy 3
of the colony, or during the seizure of new territory, Chemical 4
Max Range Colonial reavers readily demonstrate their vicious- Void 3
attacks Dice Pool Damage Exertion Attacks Rating Min Max Penalty ness, combat prowess and efficiency. During combat, Alpha Immune
Bladed Appendages 1d8, 5d6 2d6+3 MK 10 3 1 SIM Colonial reavers take orders from their commanding Omega Immune
Colonial Warriors. Colonial reavers can use their ser-
rated arms as a combination of scythe and handsaw,
and are able to stab opponents with the sharp feet of
their middle legs.
ranks Detection: 12, Grapple: 9, Tracking: 12, Unarmed Melee: 13
3.4.3 Feederweed Height 2.4 m (8') Hp 63 Active Segments 3, 6
freak of nature Weight 120.2 kg (265 lb) Ep 66 Footprint 32
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Mnky-Run
mates. A gulliwogs croak is deafening and when
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Crawl
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Walk
several get together during the breeding season they
Run
Fly
drive most other occupants out of the area. A female armor
may lay thousands of eggs, but tadpole mortality is Damage Type Threshold
high, as they quickly fall prey to the barrage of preda-
High Velocity Kinetic 3
tory creatures common in the Wilds. An ambush from
Melee Kinetic 4
water is the gulliwogs favorite hunting technique.
They are also notorious for eating almost anything. Energy 2
Necropsies performed on larger specimens have Chemical 4
Max Range turned up skeletons of young bull chargers, parts of Void 3
attacks Dice Pool Damage Exertion Attacks Rating Min Max Penalty machines, and more often than not, people. Their Alpha Immune
Unarmed 2d8, 4d6 1d8+3 MK 12 3 2 SIM undiscerning eating habits and tendency to consume Omega Immune
Tongue 5d6, 1d4 2d6+2 MK 1 8 SIM travelers has made gulliwogs the subject of legends
and folklore among many Remnant tribes. Young
children are often told that if they do not behave,
gulliwogs will come in the night to eat them.
ranks Detection: 12, Grapple: 13 (16 for Tongue), Stealth: 14, Unarmed Melee: 13 (16 for Tongue)
3.4.5 Jekylhide Height 1.9 m (6'3") Hp 67 Active Segments 2, 4, 6
freak of nature Weight 111.1 kg (245 lb) Ep 68 Footprint 11
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ranks Detection: 14, Grapple: 14, Stealth: 10, Tracking: 12, Unarmed Melee: 14
Height 1.2 m (4') Hp 61 Active Segments 2, 4, 6 Panthile 3.4.6
Weight 127 kg (280 lb) Ep 63 Footprint 21 freak of nature
Mnky-Run
simultaneously. Panthiles are able to squirt a chemi-
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Walk
cal composed of their own blood and a glandular
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irritant. This liquid serves as both a preliminary strike armor
and defense mechanism meant to disrupt the vision Damage Type Threshold
of prey or predators, giving the Panthile enough
High Velocity Kinetic 3
time to strike or flee (see Bloody Irritant). In combat,
Melee Kinetic 3
Panthiles sneak as close to their prey as possible
before unleashing their Bloody Irritant attack. As they Energy 2
advance, they use their sticky, lizard-like tongue to Chemical 2
Max Range pull at and disrupt any weapons that intelligent prey Void 3
attacks Dice Pool Damage Exertion Attacks Rating Min Max Penalty may have readied (see Sticky Tongue). They finally Alpha Immune
Claws 4d8,2d6 1d8+3 7 5 1 SIM pounce on their prey, tearing viciously with their Omega Immune
Tongue 5d8, 1d6 1d8+2 10 2 3 SIM teeth and claws.
Bite 4d8,2d6 2d6+3 1 1 SIM
ranks Detection: 14, Grapple: 12, Stealth: 20, Tracking: 13, Tumble: 16, Unarmed Melee: 14
3.4.7 Sasquatch Height 2.7 m (9') Hp 62 Active Segments 2, 4, 6
freak of nature Weight 421.8 kg (930 lb) Ep 53 Footprint 22
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Fly
Detection: 18, Grapple: 14, One-handed Melee: 14, Two-handed Melee: 14, Stealth: 11, Tactics: 12,
ranks
Throwing: 12, Tracking: 12, Unarmed Melee: 15
Height 1.8 m (6') diam Hp 65 Active Segments 2, 4, 6 Spine Sphere 3.4.8
Weight 408.2 kg (900 lb) Ep 50 Footprint 22 freak of nature
Mnky-Run
high pitch screech as they advance upon their prey
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(see Spine Scream) while simultaneously launching
a volley of spikes and spines as a preemptive attack armor
(see Spine Volley). If a target fails their RC against the Damage Type Threshold
Scream, the spine sphere attempts to roll over them, High Velocity Kinetic 4
impaling them with their spines. If its target does not Melee Kinetic 5
fail their RC, the spine sphere will stop approximately Energy 3
15 m (49') away and begin shooting spines and spikes Chemical 3
Max Range toward it. At the moment a spine spheres HP falls Void 3
attacks Dice Pool Damage Exertion Attacks below zero, the creature explodes creating a massive
Rating Min Max Penalty Alpha Immune
burst of spiked shrapnel (see Spine Burst).
Unarmed 3d8, 3d6 1d8+3 4 3 1 SIM Omega Immune
Roll Over 3d8, 3d6 3d6+3 1 4 SIM 10 Sim
Ranged Spines 2d8, 4d6 2d6+2 7 2 2 15 SIM
ranks Detection: 14, Ranged Spines: 14, Tactics: 10, Unarmed Melee: 13
3.4.9 Uber Wolf Height 1.2 m (4') Hp 66 Active Segments 2, 4, 6
freak of nature Weight 136.1 kg (300 lb) Ep 64 Footprint 21
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ranks Detection: 16, Grapple: 13, Tracking: 15, Tumble: 10, Stealth: 13, Unarmed Melee: 14
Height 0.9 m (3') Hp 62 Active Segments 2, 4, 6 UV Creeper 3.4.10
Weight 68.0 kg (150 lb) Ep 67 Footprint 21 freak of nature
Mnky-Run
Trap). Since UV creepers are invisible in normal light
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(see Creeper Camouflage), victims become entangled
Run
Fly
in their tentacles and are dragged down into tunnels armor
before they realize what is happening to them. If a Damage Type Threshold
creeper is spotted before combat is initiated, it will
High Velocity Kinetic 3
flee if victory is uncertain otherwise it will engage its
Melee Kinetic 4
adversary by spraying acidic vomit (see Acidic Spray)
as a first strike. It will then rush its target, using its Energy 3
powerful jaws to bite and sharp claws to slash. Chemical 5
Max Range Void 3
attacks Dice Pool Damage Exertion Attacks Rating Min Max Penalty Alpha Immune
Claws 6d8 1d8+3 MK 8 5 1 SIM Omega Immune
Bite 6d8 2d6+3 MK 12 2 1 SIM
ranks Detection: 12, Grapple: 14, Tracking: 10, Tumble: 10, Stealth: 22, Unarmed Melee: 14
3.4.11 Web Guardian Height 1.8 m (6') Hp 60 Active Segments 2, 4, 6
freak of nature Weight 140.6 kg (310 lb) Ep 62 Footprint 22
Climb
Swim
Walk
Fly
ranks Detection: 13, Grapple: 11, Stealth: 11, Tracking: 11, Unarmed Melee: 14
Height 2.0 m (6'5") Hp 73 Active Segments 2, 4, 6 Blood Spike Plant 3.5.1
Weight 70.3 kg (155 lb) Ep 75 Footprint 22 freak of nature
Mnky-Run
grapple their prey with some of their vines, while
Sprint
Crawl
Climb
Swim
Walk
their remaining vines attack viciously. During combat,
Run
Fly
the spiked seeds of the central bulb are periodically armor
shot at nearby targets like a natural, omni-directional Damage Type Threshold
shotgun (see Spike Volley). If victorious, the plant
High Velocity Kinetic 4
pulls the victim towards its central stalk and absorbs
Melee Kinetic 5
the blood with its roots as it saturates the soil at the
stalks base. Once the body decomposes, the plant Energy 3
absorbs further nutrients through the soil, often Chemical 4
Max Range attracting scavengers that also quickly fall prey to the Void 4
attacks Dice Pool Damage Exertion Attacks Rating Min Max Penalty plant, perpetuating the cycle and allowing the plant Alpha Immune
Vines 3d8, 3d6 2d8+3 MK 10 3 5 SIM to grow large very quickly. For this reason, the area Omega Immune
Spikes 4d8,2d6 1d10+2 MK 7 2 1 20 SIM around these plants often reeks of death.
ranks Detection: 17, Grapple: 18, Ranged Spikes: 18, Stealth: 20, Unarmed Melee: 16
3.5.2 Bull Charger Height 2.1 m (7') Hp 78 Active Segments 2, 4, 6
freak of nature Weight 1134 kg (2500 lb) Ep 68 Footprint 42
Climb
Swim
Walk
Fly
Mnky-Run
basis. The hierarchy within a pack is continuously
Sprint
Crawl
Climb
Swim
Walk
reaffirmed by daily fighting among males. Observers
Run
Fly
who have witnessed this behavior describe it as an armor
intense fight that halts just before the lethal strike. Damage Type Threshold
Chitins are stealth hunters that get down on all fours
High Velocity Kinetic 4
and crawl along the ground with their shoulder
Melee Kinetic 6
pincers straightened out along the sides of their
bodies. As they approach their prey their shoulder Energy 3
pincers curl up towards the target in preparation for Chemical 5
Max Range combat. Once engaged, chitins use their many claws, Void 4
attacks Dice Pool Damage Exertion Attacks Rating Min Max Penalty sharp appendages and armored plating to defeat Alpha Immune
Claws 6d8 1d10+4 MK 7 5 1 SIM their adversaries. Omega Immune
Blade Appendages 6d8 2d8+4 MK 10 3 2 SIM
ranks Detection: 15, Grapple: 14, Stealth: 17, Tracking: 14, Unarmed Melee: 18
3.5.4 Colonial Warrior Height 2.0 m (6'8") Hp 72 Active Segments 2, 4, 6
freak of nature Weight 149.7 kg (330 lb) Ep 70 Footprint 11
Climb
Swim
Walk
Fly
ranks Detection: 14, Grapple: 14, Stealth: 10, Tracking: 14, Unarmed Melee: 17
Height 2.4 m (8') Hp 74 Active Segments 2, 3, 5 ,6 Handstand 3.5.5
Weight 294.8 kg (650 lb) Ep 72 Footprint 1 1.5 freak of nature
Mnky-Run
and can cover a large amount of ground quickly.
Sprint
Crawl
Climb
Swim
Walk
Handstands have no ranged attack capability and
Run
Fly
use their speed to close in on their prey as quickly as armor
possible. They attack primarily with the large claws Damage Type Threshold
of their feet, slashing or thrusting with one at a time,
High Velocity Kinetic 4
or by attempting to knock their opponents to the
Melee Kinetic 5
ground by kicking them with both feet simultane-
ously (see Double Kick). Handstands can balance Energy 3
themselves on one arm, striking out with the other Chemical 3
Max Range with a powerful punch that can easily knock the wind Void 4
attacks Dice Pool Damage Exertion Attacks Rating Min Max Penalty out of most opponents. The many tentacles around Alpha Immune
Front Legs 1d10, 5d8 1d10+4 MK 7 5 1 SIM the handstands mouth act like leeches when the Omega Immune
Main Arms 1d10, 5d8 2d8+4 MK 10 2 2 SIM creature bites, draining bodily fluids from the victim
and rejuvenating its own health (see Leech Bite).
ranks Detection: 15, Grapple: 16, Stealth: 9, Tracking: 15, Unarmed Melee: 18
3.5.6 Needlebeast Height 1.7 m (5'6") Hp 78 Active Segments 2, 3, 5, 6
freak of nature Weight 79.4 kg (175 lb) Ep 80 Footprint 21
crocodiles, needlebeasts are known to use a stealthy Static Stance within 1 SIM of target.
Sprint
Crawl
Climb
Swim
Walk
Fly
ranks Detection: 15, Grapple: 17, Stealth: 17, Tracking: 15, Unarmed Melee: 18
Height 12.0 m (39'4") Hp 76 Active Segments 2, 4, 6 Python Worm 3.5.7
Weight 362.9 kg (800 lb) Ep 70 Footprint 33 freak of nature
specials Like the snake they derive their name from, python
core qualities
worms are massive creatures. Adults routinely reach
Constricting Grasp lengths in excess of 12 m (39') and weigh more than Quality Score Dice Pool
Python Worm must have Control first. 362 kg (800 lbs). Python worms are found around Strength 34 5d8, 1d6
Act: Half, Rng: 4 SIM, Sc: 1, Nat: Ph, EC: 8, the world, most commonly in cool wooded regions Agility 32 4d8,2d6
RC: Strength (35, Negates; 30, Half Damage) where their dull color and rough skin allows them Conditioning 36 6d8
Func: Grapple (Choke, Endurance drain of to blend well among the decaying leaves and loose Vitality 40 1d10, 5d8
6 EP/S Choke is maintained) soil they call home. Their heads are ringed by dozens Discipline 34 5d8, 1d6
of tiny black eyes that encircle their hugely flexible Intelligence 7 3d4
Swallow Whole mouths. Their bodies are dotted with hundreds of
Charisma 36 6d8
Requires Control . small pits that are actually heat-sensing organs that
allow them to hunt in total darkness. Python worms secondary qualities
Act: Full, Rng: 1 SIM, Sc: 1, Nat: Ph,
EC: 12, RC: Strength or Agility (20, Negates), are able to extend their elastic-like jaws and flexible Athleticism 33 4d8,2d6
Ch/Rech: Max 1 man-sized victim or larger bodies to incredible proportions, allowing them to Physical Acumen 34 5d8, 1d6
swallowed at a time swallow prey several times larger than themselves Fitness 38 1d10, 5d8
(see Swallow Whole). Will 37 6d8
Func: Swallows victim, causing 3
Crush damage Wisdom 21 4d6, 2d4
behavior
Wit 22 5d6, 1d4
Python worms are generally docile. They fearlessly
roam the forest floors with relative impunity. Their Presence 35 5d8, 1d6
favorite homes are among decaying plant matter tertiary qualities
and soft soil where they create huge borrows. During Physis 31
the day, python worms are predators of opportunity, Reaction 27 1d8, 5d6
relying mostly on slow-moving or oblivious prey Defense Rating 7
that pass too close to their hiding places or burrows. movement rates
At night they become voracious predators, moving 14 5 3
quickly and silently along the ground in serpentine
Mnky-Run
fashion. Their incredible sense of smell and ability to
Sprint
Crawl
Climb
Swim
Walk
detect the heat of their prey allow them to quickly
Run
Fly
hone in on unsuspecting animals. Once near enough armor
to their prey, python worms lash out with their elastic Damage Type Threshold
jaws opened wide and quickly expand their bodies,
High Velocity Kinetic 4
creating powerful suction as they latch onto the prey.
Melee Kinetic 5
Once they have a firm grip with their massive jaws,
they wrap themselves around their prey, crushing Energy 2
it to death. Python worms are indiscriminate eaters, Chemical 4
Max Range swallowing anything and everything they can latch Void 4
attacks Dice Pool Damage Exertion Attacks Rating Min Max Penalty on to. Python worms are able to stretch their mouth Alpha Immune
Unarmed 4d8,2d6 1d10+3 MK 10 3 4 SIM to a diameter of 3 m (9.8') and swallow targets as Omega Immune
Bite 4d8,2d6 3d8+3 MK 1 4 SIM long as 6 m (19.7').
ranks Detection: 19, Grapple: 18, Stealth: 13, Tracking: 16, Unarmed Melee: 15
3.5.8 Regressing Slasher Height 2.4m (8') / 1.2 m (4') Hp 74 Active Segments 2, 4, 6
freak of nature Weight 362 kg (800 lb) / 81.6kg (180 lb) Ep 76 Footprint 1 1
Climb
Swim
Walk
Fly
armor tree tops, while the males keep watch for predators
Damage Type Threshold or other threats to the clan. As soon as a threat is
spotted, regressing slashers shrink, reducing their
High Velocity Kinetic 3
size and weight to one quarter of their normal size. In
Melee Kinetic 4
this reduced state, they are extraordinarily aggressive,
Energy 2 vicious monkey-like animals. They unleash a fierce
Chemical 3 leaping attack, using their claws to tear at their oppo-
Void 4 nents after jumping on them with an ear-piercing Max Range
attacks Dice Pool Damage Exertion Attacks
Alpha Immune scream (see Feral Attack). Rating Min Max Penalty
Omega Immune Claws 6d8 1d10+3 MK 4 5 1 SIM
Bite 6d8 2d8+3 MK 6 2 1 SIM
ranks Detection: 16, Grapple: 19, Stealth: 15, Tracking: 16, Unarmed Melee: 18
Height 2.0 m (6'6") Hp 89 Active Segments 2, 4, 6 Ruinicorn 3.5.9
Weight 907.2 kg (2k lb) Ep 73 Footprint 42 freak of nature
Mnky-Run
Attempt), EC: 12, RC: Agility (35, Negates;
threat. The thunderous sound of their hooves impact-
Sprint
Crawl
Climb
Swim
Walk
30, Half Damage)
Run
Fly
ing the ground creates a powerful effect capable of
Func: Dam (3d8+4 MK) and targets stunning nearby creatures. When this occurs, these armor
knocked Prone. creatures are unable to move as the ruinicorn charges Damage Type Threshold
(see Thunderous Charge). Ruinicorns typically react High Velocity Kinetic 4
negatively to any creature that approaches them Melee Kinetic 4
and are quick to charge or strike with their powerful Energy 2
hooves if they feel endangered. Ruinicorns are notori- Chemical 3
Max Range ously stubborn and difficult to subdue; they resist Void 4
attacks Dice Pool Damage Exertion Attacks all attempts to capture or tame them. However, it is
Rating Min Max Penalty Alpha Immune
possible to train these creatures and, with significant
Unarmed 2d10, 4d8 1d10+4 MK 8 4 1 SIM Omega Immune
effort, they can be broken and brought into service
Kick 2d10, 4d8 2d8+4 MK 1 2 SIM as powerful beasts of burden. In some rare instances,
Rear Facing they have even been trained as mounts.
Climb
Swim
Walk
Fly
Mnky-Run
nonetheless. They swoop down upon targets and use
Sprint
Crawl
Climb
Swim
Walk
either a strafing attack as they pass or stop to remain
Run
Fly
within melee range using their massive wings to armor
keep them in place. Void drakes do not regularly use Damage Type Threshold
physical attacks although their ethereal looking body
High Velocity Kinetic 5
is quite solid and they have in fact been observed
Melee Kinetic 6
using their long neck and head to strike targets. Their
primary method of attack is a form of Innate Wielding Energy 5
which uses the Void Source and the Agony or Nihilism Chemical 7
Max Range Intentions to conduct devastating attacks which Void 8
attacks Dice Pool Damage Exertion Attacks Rating Min Max Penalty destroy matter and energy (see Void Blast and Void Alpha Immune
Unarmed 2d10, 4d8 1d10+4 MK/VO 10 3 3 SIM Area Attack). For an unknown reason, these attacks Omega Immune
do not eliminate large chucks of matter but eliminate
molecules spread throughout the target.
ranks Detection: 20, Grapple: 10, Stealth: 20, Tracking: 16, Unarmed Melee: 17
3.6.1 Colonial Prince Height 1.9 m (6'3") Hp 88 Active Segments 2, 3, 5, 6
freak of nature Weight 86.2 kg (190 lb) Ep 91 Footprint 1 1.5
mating season and is chosen as King, inheriting the Nat: Bl, EC: 8, Dur: 3 S, RC: Agility (40, Half
Sprint
Crawl
Climb
Swim
Walk
Run
Fly
honorable duty of mating with the Queen. In combat, Damage), Ch/Rech: (2, 5 H), Cuml: Yes
armor princes demonstrate their tremendous speed, agility Func: DoT (2d12+3 CH, 1d10+1 CH/S)
Damage Type Threshold and the intensive training they undergo with a
High Velocity Kinetic 4 variety of melee weapons. They create their weapons
Melee Kinetic 6 using a resin produced by Colonial drones. They use
Energy 3 their flexible stinger to attack targets, attempting Range
attacks Dice Pool Damage Exertion Max
Chemical 5 to inject them with a painful necrotoxin that rapidly Attacks Rating Min Max Penalty
Void 5 destroys tissue cells (see Necrotoxic Sting). Colonial
Unarmed 3d10, 3d8 2d6+5 MK 8 5 1 SIM
princes can spew a concentrated, acidic spray from
Alpha Immune Colonial Blades 3d10, 3d8 2d8+5 MK 11 3 1 SIM
their mouth that slowly burns through armor and
Omega Immune flesh (see Acidic Spray). Acting in unison, these crea- Ranged Weapon 4d10, 2d8 Weapon+3 Dependent on Weapon
tures can use their wings to generate a loud, buzzing Melee Weapon 3d10, 3d8 Weapon+5 Dependent on Weapon
sound that can prevent verbal communication and
distract their opponents. Core Fitness: 18, Detection: 21, Gather Information: 22, Grapple: 18, Military Theory: 20,
ranks One-handed Melee: 22, Orienteering: 22, Read People: 18, Stealth: 16, Tracking: 18, Tumble: 22,
Two-handed Melee: 20, Unarmed Melee: 22
Height 1.8 m3 (64 cu ft) Hp 110 Active Segments 2, 3, 5, 6 FHIA 3.6.2
Weight 385.6 kg (850 lb) Ep 107 Footprint 33 freak of nature
Mnky-Run
Engulf
within the FHIA allowing them to replicate portions of
Sprint
Crawl
Climb
Swim
Follows Crush rules as found in the
Walk
Run
Fly
Glossary. This attack does 3 normal the newly absorbed target such that they can extend
pseudopods in the form of legs, arms, hands, feet, armor
Crush damage.
heads, claws, pincers, antennae or any other distinct Damage Type Threshold
body part of any victim. Their pseudopods cannot High Velocity Kinetic 6
maintain these specific forms for extended periods of Melee Kinetic 6
time, but the short term transformation does provide Energy 3
a method to strike an enemy or grab an object for Chemical 6
Max Range leverage. If a FHIA chooses to communicate with a Void 5
attacks Dice Pool Damage Exertion Attacks target, it extends a pseudopod shaped like a previous
Rating Min Max Penalty Alpha Immune
victims head out from the central mass as if covered
Pseudopods 3d10, 3d8 2d12+4 MK/CH 12 3 5 SIM Omega Immune
in the exterior membrane. The head reabsorbs into
the central mass between sentences, reemerging
from a seemingly random part of the central mass
each time the creature speaks.
ranks Detection: 22, Grapple: 24, Stealth: 20, Tracking: 20, Unarmed Melee: 23
3.6.3 Forlorn Height 3.0 m (10') Hp 98 Active Segments 2, 3, 5, 6
freak of nature Weight 181.4 kg (400 lb) Ep 92 Footprint 12
Climb
Swim
Walk
Fly
Mnky-Run
Hunchcappers are extremely agile and stealthy
Sprint
Crawl
Climb
Swim
Walk
Run
Fly
predators. They live in temperate climates and stay
close to forested or swampy areas. Hunchcappers armor
tend to remain within the relative safety of large Damage Type Threshold
treetops and are capable of moving quickly and High Velocity Kinetic 4
efficiently from tree to tree. They live in small families Melee Kinetic 5
of no more than eight communicating through a Energy 2
series of snorts and gestures. Hunchcappers are Chemical 3
Max Range carnivorous but are relatively unintelligent and rely Void 5
attacks Dice Pool Damage Exertion Attacks on instincts more than reason. The overdeveloped
Rating Min Max Penalty Alpha Immune
muscles in their back provide them with exceptional
Claws 4d10, 2d8 2d6+5 MK* 10 4 2 SIM Omega Immune
strength and their massive shoulders make their wide-
arcing swings very powerful. In combat, they lash
out with powerful swipes and rising, piercing blows
which have been known to decapitate or eviscerate
opponents in a single strike (see Rending Strike).
ranks Detection: 23, Grapple: 15, Stealth: 22, Tracking: 22, Unarmed Melee: 24
3.6.5 Murder Slug Height 2.7 m (9') Hp 103 Active Segments 2, 3, 5, 6
freak of nature Weight 567 kg (1250 lb) Ep 94 Footprint 43
harmful spray of bacteria by way of a muscle spasm normal Crush damage until freed.
Sprint
Crawl
Climb
Swim
Walk
Fly
ranks Detection: 24, Grapple: 20, Stealth: 22, Tracking: 10, Unarmed Melee: 22
Height 2.4 m (8') Hp 106 Active Segments 2, 3, 5, 6 Sky Shark 3.6.6
Weight 453.6 kg (1,000 lb) Ep 101 Footprint 33 freak of nature
Mnky-Run
(see Impaling Tusk). For smaller prey, the sky shark
Sprint
Crawl
Climb
Swim
Walk
Run
Fly
attempts to grasp the target in its talons, carry in into
the air, drop it and then dive after it, attempting to armor
swallow it in their huge maw (see Talon Grab). They Damage Type Threshold
attempt to swallow small, flying prey whole but High Velocity Kinetic 4
attack larger flying targets with their tusks to disable Melee Kinetic 6
it and then tear it apart once it has crashed to the Energy 4
ground. Sky sharks earned the nickname Plane Bane Chemical 4
Max Range by often mistaking aircraft for prey, prompting them Void 5
attacks Dice Pool Damage Exertion Attacks to repeatedly ram and skewer the superstructure of
Rating Min Max Penalty Alpha Immune
their would-be meal.
Unarmed 4d10, 2d8 2d6+5 MK 12 3 1 SIM Omega Immune
Bite 4d10, 2d8 2d12+5 MK 1 1 SIM
Climb
Swim
Walk
Fly
Mnky-Run
or fighting. Using branches as clubs and throwing
Sprint
Crawl
Climb
Swim
Walk
rocks are common tactics. They waste little time
Run
Fly
advancing on prey. Their power and cat-like stealth armor
and reflexes make them formidable hunters. Striped Damage Type Threshold
apes normally stalk their prey until they spot an
High Velocity Kinetic 5
opportune moment to strike like an ideal ambush
Melee Kinetic 6
location or while their targets defenses are lowered.
Before breaking from ambush, striped apes will emit Energy 3
a Terrifying Roar that strikes fear in all who hear it. Chemical 4
Max Range Striped apes are agile, capable of attacking a target Void 5
attacks Dice Pool Damage Exertion Attacks Rating Min Max Penalty with each of their mighty fists and knocking them to Alpha Immune
Claws 5d10, 1d8 2d12+5 MK 8 5 1 SIM the ground (see Slam). Striped apes can be found in Omega Immune
Bite 5d10, 1d8 2d6+5 MK 16 2 1 SIM temperate, jungle, and sub-arctic climates around
the world. They often find shelter in caves and ruins,
but routinely do their best to stay out of the elements
when traveling between hunting or fishing grounds.
ranks Detection: 23, Grapple: 24, Stealth: 18, Throwing: 20, Tracking: 21, Unarmed Melee: 24
3.6.9 Ursid Behemoth Height 9.1 m (30') Hp 108 Active Segments 1, 2, 4, 6
freak of nature Weight 3.6k kg (8k lb) Ep 104 Footprint 64
Climb
Swim
Walk
Run
Fly
ranks Detection: 23, Grapple: 24, Throwing: 20, Tracking: 21, Unarmed Melee: 24
Height 2.4 m (8') Hp 87 Active Segments 2, 3, 5, 6 Voltaic Impaler 3.6.10
Weight 793.8 kg (1750 lb) Ep 92 Footprint 44 freak of nature
Mnky-Run
they attack with their forward limbs, slashing and
Sprint
Crawl
Climb
Swim
Walk
stabbing their victims. They also use their tail to send
Run
Fly
arcs of powerful electricity at their target (see Voltaic armor
Charge). Impalers can also use their tail to perform a Damage Type Threshold
specialized area of effect attack meant to disrupt the
High Velocity Kinetic 4
nervous systems of all targets within range, an effect
Melee Kinetic 6
which temporarily reduces the Speed State of victims
(see Disruptive Shock). Voltaic impalers can also bite Energy 3
targets and use their large pincers and mandibles to Chemical 4
Max Range rip out huge chunks of flesh which they eagerly shove Void 5
attacks Dice Pool Damage Exertion Attacks Rating Min Max Penalty into their complex insect-like mouths. Alpha Immune
Bite 4d10,2d8 2d12+5 MK 12 2 1 SIM Omega Immune
Scythe Appendages 4d10,2d8 2d6+5 MK 8 4 2 SIM
ranks Detection: 23, Grapple: 24, Ranged Attack: 20, Tracking: 21, Unarmed Melee: 24
3.6.11 Wastes Giant Height 5.5 m (18') Hp 94 Active Segments 2, 3, 5, 6
freak of nature Weight 1202 kg (2650 lb) Ep 85 Footprint 44
Climb
Swim
Walk
Fly
Mnky-Run
on rocks, hills or flatlands when they are not hunting.
Sprint
Crawl
Climb
Swim
Walk
Run
Fly
Their favorite sunning roosts are the remnants of old
roads and highways, making them a serious hazard to armor
those who still use these routes. Because the asphalt Damage Type Threshold
dragon changes its color to match its surroundings, High Velocity Kinetic 6
drivers of small vehicles often do not realize there is Melee Kinetic 8
something on the road until it is too late. If they are Energy 7
lucky this only means a collision at high speed with a Chemical 6
Max Range sleeping asphalt dragon. Unlucky drivers find them- Void 6
attacks Dice Pool Damage Exertion Attacks selves face-to-face with a deadly predator who has
Rating Min Max Penalty Alpha Immune
come to see the sound of light engines approaching
Unarmed 2d12, 4d10 2d8+6 MK 12 4 2 SIM Omega Immune
as a meal call and which is looking to make a snack of
Bite 2d12, 4d10 3d10+6 MK 1 2 SIM hapless travelers.
ranks Asphalt Projectile: 28, Detection: 24, Grapple: 12, Stealth: 24, Tracking: 21, Unarmed Melee: 26
3.7.2 Giant Scorpid Length 7.6 m (25') Hp 150 Active Segments 1, 2, 4, 6
freak of nature Weight 3856 kg (8500 lb) Ep 127 Footprint 86
Climb
Swim
Walk
Fly
Mnky-Run
of their mouth, the eight shorter feeding tentacles
Sprint
Crawl
Climb
Swim
Walk
grab onto the victim, freeing the longer ones to
Run
Fly
ensnare its next victim. Once trapped in the feeding armor
tentacles, it is extremely difficult for any victim to Damage Type Threshold
escape (see Feeding Tentacles). The feeding tentacles
High Velocity Kinetic 6
lift the target towards the creatures mouth, where it
Melee Kinetic 7
is bitten once before being swallowed. The constrict-
ing muscles lining the groper worms body, combined Energy 5
with the lack of oxygen, kill any swallowed creature Chemical 6
Max Range in short order (see Belly of the Beast), however, some Void 6
attacks Dice Pool Damage Exertion Attacks Rating Min Max Penalty traumatized victims are rumored to have survived Alpha Immune
Tentacles 3d12, 3d10 2d8+6 MK 8 4 18 SIM this horrifying ordeal after being cut free shortly after Omega Immune
Bite 3d12, 3d10 5d10+6 MK 1 1 SIM being swallowed.
ranks Detection: 28, Grapple: 30, Stealth: 25, Tracking: 17, Unarmed Melee: 28
3.7.4 Land Octopus Height 4.6 m (15') Hp 130 Active Segments 1, 2, 4, 6
freak of nature Weight 2041 kg (4500 lb) Ep 114 Footprint 55
Climb
Swim
Walk
Fly
ranks Detection: 26, Grapple: 30, Stealth: 22, Tactics: 10, Tracking: 21, Unarmed Melee: 28
Height 10.7 m (35') Hp 135 Active Segments 1, 2, 4, 6 Major Entity 3.7.5
Weight 11,340 kg (25,000 lb) Ep 116 Footprint 55 freak of nature
Mnky-Run
degree of benevolence or malevolence. Some are
Sprint
Crawl
Climb
Swim
Walk
xenophobic hermits that avoid other living creatures
Run
Fly
at all costs, fearing for their safety. Others are quite armor
social, always looking to learn, teach or exchange Damage Type Threshold
information with strangers and friends alike. In
High Velocity Kinetic 6
combat, they unleash melee and ranged attacks
Melee Kinetic 7
based on their Source (see Source Attacks). Major
Entities may strike with appendages of their body Energy 7
in melee combat or propel various pieces, portions Chemical 7
Max Range or extensions of themself toward their enemy as a Void 6
attacks Dice Pool Damage Exertion Attacks Rating Min Max Penalty ranged attack. Major Entities can also unleash power- Alpha Immune
Melee Attack 2d12, 4d10 2d8+6 EN 10 4 2 SIM ful area of effect attacks based on their Source (see Omega Immune
Ranged Attack 6d10 3d10+3 EN 6 2 1 40 SIM Area Attacks).
ranks Detection: 26, Grapple: 26, Melee Attack: 28, Ranged Attacks: 26, Tactics: 15, Tracking: 23
3.7.6 Phase Render Height 2.7 m (9') Hp 135 Active Segments 1, 2, 4, 6
freak of nature Weight 269.9 kg (595 lb) Ep 129 Footprint 22
Climb
Swim
Walk
Fly
ranks Detection: 28, Grapple: 30, Tactics: 25, Tracking: 18, Unarmed Melee: 28
Height 2.4 m (8') Hp 151 Active Segments 1, 2, 4, 6 Rhinocelisk 3.7.7
Weight 4,082 kg (9,000 lb) Ep 112 Footprint 4 2.5 freak of nature
Mnky-Run
They then focus an intense gaze at whatever target
Sprint
Crawl
Climb
Swim
Walk
Run
Fly
they perceive to be the greatest threat (see Petrifying
Gaze) before charging and attempting to impale their armor
victim with their massive horn (see Rhino Charge). Damage Type Threshold
After their first charge, the Rhinocelisk attacks with High Velocity Kinetic 6
its horn, mouth or front feet depending on the size Melee Kinetic 6
and state of its target. It uses its horn and feet against Energy 5
large, healthy targets, saving the bite of its huge maw Chemical 6
Range for smaller or wounded ones. If the situation permits, Void 6
attacks Dice Pool Damage Exertion Max
Attacks Rating Min Max Penalty it will make additional Rhino Charges, all preceded by
Alpha Immune
its Petrifying Gaze.
Unarmed 3d12, 3d10 2d8+6 MK 12 3 2 SIM Omega Immune
Bite 3d12, 3d10 3d10+6 MK 1 1 SIM
Climb
Swim
Walk
Fly
armor shelter, all the while using their odd sensory organ to
Damage Type Threshold determine the effective harmonic frequency at which
to resonate (see Nihilistic Scream). Once their target
High Velocity Kinetic 6
is without shelter, they use another powerful wail to
Melee Kinetic 7
disorient and stun their prey (see Stunning Scream).
Energy 5 They then use their long, sharp mandibles to slash
Chemical 6 and pierce their opponents, attempting to mortally
Void 6 wound them before they are able to regain their Max Range
attacks Dice Pool Damage Exertion Attacks
Alpha Immune senses. Screaming crawlers also attack targets with Rating Min Max Penalty
Omega Immune their sharp teeth or slam into targets, attempting to Scythe Mandibles 3d12, 3d10 2d8+6 MK 10 4 1 SIM
crush them with their many legs and massive bodies. Bite 3d12, 3d10 3d10+6 MK 1 1 SIM
Mnky-Run
tusked harbingers linger for a noticeably long time
Sprint
Crawl
Climb
Swim
Walk
near the body of their victim(s), drinking their blood
Run
Fly
and smearing it over their body. They aggressively armor
nudge the corpse with their tusks, snorting derisively Damage Type Threshold
in what appears to be a sign of proud mockery and
High Velocity Kinetic 7
taunting, as if to further demonstrate their domi-
Melee Kinetic 8
nance, despite the victims obvious ignorance to the
display, a bizarre and disturbing ritual that has led Energy 7
many researchers to question the origins and nature Chemical 5
Max Range of these creatures. In combat, they bound toward Void 6
attacks Dice Pool Damage Exertion Attacks Rating Min Max Penalty their target with great speed, moving on all fours like Alpha Immune
Unarmed 3d12, 3d10 2d8+6 MK 8 5 1 SIM an ape and ramming with their densely protected Omega Immune
head and sharp tusks. Once they have entered melee
range, their retractable claws are used to efficiently
cut their prey to pieces.
Climb
Swim
Walk
Fly
Alertness: 32, Arts: 32, Biology: 18, Coercion: 33, Commerce: 30, Core Fitness: 32, Deceive: 34,
ranks
Detection: 4, Leadership: 7, Melee Combat: 33, Military Theory: 28, Science: 13, Survival: 34
Height 122 m (400') Hp 300 Active Segments 1, 2, 4, 6 Colossal Reaper 3.8.2
Weight 154,000 kg (340,000 lb) Ep 139 Footprint 130 130 freak of nature
Mnky-Run
the Wilds. Their massive size and vicious lethality are
Sprint
Crawl
Climb
Swim
Walk
typically more than a match for the majority of the
Run
Fly
creatures they encounter in the Wilds, a fact they armor
seem well aware of, moving with supreme confidence Damage Type Threshold
and a terrifying presence. Colossal reapers are car-
High Velocity Kinetic 9
nivorous and prefer the meat of lumbering livestock
Melee Kinetic 10
rather than that of leaner creatures. Occasionally,
they use their massive scythe blades to cut down a Energy 8
tree to chew on; grinding their teeth down to main- Chemical 10
Max Range tain their length or picking the meat that gets caught Void 8
attacks Dice Pool Damage Exertion Attacks Rating Min Max Penalty between them. Although these creatures are known Alpha Immune
Claws (AP 30) 5d12, 1d10 4d20+7 MK 12 2 20 SIM to spend the majority of their time on land, they enjoy Omega Immune
Stomp 5d12, 1d10 5d20+7 MK 1 10 SIM lounging and sleeping in lakes or deep ponds, using a
set of gills located on top of their body to breathe.
Climb
Swim
Walk
Run
Fly
Detection: 25, Grappling: 32, Stealth: 35 (For Detection when Standing still in heavily wooded areas),
ranks
Tracking: 16, Unarmed Melee: 30
Height 7.0 m (22') Hp 190 Active Segments 1, 2, 4, 6 Pterohawk 3.8.4
Weight 1451 kg (3200 lb) Ep 136 Footprint 6 12 freak of nature
Mnky-Run
targets in their powerful grip. Depending on the size
Sprint
Crawl
Climb
Swim
Walk
Run
Fly
of the prey they have captured, they may decide to
gain altitude and drop their prey from a height that armor
will kill or mortally wound the unfortunate creature; Damage Type Threshold
or, if the target is small enough, they will fly upward High Velocity Kinetic 8
before releasing their target and then dive to swallow Melee Kinetic 9
it whole as it free falls. When fighting larger, more Energy 7
powerful adversaries or those it cannot easily grasp in Chemical 9
Max Range its talons, the pterohawk will strafe its prey, vomiting Void 8
attacks Dice Pool Damage Exertion Attacks a highly acidic digestive fluid over the area as it passes
Rating Min Max Penalty Alpha Immune
(see Acidic Strafe). When they are certain that victory
Talons (AP 7) 6d12 3d6+7 MK 12 3 2 SIM Omega Immune
is inevitable, they land and attack using their sharp
Bite (AP 5) 6d12 4d20+7 MK 1 2 SIM teeth and massive tail to finish off their enemies.
ranks Detection: 31, Grappling: 34, Stealth: 17, Tracking: 19, Unarmed Melee: 34
3.8.5 Pyrosaur Height 6.1 m (20') Hp 190 Active Segments 1, 2, 4, 6
freak of nature Weight 4,536 kg (10,000 lb) Ep 141 Footprint 94
Climb
Swim
Walk
Run
Fly
Mnky-Run
are Sleep, Confusion and Mesmerism. The Mesmerism
Sprint
Crawl
Climb
Swim
Walk
Run
Fly
effect essentially causes the victim to see the beast
as extremely charismatic. The victim wants to be armor
near the tri-dra and will go to absurd lengths to do Damage Type Threshold
soincluding attempting to escape bonds, but High Velocity Kinetic 8
not attacking allies. Once the victim is within range, Melee Kinetic 10
the beast will attack and try to consume them. Energy 8
Depending on how powerful the would-be victim Chemical 9
Range is, this may or may not break the Wielding Effect. A Void 8
attacks Dice Pool Damage Exertion Max
Attacks Rating Min Max Penalty tri-dra will usually use only one Effect on a victim at a
Alpha Immune
time, but will use them all in succession if necessary.
Unarmed 6d12 3d6+8 MK 8 4 5 SIM Omega Immune
If the victim manages to resist all three effects, the tri-
Bite 6d12 3d10+8 MK 12 3 5 SIM dra will simply go elsewhere for easier pickings. It is
believed that if one eye is damaged, it will reduce the
effectiveness of the corresponding Wielding Effect by
a third, but this has not been confirmed.
ranks Detection: 34, Grappling: 22, Tracking: 23, Unarmed Melee: 32
3.8.7 Whiplasher Height 4.6 m (15') Hp 200 Active Segments 1, 2, 4, 6
freak of nature Weight 6,350 kg (12,000 lb) Ep 144 Footprint 13 6
Climb
Swim
Walk
Fly
rockscy the
a sphalt dr agon
py thon worm
3.9.1 Colonial Pilgrim Height 200 m (656') Hp 300 Active Segments 1, 2, 3, 4, 5, 6
freak of nature Weight 907,000 kg (2,000,000 lb) Ep 182 Footprint 650 220
The Colonial Pilgrim is an intelligent creature it uses to fly, since this huge creature has exterior to cut approaching enemies to
core qualities
that slowly moves from place to place estab- no wings. ribbons (see Spine Volley). Its large pincers
Quality Score Dice Pool lishing Colonial hives. The posterior of this are also able to cause considerable damage,
Strength 90 4d20, 2d12 enormous creature resembles an extremely behavior however, they are extremely slow moving
Agility 82 2d20, 4d12 large wasp nest which is home to every type The Colonial Pilgrim is believed to carry and relatively ineffective against small
Conditioning 92 4d20, 2d12 of Colonial, from drones to newly forming large groups of colonials to new locations targets. Finally, the Pilgrim can disperse a
Vitality 92 4d20, 2d12 pilgrims, all in various stages of growth and in order to establish new hives. Once the corrosive mist (see Corrosive Mist) over a
required number of passengers are coaxed large area that burns everything it contacts.
Discipline 90 4d20, 2d12 development. Those Colonials capable of
out to begin construction, it departs, moving
Intelligence 58 1d12, 5d10 flight embark and disembark as they desire
slowly to a new location while the few history
Charisma 85 3d20, 3d12 or as needed. The top of its body is covered in
remaining passengers breed to rejuvenate The Colonial Pilgrim is believed to have
secondary qualities the hard, chitinous armor common amongst
their numbers. The Pilgrim will typically evolved somewhere in southern Africa in
Athleticism 86 3d20, 3d12 all Colonials with overlapping plating the early 2200s and has been crisscrossing
travel hundreds of kilometers before set-
Physical Acumen 87 3d20, 3d12 protecting their abdomen and thorax. As ting down to mark the location for a new the continent since then, establishing new
Fitness 92 4d20, 2d12 its primary weapons, this gigantic beast hive. The Pilgrim is not overtly aggressive hives. The sparse population and relatively
has thousands of small, spine-like stingers and does not seek conflict. Nevertheless, low level of technology of the cities there
Will 91 4d20, 2d12
that permeate their dorsal and ventral areas researchers speculate that the overwhelm- has allowed the activities of the Pilgrim to
Wisdom 74 6d12
at every angle. These spines can be fired ing drive of this creature to expand and remain outside the influence of any force
Wit 72 5d12, 1d10
in large volleys or a few at a time to strike create new hives will result in direct conflict capable of destroying it or attempting to
Presence 88 3d20, 3d12
targets in any direction. The beast has four with a city-state in the very near future. negotiate with it. Since some colonial hives
tertiary qualities enormous legs that extend from the center The result of such a large conflict can only have been destroyed without retaliation
Physis 84 of its body and these are strong enough to be guessed at, but given the size of the from the Pilgrim, it is believed that it cannot
Reaction 80 1d20, 5d12 support its great mass, allowing the Pilgrim Pilgrim and the numbers it carries with it, it communicate with the members of the hives
Defense Rating 30 to rest comfortably on the ground. The is certain both sides will endure significant that it leaves behind, a condition which also
movement rates Colonial Pilgrim is believed to possess some delayed its discovery.
specials
casualties. In combat, the Pilgrim will
5 6 10 20 sort of Energy Control Wielding ability which unleash volleys of spines from its armored Spine Volley
Act: Half, Rng: 200 SIM, Sc: AoE (S, R200),
Mnky-Run
Climb
Swim
Walk
Run
Fly
Ch/Rech: (3, 1 D)
armor
Func: Dam (5d10+5 HV)
Damage Type Threshold
High Velocity Kinetic 12 Corrosive Mist
Melee Kinetic 13 Act: Half, Rng: 50 SIM, Sc: AoE (S, R50),
Energy 12 Nat: Bl, Ch/Rech: (2, 5 H)
Chemical 14 Func: Toxin [Disp: ABN, TDL,
Void 10 Effect: DoT (5d10+5 CH, 4d10 CH/M),
Alpha Immune Dur: 6 H, PL: 5, RC: Vitality (40, Half
Omega Immune Damage)]
Colonial Pilgrim 3.9.1
freak of nature
Max Range
attacks Dice Pool Damage Exertion Attacks Rating Min Max Penalty
Unarmed 3d20, 3d12 5d20+9 MK 1 5 SIM
Spine Projectiles 3d20, 3d12 3d10+5 HV 10 4 4 300 SIM
Flamestriders are gargantuan, bipedal fire, freezing blasts of ice, forceful gales of ents itself, they routinely attempt to swal-
core qualities low their victims whole (see Eaten Whole).
creatures that have a profound control over wind or powerful manipulations of the earth
Quality Score Dice Pool the Elemental Wielding Source as well as around them.
Strength 88 3d20, 3d12 the Agony and Nihilism Intentions. They history
Agility 85 3d20, 3d12 have a large head with a massive jaw, filled behavior The first sighting of a flamestrider occurred
Conditioning 79 1d20, 5d12 with large, sharp teeth and a pair of huge Flamestriders are the undisputed kings of in 2261 when a Xalian Resource Recovery
Vitality 86 3d20, 3d12 red eyes filled only with an intense desire the Wilds. They are the ultimate predator, team was extracting precious metals
roaming wherever they choose, feeding from what was believed to be a former specials
Discipline 82 2d20, 4d12 to wreak havoc and destroy. They have
on any and all creatures they encounter, mining facility destroyed decades earlier.
Intelligence 17 2d6, 4d4 large feet that provide them with superior Wave of Fire
destroying anything that crosses their path. Xalian had been operating the facility for
Charisma 88 3d20, 3d12 stability and massive claws capable of Act: Half, Rng: 35 SIM, Sc: AoE (W, W10,
In combat, they are ruthless savages that approximately seven months, pulling large
secondary qualities rending trees and tearing large chunks H30), Nat: Bl, EC: 10, RC: Agility (42, Half
amounts of silver out of the mine. On March
from buildings. Their thick, tough, reptilian stomp, bite, claw and maim their enemies Damage), Ch/Rech: (2, 1 H)
Athleticism 87 3d20, 3d12 4th, a massive beast came tearing out of
skin is nearly impenetrable by small caliber in as many ways as possible. They unleash
Physical Acumen 82 2d20, 4d12 the Wilds, flames spewing from its massive Func: Dam (6d10+5 EN)
firearms or unenhanced melee weapons. tremendous blasts of fire to clear the area
Fitness 83 2d20, 4d12 jaws. Before the Xalian security detail could
Due to their immense size, flamestriders in which they are fighting and scorch Ice Blast
Will 84 2d20, 4d12 organize itself, it was decimated by a potent
cause tremendous damage wherever they their targets to cinders (see Wave of Fire). combination of devastating Wielding Effects Act: Half, Rng: 25 SIM, Sc: AoE (C, D20),
Wisdom 50 5d10, 1d8 go, inadvertently crushing whatever lies Flamestriders can also unleash powerful Nat: Bl, EC: 12, RC: Agility (44, Half
and the unmatched natural weaponry of
Wit 53 6d10 in their path. This casual destruction pales volleys of ice and water to pummel enemies Damage), Ch/Rech: (2, 1 H)
the monster that became known as the
Presence 88 3d20, 3d12 in comparison to the devastation they into oblivion (see Ice Blast). If hard-pressed Flamestrider. After destroying the facility, Func: Dam [5d10+5 EN (Cold-based)]
tertiary qualities inflict when deliberately attacking. These they will unleash tremendous gusts of air the creature entered the mine and has yet
Physis 75 terrifying creatures have an Innate Wielding that slam into adversaries and knock them to emerge, through that entrance in any Percussive Strike
Reaction 68 4d12, 2d10 ability which allows them to create Effects off their feet (see Percussive Strike) or use case. Mercenary teams have been sent in to Act: Full, Rng: 15 SIM, Sc: AoE (Au, R15,
of tremendous destructive force which typi- the ground beneath their victims to grind destroy the creature, but none have man- centered on Flamestrider), Nat: Bl, EC: 15,
Defense Rating 26
cally manifest in the form of breath weapons. their legs or slam into their bodies (see Earth aged to return to the surface and claim their RC: Agility (42, Half Damage; 38, Remain in
movement rates
They are capable of emitting great waves of Shatter). Finally, when the opportunity pres- wages for destroying the monster. current Stance), Ch/Rech: (3, 1 H)
6 11 22 33
Func: Dam (3d10+5 MK), Knocks victims
Mnky-Run
Prone
Sprint
Crawl
Climb
Swim
Walk
Run
Fly
Earth Shatter
armor
Act: Full, Rng: 50 SIM, Sc: AoE (H, R10),
Damage Type Threshold Nat: Bl, EC: 20, RC: Agility (44, Half
High Velocity Kinetic 11 Damage), Ch/Rech: (1, 6 H)
Melee Kinetic 11
Func: Dam (4d20+9 EN)
Energy 10
Chemical 12 Eaten Whole
Void 9 As a Full Action, a flamestrider can attempt
Alpha Immune to swallow a target whole. An Agility RC 40,
Omega Immune Negates, failure results in the target being
swallowed and suffering 3 Crush damage,
unable to take physical actions, until freed.
Flamestrider 3.9.2
freak of nature
Max Range
attacks Dice Pool Damage Exertion Attacks Rating Min Max Penalty
Claws (AP 9) 3d20, 3d12 3d10+9 MK 8 4 5 SIM
Bite (AP 10) 3d20, 3d12 6d10+9 MK 1 3 SIM
Stomp 3d20, 3d12 4d10+9 MK 18 2 4 SIM
Kraken are enormous marine creatures ing to the sea floor, they are easily missed or
core qualities specials
which roam the world's oceans in an endless mistaken for something inanimate like the
Quality Score Dice Pool hunt for food. Few have encountered them wall of a reef or a massive rock structure. Constricting Grasp
Strength 90 4d20, 2d12 and lived to tell the tale and those that do Follows the Crush Attack rules found in the
Kraken are extremely clever hunters. Their
Agility 82 2d20, 4d12 describe a monstrous cross between an Glossary.
favorite technique is to rush unsuspecting
Conditioning 89 4d20, 2d12 octopus and a squid. In the Pirate Islands, Act: Half, Rng: 16 SIM, Sc: 1, Nat: Ph,
prey from below, wrapping them in their
Vitality 92 4d20, 2d12 where kraken have been encountered EC: 15, RC: Strength (54, Negates; 45, Half
massive tentacles and crushing them or
Discipline 91 4d20, 2d12 numerous times, they are often referred to as Damage), Dur: Until Control is lost
tearing them apart with the hooks of their
Intelligence 15 1d6, 5d4 the "demon of the sea" or "the great beast".
larger limbs. Some deep sea research vessels Func: Grap (Crush, 2 Standard Damage/S)
Kraken have squid-like bodies, long and
Charisma 90 4d20, 2d12 have captured footage of kraken dragging
tubular but without the lateral fins of a squid. Eaten Whole
secondary qualities whales into deep water without attempting
They also have slightly bulbous heads and a Requires Control .
Athleticism 86 3d20, 3d12 to crush them, suggesting they are intel-
pair of massive eyes which give them infravi-
Physical Acumen 86 3d20, 3d12 ligent enough to recognize certain prey's As a Half Action, a Kraken can pass a target
sion and an octopus-like appearance. Below
need to surface. In spite of their perceived from a tentacle to its mouth and swallow
Fitness 91 4d20, 2d12 the primary eyes, near the base of their
intelligence, their appetite routinely it whole. An Agility or Strength RC 45,
Will 92 4d20, 2d12 tentacles, kraken have an array of fourteen
trumps calculated attacks and kraken often Negates, failure results in the target being
Wisdom 53 6d10 smaller eyes arranged in pairs near the base
attack whatever is large enough to offer a swallowed and suffering 3 Crush damage,
Wit 53 6d10 of their seven largest tentacles, giving their
suitable meal, regardless of what it may be. unable to take physical actions, until freed.
Presence 90 4d20, 2d12 head a particularly frightening, almost spi-
der-like appearance. Unlike squid and octopi, Numerous fishing vessels have been lost to
tertiary qualities Kraken, crushed and dragged into the depths.
kraken have fourteen tentacles, each laden
Physis 78 with hundreds of suckers and easily twice the They have no known predators aside from
Reaction 70 5d12, 1d10 length of their already gargantuan bodies. megalodons and other kraken, so they tend
Defense Rating 27 Seven of the tentacles are significantly larger to be somewhat reckless hunters, occasion-
movement rates than the others and have razor sharp hooks ally venturing into shallow waters where
23 8 in the suckers and at the end of the limb. the bulk of their body is visible above the
Their color varies from black to deep red to surface. Here they are particularly dangerous
Mbky-Run
Climb
Swim
Walk
Run
Fly
Max Range
attacks Dice Pool Damage Exertion Attacks Rating Min Max Penalty
Unarmed 3d20, 3d12 3d10+9 MK 8 5 5 SIM 20 SIM 3/SIM
Megalodons are true apex predators, sharks prey. However, numerous vessels have been they have been thriving in warm waters specials
core qualities the victims of attack, most often from below,
of seemingly impossible sizeone of around the globe. This has sparked debate
Quality Score Dice Pool Mother Natures crowning achievements. and almost all were sunk in minutes or Head Whip
within NWSEC, with one side claiming more
Strength 92 4d20, 2d12 The largest ever encountered was 18.4 m completely destroyed in the attack. As a Half Action, a Megalodon may use its
than one megalodon escaped in 2245, while
Agility 88 3d20, 3d12 (60') in length, its dorsal fin 3 m (9.8') tall. massive head to attack a target, within 5
other researchers suggest a more terrifying
A submersible research drone operating history SIM, in a Side Facing. If successful, this
Conditioning 90 4d20, 2d12 theorymegalodons had survived their
only 12 km (7.5 mi) off the coast of Divinus At the age of 17, Riven Schlosser, who would Unarmed attack causes 5d10+9 MK damage.
Vitality 92 4d20, 2d12 supposed extinction. To this day, in spite
in 2279 came upon the creature as it rose to become one of the world's most gifted
Discipline 89 4d20, 2d12 of confirmed encounters with megalodons, Eaten Whole
attack the drone's operating vessel. Their geneticists and founder of Triton Enterprises,
Intelligence 19 3d6, 3d4 Triton refuses to comment. Requires Control .
coloring varies only subtly between individu- was given a very special gift by his great
Charisma 92 4d20, 2d12 grandfatheran ancient tale of adventure As a Half Action, a Megalodon can
als. All are a deep grey which fades to white
secondary qualities towards their underside. Their massive eyes called Meg: Hell's Aquarium. Riven was swallow an area 7 SIM long 5 SIM wide
Athleticism 90 4d20, 2d12 are black. Most bear the scars of encounters enthralled with the story and its fantastic 8 SIM tall, whole. An Agility RC 40,
Physical Acumen 89 4d20, 2d12 with other large predators. megalodon sharks. The tale instilled a life- Negates, failure results in the target being
Fitness 91 4d20, 2d12 long fascination with the creatures in him, swallowed and suffering normal Crush
behavior a fascination which eventually fueled his damage, unable to take physical actions,
Will 91 4d20, 2d12
Megalodons seem to favor warm coastal greatest feat of bioengineering. On July 12, until freed.
Wisdom 54 6d10
waters where they roam unchallenged and 2244, Triton Enterprises made history, unveil-
Wit 56 1d12, 5d10
always in search of food. Like many other ing to the world its most ambitious project
Presence 92 4d20, 2d12 large sharks, they are gifted with incredible to datethe Triton Enterprises Megalodon.
tertiary qualities senses which allow them to detect prey at VidNet channels around the world were
Physis 80 significant distance. They routinely cruise filled with fantastic images of the monstrous
Reaction 72 5d12, 1d10 the depths, skimming the ocean floor, in creature gliding effortlessly through
Defense Rating 28 search of food in the waters above. Once the clear water of Triton Island's marine
movement rates a potential meal has been detected, they containment facility, its dorsal fin towering
34 race toward it, rising quickly through the nearly 2 m above the water's surface. Triton's
water to surprise their victim from below. engineers had outdone themselves, recreat-
Mnky-Run
Their favored foods are whales and other ing an ancient super-predator, a true terror
Sprint
Crawl
Climb
Swim
Walk
Fly
armor that they happily devour whatever animal One year later, the monster escaped Triton
Damage Type Threshold is unfortunate enough to cross their path. Island's marine facilities. Details of the
High Velocity Kinetic 10 Although formal study of the creatures is escape have never been released, but the
still relatively new, they are believed to be lack of damage to the facility has conspiracy
Melee Kinetic 12
solitary animals. Nothing is known about theorists buzzing that the creature may
Energy 10 their reproduction habits.
Chemical 12 have been intentionally released into the
Void 9 Most encounters with megalodons have wild. Some claim Triton had engineered
been at the surface where their massive more than one megalodon and that all had
Alpha Immune
dorsal fins give away their presence almost been released into the open ocean. In 2276,
Omega Immune
immediately. Fortunately, these encounters researchers embarked on the dangerous
are rarely fatal. Most researchers suspect task of studying the creature. Almost
megalodons near the water's surface have immediately they proved that since Triton
recently eaten and are not actively pursuing lost control of megalodon prime in 2245,
Megalodon 3.9.4
freak of nature
Max Range
attacks Dice Pool Damage Exertion Attacks Rating Min Max Penalty
Unarmed 4d20, 2d12 3d10+9 MK 16 2 2 SIM
Bite (AP 10) 4d20, 2d12 5d20+5 MK 1 5 SIM
Sledgehammers are gargantuan creatures, head is little more than an oversized mouth history specials
core qualities
infamous for their two massive limbs that full of long, pointed teeth and two pairs of Several sledgehammers have been seen
Quality Score Dice Pool end in large, dense calcium deposits remi- eyes; one pair set in close proximity to the Thunderous Slam
throughout the former Americas, however,
Strength 92 4d20, 2d12 niscent of sledgehammers. These creatures top of their mouth, the second set located on Causes Shockwave, found below, as a
it is unknown whether any specimens exist secondary effect.
Agility 90 4d20, 2d12 use these limbs as crutches as they move, the sides of their head. on other continents. Triton Enterprises
Conditioning 89 4d20, 2d12 planting them down heavily and then swing- Act: Full, Rng: 4 SIM, Sc: AoE, (Rectangle,
managed to capture one in 2243 and spent
Vitality 92 4d20, 2d12 ing the rest of their body forward. Their large, behavior 3W 6L in front of Sledgehammer),
significant resources attempting to train
Discipline 85 3d20, 3d12 heavily-muscled legs and long, three-toed Sledgehammers are solitary omnivores so Nat: Ph, EC: 25, RC: Agility (55, Half
and study the beast. Their goal was to use
Intelligence 18 3d6, 3d4 feet provide the incredible support required high on the food chain they have very little Damage), Ch/Rech: (3, 10 M)
the creature as a model upon which to
for them to stand upright and swing their to fear in the way of natural predators. They Func: Dam (5d20+9 MK)
Charisma 90 4d20, 2d12 engineer similar creatures for use as laborers,
unruly weapons in an attempt to crush the appear to enjoy the popping sound produced
secondary qualities
by a creature crushed under the tremendous particularly for demolition and surface min- Shockwave
life out of their adversaries. They have a thick,
Athleticism 91 4d20, 2d12 force of a crushing blow from one of their ing. The sledgehammer proved to be quite Act: Free, Rng: 15 SIM, Sc: AoE (S, R15,
leathery hide and a strong tail that they
Physical Acumen 90 4d20, 2d12 use for additional balance. Sledgehammers enormous arms. When engaging targets, stubborn and resistant to chemicals meant centered on Thunderous Slam impact point),
Fitness 91 4d20, 2d12 also have two smaller arms located in the sledgehammers create a tremendous to suppress its ferocious nature. During a Nat: Bl, RC: Agility (50 to maintain
Will 89 4d20, 2d12 front of their upper torso which they hold shockwave (see Shockwave) by slamming demolition training exercise set in the ruins current Stance)
Wisdom 52 5d10, 1d8 daintily out in front of them when not being both of their hammer-arms into the ground, of a long abandoned industrial zone, the Func: Alter Stance to Prone
Wit 54 6d10 used. When feeding, sledgehammers lock the force of which knocks most opponents creature broke loose and, in its enraged
their hammer arms in a push-up position flat on their back (see Thunderous Slam). state, destroyed several city blocks, killing 14 Crushing Blow
Presence 91 4d20, 2d12
and lean over their meal, using their smaller They are also capable of using either of their Triton employees as it smashed its way back Act: Half, Rng: 4 SIM, Sc: 1, Nat: Ph,
tertiary qualities EC: 12, RC: Agility (50, Half Damage)
arms to tear off large pieces of meat that hammers to obliterate a target with a single into the Wilds. No further attempts to train
Physis 79
are quickly shoveled into their mouth. Their crushing blow (see Crushing Blow). these creatures have been recorded. Func: Dam (5d10+9 MK)
Reaction 71 5d12, 1d10
Defense Rating 28
movement rates
5 12 23 34
Mnky-Run
Sprint
Crawl
Climb
Swim
Walk
Run
Fly
armor
Damage Type Threshold
High Velocity Kinetic 11
Melee Kinetic 12
Energy 10
Chemical 11
Void 10
Alpha Immune
Omega Immune
Sledgehammer 3.9.5
freak of nature
Max Range
attacks Dice Pool Damage Exertion Attacks Rating Min Max Penalty
Sledge Appendages 4d20, 2d12 3d10+9 MK 8 4 3 SIM
Armored gargantuans are colossal, bipedal incredible mass and seemingly impenetrable not stop attacking until all opposition has specials
core qualities
creatures that are virtually indestructible. armor make them an almost unstoppable been destroyed.
Quality Score Dice Pool Their head is covered in a thick, armored Petrifying Presence
force once they gain momentum.
Strength 100 6d20 exoskeleton with tiny, horizontal slits left history Act: Free, Rng: 100 SIM, Sc: AoE (S, R100
Agility 96 5d20, 1d12 open to provide their eyes with a limited behavior Only one recorded sighting of an armored centered on Gargantuan), Nat: Vis,
field of vision. A pair of large horns juts Very little is known about the behavior of gargantuan has been confirmed and Dur: 10 M, RC: Discipline (50, Negates;
Conditioning 98 6d20
forward from the top of their head, as well witnesses are unsure what provoked the 45 reduces penalty to -6, NLT Scared; 40
Vitality 100 6d20 these creatures. The lack of sightings is occa-
as another pair from the bottom of their creatures attack. In 2184, in the open city reduces penalty to -7, NLT Terrified )
Discipline 96 5d20, 1d12 sionally attributed to the belief that they are
jaw, giving their head the appearance of a extremely territorial and do not stray far of New Cambridge, in what was previously Func: Alter (Fear State -8)
Intelligence 45 3d10, 3d8
massive claw. The armored plating around from their dens. When agitated or provoked Fredericton, New Brunswick, Canada, a
Charisma 100 6d20 gargantuan devastated the entire area, Armored Charge
their head spreads out and back slightly to attack, they become a destructive force
secondary qualities
to provide additional protection over their swatting resistance aside as if they were Follows Charging rules in the Glossary.
matched only by Mother Nature herself. They
Athleticism 98 6d20 thick neck. The corners of their huge mouths flies and using its fantastic size and strength Act: Full, Rng: 36 SIM, Sc: 1, Nat: Ph (-10
have demonstrated their ability to punch
Physical Acumen 97 6d20 have three pairs of large mandibles stacked to turn every standing building to rubble. penalty applied to Attack Attempt), EC: 20,
through buildings, bend steel with ease and
Fitness 99 6d20 vertically that move to usher food in when After the demolition of the city, the creature RC: Agility (60, Negates; 55, Half Damage)
throw heavily armored vehicles hundreds of
Will 98 6d20 opened. The body of an armored gargantuan retreated into the Wilds and has not been Func: Dam [6d20+10 MK (AP 15)]
meters as if they were pebbles. In combat, sighted again. Several theories exist which
Wisdom 71 5d12, 1d10 is also completely covered in a thick,
they enter a berserk state and have an If successful, the victim is knocked Prone,
Wit 73 6d12 armored exoskeleton with only small gaps explain the creatures sudden appearance
unquenchable bloodlust, ravaging anything 20 SIM from their original position.
between plates. Their thick shoulder plates and attack though, of course, none have
Presence 100 6d20 within reach. They attack with every
and the large spikes that protrude through been proven true. As to where these fierce Trample
tertiary qualities armored and spiked part of their body, their
them are devastating weapons. Gargantuans and terrifying monsters come from, few This attack follows the Trample rules as
Physis 91 have massive arms that end in oversized sheer size a powerful weapon. The very sight have posited theorys more enticing than per the Glossary. The attack is made at -15
Reaction 84 2d20, 4d12 fists. Three large blades protrude from their of an armored gargantuan instills petrifying Halvan Ramses, who suggests that these to the Attack Attempt, but if successful,
Defense Rating 35 forearm, each razor sharp. The thickness of fear in most adversaries preventing them terrors, and other titanic monstrosities of the knocks the target into the Prone Static
movement rates the plates and the lack of flexibility in the from moving, let alone taking action against Wilds, are phase two of Mother Natures war Stance and causes 6d10+10 MK damage.
6 6 8 12 16 joints restrict their mobility, however, their this beast (see Petrifying Presence). They do on the human world.
Mnky-Run
Sprint
Crawl
Climb
Swim
Walk
Run
Fly
armor
Damage Type Threshold
High Velocity Kinetic 14
Melee Kinetic 16
Energy 13
Chemical 15
Void 10
Alpha Immune
Omega Immune
Armored Gargantuan 3.10.1
freak of nature
Max Range
attacks Dice Pool Damage Exertion Attacks Rating Min Max Penalty
Unarmed (AP 12) 6d20 4d10+10 MK 10 4 4 SIM
Horns (AP 15) 6d20 6d10+10 MK 15 2 4 SIM
The protoplasmic infester is the embodiment encounters to strengthen itself and further specials
core qualities
of sickness and disease. It appears to be its domination of the world around it. It can
Quality Score Dice Pool viscous ooze that typically covers an area sense living creatures and is drawn to body Microorganism Projection Concoction
Strength 100 6d20 of about 250 sq m (2,690 sq ft), but this heat, the gasses exhausted by breathing The Protoplasmic Infester can attack Act: Half, Rng: 30 SIM, Sc: AoE (S, R30),
Agility 92 4d20, 2d12 varies with the creatures desired density. and, some speculate, life force itself. In victims with viruses that can be released Nat: Bl (Any Physical attack made with a
Conditioning 100 6d20 Its exterior is translucent with a slightly combat, it attempts to use its pseudopods by their Sampling pseudopods during Pseudopod that Punctures, can also pass
Vitality 100 6d20 green tinge. It moves slowly by extending to grab targets in order to determine if it has physical attacks or in area attacks with its the virus)
large pseudopods and pulling itself along encountered them previously (see Sampling). Concoction and Custom Virus attacks. Func: Toxin [Disp: ABN, TDL, DDL,
Discipline 100 6d20
Intelligence 15 1d6, 5d4 and is capable of climbing sheer or inverted If it has encountered the species before, it Effect: Dam (-2 Endurance/S),
Limpets
Charisma 90 4d20, 2d12 surfaces so long as they can support its will unleash a custom virus to disable the Act: Half, Rng: 30 SIM, Sc: 1, Nat: Bl, Dur: 6 H, PL: 5, RC: Vitality (40,
significant weight. Research suggests that target (see Custom Virus). If this is a new sort EC: 8, RC: Agility (50, Negates), Cuml: Yes Negates), Cuml: No]
secondary qualities
the thousands of victims this creature has of victim, it unleashes a standard concoction
Athleticism 96 5d20, 1d12 absorbed are digested over a period of about to test the immune system of this new meal Func: Alter (MRs -2), Dam (5 CH/S/Limpet)
Physical Acumen 96 5d20, 1d12 five years, creating an overwhelming smell (see Concoction). It will attack all targets Sampling
Fitness 100 6d20 of death and decay that constantly accom- within range with both its Microorganism Infester requires Control over victim.
Will 100 6d20 panies this creature. As the protoplasmic Projection and Limpets as soon as it is able.
Act: Free, Rng: 30 SIM, Nat: Ph, EC: 5,
Wisdom 58 1d12, 5d10 infester absorbs its victims it learns about
history RC: Vitality (40, Negates)
Wit 53 6d10 their natural immunities and defense mech-
Presence 95 5d20, 1d12 anisms so that it may more easily dispense The protoplasmic infester was first encoun- Func: Grap (Attack Attempt made at -10, If
with any future members of that species it tered in 2235 in the former Russian city of successful, Infester learns victims
tertiary qualities
may encounter. This creature is capable of Vladivostok. It emerged from the water genetic code and can create
Physis 85 and within two days had disabled or killed Custom Virus)
transmitting sickness and maladies using a
Reaction 77 1d20, 5d12 every resident. Luckily, the pathogens it
variety of methods. It can send forth bursts
Defense Rating 28 emitted were contained or at least failed to Custom Virus
of microorganisms in directed or dispersed Victim must have been Sampled.
movement rates reach any nearby population centers. Some
attacks (see Microorganism Projection), grasp
6 6 6 6 8 10 a victim with a pseudopod and inject various residents managed to flee before becoming Act: Free, Rng: 50 SIM, Sc: AoE (S, R50),
infected but thousands more died on the Nat: Bl (Any Physical attack made with a
Mnky-Run
Walk
Run
Fly
that stick to vicitms, restricting their move- from the city. The hundreds of thousands of the virus)
armor residents that chose to stay and attempt to Func: Toxin [Disp: ABN, TDL, DDL,
ment and burning their way through any
Damage Type Threshold protective clothing or armor (see Limpets). combat this creature perished. During the Effect: Dam (-10 Endurance/S),
High Velocity Kinetic Immune battle it was discovered that the infester is Dur: 1 H, PL: 5, RC: Vitality (40,
Melee Kinetic Immune behavior more vulnerable to fire and extreme cold Negates), Cuml: No]
Energy 12 The protoplasmic infester is a sentient, than to standard small arms fire. A tactical
Chemical 11 instinctual creature, albeit of limited intel- nuclear weapon was dropped on the city to
Void 10 ligence, that harbors no malevolent feelings prevent the creature from spreading, but
Alpha Immune or thoughts toward any living creature, it is unknown whether the infester was
but which is compelled to absorb all life it completely destroyed.
Omega Immune
Protoplasmic Infester 3.10.2
freak of nature
Max Range
attacks Dice Pool Damage Exertion Attacks Rating Min Max Penalty
Melee Pseudopods 5d20, 1d12 3d10+10 CH 8 5 30 SIM
Ranged Pseudopods 5d20, 1d12 3d10+5 CH 10 5 200 SIM
Biology: 35, Chemistry: 30, Detection: 44, Grapple: 45, Medicine: 25, Ranged Attacks: 45, Tracking: 44,
ranks
Unarmed Melee: 45
3.10.3 Tentacled Feeder Height 90 m (295') Hp 400 Active Segments 1, 2, 3, 4, 5, 6
freak of nature Weight 227,000 kg (500,000 lb) Ep 195 Footprint 20 20
Tentacled Feeders are monstrous, floating familial group. When they require rest they believe that their closest known relative is a specials
core qualities
creatures comprised of a central body and a either deposit themselves, mouth down, on member of the octopus family, so the beast
Quality Score Dice Pool dozen or more long tentacles, each ending dry land or bottom eye down in a pool of Shockwave
may actually have an aquatic origin. The first
Strength 98 6d20 with a thick, fleshy lid that opens to reveal water large enough to conceal the majority Act: Full, Rng: 300 SIM, Sc: AoE, (S, R300,
known sighting of a tentacled feeder took
Agility 96 5d20, 1d12 an eyeball used to search for prey that closes of their bulk, tentacles splayed out around centered on Feeder), Nat: Bl, EC: 20,
place in 2263 when observers in what was
when the tentacles make their attacks. The them, or they attempt to pull themselves RC: Discipline (50, Half Damage; 45, Remain
Conditioning 97 6d20 once Yellowstone National Park discovered
central body is roughly oval with four huge in current Stance and negates knockback),
Vitality 97 6d20 into a cave or crevice large enough to a massive pile of excrement that contained,
eyeballs placed equidistantly around its Ch/Rech: (3, 1 H)
Discipline 98 6d20 accommodate their large bodies. Their large among other things, a large amount of
circumference. A fifth, smaller eyeball is eyes remain open while they rest, their Func: Dam (3d10+5 EN), Knocks targets
Intelligence 55 6d10 clothing and equipment. They discovered
located at the base of the body and has a eyelids periodically closing and reopening Prone and back 10 SIM
Charisma 96 5d20, 1d12 the storage module of a digital recording
clear view of all activity beneath the creature. protectively. At the first sign of danger, they
secondary qualities device which was still functional. Playback Projectiles
Beneath its red-gray skin, the body appears rise quickly into the air, unleashing their
Athleticism 97 6d20 revealed the final moments of the operators Act: Half, Rng: 400 SIM, Sc: 1,
heavily muscled and undulates constantly as energy shockwave to stun potential adver-
Physical Acumen 97 6d20 life as he recorded the creatures appearance Nat: Ph (Attack Attempt made at -10),
its colossal white eyes systematically search saries (see Shockwave). Feeders will then
Fitness 97 6d20 for prey in all directions. A gigantic gaping and then tried to hide as it passed. A long EC: 10, RC: Agility (50, Negates)
use their tentacles to either grapple or strike
Will 98 6d20 maw rests atop this titanic monsters body, a tentacle with an eyeball at the tip was briefly Func: Dam (5d10+5 MK)
targets directly or, if they sense the enemy is
single circle of teeth lines its interior and are seen in the video before the operator was
Wisdom 77 1d20, 5d12 dangerous enough, they will grab whatever Feeding Tentacles
capable of tearing apart particularly large objects happen to be nearby and hurl them whisked into the air. A quick glimpse of what
Wit 76 6d12 Requires Control .
victims that cannot be swallowed whole. at their enemies (see Projectiles). is now known as a tentacled feeder is seen
Presence 97 6d20
Tentacled feeders float approximately 30 m before the final image of the beasts horrific Act: Half, Rng: 30 SIM, Sc: 1, Nat: Ph,
tertiary qualities EC: 8, RC: Strength or Agility (50, Negates,
(98') above the ground as they roam the history mouth followed by blackness and the sounds
Physis 91 landscape using their tentacles, each more No one knows how tentacled feeders came of snapping bone, screaming and gurgled can be rolled each of victims Turn)
Reaction 87 3d20, 3d12 than 40 m (131') in length, to grab prey they into existence; however NWSEC scientists liquid then, finally, silence. Func: Grap (Pulls victim towards mouth at
Defense Rating 35 spot with their keen eyes. These unfortunate 10 SIM/S) Once victim reaches the
movement rates victims are raised into the air and dropped mouth, it is swallowed whole. See
14 35 into the feeders mouth. Tentacled feeders Swallowed Whole.
can unleash shockwaves of invisible energy
Mnky-Run
that not only cause physical harm but that Swallowed Whole
Sprint
Crawl
Climb
Swim
Walk
Run
Max Range
attacks Dice Pool Damage Exertion Attacks Rating Min Max Penalty
Tentacles 6d20 4d10+10 MK 10 5 40 SIM
ranks Detection: 45, Grapple: 45, Ranged Attacks: 38, Tracking: 35, Unarmed Melee: 40
Tech Fiends
4
4.1.1 ES26-Monitor Height 0.3 m (1') diam SI 15 Active Segments 3
tech fiend Weight 5.4 kg (12 lb) Ep 15 Footprint 0.5 0.5
Climb
Swim
Walk
Run
Fly
Mnky-Run
electric charge. However, if injured or captured, they
Sprint
Crawl
Climb
Swim
Walk
self-destruct causing a small but intense explosion
Run
Fly
that will destroy the majority of their parts. The armor
explosion does not cause significant damage Damage Type Threshold
beyond an extremely small radius but will destroy
High Velocity Kinetic 1
all sensory equipment and data storage contained
Melee Kinetic 2
within, a clever feature that prevents investigators
from determining the target of their observation Energy 0
(see Self-Destruct). Before their self-destruction, Chemical 2
Max Range locators initiate a final burst transmission to relay Void 1
attacks Dice Pool Damage Exertion Attacks Rating Min Max Penalty any relevant information about their target and a Alpha Immune
Prod 5d4 1d4 MK, EN 4 2 1 SIM small bit of code that notifies the recipient of their Omega Immune
imminent destruction.
Climb
Swim
Walk
Run
Fly
Mnky-Run
Coercion: 4, Culinary Arts: 3, recalled all Mk IVs, however, for many, the damage
Sprint
Crawl
Climb
Swim
Walk
had been done. In minor cases, residences were
Run
Fine Arts: 4, Ground Vehicles: 3, Melee
Fly
Combat: 1, Medicine: 5, Networking: 4, damaged by faulty servants. In severe cases people armor
Operate Vehicle: 3, Vehicle Systems: 2, were injured or even murdered. The most publicized Damage Type Threshold
Writing: 3. incident involved a Mk IV nanny named Isabelle
High Velocity Kinetic 2
whose horrified family returned home one evening to
Melee Kinetic 3
find their baby daughters internal organs pristinely
lined up on the kitchen table while Isabelle searched Energy 1
for the mechanical problem that caused her to cry. Chemical 2
Max Range Arvan believed the recall had contained the problem Void 2
attacks Dice Pool Damage Exertion Attacks Rating Min Max Penalty but unfortunately it was discovered that other cor- Alpha Immune
Unarmed 2d6, 4d4 1d6+1 MK 5 3 1 SIM porations like Promethion had acquired the designs Omega Immune
Melee Weapon 2d6, 4d4 Weapon+1 MK Dependent on Weapon for the Mk IV and were mass producing them for sale
Ranged Weapon 2d6, 4d4 Weapon+1 Dependent on Weapon under different names with different appearances to
less informed Freezone communities.
ranks
4.2.2 Garra Zenteer Feral Gazer Height 1.5 m (5') HP 28 Active Segments 3, 6
tech fiend Weight 79.4 kg (175 lb) Ep 38 Footprint 11
Climb
Swim
Walk
Fly
ranks Climbing: 3, Detection: 7, Rifles & Shotguns: 10, Stealth: 7, Tactics: 6, Tracking: 6, Unarmed Melee: 3
Height 0.7 m (2'2") HP 20 Active Segments 3 Sand Runner 4.2.3
Weight 24.9 kg (55 lb) Ep 29 Footprint 11 tech fiend
Mnky-Run
their passive defense system provides significant
Sprint
Crawl
Climb
Swim
Walk
Run
Fly
protection against most biological organisms (see
Defense System). Their operators are able to monitor armor
their location and vitals in real-time, activating them Damage Type Threshold
as necessary. Once activated, a sand runners motor High Velocity Kinetic 1
functions are completely under the control of their Melee Kinetic 2
operator, significantly increasing their lethality. Small Energy 1
cameras built into their eyes stream visual data to Chemical 2
Range their operators, allowing them to track potential tar- Void 2
attacks Dice Pool Damage Exertion Max
Attacks Rating Min Max Penalty gets remotely. Once their target is in range, the rocket
Alpha Immune
or explosives (see Explosive Blast) can be detonated
Anti-Armor Weapon* 6d4 Dependent on Weapon Omega Immune
wrecking havoc and destruction on the target and
obliterating the hapless sand runner.
ranks Detection: 6, Launchers & Mortars: 10, Stealth: 5, Tactics: 6, Tracking: 6, Unarmed Melee: 2
4.2.4 Augmented Sentience Shepherd Height 1.2 m (4') SI 34 Active Segments 3, 6
tech fiend Weight 147 kg (325 lb) Ep 38 Footprint 11
Climb
Swim
Walk
Fly
specials Cyber nagas are part cyborg and part snake. They
core qualities
are ruthless killers designed to act as the front line
Fearless soldiers for the Garra Zenteer. The bottom half of their Quality Score Dice Pool
The Fear State of a Cyber Naga can never bodies have been replaced with that of large, bio- Strength 26 1d8, 5d6
drop below Normal. engineered snakes allowing them to slither across the Agility 22 5d6, 1d4
ground with impressive speed. Their upper body is a Conditioning 24 6d6
combination of flesh and machine that joins with its Vitality 25 6d6
serpent body through a metal chassis. Their faces are Discipline 24 6d6
constructed to resemble various Japanese Noh masks Intelligence 12 6d4
designed to terrorize their enemies. Cyber nagas
Charisma 23 5d6, 1d4
usually have a jagged metal blade affixed to the
end of their tail. One of their hands remains human secondary qualities
in appearance and function, but is fashioned from Athleticism 24 6d6
a durable metal and has significantly augmented Physical Acumen 23 5d6, 1d4
strength. Their main hand has been replaced with a Fitness 25 6d6
melee weapon such as a blade, flail, mace or morning Will 25 6d6
star. Wisdom 18 3d6, 3d4
Wit 18 3d6, 3d4
behavior
Cyber Nagas are kept in a form of cryogenic stasis Presence 25 6d6
when they are not being used for combat. Their tertiary qualities
minds are programmed to obey a limited number Physis 22
of commands and execute inherent, automated Reaction 21 4d6, 2d4
processes. They return to their cryo-stasis chambers Defense Rating 11
once they are given the command to shut down. movement rates
There they are connected to an augmented reality 2 2 0 2 4 6 10
central mainframe that stimulates their brain while
Mnky-Run
their cybernetic parts recharge and their biologi-
Sprint
Crawl
Climb
Swim
Walk
cal elements regenerate. When they are awoken
Run
Fly
they move to a designated mobilization area and armor
form ranks awaiting orders. Here they are provided Damage Type Threshold
with instructions, typically to kill everything that
High Velocity Kinetic 1
is not Garra Zenteer, and then they are loaded onto
Melee Kinetic 2
transport vehicles and brought to the battlefield. In
combat, they advance towards the enemy as quickly Energy 2
as possible and engage in melee combat. They attack Chemical 3
Max Range as often as possible, pushing forward into enemy Void 2
attacks Dice Pool Damage Exertion Attacks Rating Min Max Penalty ranks and never retreating. Cyber nagas are fearless Alpha Immune
Unarmed 6d6 1d6+2 5 3 1 SIM and relentless killing machinesa horrific blend of Omega Immune
Melee Weapon 6d6 Weapon+2 Weapon-1 Weap Weap engineered beast and deadly machine.
detect or cope with. During extermination missions, Act: Half, Rng: 15 SIM in Darkness, 3 SIM in
Sprint
Crawl
Climb
Swim
Walk
armor causing an incredible amount of chaos and panic as RC: Intelligence or Agility (21 in Darkness, 11
Damage Type Threshold their targets are faced with imminent death and in Daylight, Negates), Cuml: Yes
the absolute destruction of their community. Their
High Velocity Kinetic 2 Func: Induces Blindness
only goal is to destroy their target and ensure it can
Melee Kinetic 3
never recover by eliminating all infrastructure and
Energy 3 resources that might allow survivors to remain in the
Chemical 4 area and rebuild. In combat, they engage targets with
Void 3 their twin flamethrowers until they exhaust their Max Range
attacks Dice Pool Damage Exertion Attacks
Alpha Immune fuel supply, at which point they switch to their twin Rating Min Max Penalty
Omega Immune retractable blades housed within their lower fore- Forearm Blades 5d6, 1d4 1d10+2 MK 8 2 1 SIM
arms and engage at close quarters. They may also use Throwers 6d6 2d10+1 EN 14 2 2 2 SIM 40 SIM
their high-power lights to distract their targets and
disrupt their vision or sensors (see Distracting Lights).
ranks Detection: 9, Launchers & Mortars: 12, Stealth: 5, Tactics: 10, Tracking: 8, Unarmed Melee: 6
Height 0.9 m (3') HP 50 Active Segments 3, 6 Garra Zenteer Scatter Cat 4.3.3
Weight 113.4 kg (250 lb) Ep 50 Footprint 21 tech fiend
Mnky-Run
them stay, track a target, attack, withdraw,
Sprint
Crawl
Climb
Swim
Walk
flee, etc. Due to their intense training, they follow
Run
Fly
commands extremely well. They are capable melee armor
combatants that use their claws and teeth to fend Damage Type Threshold
off most predatory animals that interfere with their
High Velocity Kinetic 2
operations and to take down targets in close combat.
Melee Kinetic 3
If given the command to flee, scatter cats can drop
their weapons load to allow them to move with Energy 2
greater speed and agility. If they lose communica- Chemical 3
Max Range tion with their handlers, they execute a series of Void 3
attacks Dice Pool Damage Exertion Attacks Rating Min Max Penalty procedures to attempt to reestablish their connection. Alpha Immune
Unarmed 1d8, 5d6 1d6+3 MK 6 4 1 SIM If these procedures are unsuccessful, they return to Omega Immune
60 mm Mortar 1d8, 5d6 Ammo 1 20 SIM 2500 SIM the command post from which they were deployed
Rocket 1d8, 5d6 1d10+2 HV 8 3 5 20 SIM 600 SIM 3/SIM so diagnostics can be initiated. Scatter cats are
also equipped with homing beacons so they can be
located should they be unable to return to their base.
ranks Detection: 10, Launchers & Mortars: 12, Stealth: 8, Tactics: 8, Tracking: 8, Tumble: 8, Unarmed Melee: 8
4.3.4 Tech Roamer Height 1.8 m (6') HP 47 Active Segments 3, 6
tech fiend Weight 90.7 kg (200 lb) Ep 45 Footprint 11
Climb
Swim
Walk
Fly
Mnky-Run
other mercenary tasks, they take extra care to
Sprint
Crawl
Climb
Swim
Walk
ensure innocents are not harmed whenever possible.
Run
Fly
Troopers are disciplined and respect all fellow soldiers armor
regardless of rank or station. They have a different Damage Type Threshold
outlook on life that stems from the suffering and
High Velocity Kinetic 3
camaraderie inherent in military training. The day-to-
Melee Kinetic 4
day concerns of the average person seem frivolous
Max Range compared to the rigors of battle and training, a truth Energy 2
attacks Dice Pool Damage Exertion Attacks Rating Min Max Penalty they live with every day. Troopers do not complain Chemical 3
Unarmed 6d6 1d6+2 MK 6 4 1 SIM when things become difficult or uncomfortable. They Void 3
Melee Weapon 6d6 Weapon+2 Dependent on Weapon persevere at all times because their brothers rely on Alpha Immune
them. All troopers have identical training regimens Omega Immune
Assault Rifle 6d6 2d6+1 HV 8 4 4 2 SIM 400 SIM 2/SIM
during the first few years of their lives but receive
Ranged Weapon 6d6 Weapon+1 Dependent on Weapon individual training based on demonstrated aptitudes
Core Fitness: 5, Detection: 8, Leadership: 4, One-handed Melee: 9, Orienteering: 9, for things like sharpshooting, electronics, vehicle
ranks Rifles & Shotguns: 13, Stealth: 6, Tactics: 9, Tracking: 5, Unarmed Melee: 8 (Ranks vary according to operation, explosives and hand-to-hand combat.
specialized training of individual Troopers)
4.4.1 Alloy Attendant Height 1.7 m (5'7") SI 65 Active Segments 2, 4, 6
tech fiend Weight 86.2 kg (190 lb) Ep 70 Footprint 11
Climb
Swim
Walk
Fly
specials Loth drifters are small, robotic scouts that are used
core qualities
by Loth for general purpose reconnaissance and to
Travel Mode locate useful resources throughout the Wilds and Quality Score Dice Pool
The Drifter can change between its combat the ruins of the Old World for Loth Gatherers to Strength 28 2d8, 4d6
mode and a wheeled travel mode in 2 later collect. They are humanoid in shape and are Agility 32 4d8,2d6
Segments. While in travel mode it uses the constructed of a resilient, lightweight, metal frame. Conditioning 35 5d8, 1d6
Drive MR. Their small, angular head contains a large variety of Vitality 30 3d8, 3d6
sensory equipment. Their wrists contain two bright Discipline 24 6d6
lights and a pair of double-barrel submachine guns. Intelligence 18 3d6, 3d4
They are also equipped with a rocket pack on one
Charisma 24 6d6
shoulder which can be used to eliminate heavy or
resilient obstacles and a grenade launcher on the secondary qualities
other shoulder. Drifters have a rugged, all terrain Athleticism 30 3d8, 3d6
wheel located at each of their shoulders and knee Physical Acumen 34 5d8, 1d6
joints. When they need to travel at high speed, they Fitness 33 4d8,2d6
lay prone, pull their arms and legs up alongside their Will 27 1d8, 5d6
body in travel mode and begin driving. When in Wisdom 21 4d6, 2d4
travel mode, the weapons articulate backwards onto Wit 21 4d6, 2d4
the drifters back. Drifters are also equipped with a Presence 26 1d8, 5d6
360 kg (800 lb) winch built into the bottom of each
tertiary qualities
forearm. These winches are equipped with magnetic
grappling hooks providing them with the ability to Physis 27
pull heavy obstacles or use them as climbing devices. Reaction 26 1d8, 5d6
Defense Rating 13
behavior movement rates
Drifters are programmed to be curious and fearless 3 3 4 4 8 12 34
as they explore the depths of often resource-rich
Mnky-Run
ruins and the darkest regions of the Wilds. Since
Sprint
Crawl
Climb
Swim
Drive
Walk
they are inexpensive to manufacture and maintain,
Run
they are also programmed with little regard for their armor
own safety, resulting in reckless, daredevil behavior Damage Type Threshold
which often puts them in dangerous situations. When
High Velocity Kinetic 4
engaged in reconnaissance activity, they only directly
Melee Kinetic 5
engage targets that appear to present little threat to
Max Range their continued ability to expore. They speed towards Energy 3
attacks Dice Pool Damage Exertion Attacks Rating Min Max Penalty such targets and launch themselves acrobatically into Chemical 5
Unarmed 3d8, 3d6 1d8+3 MK 8 4 1 SIM the air, shooting their weapons as they soar. When Void 3
Forearm SMGs 5d8, 1d6 2d6+2 HV 6 5 3 250 SIM presented with larger, more dangerous adversaries, Alpha Immune
they transmit all recorded data about the target Omega Immune
Melee Weapon 3d8, 3d6 Weapon+3 Dependent on Weapon
being observed to Loth Foundry and await orders
Rockets 5d8, 1d6 3d6+2 HV 14 2 5 10 SIM 400 SIM 3/SIM from Loth.
Detection: 12, Gather Information: 14, Grapple: 13, Launchers & Mortars: 13, One-handed Melee: 10,
ranks Orienteering: 14, Pistols & SMGs: 15, Technology: 12, Tracking: 10, Tumble: 10, Vehicle Systems: 10,
Unarmed Melee: 12
4.4.3 Augmented Sentience Hunter Height 1.8 m (6') SI 67 Active Segments 2, 4, 6
tech fiend Weight 113.4 kg (250 lb) Ep 69 Footprint 14
Climb
Swim
Walk
Fly
Mnky-Run
officers and administrators. As with all members of
Sprint
Crawl
Climb
Swim
Walk
the Technocratic Coalition, scouts are solely designed
Run
Fly
and conditioned to conduct military operations, armor
making them feel uneasy and bored during times of Damage Type Threshold
peace or inactivity. When the Technocratic Coalition
High Velocity Kinetic 3
is not at war or conducting operations, they often
Melee Kinetic 4
allow a certain number of scouts to act as guides
Max Range or personal security for convoys traveling through Energy 4
attacks Dice Pool Damage Exertion Attacks Rating Min Max Penalty their territory. In combat, scouts use their speed and Chemical 4
Unarmed 6d6 1d8+3 MK 7 5 1 SIM lightweight armor to their advantage, striking enemy Void 3
Melee Weapon 6d6 Weapon+3 Dependent on Weapon formations from one angle and then withdrawing Alpha Immune
and quickly attacking from another. Weaponry within Omega Immune
Ranged Weapon 2d8, 4d6 Weapon+2 Dependent on Weapon
a scouts unit is varied, with a mix of shotguns and
assault rifles providing the squad with a high degree
Core Fitness: 10, Detection: 14, Leadership: 10, One-handed Melee: 12, Orienteering: 14, of versatility during patrols, raids, reconnaissance
ranks Rifles & Shotguns: 16, Stealth: 14, Tactics: 13, Tracking: 12, Unarmed Melee: 11 (Ranks vary according to operations or in escort roles.
specialized training of individual Scouts)
4.4.5 Sleeper Height 1.8 m (6') SI 58 Active Segments 2, 4, 6
tech fiend Weight 90.7 kg (200 lb) Ep 64 Footprint 11
Climb
Swim
Walk
Run
Fly
Mnky-Run
manipulate materials and objects. They can and are not designed for combat. They meticulously
Sprint
Crawl
Climb
Swim
Walk
and systematically work their way between their
Run
Fly
be used to Grapple targets.
assigned navigation points, ignoring whatever armor
creatures might be nearby. Gatherers will not Damage Type Threshold
initiate combat with any creature unless their work
High Velocity Kinetic 5
is disrupted. In cases where they must attack, they
Melee Kinetic 6
launch rockets at their targets to dissuade further
Max Range hostile action. If necessary, they can also use their Energy 4
attacks Dice Pool Damage Exertion Attacks Chemical 7
Rating Min Max Penalty cutting lasers and a pair of extendable gathering
Unarmed 2d10, 4d8 2d8+4 MK 12 3 2 SIM claws to defend themselves and ward off bothersome Void 5
Metal Tentacles 2d10, 4d8 1d10+4 MK 8 5 5 SIM creatures. They work diligently to accomplish their Alpha Immune
tasks, bringing large amounts of resources back to Omega Immune
Rocket Packs 2d10, 4d8 2d10+2 HV 10 2 4 10 SIM 300 SIM
Loth Foundry daily. If Loth gatherers are disabled or
Cutting Laser 2d10, 4d8 2d8+2 EN 10 2 5 SIM destroyed, a distress beacon is automatically initiated,
calling for protective reinforcements like Loth drifters
Alertness: 16, Cutting Laser: 18, Gather Information: 18, Grapple: 20, Launchers & Mortars: 16, or nearby mercenaries in the employ of the Foundry.
ranks
Melee Combat: 13, Technology: 14, Tracking: 10
4.5.2 Augmented Sentience Killer Height 2.0 m (6'5") SI 83 Active Segments 2, 3, 5, 6
tech fiend Weight 172.4 kg (380 lb) Ep 87 Footprint 11
Climb
Swim
Walk
Run
Func: Dam [3d8+2 EN to non-living only (SI)] a prestigious ceremony, the left hand and forearm Athleticism 33 4d8,2d6
of the recipient is surgically removed and an emitter Physical Acumen 36 6d8
Fear Frequency is attached in its place. Emitters resemble survival Fitness 37 6d8
Act: Full, Rng: 25 SIM, Sc: AoE (C, D7), knives but are loaded with specifically designed Will 39 1d10, 5d8
Nat: Bl, EC: 6, RC: Agility or Discipline (30, tuners that generate waves of energy resonating at Wisdom 31 3d8, 3d6
Negates), Dur: 5 M, Ch/Rech: (4, 1 H) specific frequencies. Oscillators are honored elites Wit 30 3d8, 3d6
Func: Alter (Fear State -3, NLT Terrified ) amongst the Technocratic Coalition forces and are Presence 36 6d8
revered for their capabilities on the battlefield.
tertiary qualities
behavior Physis 34
Tech-Coa oscillators are strategic military assets that Reaction 32 4d8,2d6
operate autonomously as the Tech-Coa engages Defense Rating 16
in warfare. They are not attached to a specific movement rates
military unit, but have command authority and are 2 3 4 4 4 8 12 17
in constant communication with Tech-Coa Control,
Mnky-Run
themselves typically analyzing the battlefield from a
Sprint
Crawl
Climb
Swim
Walk
secure command post. Their emitters are a valuable
Run
Fly
tool and weapon that can have a profound affect armor
on localized skirmishes. Each emitter is equipped Damage Type Threshold
with three different tuners that generate specific
High Velocity Kinetic 5
frequencies to create different effects. The first
Melee Kinetic 6
tuner resonates at a frequency that disrupts living
tissue, causing physical damage to all living creatures Energy 4
(see Agonizing Frequency). The second is capable of Chemical 5
Max Range damaging physical, non-living objects or creatures Void 4
attacks Dice Pool Damage Exertion Attacks Rating Min Max Penalty (see Nihilistic Frequency). The final tuner resonates at Alpha Immune
Unarmed 4d8,2d6 1d10+3 MK 6 5 1 SIM a frequency that induces fear in the minds of targets Omega Immune
SMG 6d8 2d6+2 HV 7 5 3 175 SIM (see Fear Frequency). Aside from their emitters,
Oscillators are typically equipped with a compact, but
powerful, sub-machine gun.
Core Fitness: 16, Detection: 15, Gather Information: 18, Grapple: 15, Leadership: 17, One-handed Melee 14,
ranks
Pistols & SMGs: 17, Rifles & Shotguns: 16, Stealth: 11, Tactics: 18, Tracking: 13, Unarmed Melee: 16
Technocratic Coalition Punisher Height 2.0 m (6'5") HP 76 Active Segments 2, 4, 6
4.5.4 Weight 172.4 kg (380 lb) Ep 71 Footprint 1.5 2
tech fiend
Climb
Swim
Walk
frustrations and can function effectively between Occurs when a fellow Punisher is killed
Run
Fly
armor battles; these individuals tend to rise quickly in the within 25 SIM.
Damage Type Threshold punisher ranks, becoming NCOs or officers. During Act: Full, Sc: Self, Dur: 5 M
combat, punishers are, for lack of better words,
High Velocity Kinetic 6 Func: Alter (Lowers Emotion State to Berserk)
joyful. They have been known to smile and laugh,
Melee Kinetic 6
often hysterically as they unleash mayhem on their
Energy 5 targets, giggling and chuckling at big explosions or
Chemical 5 particularly gruesome deaths. Punishers are typically
Void 4 used in small groups as miniature firebases to pin Max Range
attacks Dice Pool Damage Exertion Attacks
Alpha Immune down enemies or destroy vehicles. However, they Rating Min Max Penalty
Omega Immune are more comfortable on the front lines, shoulder to Unarmed 6d8 1d10+4 MK 8 4 1 SIM
shoulder with light infantry dealing death directly to Melee Weapon 6d8 Weapon+4 Dependent on Weapon
the enemy. Ranged Weapon 4d8,2d6 Weapon+2 Dependent on Weapon
Assault Support Weapons: 16, Core Fitness: 18, Detection: 14, Gather Information: 14, Leadership: 11,
ranks
Melee Combat: 16, Small Arms: 18, Stealth: 9, Tactics: 13, Tracking: 9
Height 2.1 m (7') Hp 76 Active Segments 2, 4, 6 Garra Zenteer Scorp Strider 4.5.5
Weight 231.3 kg (510 lb) Ep 71 Footprint 22 tech fiend
Mnky-Run
are programmed to hate their enemies and obey
Sprint
Crawl
Climb
Swim
Walk
orders without question. In ranged combat they use
Run
Fly
their assault support weapons to engage the enemy, armor
but they are most effective in melee combat. They Damage Type Threshold
can use their claws and legs to strike at opponents,
High Velocity Kinetic 5
however, their claws are most effective when used for
Melee Kinetic 6
grappling or crushing opponents (see Crushing Grip).
Max Range Scorp striders use their serrated, retractable blade as Energy 5
attacks Dice Pool Damage Exertion Attacks Rating Min Max Penalty a sword for both offense and defense, but it is most Chemical 4
Unarmed 6d8 1d10+4 MK 8 4 1 SIM dangerous when this creature uses its rotating upper Void 4
Thrower 5d8, 1d6 2d8+2 EN 1 25 SIM torso to spin repeatedly, unleashing a fierce area of Alpha Immune
effect attack to damage the creatures around them Omega Immune
Ranged Weapon 5d8, 1d6 Weapon+2 Dependent on Weapon
(see Torso Spin).
Forearm Blade 6d8 2d8+4 MK 12 3 1 SIM
Assault Support Weapons: 17, Core Fitness: 15, Detection: 15, Gather Information: 16, Leadership: 12,
ranks
Melee Combat: 17, Small Arms: 16, Stealth: 7, Tactics: 12, Tracking: 10
4.6.1 Alloy Defender Height 2.0 m (6'5") SI 103 Active Segments 1, 2, 4, 6
tech fiend Weight 158.8 kg (350 lb) Ep 105 Footprint 11
AKA Centurions
core qualities
Quality Score Dice Pool Alloy defenders are sleek, autonomous, humanoid
machines designed to provide efficient and effectual
Strength 52 5d10, 1d8
defense against aggressors while also tending to the
Agility 52 5d10, 1d8
day to day needs of the subjects placed in their care.
Conditioning 53 6d10 They are typically employed as part of a sophisti-
Vitality 50 5d10, 1d8 cated defense plan or as security for the extremely
Discipline 52 5d10, 1d8 wealthy or important. Alloy defenders have a layer
Intelligence 24 6d6 of custom armored plating that is highly resistant to
Charisma 48 4d10, 2d8 most standard small arms and smaller caliber heavy
secondary qualities weapons. Defenders are typically painted a charcoal
Athleticism 52 5d10, 1d8 color during the manufacturing process, but custom
paint jobs are common place. Unlike the bulkier alloy
Physical Acumen 53 6d10
attendants, defenders are much more agile and are
Fitness 52 5d10, 1d8 comprised of state-of-the-art materials and compo-
Will 51 5d10, 1d8 nents. They are typically equipped with non-lethal
Wisdom 38 1d10, 5d8 weapons such as a taser or beanbag launcher, as well
Wit 36 6d8 as twin rotary cannons that are stored within the top
Presence 50 5d10, 1d8 of their forearms. Defenders are equipped with a vari-
tertiary qualities ety of image enhancement and sensory devices that
Physis 47 provide them with ultravision and detection scanners
for explosives and firearms. They also use advanced
Reaction 45 3d10, 3d8
communication devices that allow them to stay in
Defense Rating 23
contact with security personnel or superiors.
movement rates
5 5 5 6 12 18 behavior
Alloy defenders are programmed to handle an array
Mnky-Run
Climb
Swim
Walk
Run
Fly
Mnky-Run
highly trained in every facet of combat and espionage
Sprint
Crawl
Climb
Swim
Walk
and capable of operating effectively as frontline sol-
Run
Fly
diers or as special operations assets. They are experts armor
at unarmed combat, melee combat and small arms Damage Type Threshold
use and have unmatched discipline. They are the ulti-
High Velocity Kinetic 6
mate soldier, performing their duties at the highest
Melee Kinetic 6
level of perfection and unshaken by the horrors and
Max Range atrocities inherent in warfare. Commandoes follow Energy 5
attacks Dice Pool Damage Exertion Attacks Rating Min Max Penalty their rules of engagement to the letter and will not Chemical 5
Unarmed 5d10, 1d8 2d6+5 MK 8 5 1 SIM endanger the lives of innocents whenever possible. Void 4
Melee Weapon 5d10, 1d8 Weapon+5 Dependent on Weapon When entering a combat zone or deployment position, Alpha Immune
commandoes fly in formation, shields extended and Omega Immune
Ranged Weapon 5d10, 1d8 Weapon+3 Dependent on Weapon
weapons secured in firing positions until they land.
Upon landing, they secure their perimeter and await
instruction from their commander.
Assault Support Weapons: 13, Coercion: 16, Core Fitness: 22, Detection: 21, Gather Information: 23,
ranks Leadership: 16, Melee Combat: 23, Operate Vehicle: 18, Small Arms: 24, Stealth: 17, Survival: 16,
Tactics: 20, Technology: 14, Tracking: 18, Vehicle Systems: 13
4.6.3 HLID Height 6.7 m (22') SI 107 Active Segments 2, 3, 5, 6
tech fiend Weight 5,216.3 kg (11,500 lb) Ep 95 Footprint 5.5 4
Climb
Swim
Walk
Fly
Mnky-Run
Attack Attempt roll), EC: 12, RC: Agility (35, troops and then go wherever they are needed on the
Sprint
Crawl
Climb
Swim
Walk
Run
Fly
Negates; 30, Half Damage) battlefield, leaping from one area to another, spread-
ing carnage and ensuring the Garra Zenteer forces armor
Func: Dam (2d12+5 MK)
are not failing in their duties. The constant mistrust Damage Type Threshold
and challenging of one another can result in two High Velocity Kinetic 5
rankars fighting to the death in the middle of a larger Melee Kinetic 7
battle, the winner taking command of his defeated Energy 4
Max Range
attacks Dice Pool Damage Exertion Attacks opponents troops. Rankars typically fight with their Chemical 5
Rating Min Max Penalty
deadly claws but are not adverse to carrying brutal Void 5
Unarmed 5d10, 1d8 2d6+5 MK 8 4 1 SIM melee weapons or even using firearms. They may
Alpha Immune
Melee Weapon 5d10, 1d8 Weapon+5 Dependent on Weapon also attempt to leap on top of an important target,
attempting to crush the life out of them with their Omega Immune
Ranged Weapon 4d10, 2d8 Weapon+3 Dependent on Weapon
incredible mass and powerful hooves (see Crushing
Leap).
Assault Support Weapons: 22, Detection: 20, Gather Information: 22, Intimidation: 22, Melee Combat: 23,
ranks
Military Theory: 19, Orienteering: 20
4.6.5 Augmented Sentience Sapper Height 2.1 m (6'10") SI 110 Active Segments 2, 3, 5, 6
tech fiend Weight 181.4 kg (400 lb) Ep 107 Footprint 22
Climb
Swim
Walk
Run
Fly
Mnky-Run
in 4 Segments. While in travel mode it uses effectively act as mobile firebases, reserve assets or
Sprint
Crawl
Climb
Swim
Drive
Walk
frontline shock troops. In combat, they are cautious
Run
the Drive MR.
and calculating, preferring to remain within nominal armor
range of their rockets and machine gun but transi- Damage Type Threshold
tioning easily to melee combat if ordered to close
High Velocity Kinetic 7
with the enemy or if their position is overrun. In close
Melee Kinetic 7
combat, they use their energy blades with deadly
Range precision, revealing their considerable melee combat Energy 6
attacks Dice Pool Damage Exertion Max
Attacks Rating Min Max Penalty programming. Chemical 6
Unarmed 2d12, 4d10 2d8+6 MK 8 3 1 SIM Void 6
Alpha Immune
Forearm Blade 2d12, 4d10 2d10+6 EN 12 2 1 SIM
Omega Immune
Wrist Cannon 2d12, 4d10 3d8+3 HV 8 4 3 200 SIM
Rocket 2d12, 4d10 3d10+3 HV 12 2 8 SIM 500 SIM +3/SIM
Assault Support Weapons: 27, Detection: 26, Melee Combat: 20, Small Arms: 24, Tactics: 22,
ranks
Technology: 20, Tracking: 24
Technocratic Coalition Juggernaut Height 4.0 m (13') Hp 143 Active Segments 1, 2, 4, 6
4.7.2 Weight 4,309 kg (9,500 lb) Ep 124 Footprint 4.5 4
tech fiend
Climb
Swim
Walk
Fly
Mnky-Run
are more than a match for most enemies of the
Sprint
Crawl
Climb
Swim
Walk
Garra Zenteer. They are typically used both as mobile
Run
Fly
firebases and in the front lines as the spearhead for armor
assaults, ripping and smashing through enemy forces Damage Type Threshold
to make room for the rest of the Garra Zenteer. The
High Velocity Kinetic 6
immense reach and size of their claws allows them to
Melee Kinetic 7
perform sweeping attacks that may strike multiple
targets simultaneously (see Sweeping Strike). On Energy 6
command, they rear up on their hind legs, pushing Chemical 6
Max Range their chest forth and unleash the full fury of their Void 0
attacks Dice Pool Damage Exertion Attacks Rating Min Max Penalty chain guns to inflict damage across a wide area (see Alpha Immune
Claws 6d10 3d10+5 MK 11 3 4 SIM Beaten Zone). Omega Immune
Chain Gun (AP 2) 4d10, 2d8 2d8+3 HV 7 5 5 5 SIM 800 SIM +3/SIM
ranks Assault Support Weapons: 28, Detection: 25, Intimidation: 25, Melee Combat: 26, Tactics: 24, Tracking: 24
4.7.4 Jackhammer Height 4.6 m (15') SI 135 Active Segments 1, 2, 4, 6
tech fiend Weight 3,969 kg (8,750 lb) Ep 124 Footprint 36
Climb
Swim
Walk
Fly
ranks Rifles & Shotguns: 24, Detection: 28, Melee Combat: 23, Tactics: 22, Tracking: 24
Height 3.7 m (12') SI 195 Active Segments 1, 2, 4, 6 Banshee 4.8.1
Weight 4,536 kg (8,000 lb) Ep 152 Footprint 3 4.5 tech fiend
Mnky-Run
istic is the large, rectangular frequency emitter that
Sprint
Crawl
Climb
Swim
Walk
Run
emerges forward from their upper torso, giving them
Fly
a hunched appearance. A series of sensory equipment, armor
including forward-looking infrared, radar, and Damage Type Threshold
standard audio and video recorders are housed within High Velocity Kinetic 9
the center of the emitter area. Melee Kinetic 10
behavior Energy 9
Banshees behave according to their programming Chemical 11
Max Range and are usually quite reliable. In combat, they direct Void 8
attacks Dice Pool Damage Exertion Attacks Rating Min Max Penalty their emitters to unleash arcing waves of energy to Alpha Immune
Unarmed 5d12, 1d10 3d6+7 MK 18 2 1 SIM create numerous effects on living creatures (see Wave Omega Immune
Heavy Machine Guns 5d12, 1d10 2d8+4 HV 8 5 5 5 SIM 500 SIM 3/SIM of Serenity, Fear and Despair). They are capable of
engaging targets at long and short range with their
assault rifles and shotguns respectively, however,
Detection: 33, Heavy Assault Weapons: 30, Melee Combat: 18, Rifles & Shotguns: 32, Tactics: 31, they are not designed for prolonged combat exposure.
ranks
Tracking: 30
4.8.2 Capacitor Height 4.9 m (16') SI 200 Active Segments 1, 2, 3, 5, 6
tech fiend Weight 10,886 kg (25,000 lb) Ep 151 Footprint 11 7
Climb
Swim
Walk
Fly
ranks Detection: 32, Heavy Assault Weapons: 34, Melee Combat: 31, Tactics: 25, Tracking: 30
Height 3.0 m (10') SI 184 Active Segments 1, 2, 4, 6 Augmented Sentience Decimator 4.8.3
Weight 3,300 kg (7,275 lb) Ep 140 Footprint 22 tech fiend
Mnky-Run
purpose is to destroy all opposition and force the
Sprint
Crawl
Climb
Swim
Walk
enemy to expend significant resources trying to
Run
Fly
neutralize them. Their thunderous strides and armor
imposing construction are enough to make the feint Damage Type Threshold
of heart flee well before the notorious zing of their
High Velocity Kinetic 9
discs unleashes spectacular destruction. Decimators
Melee Kinetic 10
are best used as a firebase that can keep enemies sup-
pressed with a steady barrage of lightning fast discs. Energy 9
In melee combat, a single large blade is pulled out Chemical 11
Max Range of the launcher and held firmly in place at the end of Void 8
attacks Dice Pool Damage Exertion Attacks Rating Min Max Penalty each arm like a massive axe blade, transforming both Alpha Immune
Unarmed 5d12, 1d10 3d6+7 MK 8 4 1 SIM arms into vicious close combat weapons. Omega Immune
Large Blade (AP 6) 5d12, 1d10 3d20+4 HV 1 3 80 SIM
Small Blade (AP 3) 5d12, 1d10 3d10+4 HV 12 3 2 100 SIM
ranks Detection: 34, Blade Launchers: 32, Grappling: 25, Tactics: 30, Tracking: 31, Unarmed: 29
4.9.1 Arktuross Height 3.7 m (12') Hp 275 Active Segments 1, 2, 3, 5, 6
tech fiend Weight 1,179 kg (2,600 lb) Ep 177 Footprint 2.5 3
Arktuross is the commander of the Garra wherever and whenever the Creators deem making Tech-Coa Command believe he had
core qualities
Zenteer army. He is a massive creature, it necessary, executing their strategies with been destroyed and negating the need for
Quality Score Dice Pool more vehicle and machine than man. grim determination. He is especially driven a rescue attempt during the battle. When
Strength 85 3d20, 3d12 His large torso has been inserted into a to destroy any and all Technocratic Coalition sent to retrieve his corpse and salvage his
Agility 78 1d20, 5d12 massive upright armor, his legs are reverse- forces he or his forces encounter, deeming armor, the Tech-Coa troops could find no
Conditioning 90 4d20, 2d12 articulated and each arm is outfitted with them traitorous, untrustworthy wretches. trace of the juggernaut. He had been located
Vitality 92 4d20, 2d12 a variety of weapon systems. His right eye He continues to blame the commanders of by scouts who were monitoring the battle
Discipline 87 3d20, 3d12 is a complex cybernetic implant, the metal the Technocratic Coalition for abandoning on behalf of the Creators just as they were
Intelligence 23 5d6, 1d4 surrounding it clean and polished unlike the him and leaving him for dead. He is a calcu- beginning to amass their great army known
Charisma 86 3d20, 3d12 scarred and scorched flesh that surrounds lating and sound tactician, whose immense as the Garra Zenteer. The Creators healed
it. His left arm is home to a large-caliber, size and intimidating presence make him a
secondary qualities Arktuross wounds, revived him and fueled
custom devastator assault support weapon difficult foe to defeat either in the realm of
Athleticism 82 2d20, 4d12 the confusion brought about by the belief
that is attached to the underside of the battlefield strategy or physical combat.
Physical Acumen 84 2d20, 4d12 forearm. His right arm has a 10 m (33') long that he had been abandoned, slowly trans-
Fitness 91 4d20, 2d12 thick retractable chain that ends in three history forming the confusion into rage and hatred
Will 90 4d20, 2d12 flail-like weapons, each comprised of a large, Before the Creators selected him to be all the while re-educating him and filling
Wisdom 55 6d10 solid, metal sphere covered in various spikes, the general of their army, Arktuross was his mind with the knowledge and tactics of
Wit 55 6d10 barbs and serrated blades. Arktuross is also a member of the Technocratic Coalition, great military leaders. They conditioned him
Presence 86 3d20, 3d12 equipped with a flamethrower on the top serving as a juggernaut squad commander. to lead their army with the promise that he
of his right forearm and a retractable blade When he was critically injured in a battle would have his revenge on the Technocratic
tertiary qualities
on the top of his left. He has the emblem of against the robotic hordes of Loth Foundry, Coalition. He agreed and chose the name
Physis 77
his elite honor guard painted on the chest his bio-medical sensors were damaged, Arktuross for himself.
Reaction 68 4d12, 2d10 of his armor. This symbol is a black circle
Defense Rating 32 with a pair of curved scimitars with a central,
movement rates stylized skull separating them.
12 5 12 21 30
behavior
Mnky-Run
Climb
Swim
Walk
Run
Fly
Max Range
attacks Dice Pool Damage Exertion Attacks Rating Min Max Penalty
Unarmed 2d20, 4d12 3d10+8 MK 14 3 2 SIM
Flail 2d20, 4d12 4d20+8 MK 1 8 SIM
Chain Gun 2d20, 4d12 3d8+4 HV 10 5 5 5 SIM 600 SIM 3/SIM
Forearm Blade 2d20, 4d12 4d8+7 MK 13 3 2 SIM
Thrower 2d20, 4d12 2d20+4 EN 13 2 2 2 SIM 25 SIM 3/SIM
Computer Technologies: 32, Detection: 36, Electronics: 36, Gather Information: 38, Grapple: 37,
Heavy Assault Weapons: 39, History: 30, Intimidation: 38, Law: 28, Leadership: 40,
ranks
Mechanical Technologies: 36, One-handed Melee: 38, Orienteering: 39, Sociology: 34,
Structural Technologies: 34, Tactics: 40, Tracking: 30, Unarmed Melee: 35
4.9.2 Learner Height Varies SI 210 Active Segments 1, 2, 3, 4, 5, 6
tech fiend Weight Varies Ep 175 Footprint Varies
Learners are the common name for a life memories of other learners. No learner will specials
core qualities
form that is composed of a large, coalescent ever tap into the memories of another for
Quality Score Dice Pool group of nanites, collectively called fogs. Learning
fear of biasing his or her own data. Similarly,
Strength 80 1d20, 5d12 In their natural state, these fogs appear A Learner can learn from subjects it observes.
no learner will ever try to completely destroy
Agility 92 4d20, 2d12 as a large swarm of tiny insects. However, The subject must be more skilled than the
another. If the goals of two learners force Learner and the Learner must observe the
Conditioning 85 3d20, 3d12 learners can assume any shape they like. them into conflict and they try to destroy
Learners assume the shape of a particular subject for 1 M per Skill Rank per Skill they
Vitality 78 1d20, 5d12 each other, one will always ensure part of
object, organism, behavior or other element increase.
Discipline 90 4d20, 2d12 the other survives to bring its knowledge
Intelligence 65 4d12, 2d10 of life on Earth and most commonly assume Replicating
to the Preserver. Some learners study math,
the form of sentient humanoids. Although A Learner can transform into another shape
Charisma 72 5d12, 1d10 science, astronomy, while others study
they are capable, learners rarely shapeshift by learning the molecular structure of the
secondary qualities emotions such as compassion and hate.
during a period of study as they fear their subject they are replicating. At some point,
Athleticism 86 3d20, 3d12 transformation will interfere with the There is even one report of a learner studying
architecture that builds itself into a tower Learners must have made physical contact
Physical Acumen 89 4d20, 2d12 findings of their living experiment. Unless a with any subject they wish to replicate. It
Fitness 82 2d20, 4d12 medical scan is made (even a rudimentary again and again just to see what height it
takes 1 C for a Learner to assume the form of
Will 84 2d20, 4d12 one will usually suffice), learners appear can reach. Because of some flaw in their
the subject they are replicating.
Wisdom 78 1d20, 5d12 outwardly as whatever species or object programming, they eventually come to enjoy
Wit 69 5d12, 1d10 they are mimicking, even pretending to eat whatever they study. Thus, some are gallant
Presence 76 6d12 and sleep. They are faster, stronger, and crusaders studying honor while others are
more intelligent than most known sentient horrific torturers who study the physical
tertiary qualities
races; they hide their true nature along with and psychological limits of living organisms.
Physis 80 the skills and knowledge they have gained Most learners masquerade as humanoids to
Reaction 82 2d20, 4d12 during their travels. In 2280, learners have better study our behavior.
Defense Rating 39 distributed themselves all over the world but
movement rates are most common in North America, as their history
10 10 10 10 10 21 32 40 home laboratory is in what was once eastern The learners were originally created as lab
Nebraska. assistants to gather information on a group
Mnky-Run
Climb
Swim
Walk
behavior
Run
Fly
Max Range
attacks Dice Pool Damage Exertion Attacks Rating Min Max Penalty
Unarmed 3d20, 3d12 3d6+9 MK 10 5 6 SIM
Electrical Charge 4d20, 2d12 3d10+5 EN 16 2 10 SIM
Melee Weapon 3d20, 3d12 Weapon+9 Dependent on Weapon
Varies according to the subjects they have studied. Skill Ranks tend to be around 40. All Learners have the
ranks following as minimum Ranks for self protection: Grapple: 35, One-handed Melee: 35, Two-handed Melee: 32,
Unarmed Melee: 36.
4.10.1 Garra Zenteer Earth Strider Height 195 m (640') SI 400 Active Segments 1, 2, 3, 4, 5, 6
tech fiend Weight 544,000 kg (1,200,000 lb) Ep 195 Footprint 185 85
Each of its thick, heavily armored legs weapons requires the creature be standing massive main guns. Its turrets provide point specials
core qualities
extends down from a corner of its rectan- still when they are fired. The lower two defense against vehicles and smaller adver-
Quality Score Dice Pool gular frame supporting the creatures mass tubes are energy weapons that fire intense Reactive Armor
saries, while its reactive armor sends bursts
Strength 100 6d20 about 140 m (459') above the ground. Its beams of concentrated energy tremendous Act: Free, Rng: 400 SIM, Sc: AoE (C, D400),
of flechette rounds toward its enemies each
Agility 85 3d20, 3d12 trapezoidal body is covered in thick plating Nat: Bl, RC: Agility (55, Half Damage),
distances. These weapons are liquid and time it is struck (see Reactive Armor).
that makes the strider invulnerable to the Ch/Rech: 5/Facing, requires reload when
Conditioning 100 6d20 air-cooled and release a super-heated burst
depleted
Vitality 100 6d20 majority of small arms and other simple of steam shortly after each shot. A variety history
Discipline 95 5d20, 1d12 weapons. Over their protective plating rests of visual and audio sensors, as well as There are no records of an earth strider Func: Dam (4d10+5 HV)
Intelligence 32 4d8, 2d6 a layer of reactive armor that automatically numerous augmentation devices, allow the being built, and none have been observed in Concentrated Fire
Charisma 95 5d20, 1d12 fires a burst of armor piercing flechettes creature to observe the environment around action. The plans for this monstrous death Act: Full, Rng: 400 SIM, Sc: AoE (H, R100,
and plasma to deflect and destroy incoming it and to track the status of its target(s) and machine were discovered during the raid of
secondary qualities within Rng), Nat: Bl, EC: 25, RC: Agility (55,
projectiles. Six double-barrel plasma turrets, adversaries with deadly accuracy. a subterranean bunker deep inside the Rocky
Athleticism 93 5d20, 1d12 Half Damage)
one top center, one bottom center, one Mountains in the former Canadian province
Physical Acumen 93 5d20, 1d12 front, one back and one on each of its sides, behavior Func: Dam (6d20+5 EN)
Fitness 100 6d20 of British Colombia. It was believed the bun-
provide a moderate amount of firepower It is believed that earth striders were first
ker was a production facility for the Garra
Will 98 6d20 in all directions. A perimeter of spherical, designed to destroy arcologies, despite the
treaties that outlawed these horrific acts. Zenteer, however, the evidence collected
Wisdom 64 3d12, 3d10 turreted laser rifles completes its layered,
They can be instructed to attack a particular there led some investigators to believe it had
Wit 64 3d12, 3d10 omnidirectional defense. Its main weapons
are a cluster of three massive, long-barreled set of geographic coordinates, bombard- been planted by another faction. An inter-
Presence 98 6d20
howitzers that sit on the top and at the rear ing as they advance, using more and more Arcology investigation was launched and the
tertiary qualities
of its frame. These howitzers are used to weapons to unleash destruction as it draws findings were subsequently classified at the
Physis 87 highest levels and kept from public scrutiny.
propel van-sized shells at targets at extreme closer to its target. Their organic brain is
Reaction 78 1d20, 5d12 Several factions, notably Loth Foundry and
velocity. The recoil from these weapons is focused on the single task of eliminating
Defense Rating 29 Augmented Sentience have a standing
tremendous and the breach is designed to its target so long as it is still functioning. It
movement rates reward for any operative that can bring their
lurch backwards into several dampeners. is capable of assessing and responding to
12 21 30 Nevertheless, the recoil created by firing the threats as it moves, slowing only to fire its representatives a copy of the report.
Mnky-Run
Sprint
Crawl
Climb
Swim
Walk
Run
Fly
armor
Damage Type Threshold
High Velocity Kinetic 14
Melee Kinetic 16
Energy 13
Chemical 15
Void 10
Alpha Immune
Omega Immune
Garra Zenteer Earth Strider 4.10.1
tech fiend
Max Range
attacks Dice Pool Damage Exertion Attacks Rating Min Max Penalty
Unarmed 5d20, 1d12 6d10+9 MK 1 10 SIM
Laser Turret 5d20, 1d12 5d10+5 EN 14 4 5 400 SIM
Plasma Turret 5d20, 1d12 4d10+5 EN 10 6 6 2000 SIM
HV Howitzer 5d20, 1d12 5d20+5 HV 1 800 SIM 20,000 SIM 1/10 SIM
Energy Howitzer 5d20, 1d12 6d12+5 EN 1 800 SIM 12,000 SIM 1/10 SIM
Detection: 43, Grapple: 45, Heavy Assault Weapons: 45, Orienteering: 45, Tactics: 35, Technology: 39,
ranks
Tracking: 36, Unarmed Melee: 39
Augmented Sentience Exterminator Height 36.6 m (120') SI 400 Active Segments 1, 2, 3, 4, 5, 6
4.10.2 Weight 113,000 kg (250,000 lb) Ep 193 Footprint 12 24
tech fiend
The Exterminator was built for one pur- behavior history specials
core qualities
posethe annihilation of large populations. The artificial intelligence of the Exterminator On November 21st, 2276, aerial reconnais-
Quality Score Dice Pool Ammo
It is the most resource intensive unit fielded is programmed to destroy life as efficiently sance and long range surveillance captured
Strength 96 5d20, 1d12 The Exterminator can carry up to 100
by the Augmented Sentience and is believed as possible. It uses all of its weapons to inflict imagery of this gigantic machine testing its
Agility 92 4d20, 2d12 Rockets/Mortar Shells/Gas Grenades of any
to be one of a kind. The Exterminator is a mass casualties and crushes everything that weapon systems. The reconnaissance drones
of the following ammunition types:
Conditioning 96 5d20, 1d12 towering, bipedal machine that looks like an stands in its way. If necessary, the AI respon- were destroyed almost immediately, but
Vitality 98 6d20 not before transmitting coordinates and High Explosive
extremely well-armored and heavily armed sible for the development of Augmented
Discipline 97 6d20 suit of armor, only exponentially larger. Its initiating an air strike to eliminate what was Dam: 6d10+5 HV, AoE: H, R20
Sentience can upload its intelligence into
Intelligence 26 2d8, 4d6 central body is equipped with four gas canis- the Exterminator, transforming itself from a clearly a mobile weapon of mass destruc- Incendiary
Charisma 95 5d20, 1d12 ter launchers on both the front and back that tion. It is unknown whether what became Dam: 3d10+5 EN, AoE: H, R10,
Loaded AI into the largest and most danger-
are capable of launching smoke or various known as the Exterminator was destroyed. Special: Ignites flammable material
secondary qualities ous of all free-floating AI. The Exterminator
Further reconnaissance showed immense
Athleticism 94 5d20, 1d12 other types of gas. It has two sets of mortar will engage targets at long range with indi- Cluster
blast craters from the strike, but no obvious
Physical Acumen 94 5d20, 1d12 and cluster bomb launchers that fire over the rect fire from its mortar and cluster bombs Dam: 4d10+5 HV, AoE: H, R25
wreckage or signs of the destruction of this
Fitness 97 6d20 shoulders, each capable of firing a variety of while moving forward. Once its gas launch- colossal machine. Although the surveillance Penetrator Shells
Will 98 6d20 shells (see High Explosive, Incendiary, Cluster ers are in range it will launch smoke to create footage was released to the public and sent Dam: 3d10+5, AoE: H, R5, Special: AP 25
Wisdom 62 3d12, 3d10 and Penetrator Shells). Its massive arms chaos amongst targets and then launch gas to all governments of the Inter-Arcology
Wit 61 2d12, 4d10 contain several large weapons including to begin the annihilation of all nearby living community, none claimed ownership of Nerve Gas
Presence 96 5d20, 1d12 a thrower and a rocket launcher. The left things (see Nerve Gas). Once it has closed the the weapon or had any further information Sc: AoE (H, R1, Radius increases by 1 SIM/S to
arm contains a large anti-armor weapon in range to its target, the Exterminator uses regarding its capabilities or origin. Based on a max R50), Nat: Bl, Cuml: Yes
tertiary qualities
place of its hand while the right contains a its anti-armor weapon, rockets, chain gun, the structure and design, analysts believe it
Physis 86 Func: Toxin [Disp: ABN, TDL, Effect: Dam (-5
massive retractable flail with a thick, long throwers and flail to inflict as much carnage was created by Augmented Sentience, but all HP/S), Dur: 2 M, PL: 5,
Reaction 78 1d20, 5d12 chainmore wrecking ball than traditional and destruction as possible. attempts to locate it have failed. RC: Vitality (45, Negates)]
Defense Rating 32 melee weapon. A pair of turreted, rotating
movement rates rocket launchers, with very wide arcs of fire, Smoke Grenade
15 27 40 rest atop its massive shoulders. Sc: AoE (H, R1, Radius increases by 1 SIM/S to
a max R50), Nat: Bl, Dur: 5 M
Mnky-Run
Sprint
Crawl
Climb
Swim
Walk
Fly
armor
Damage Type Threshold
High Velocity Kinetic 13
Melee Kinetic 15
Energy 12
Chemical 14
Void 10
Alpha Immune
Omega Immune
Augmented Sentience Exterminator 4.10.2
tech fiend
Max Range
attacks Dice Pool Damage Exertion Attacks Rating Min Max Penalty
Unarmed 5d20, 1d12 3d10+9 MK 14 3 5 SIM
Wrecking Ball 5d20, 1d12 4d20+9 MK 1 30 SIM
Chain Gun (AP 5) 5d20, 1d12 3d10+5 HV 10 4 6 1000 SIM
Thrower 5d20, 1d12 2d20+5 EN 1 4 200 SIM
Mortar 5d20, 1d12 Ammo 18 2 6 100 SIM 6000 SIM 1/SIM
Rockets (AP 10) 5d20, 1d12 Ammo 18 2 5 20 SIM 800 SIM 2/SIM
Assault Support Weapons: 45, Detection: 41, Grapple: 45, One-handed Melee: 40, Orienteering: 45,
ranks
Tactics: 35, Technology: 41, Tracking: 35, Unarmed Melee: 39
Spiritual Creatures
5
5.1.1 Spirit Mist Height 4.0 m (13') radius Hp 22 Active Segments 3
spiritual creature Weight Ep Footprint Varies
Climb
Swim
Walk
Run
Fly
Mnky-Run
whispers have a positive effect on a targets
Sprint
Crawl
Climb
Swim
Walk
Run
Fly
subconscious resulting in increased performance in
the actions they take. Omega orbs incite negativity armor
and malice through their harsh, hissing whispers Damage Type Threshold
(see Spiritual Effect). Spirit orbs have very little direct High Velocity Kinetic Immune
physical impact on the material world, but they are Melee Kinetic Immune
capable of generating small energy charges that Energy 0
can be unleashed, seemingly, at will upon targets. Chemical Immune
Range The charge emitted by Alpha orbs can heal small Void Immune
attacks Dice Pool Damage Exertion Max
Attacks Rating Min Max Penalty amounts of damage to organic creatures or damage
Alpha 2
entities composed of Omega energy. Omega orbs
Alpha Charge 1d6, 5d4 1d4 AS/EN 3 2 2 SIM Omega 2
cause slightly more damage to creatures they
Omega Charge 1d6, 5d4 1d6 OS/EN 3 2 2 SIM choose to target, but are not capable of healing (see
Spiritual Charge).
Climb
Swim
Walk
Run
Fly
Mnky-Run
the object or the residents of the location that suffer
Sprint
Crawl
Climb
Swim
Walk
the brunt of the poltergeists malice, however, on rare
Run
Fly
occasions it has been observed that only visitors to armor
haunted locations are harmed while residents are not. Damage Type Threshold
Poltergeists can create disturbing illusions designed
High Velocity Kinetic Immune
to terrify observers. These illusions come in many
Melee Kinetic Immune
forms: horrifically violent images, the appearance of
frightening messages on walls, distorted images in Energy Immune
mirrors or other images that will terrify their victim Chemical Immune
Max Range (see Terrifying Illusions). Poltergeists can also manipu- Void Immune
attacks Dice Pool Damage Exertion Attacks Rating Min Max Penalty late energy around them to make electricity flicker, to Alpha 2
Unarmed 2d6, 4d4 1d4+1 OS 4 4 1 SIM turn lights or electronics on and off, and are able to Omega 4
project their voice through audio equipment.
ranks Detection: 7, Energy: 6, Omega: 6, Stealth: 7, Unarmed Melee: 6, Wielding: Control 8, Energy 8, Omega 8
5.3.1 Lesser Spirit Height 2.0 m (6'6") Hp 50 Active Segments 2, 4, 6
spiritual creature Weight Ep Footprint 11
Climb
Swim
Walk
Fly
ranks Detection: 11, Ranged Attacks: 14, Stealth: 11, Unarmed Melee: 10, Wielding: Alpha or Omega 10
Height 0.9 m (3') Hp 44 Active Segments 2, 4, 6 Malingerer 5.3.2
Weight Ep Footprint 11 spiritual creature
Mnky-Run
a desire to provide assistance. When the time to strike
Sprint
Crawl
Climb
Swim
Walk
is right, their current victim expires and malingerers
Run
Fly
make an attempt to possess a new host. Malingerers armor
can be forced out of a victim through exorcism and Damage Type Threshold
may either attempt to possess what it perceives to
High Velocity Kinetic Immune
be the closest, weakest target or may flee the area
Melee Kinetic Immune
to find a victim away from the power that exorcised it
(see Possession). Regardless of whether a malingerer Energy Immune
succeeds in hopping from victim to victim, surviving Chemical Immune
Max Range witnesses or victims may be hard-pressed to provide Void Immune
attacks Dice Pool Damage Exertion Attacks Rating Min Max Penalty the same assistance to legitimate members of society Alpha 3
Unarmed 5d6, 1d4 1d6+2 OS 6 5 4 SIM in need. Omega 6
ranks Alertness: 11, Stealth: 13, Unarmed Melee: 10, Wielding: Omega 10
5.4.1 False Wraith Height Mimics Target Hp 65 Active Segments 2, 4, 6
spiritual creature Weight Equipment Only Ep Footprint 11
Climb
Swim
Walk
Fly
ranks Alertness: 14, Grapple: 12, Stealth: 12, Unarmed Melee: 13, Wielding: Omega 10
Height 1.8 m (6') Hp 84 Active Segments 2, 3, 5, 6 Possessor Spirit 5.5.1
Weight Ep Footprint 11 spiritual creature
Mnky-Run
possess them. They assess whether the target will
Sprint
Crawl
Climb
Swim
Walk
be adequate for their needs and try to determine
Run
Fly
how easy they will be to control. Possessor spirits are armor
capable of projecting a hollow, disembodied voice Damage Type Threshold
and communicating telepathically. Most possessor
High Velocity Kinetic Immune
spirits taunt their prey for some period of time before
Melee Kinetic Immune
attempting to possess them; using the fear they gen-
erate to increase the potency of their abilities. They Energy Immune
create terror in a multitude of ways including lunging Chemical Immune
Max Range unexpectedly out of the darkness and then disap- Void Immune
attacks Dice Pool Damage Exertion Attacks Rating Min Max Penalty pearing, grabbing or touching with an unseen hand, Alpha 6
Unarmed 1d10, 5d8 1d10+4 OS/EN 8 5 1 SIM uttering eerie whispers, screaming at high volume Omega 8
without appearing and telekinetically moving small
objects within sight of their prey.
ranks Alertness: 18, Grapple: 16, Stealth: 18, Unarmed Melee: 18, Wielding: Control 16, Energy 10, Omega 14
5.5.2 Spirit Servant Height 1.9 m (6'3") Hp 86 Active Segments 2, 3, 5, 6
spiritual creature Weight Equipment only Ep Footprint 11
Climb
Swim
Walk
Run
Fly
Mnky-Run
will not linger longer than necessary, leaving the host
Sprint
Crawl
Climb
Swim
Walk
the moment they are in full control of themselves
Run
Fly
and able to assume responsibility for themselves armor
once again. In the mean time, the Alpha energy uses Damage Type Threshold
the host to perform acts of goodness, helping others
High Velocity Kinetic Immune
whenever possible and defending the innocent, using
Melee Kinetic Immune
violence only to combat the activity of Omega energy.
Chosen have access to the memories, knowledge Energy Immune
and personality of their host and usually hide painful Chemical Immune
Max Range memories and emotional triggers that initiate Void Immune
attacks Dice Pool Damage Exertion Attacks Rating Min Max Penalty negative behavior, allowing the host to be confident Alpha Immune
Unarmed 4d10, 2d8 2d6+5 MK/AS 8 5 1 SIM and happy until they have truly recovered. Although Omega 6
Melee Weapon 4d10, 2d8 Weapon+5 Dependent on Weapon Chosen cannot fly, the Alpha spirit may fly once it
Ranged Weapon 6d10 Weapon+3 Dependent on Weapon departs the host.
Alertness: 20, Gather Information: 18, Grapple: 18, Medicine: 22, Negotiation: 18, Stealth: 24,
ranks
Unarmed Melee: 20, Wielding: Alpha 24, Insight 20
5.7.1 Greater Spirit Height 7.6 m (25') Hp 145 Active Segments 1, 2, 4, 6
spiritual creature Weight Ep Footprint 3.5 3.5
Climb
Swim
Walk
Mnky-Run
person or place they are compelled to protect,
Sprint
Crawl
Climb
Swim
Walk
questioning and warning those that approach
Run
Fly
before taking defensive action against aggressors. armor
They can speak and be reasoned with and may even Damage Type Threshold
restrain from using deadly force, but are nevertheless
High Velocity Kinetic Immune
extremely diligent in their duties. Omega guardians
Melee Kinetic Immune
are much more aggressive and merciless, attacking
Max Range with little provocation and only stopping their relent- Energy Immune
attacks Dice Pool Damage Exertion Attacks Chemical Immune
Rating Min Max Penalty less assault at the command of their master. Spirit
Unarmed 4d12, 2d10 2d8+6 AS/OS 7 5 1 SIM guardians move as ethereal entities and are able to Void Immune
Melee Weapon 4d12, 2d10 Weapon+6 Dependent on Weapon pass through walls and other solid materials but their Alpha 8
physical equipment cannot. In combat, they attack Omega 8
Ranged Weapon 5d12, 1d10 Weapon+7 Dependent on Weapon
unarmed or with whatever weapons they have in
Ranged Spiritual Attack 5d12, 1d10 3d10+4 (AS/OS)/EN 14 2 1 100 their possession. They are also capable of unleashing
powerful bursts of spiritual energy.
Alertness: 26, Grapple: 26, Intimidation: 28, Pistols & SMGs: 28, Ranged Spiritual Attacks: 28, Stealth: 26,
ranks
Unarmed Melee: 25, Wielding: Alpha or Omega: 30
5.8.1 Omega Void Height 1.2 m (4') Diameter Hp 200 Active Segments 1, 2, 3, 5, 6
spiritual creature Weight Ep Footprint 1.5 1.5
Climb
Swim
Walk
Fly
Mnky-Run
When the SI of a Spirit Titan reaches 0, of spiritual energy. Alpha titans are summoned or
Sprint
Crawl
Climb
Swim
Walk
the body is destroyed but a Greater conceived to defend the innocent and the worthy
Run
Fly
Spirit is released. from evil or dark powers. Omega titans are conceived armor
for destructive purposes. The impact from the strikes Damage Type Threshold
Spiritual Nature
of these titanic creatures cause Melee Kinetic damage
See Spiritual Creatures Glossary entry. High Velocity Kinetic 9
to physical creatures as well as spiritual damage
Melee Kinetic 10
to opposing spiritual creatures. Alpha titans make
stalwart guardians. They are the perfect champions, Energy 7
capable of rushing out to meet the largest and most Chemical 9
Max Range deadly opponents in order to prevent unnecessary Void 8
attacks Dice Pool Damage Exertion Attacks Rating Min Max Penalty suffering or death. Omega titans are juggernauts and Alpha 9
Unarmed 6d12 3d6+7 MK/(AS/OS) 10 4 1 SIM extremely difficult to neutralize before they unleash Omega 9
Ranged 5d12, 1d10 4d8+4 MK/(AS/OS) 14 3 3 300 SIM their own waves of terror and destruction upon their
Melee Weapon 6d12 Weapon+7 Dependent on Weapon victims. They are the perfect weapon for breaking the
lines of an opposing army or breaching the defenses
Arcane: 24, Detection: 33, Grapple: 30, One-handed Melee: 31, Tracking 25, Two-handed Melee: 30, of an enemy position with ease.
ranks
Unarmed Melee: 36, Wielding: Alpha or Omega 34
5.9.1 Spirit Behemoth Height >61.0 m (200') Hp 275 Active Segments 1, 2, 3, 5, 6
spiritual creature Weight Ep Footprint 90 65
Spirit behemoths are the largest known creatures driven to destroy. They target the specials
core qualities
concentrations of spiritual energy. They are living and will not pass an opportunity to kill
Quality Score Dice Pool ethereal creatures that have no discernable unless controlled by an extremely powerful Spiritual Aura
Strength 92 4d20, 2d12 mass, but are able to focus the energy that master that dictates its behavior. In combat, Affects living, undead and spiritual
Agility 85 3d20, 3d12 forms the boundary of their bodies to create behemoths use their massive limbs and creatures; has opposite affect on opposing
energy fields that can damage physical mixed appendages to strike enemies, inflict- Spiritual creatures.
Conditioning 92 4d20, 2d12
Vitality 90 4d20, 2d12 objects and beings. Their appearance is ing incredible damage by concentrating their Act: Free, Nat: Au (150 SIM),
Discipline 88 3d20, 3d12 essentially bestial, but differs between energy into a focused attack. Behemoths RC: Discipline (45, Negates),
specimens based on the source of their can also use concentrated spiritual energy to Dur: RC must be made each M
Intelligence 34 5d8, 1d6
energy. Alpha behemoths tend to appear as conduct ranged attacks. These may appear Func: Alter (Fear State, Alpha Behemoth +6,
Charisma 94 5d20, 1d12
strong, beautiful creatures that naturally as beams of energy, or distinct projectiles Omega Behemoth -6)
secondary qualities
project an air of dignity and majesty. They hurled at incredible speeds. Spirit behe-
Athleticism 89 4d20, 2d12 have smooth contours and mimic many of moths can also unleash powerful area of Spiritual Blast
Physical Acumen 89 4d20, 2d12 the characteristics of animals that naturally effect attacks that release spherical waves of Act: Full, Sc: AoE (S, R200, centered on
Fitness 91 4d20, 2d12 evolved on Earth, though slightly alien in spiritual energy causing damage all around Behemoth), Nat: Bl, RC: Discipline (42,
Will 89 4d20, 2d12 aspect. Alpha behemoths are typically white, them (see Spiritual Blast). Spirit behemoths Negates; 38, Half Damage),
Wisdom 61 2d12, 4d10 orange, shades of light red or other warm can also project waves of spiritual energy Ch/Rech: (1, 10 M)
Wit 64 3d12, 3d10 colors and exude positive energy, provid- that cause damage in a more specific, con- Func: Dam [5d10+4 EN/(AS/OS)]
Presence 93 5d20, 1d12 ing those around them with feelings of centrated form (see Spiritual Wave).
confidence, trust and serenity (see Spiritual Spiritual Wave
tertiary qualities history Act: Full, Rng: 300 SIM, Sc: AoE (W, 20 W
Aura). Omega behemoths are monstrous
Physis 82 Only one spiritual behemoth encounter 60 H), Nat: Bl, RC: Vitality (45, Negates; 40,
creatures with a horrific appearance that
Reaction 75 6d12 usually boasts horns, tendrils, assorted has been documented with any degree of Half Damage), Ch/Rech: (2, 1 H)
Defense Rating 27 disfigurements, teeth, claws and other reliability. On 19 November, 2277 a convoy of Func: Dam (5d20+4 AS/OS)
movement rates nightmarish attributes. They tend to be orphaned children was being moved by their
12 12 14 25 36 45 colored with darker, harsher colors such as sponsoring organization Second Chance for Spiritual Nature
deep red, purple, blue or black. They project Children. The convoy was being escorted See Spiritual Creatures Glossary entry.
Mnky-Run
strong auras of negative energy that infuse by armored mercenaries for the dangerous
Sprint
Crawl
Climb
Swim
Walk
Run
Max Range
attacks Dice Pool Damage Exertion Attacks Rating Min Max Penalty
Unarmed 4d20, 2d12 3d10+9 MK/(AS/OS) 12 4 5 SIM
Ranged (38) 4d20, 2d12 4d10+5 MK/(AS/OS) 15 3 4 5 SIM 400 SIM 5/SIM
ranks Detection: 40, Grapple: 39, Tracking: 36, Unarmed Melee: 42, Wielding: Alpha or Omega 46
5.10.1 Alpha Absolver Height Hp 400 Active Segments 1, 2, 3, 4, 5, 6
spiritual creature Weight Ep Footprint Varies
The Alpha Absolver is the largest concentra- Convergence in some capacity; an event specials
core qualities
tion of Alpha energy on Earth. It is unknown many believe will have a definitive impact on
Quality Score Dice Pool how large it is or how much area it covers as all life on Earth. The Alpha Absolvers loca- Alpha Insight Mass Healing
Strength 100 6d20 the few that have been in its presence were tion remains a mystery but researchers are Act: Free, Rng: 40,076 km (24,902 mi), Heals desired living and Alpha spiritual
Agility 100 6d20 overcome by the intense energy it projects. convinced it will remain on Earth until it is Sc: 1, Nat: Bl, RC: Discipline (60, Alerts creatures; causes AS damage to Omega
Conditioning 100 6d20 The Absolver is described as shapeless but somehow destroyed or its ultimate purpose victim to Insight ; 70 prevents Insight , and Undead creatures.
Vitality 100 6d20 able to imprint feelings, images and words is served. Alpha Spiritual Wielders all feel Targets may add Insight Ranks to RC) Act: Full, Sc: AoE (S, R500, centered on
Discipline 100 6d20 within the mind of those it is trying to an indescribable but definite connection Func: Access information as per Absolver), Nat: Bl, RC: Discipline (65,
Intelligence 100 6d20 communicate with. These feelings are primal to the Absolver and many feel that it was Duration below. Negates; 60 Half Damage),
sensations of complete protection, safety, responsible for their calling to become Alpha Dur: Varies according to desired age of Ch/Rech: (2, 1 M)
Charisma 100 6d20
warmth and joy. Witnesses speak of falling Wielders. Many describe similar dreams and information: Func: Heal (3d20+5 HP), Dam (3d20+5 AS)
secondary qualities
to their knees and weeping as they feel the experiences in which a powerful and ulti-
Athleticism 100 6d20 1 S reveals information < 1 century
weight of the world lift from their shoulders, mately benevolent presence contacted them Alpha Wave
Physical Acumen 100 6d20 2 S reveals information < 1 millennia
liberating them from their worries, concerns, to provide guidance for important events or Act: Half, Sc: AoE (W, 100 W 100 H),
Fitness 100 6d20 fears and stresses. The world seems lucid, as 3 S reveals information < 1 eon
decisions, and believe this communion was Nat: Bl, RC: Vitality (65, Negates; 60, Half
Will 100 6d20 if you are dreaming and happily lost in the with the Alpha Absolver. It projects several Absolving Aura Damage), Ch/Rech: (2, 1 H)
Wisdom 100 6d20 completeness of the moment. Constantly auras that instill strength and confidence Affects desired living and Alpha spiritual Func: Dam (6d20+5 AS)
Wit 100 6d20 changing images and words flash through creatures; has opposite affect on Omega
in the living beings around it (see Absolving
Presence 100 6d20 the minds of those nearby sentient beings. and Undead creatures. Spiritual Nature
Aura). It is believed that the Alpha Absolver
One moment a female voice can be heard. See Spiritual Creatures Glossary entry.
tertiary qualities is capable of incredible acts of mass healing Act: Free, Nat: Au (200 SIM from center
Her form is barely discernable and backlit
Physis 100 and protection against Omega energy and of creature), RC: Discipline (65, Negates),
by intense warm light. The next moment
Reaction 100 6d20 the creatures it has tainted (see Healing Dur: RC must be made each M
a male voice is heard and a distinctly male
Defense Rating 40 Wave and Mass Exorcism respectively). Func: Alter (Fear, Thought, Emotion, and
presence is felt. The voices and presences are
movement rates very familiar but just beyond recollection. An Disposition States, +8)
history
100 encounter with the Alpha Absolver changes
It is believed by some researchers that the Mass Exorcism
people forever. The remainder of their life
Mnky-Run
Alpha Absolver has had a direct impact on The Alpha Absolver may exorcise Omega
pales in comparison to that moment and
Sprint
Crawl
Climb
Swim
Walk
humanitys development, giving guidance creatures as per the Exorcism rules found
Run
Fly
Max Range
attacks Dice Pool Damage Exertion Attacks Rating Min Max Penalty
Unarmed 6d20 4d10+10 EN/AS 10 5 10 SIM
Ranged 6d20 4d10+10 EN/AS 10 5 5 500 SIM
AKA The Dark One of the past, present and future that may or specials
core qualities
may not be true, but which are designed to
Quality Score Dice Pool The Omega Convergence is the largest known Omega Insight Omega Blast
concentration of Omega energy on Earth. Its manipulate and control (see Omega Insight).
Strength 100 6d20 Act: Free, Rng: 40,076 km (24,902 mi), Act: Half, Sc: AoE (S, R500, centered on
pure, intense malevolence reduces those Its full agenda is unknown, but it is clearly
Agility 100 6d20 Sc: 1, Nat: Bl, RC: Discipline (60, Alerts Convergence), Nat: Bl,
within its presence, physically or spiritually, driven by a desire to destroy and cause
victim to Insight , 70 prevents Insight , RC: Discipline (65, Negates; 60, Half
Conditioning 100 6d20 suffering for every living thing on Earth. The
to blabbering, pathetic whelps. The raw Targets may add Insight Ranks to RC) Damage), Ch/Rech: (1, 10 M)
Vitality 100 6d20 power of its hatred for all life overwhelms location of the Convergence is unknown, but
Discipline 100 6d20 its presence on Earth is felt and shared by Func: Access information as per Func: Dam (6d20+5 EN/OS)
living beings, flooding them with images of Duration below.
Intelligence 100 6d20 eternal suffering and rendering them unable those it compels into servitude. Many Omega Omega Wave
Charisma 100 6d20 to think or act (see Damning Aura). It is Wielders speak of the images of torture, Dur: Varies according to desired age of Act: Half, Sc: AoE (W, 100 W 100 H),
humiliation, failure and pain they will information:
secondary qualities seemingly formless, a mass of darkness that Nat: Bl, RC: Vitality (65, Negates; 60,
envelops the senses of its victims. It is per- endure should they disobey their calling to 1 S reveals information < 1 century Half Damage), Ch/Rech: (1, 1 H)
Athleticism 100 6d20
ceived by those unfortunate enough to face serve this dark concentration of energy. The 2 S reveals information < 1 millennia
Physical Acumen 100 6d20 Func: Dam (6d20+9 EN/OS)
it as a shifting figure of unimaginable terror, Convergence exudes several auras that can 3 S reveals information < 1 eon
Fitness 100 6d20
personifying the darkest nightmares and completely overpower those in its presence, Spiritual Nature
Will 100 6d20 preventing them from taking any action (see Damning Aura
deepest fears of on-lookers, making grown See Spiritual Creatures Glossary entry.
Wisdom 100 6d20 Damning Aura). The Omega Convergence Affects desired living and Alpha spiritual
men cringe with boyish terror. Its form
Wit 100 6d20 is also capable of tremendous waves of creatures; has opposite affect on Omega
remains masked just beyond perception, but
Presence 100 6d20 destructive energy that can destroy physical and Undead creatures.
flashes of victims secret fears accompanied
tertiary qualities by a powerful, deafening and penetrating and spiritual creatures, matter and energy Act: Free, Nat: Aura (200 SIM from center
Physis 100 voice causes paralytic fear for those in the with tremendous force (see Omega Wave of creature), RC: Discipline (65, Negates),
Reaction 100 6d20 presence of the Omega Convergence. This and Omega Blast respectively). Dur: RC must be made each M
Defense Rating 40 voice can shift to a deceptive, seductive and Func: Alter (Fear, Thought, Emotion, and
soft one appealing to the more primal urges history Disposition States, -8)
movement rates
of its target, deceiving them with allusions It is believed that the Omega Convergence is
100
to rewards for loyalty that are never fulfilled. ultimately responsible for many of the disas- Mass Exorcism
Mnky-Run
ters that have befallen Earth throughout its The Omega Convergence may exorcise
It is believed that the Convergence is
Sprint
Crawl
Climb
Swim
Max Range
attacks Dice Pool Damage Exertion Attacks Rating Min Max Penalty
Unarmed 6d20 4d10+10 EN//OS 10 5 10 SIM
Ranged 6d20 4d10+10 EN/OS 10 5 5 500 SIM
Climb
Swim
Walk
Fly
armor form small packs that sleep, hunt and play together.
Damage Type Threshold Ferals have learned to survive by watching the ani-
mals of the Wilds, imitating many of their behaviors,
High Velocity Kinetic 0
mannerisms and habits. Ferals communicate through
Melee Kinetic 2
grunts and a few poorly pronounced words. Even
Energy 0 those children who were starting to read before their
Chemical 0 change show no interest or capability to continue any
Void 2 form of education. They enjoy playing games, but Max Range
attacks Dice Pool Damage Exertion Attacks
Alpha Immune have little comprehension or interest in rules and Rating Min Max Penalty
Omega Immune tend to make things up as they go, settling disagree- Unarmed 4d4 1d6 MK 4 5 1 SIM
ments through violence.
Mnky-Run
Glossary entry. and, combined with their other senses, are able to
Sprint
Crawl
Climb
Swim
Walk
distinguish would-be prey from everything else that
Run
Fly
Raising the Dead
surrounds them. If they manage to close in on the armor
Necromancy can be used to raise
living, they attack with fetid bites and filthy claws. Damage Type Threshold
Shambling Zombies according to the
Shambling zombies are created through the art of
summoning Glossary entry. High Velocity Kinetic 2
necromancy, a dangerous path followed by some
Melee Kinetic 2
Wielders able to focus the dark, corruptive energy
of Omega and raise the dead from their places of Energy 2
rest. Shambling zombies are the simplest and most Chemical 3
Max Range common products of Omega-Creation Necromancy Void 1
attacks Dice Pool Damage Exertion Attacks Rating Min Max Penalty and are typically animated to wreak havoc upon Alpha 1
Unarmed 4d4 1d6+2 MK 5 4 1 SIM small outposts and towns or to act as wandering and Omega 2
Melee Weapon 4d4 Dependent on Weapon inexpensive security for some evil master.
Climb
Swim
Walk
Fly
Mnky-Run
is not Scag. When left to their own devices, they
Sprint
Crawl
Climb
Swim
Walk
Run
Fly
procreate at a rapid pace; generations separated by
only a few months. Failures are treated like rodents, armor
are abused constantly and are always used as the first Damage Type Threshold
wave of any attack. They are meant to overwhelm High Velocity Kinetic 2
and weaken an enemys defenses, draining their Melee Kinetic 3
ammunition and causing as many casualties as pos- Energy 1
sible. Failures are usually given some form of melee Chemical 3
Max Range weapon, and while not well-trained they manage Void 1
attacks Dice Pool Damage Exertion Attacks to cause damage through sheer numbers. For days
Rating Min Max Penalty Alpha Immune
before an attack, Scags will stop feeding failures,
Unarmed 6d4 1d6+1 MK 5 4 1 SIM Omega Immune
working them into a hunger-induced frenzy. Once
Melee Weapon 6d4 Dependent on Weapon released, they charge into enemies like an ugly, fleshy,
Bite 6d4 1d8 7 2 1 SIM wave of gnashing teeth and flailing melee weapons,
swarming their adversaries with reckless abandon
Detection: 4, Grapple: 4, One-handed Melee: 5, Throwing: 4, Tracking: 5, Two-handed Melee: 4, (see Swarm).
ranks
Unarmed Melee: 5
6.2.3 Skeleton Height 1.8 m (5'10") Hp 28 Active Segments 3
abomination Weight 36.3 kg (80 lb) Ep Footprint 11
expensive firearms since their durability during Skeletons are undead and are subject to the
Sprint
Crawl
Climb
Swim
Walk
combat is less than impressive. Skeletons attack any rules found in the Glossary entry.
Run
Fly
ranks Assault Support Weapons: 8, Detection: 6, Melee Combat: 6, Small Arms: 9, Tracking: 5, Wielding: Omega 8
Height 1.2 m (4') Hp 48 Active Segments 2, 4, 6 Lesser Bone Creature 6.3.1
Weight 59.0 kg (130 lb) Ep Footprint 21 abomination
Mnky-Run
attack any living creature unfortunate enough to
Sprint
Crawl
Climb
Swim
Walk
cross their path. Lesser bone creatures are drawn to
Run
Fly
the living, the Omega energy inside of them pushing armor
them towards the life it wishes to destroy. An aura Damage Type Threshold
of Omega energy surrounds these creatures, striking
High Velocity Kinetic 4
fear into the hearts of all living creatures (see Aura of
Melee Kinetic 3
Fear). In combat, they tend to use the instincts and
weapons native to their structure and attack with Energy 4
teeth, claws, hooves, sharpened appendages or sheer Chemical 5
Max Range mass. Lesser bone creatures have no concept of self- Void 3
attacks Dice Pool Damage Exertion Attacks Rating Min Max Penalty preservation and will continue attacking their targets Alpha 3
Claws 6d6 1d10+2 MK 7 3 1 SIM regardless of the odds of success or how severely they Omega 5
Bite 6d6 2d8+2 MK 11 2 1 SIM may be damaged.
Climb
Swim
Walk
Fly
Mnky-Run
will not be taken alive, they attack with a wild, vicious
Sprint
Crawl
Climb
Swim
Walk
rage that overwhelms most victims and turns them
Run
Fly
into a battered, bloody mess. Alive or dead, flesh armor
fiends carry their victim back to their lair, devouring Damage Type Threshold
them at their leisure, reveling in the warm blood and
High Velocity Kinetic 4
basking in a feeling of malevolent superiority. Flesh
Melee Kinetic 4
fiends select a few pieces of their victim of sentimen-
tal value in their twisted and evil minds which they Energy 4
clean as best they can with their hands and tongue. Chemical 5
Max Range These trophies are used as decorations in their lair or Void 3
attacks Dice Pool Damage Exertion Attacks Rating Min Max Penalty worn as articles of disturbing jewelry. Alpha 3
Unarmed 6d6 1d6+2 MK 5 5 1 SIM Omega 5
Bite 6d6 1d10+2 MK 1 1 SIM
ranks Core Fitness: 9, Detection: 9, Melee Combat: 10, Stealth: 9, Tracking: 9, Wielding: Omega 10
6.3.4 Meathead Height 2.0 m (6'8") Hp 60 Active Segments 3, 6
abomination Weight 174.6 kg (385 lb) Ep 41 Footprint 1.5 2
Climb
Swim
Walk
Run
Fly
Mnky-Run
as are all Omega-based creatures. They tend to
Sprint
Crawl
Climb
Swim
Walk
Run
Fly
travel at night or in poor weather, trying to avoid the
brilliant light and warmth of the sun. Rot hounds armor
have been observed roaming both alone and in Damage Type Threshold
packs, seeking other Omega creatures as companions. High Velocity Kinetic 4
They never sleep and are always searching for living Melee Kinetic 4
creatures to destroy, making them a feared predator Energy 4
in even the deadliest regions of the Wilds. Rot hounds Chemical 5
Max Range have no memory of their lives before they were Void 3
attacks Dice Pool Damage Exertion Attacks consumed. They do not recognize previous owners
Rating Min Max Penalty Alpha 3
but have been reported to be drawn toward familiar
Unarmed 5d6, 1d4 1d8+2 MK 6 4 1 SIM Omega 5
scents and locations. The stench of their decaying
Bite 5d6, 1d4 1d10+2 MK 9 2 1 SIM flesh can overwhelm even the staunchest creatures
(see Fetid Stench).
Climb
Swim
Walk
Fly
Mnky-Run
3S reveals information < 1 week old for situations they can manipulate or profit
Sprint
Crawl
Climb
Swim
Walk
from. Deceptive persuaders have strong Innate
Run
Fly
4S reveals information < 1 month old
5S reveals information < 1 year old Being-Insight Wielding powers that allow them armor
6S reveals information < 1 decade old to probe the thoughts of those around them. They Damage Type Threshold
search for marks that are in need of help or can be
2C reveals information < 1 century old High Velocity Kinetic 3
easily manipulated. When they have chosen their
Melee Kinetic 3
mark, they use their Insight abilities to determine
what appearance would best serve their needs (see Energy 2
Insight Probe). Using this knowledge, they change Chemical 3
Max Range their physical appearance, approach their mark and Void 3
attacks Dice Pool Damage Exertion Attacks Rating Min Max Penalty use all the knowledge they gleaned to accomplish Alpha Immune
Unarmed 1d8, 5d6 1d8+3 MK 7 5 1 SIM their goals. Omega Immune
Melee Weapon 1d8, 5d6 Weapon+3 Dependent on Weapon
Ranged Weapon 6d6 Weapon+1 Dependent on Weapon
Alertness: 14, Being: 16, Coercion: 14, Control: 17, Core Fitness: 12, Espionage: 13, Insight: 18,
ranks
Melee Combat: 12, Operate Vehicle: 10, Performing: 14, Small Arms: 12, Tracking: 12
6.4.3 Freak Crawler Height 1.8 m (6') Hp 59 Active Segments 2, 4, 6
abomination Weight 83.9kg (185 lb) Ep Footprint 1.5 1
Climb
Swim
Walk
Run
Fly
ranks Detection: 13, Grapple: 12, Stealth: 11, Tracking: 12, Unarmed Melee: 14, Wielding: Omega 14
Height 2.0 m (6'5") Hp 54 Active Segments 2, 4, 6 Scag Marauder 6.4.4
Weight 131.5 kg (290 lb) Ep 54 Footprint 11 abomination
Mnky-Run
intelligent non-Scag humanoids on sight and they
Sprint
Crawl
Climb
Swim
Walk
never flee or surrender. Morale means nothing to
Run
Fly
them as their will to fight is completely self-moti- armor
vated. To Scag, survival through combat means Damage Type Threshold
promotion, while any sign of fear means humiliation
High Velocity Kinetic 4
and death at the hands of another Scag. Marauders
Melee Kinetic 5
have risen through the Scag ranks by embracing
Range this way of life and relishing it at every opportunity. Energy 4
attacks Dice Pool Damage Exertion Max
Attacks Rating Min Max Penalty Marauders use their ranged weapons as they close on Chemical 4
Unarmed 6d6 2d4+2 MK 8 5 1 SIM the enemy. They never seek cover or engage in stand- Void 3
off style firefights. They open fire as soon as they are Alpha Immune
Arm Blade 6d6 1d10+2 MK 10 4 1 SIM
in range and continue firing until they can engage Omega Immune
Burr Driver 1d8, 5d6 2d6+1 HV*/ ** 1 1 100 SIM in melee combat. Their ranged weapon implants are
capable of two functions other than direct damage:
impeding the movement of a target or poisoning
Burr Driver: 14, Detection: 12, Gather Information: 13, Grapple: 11, Law: 12, Science: 10, Sociology: 11, them (see Impeding Burr and Poison Burr).
ranks
Stealth: 10, Tactics: 12, Tracking: 13, Unarmed Melee: 13
6.4.5 Muscle Freak Height 2.4 m (8.0') Hp 70 Active Segments 2, 4, 6
abomination Weight 163.3 kg (360 lb) Ep 48 Footprint 1.5 1.5
Climb
Swim
Walk
Fly
Mnky-Run
For 5 M per H, a stalker can change a shadowy alley or in the depths of the Wilds. Their
Sprint
Crawl
Climb
Swim
Walk
Run
Fly
texture, temperature, and color to match ability to shift their color and appearance between
their surroundings, providing a +10 to people and physical objects in seconds make them armor
Stealth checks as long as they move at 3 incredibly well suited as spies, assassins and scouts. Damage Type Threshold
SIM/S or less. Stalkers also have natural aptitudes in the Espionage High Velocity Kinetic 2
and Core Fitness Fields and their corresponding Melee Kinetic 3
Skills. Some stalkers congegate together in small Energy 2
communities while others live in solitude in the Chemical 2
Max Range Wilds. Since they are intelligent creatures, they often Void 3
attacks Dice Pool Damage Exertion Attacks have an array of useful knowledge and skills. In fact,
Rating Min Max Penalty Alpha Immune
stalkers can have any of the Skills available in the Core
Unarmed 3d8, 3d6 1d8+3 MK 7 5 1 SIM Omega Immune
Rule Book. A stalkers morphing ability does not let it
Melee Weapon 3d8, 3d6 Weapon+3 Dependent on Weapon change any clothing or equipment it may be carrying,
Ranged Weapon 4d8,2d6 Weapon+2 Dependent on Weapon so many use sub-dermal storage pockets to hide
small pieces of mission-critical gear.
Alertness: 15, Core Fitness: 14, Deceive: 14, Escape Artist: 12, Gather Information: 15, Melee Combat: 13,
ranks
Operate Vehicle: 2, Performing: 15, Small Arms: 14, Stealth: 20, Theft: 14, Tracking: 14
6.5.1 Blood Hound Height 1.8 m (5'11") Hp 72 Active Segments 2, 3, 5, 6
abomination Weight 152.0 kg (335 lb) Ep 74 Footprint 2.5 1.5
Climb
Swim
Walk
Run
Fly
Mnky-Run
the Agony, Nihilism and Malice Intentions to destroy
Sprint
Crawl
Climb
Swim
Walk
opponents or weaken their defenses. Castigators
Run
Fly
attempt to create fantastic Effects, pushing the limits armor
of their Wielding abilities with every Effect, and Damage Type Threshold
are more than willing to suffer the consequences
High Velocity Kinetic 3
of unsuccessful attempts. Castigators never use
Melee Kinetic 3
Wielding to heal or augment other Scag during
Max Range combat, but for a price are willing to concoct chemical Energy 3
attacks Dice Pool Damage Exertion Attacks Chemical 5
Rating Min Max Penalty injections for brethren they trust. Most avoid melee
Unarmed 4d8,2d6 1d10+3 MK 6 5 1 SIM combat as their disfigured and mutilated bodies are Void 4
Melee Weapon 4d8,2d6 Weapon+3* Dependent on Weapon less than ideal for athletic pursuits. However, it is a Alpha Immune
safe assumption that they hide at least one small, Omega Immune
Ranged Weapon 6d8 Weapon+2 Dependent on Weapon
light and heavily poisoned weapon somewhere on
their person (see Poisoned Weapon).
Alertness: 16, Coercion: 18, Gather Information: 18, Melee Combat: 14, Stealth: 12, Wielding: Agony 15,
ranks
Being 13, Control 12, Elemental 14, Malice 11, Nihilism 14
6.5.3 Grey Man Height 1.7 m (5'8") Hp 72 Active Segments 2, 3, 5, 6
abomination Weight 74.8 kg (165 lb) Ep 76 Footprint 11
Climb
Swim
Walk
Fly
Mnky-Run
labor force. Their creations soon decided that a life
Sprint
Crawl
Climb
Swim
Walk
Run
Fly
spent in toil for those who treated them like little
more than animals was not a life worth living. Less armor
than a decade after the inception of the program, the Damage Type Threshold
octowhals turned their backs on Triton and fled into High Velocity Kinetic 4
the vast reaches of the sea. There they set up small, Melee Kinetic 5
isolated communities where they could live in peace. Energy 3
Max Range
attacks Dice Pool Damage Exertion Relationships with some underground researchers Chemical 4
Attacks Rating Min Max Penalty and coastal communities have developed and some Void 4
Unarmed 6d8 1d10+4 MK 8 5 2 SIM octowhals have agreed to assist with labor so long as
Alpha Immune
Melee Weapon 6d8 Weapon+4 Dependent on Weapon they are treated fairly and justly rewarded for their
hard work. Occasionally, those who dwell on the Omega Immune
Ranged Weapon 6d8 Weapon+2 Dependent on Weapon
surface come into contact with octowhals and almost
all immediately fear them due to their monstrous
Animal Handling: 16, Explosives: 16, Grapple: 20, Living off the Land: 17, Mechanical Technologies: 18, appearance, an unfortunate ignorance which usually
ranks One-handed Melee: 16, Production: 15, Structural Technologies: 20, Swimming: 24, Tracking: 18, leads to violence.
Two-handed Melee: 16, Unarmed Melee: 18
6.5.5 Rage Horn Height 2.3 m (7'6") Hp 78 Active Segments 2, 3, 5, 6
abomination Weight 220.0 kg (485 lb) Ep 72 Footprint 2.5 2
Climb
Swim
Walk
Run
Fly
Mnky-Run
Crush Grasp while standing motionless, absorbing nutrients and
Sprint
Crawl
Climb
Swim
Walk
moisture from the soil through the roots in their
Run
Requires Control .
Fly
legs and feet. Despite gaining some nutrients very armor
Follows Crush rules as found in the
much like a tree, tree hags seem to require meat as a Damage Type Threshold
Glossary. This Crush attack does 2 the
regular part of their diet. They use their infravision to
normal damage. High Velocity Kinetic 5
track warm-blooded animals and skewer them with
Melee Kinetic 7
broad strokes from their large arms. In combat, tree
hags use their strong, sharp branches to thrash their Energy 6
targets and choke the life from them (see Chrushing Chemical 7
Max Range Grasp). When attempting to blend in with their Void 4
attacks Dice Pool Damage Exertion Attacks Rating Min Max Penalty surroundings, tree hags use the element of surprise Alpha Immune
Unarmed 6d8 1d10+4 MK 10 4 3 SIM to attack, making targets believe they are being Omega Immune
accosted by the very environment that surrounds
them (see Surprise Attack).
Climb
Swim
Walk
Fly
Mnky-Run
and absorb the nutrients directly. While in their
Sprint
Crawl
Climb
Swim
Walk
Run
Fly
natural state, they are unable to attack or defend
themselves. In combat, hydroshifters assume a shape armor
that provides them with a distinct advantage against Damage Type Threshold
their opponents. Hydroshifters are capable of form- High Velocity Kinetic 6
ing melee weapons of incredible strength, durability Melee Kinetic Immune
and sharpness. They are also capable of propelling Energy 2
densely packed pieces of themselves as a ranged Chemical 4
Range attack. These projectiles act as frangible munitions Void 5
attacks Dice Pool Damage Exertion Max
Attacks Rating Min Max Penalty that break apart on contact, falling to the ground as
Alpha Immune
water and subsequently being reabsorbed into the
Unarmed 4d10, 2d8 2d6+5 MK 9 4 2 SIM Omega Immune
hydroshifter. Research suggests that these creatures
Melee Weapon* 4d10, 2d8 Weapon+5 Dependent on Weapon can only maintain a particular shape for an hour and
Ranged Particles 6d10 2d6+3 HV 7 5 1 40 SIM cannot shift their forms indefinitely (see Hydro-Shift).
Alertness: 22, Core Fitness: 24, Intimidation: 22, Melee Combat: 23, Orienteering: 23, Ranged Particles: 24,
ranks
Tactics: 15, Tracking: 18
6.6.3 Infernal Height 1.9 m (6'4") Hp 91 Active Segments 2, 3, 5, 6
abomination Weight 108.9 kg (240 lb) Ep Footprint 11
Climb
Swim
Walk
Run
Fly
armor behavior
Damage Type Threshold Infernals demonstrate a marked hatred for living,
sentient beings and are compelled to hunt and
High Velocity Kinetic 5
destroy them whenever and wherever possible. They
Melee Kinetic 6
are capable of using their destructive powers in
Energy 6 several different ways. They can touch targets directly,
Chemical 7 channeling energy through their hands as they strike
Void 5 or grasp their enemies (see Searing Grasp). They are Max Range
attacks Dice Pool Damage Exertion Attacks
Alpha 6 also capable of projecting concentrated thermal Rating Min Max Penalty
Omega 8 energy into their targets, burning them from the Unarmed 3d10, 3d8 2d6+5 MK 8 5 1 SIM
inside out (see Blood Boil). No matter which approach Melee Weapon 3d10, 3d8 Weapon+5 Dependent on Weapon
they choose, infernals are deadly predators who kill Ranged Weapon 3d10, 3d8 Weapon+3 Dependent on Weapon
for no reason other than the fleeting satisfaction of
ending a sentient creatures life. Alertness: 23, Core Fitness: 24, Gather Information: 22, Intimidation: 22, Melee Combat: 24, Stealth: 19,
ranks
Tracking: 20, Wielding: Omega 24
Height 1.7 m (5'8") Hp 95 Active Segments 2, 3, 5, 6 Invisible Predator 6.6.4
Weight 63.5 kg (140 lb) Ep 102 Footprint 11 abomination
Mnky-Run
specials dously powerful agents. Some are loyal soldiers
Sprint
Crawl
Climb
Swim
Walk
employed by their creators as spies, reconnaissance
Run
Fly
Invisibility
soldiers or secret police. Others have found a way to armor
When attempting to detect the presence of
remove their implant and have defected from their Damage Type Threshold
an Invisible Predator, +8 is added to the DR
creators, choosing to use their skills for personal
of the initial Detection Check. High Velocity Kinetic 4
gain. Some have found respectable employment as
Melee Kinetic 4
security guards or private investigators while others
have become thieves, criminals or sexual predators. A Energy 3
small number have done their best to abandon their Chemical 4
Max Range invisibility, treating it as a curse and trying to keep Void 5
attacks Dice Pool Damage Exertion Attacks Rating Min Max Penalty their bodies covered at all times. All invisible preda- Alpha Immune
Unarmed 3d10, 3d8 2d6+4 MK 7 5 1 SIM tors are highly-trained in Espionage, Stealth, Gather Omega Immune
Melee Weapon 3d10, 3d8 Weapon+4 Dependent on Weapon Information, Tumble and Unarmed Combat, but may
Ranged Weapon 4d10, 2d8 Weapon+3 Dependent on Weapon also have a variety of other Skill Ranks depending
their individual interests.
Alertness: 22, Core Fitness: 20, Espionage: 24, Gather Information: 24, Melee Combat: 23,
ranks
Operate Vehicle: 18, Small Arms: 19, Tracking: 20
6.6.5 Lesser Lich Height 1.8 m (6') Hp 99 Active Segments 2, 3, 5, 6
abomination Weight 86.2 kg (190 lb) Ep Footprint 11
Climb
Swim
Walk
Fly
Mnky-Run
behavior
Sprint
Crawl
Climb
Swim
Walk
Run
Fly
Maniacal ravagers are savage beings that take
pleasure in the death of others. They are capable of armor
murder at any moment, regardless of their emotional Damage Type Threshold
state. The circumstances of their conception and the High Velocity Kinetic 5
violence they cause invites Omega energy to reside Melee Kinetic 6
within them, filling their heads with dark thoughts Energy 5
Max Range
attacks Dice Pool Damage Exertion and provoking them to commit violent acts. They Chemical 6
Attacks Rating Min Max Penalty are trained in the use of a variety of small arms, Void 5
Unarmed 4d10, 2d8 2d6+5 MK 8 5 1 SIM melee weapons and unarmed combat and enjoy the
Alpha 6
Melee Weapon 4d10, 2d8 Weapon+5 Dependent on Weapon effects that these weapons have on their adversar-
ies. Maniacal ravagers are unpredictable killers that Omega 8
Ranged Weapon 4d10, 2d8 Weapon+3 Dependent on Weapon
cause damage to others as quickly and effectively as
possible, typically striking nerve centers and pain
Alertness: 21, Assault Support Weapons: 20, Core Fitness: 23, Espionage: 18, Intimidation: 21, receptors to intensify the pain of their victim and
ranks Melee Combat: 24, Operate Vehicle: 15, Orienteering: 18, Small Arms: 22, Tactics: 13, Tracking: 19, their own enjoyment of the kill.
Vehicle Systems: 16
6.6.7 Necrophilous Corrupter Height 2.4 m (8') Hp 107 Active Segments 1, 2, 4, 6
abomination Weight 36.3 kg (80 lb) Ep Footprint 11
Climb
Swim
Walk
Fly
armor the fear they create. They are able to lower the Fear
Damage Type Threshold and Thought States of all victims that enter their
vicinity (see Overwhelming Negativity). Necrophilous
High Velocity Kinetic Immune
corruptors attack with their two black, incorporeal
Melee Kinetic Immune
arms, grasping victims and draining their Endurance.
Energy 5 These creatures are deadly Omega and Void Wielders,
Chemical Immune skilled in the Agony, Control, Damnation and Malice
Void 6 Intentions. They use Wielding Effects to damage Max Range
attacks Dice Pool Damage Exertion Attacks
Alpha 7 living beings (see Agonizing Wave), lower their Rating Min Max Penalty
Omega 9 opponents Core Qualities, and to animate and control Unarmed 5d10, 1d8 2d12+5 MK/OS 12 3 3 SIM
undead creatures (see Necromancy).
Alertness: 23, Arcane: 24, Coercion: 22, Grapple: 19, Stealth: 22, Tracking: 21, Unarmed Melee: 23,
ranks
Wielding: Agony 18, Control 15, Creation 18, Damnation 13, Malice 15, Nihilism 19, Omega 24, Void 17
Height 7.6 m (25') Hp 150 Active Segments 1, 2, 4, 6 Ailing Pounder 6.7.1
Weight 2,041 kg (4,500 lb) Ep 106 Footprint 2 3.5 abomination
Mnky-Run
ground (see Fist Slam) or throw them forcefully into
Sprint
Crawl
Climb
Swim
Walk
Run
Fly
walls, trees or other solid objects. Ailing Pounders
are also inclined to use melee weapons in their hands, armor
their right arm capable of wielding significantly Damage Type Threshold
heavier weapons than their left. The face of the High Velocity Kinetic 7
nauseated head changes abruptly whenever any prey Melee Kinetic 8
is entangled in the creatures tentacles. Its nauseated Energy 5
and indifferent expression changes to an intent, Chemical 4
Range ferocious glare that gives away its deep and endless Void 6
attacks Dice Pool Damage Exertion Max
Attacks Rating Min Max Penalty hunger as it uses the claws of its left hand to tear at
Alpha Immune
the victim and shove it into its powerful, elongated
Unarmed 2d12, 4d10 2d8+6 MK 10 4 2 SIM Omega Immune
right jaw.
Melee Weapon 2d12, 4d10 Weapon+6 Dependent on Weapon
Bite 2d12, 4d10 3d10+6 MK 20 2 1 SIM
Stomp 2d12, 4d10 4d10+6 MK 1 2 SIM
ranks Detection: 22, Grapple: 30, One-handed Melee: 28, Throwing: 26, Tracking: 17, Unarmed Melee: 30
6.7.2 Scag Avatar Height 3.4 m (11') Hp 135 Active Segments 1, 2, 4, 6
abomination Weight 408.2 kg (900 lb) Ep 123 Footprint 1.5 1.5
Climb
Swim
Walk
Fly
Mnky-Run
behavior is completely dictated by the will of their
Sprint
Crawl
Climb
Swim
Walk
master. If instructed to be patient or gentle, they are.
Run
Fly
If instructed to kill or tear the helpless limb from limb, armor
they do so without emotion or remorse. Occasionally, Damage Type Threshold
and for reasons still debated, they are created by
High Velocity Kinetic 8
roaming concentrations of Omega energy descending
Melee Kinetic 8
upon the dead. Corpse giants created in this manner
are controlled only by an insatiable desire to destroy Energy 7
the living. In combat, they charge their enemies, Chemical 8
Max Range attacking wildly with all four arms or with whatever Void 6
attacks Dice Pool Damage Exertion Attacks Rating Min Max Penalty weapons they have scrounged. Each arm corpse is Alpha 7
Unarmed 4d12, 2d10 3d10+6 MK 12 3 2 SIM capable of using its great strength to grapple targets Omega 9
Melee Weapon 4d12, 2d10 Weapon+6 Dependent on Weapon or throw them with significant force.
Detection: 28, Grapple: 30, Intimidation: 28, Throwing: 26, Tracking: 24, Unarmed Melee: 28,
ranks
Wielding: Omega 31
6.7.4 Forsaken Afflicter Height 2.0 m (6'5") Hp 140 Active Segments 1, 2, 3, 5, 6
abomination Weight 88.5 kg (195 lb) Ep 139 Footprint 11
ties that can only be described as Insight and Control environment around them and to hurl
Sprint
Crawl
Climb
Swim
Walk
Run
Wielding Effects.
Fly
Mnky-Run
flight capability.
Sprint
Crawl
Climb
Swim
Walk
Run
Fly
behavior armor
Pain wardens are able to sense the presence of Damage Type Threshold
Alpha Wielders, Alpha Spiritual creatures and
High Velocity Kinetic 7
concentrations of Alpha energy and religiously seek
Melee Kinetic 8
all of them out and destroy them. They use violence
and the fear and anger their appearance invokes in Energy 8
adversaries to attract Omega energy. If the warden Chemical 6
Max Range believes its captive may be in harms way, a retract- Void 6
attacks Dice Pool Damage Exertion Attacks Rating Min Max Penalty able sheet of armor closes over the child, protecting Alpha 7
Unarmed 3d12, 3d10 2d8+6 MK 8 5 1 SIM it from harm while the warden uses its weaponry to Omega 9
Assault Rifle 4d12, 2d10 2d8+3 HV 7 5 4 3 SIM 300 SIM 2/SIM destroy its enemies.
Omega Cannon 4d12, 2d10 3d10+3 EN/OS 12 2 3 75 SIM
Arcane: 26, Alertness: 26, Core Fitness: 27, Intimidation: 25, Melee Combat: 25, Omega Cannon: 29,
ranks
Small Arms: 28, Stealth: 14, Tactics: 18, Tracking: 20, Wielding: Omega 28
6.8.1 Carcassaur Height 10.7 m (35') Hp 200 Active Segments 1, 2, 4, 6
abomination Weight 25,000 kg (55,000 lb) Ep Footprint 20 8
Climb
Swim
Walk
armor saurs charge straight into their adversaries and RC: Discipline (437, Negates)
Damage Type Threshold attack with a wild array of vicious bites and rending
Func: Alter (Thought State -5; NLT
swipes from their gigantic claws. Carcassaurs also
High Velocity Kinetic 9 Overwhelmed )
have a long tail that can be used to trip foes. These
Melee Kinetic 9
horrifying creatures are also able to project a viscous,
Energy 9 acidic bile from their stomachs that causes immedi-
Chemical 9 ate discomfort and burning and that may even
Void 8 infect those caught in its area of effect with a potent Max Range
attacks Dice Pool Damage Exertion Attacks
Alpha 8 disease (see Infectious Bile). Rating Min Max Penalty
Omega 10 Unarmed 4d12, 2d10 3d6+7 MK 14 3 3 SIM
Bite 4d12, 2d10 4d10+7 MK 1 5 SIM
Stomp 4d12, 2d10 3d20+7 MK 1 3 SIM
ranks Detection: 28, Grapple: 34, Tracking: 28, Unarmed Melee: 32, Wielding: Omega 36
Height 13.7 m (45') Hp 200 Active Segments 1, 2, 3, 5, 6 Greater Bone Creature 6.8.2
Weight 27,200 kg (60,000 lb) Ep Footprint 30 10 abomination
Mnky-Run
valuable artifact or to guard their creator. If animated
Sprint
Crawl
Climb
Swim
Walk
by a concentration of pure Omega energy, a greater
Run
Fly
bone creature will wander its surroundings, hunting armor
for living creatures to destroy. These beasts are Damage Type Threshold
considered undead and can detect the movements of
High Velocity Kinetic 10
living adversaries nearby. In combat, they use their
Melee Kinetic 10
massive skeletal limbs and teeth, combined with
their gigantic size, to inflict lethal damage with every Energy 10
strike or bite. The aura of intense Omega energy that Chemical 8
Max Range surrounds these creatures and the feelings of despair Void 9
attacks Dice Pool Damage Exertion Attacks Rating Min Max Penalty and doom that emanate from within can have a pow- Alpha 8
Unarmed 6d12 3d6+7 MK 12 4 3 SIM erful, disruptive effect on opponents that are unable Omega 10
Bite 6d12 4d10+7 MK 1 4 SIM to steel themselves against it (see Omega Aura).
Stomp 4d12, 2d10 4d20+7 MK 1 5 SIM
ranks Detection: 34, Grapple: 35, Tracking: 32, Unarmed Melee: 35, Wielding: Omega 36
6.8.3 Greater Lich Height 1.9 m (6'4") Hp 190 Active Segments 1, 2, 3, 5, 6
abomination Weight 77.1 kg (170 lb) Ep Footprint 11
Climb
Swim
Walk
Fly
Mnky-Run
Overwhelmed )
happiness and curiosity, causing their target to move
Sprint
Crawl
Climb
Swim
Walk
Run
Fly
closer, all the while unaware of the beasts true form
(see False Feelings). Once the creature has lured the armor
target into range of whatever limbs, appendages or Damage Type Threshold
other body parts it can attack with, the false feelings High Velocity Kinetic 9
are dropped. The foul stench, horrific appearance and Melee Kinetic 10
feeling of eternal despair emanating from the rotting Energy 10
corpses of its many victims causes living creatures to Chemical 7
Max Range lose hope and confidence and ultimately affects their Void 9
attacks Dice Pool Damage Exertion Attacks will to fight (see Aura of Despair). Slaughter beasts
Rating Min Max Penalty Alpha 8
are capable of striking targets all around them; their
Unarmed 5d12, 1d10 1d10+7 MK 14 3 3 SIM Omega 10
many independent corpses and body parts forced to
work together by the dark energy that controls them.
ranks Detection: 36, Grapple: 35, Tracking: 34, Unarmed Melee: 35, Wielding: Omega 36
6.9.1 Subjugator Height 2.1 m (7') Hp 275 Active Segments 1, 2, 3, 4, 5, 6
abomination Weight 108.9 kg (240 lb) Ep 180 Footprint 11
Subjugators are masters of telekinesis with their powerful booming voice (see specials
core qualities
blessed with exceptional defensive capabili- Resonating Voice) and hurling large objects
Quality Score Dice Pool ties due to their ability to react instantly with their telekinetic powers (see Telekinetic Resonating Voice
Strength 85 3d20, 3d12 during dangerous situations. They are large Attack). Subjugators are in a permanent Act: Half, Sc: AoE (S, R50), Nat: Sn,
Agility 92 4d20, 2d12 humanoids with pale grey skin, save for dark state of Active Defense, but are free to attack RC: Vitality (48, Negates), Dur: 2 C
Conditioning 90 4d20, 2d12 patches that surround their bright, blue eyes. during their own Turns (see Active Defense). Func: Alter (Fear State -6, NLT Scared )
Vitality 88 3d20, 3d12 Subjugators typically dress in robes that are Throughout their lives they have learned a
Telekinetic Attack
Discipline 90 4d20, 2d12 form-fitting on top, accentuating their slim, variety of skills and have trained themselves
Act: Full, Rng: 50 SIM, Sc: 1, Nat: Bl,
Intelligence 72 5d12, 1d10 muscular physique, but flow loosely below to an exceptionally high level in each.
EC: 15, RC: Agility (54, Negates; 45, Half
Charisma 90 4d20, 2d12 the waist so as not to interfere with their Subjugators are especially lethal in physical
Damage), Ch/Rech: (4, 10 M)
graceful fluid movements. Subjugators are combat due to their unnatural speed,
secondary qualities Func: Dam (5d10+5 MK)
incredibly athletic creatures that move and strength and apparent foreknowledge of the
Athleticism 89 4d20, 2d12 react so quickly they appear to know what actions of their opponents.
Physical Acumen 91 4d20, 2d12 Active Defense
their adversaries are going to do before they
Fitness 89 4d20, 2d12 history Subjugators are able to use Defensive Rolls
know themselves. They are beings of incred-
It is unknown when the first subjugators to counter attacks provided they have dice
Will 89 4d20, 2d12 ible power that can manipulate objects and
appeared on Earth; however, the lack of remaining in their Dice Pool. They are also
Wisdom 81 2d20, 4d12 energy around them with almost no effort. able to attack during their own Turns.
Wit 81 2d20, 4d12 They can use this ability to fly, turn aside confirmed or recorded encounters before
Presence 88 3d20, 3d12 a hail of bullets or hurl vehicles hundreds 2250 has led senior Spiritual researchers at
of meters with little more than a wave the NWSEC to believe they are tied to the
tertiary qualities
of their hand. Subjugators are capable of global increase in Omega energy that has
Physis 87 been observed over the past 40 years. The
communicating telepathically but may also
Reaction 85 3d20, 3d12 most recent recorded encounter occurred
use their Innate Wielding abilities to amplify
Defense Rating 42 the sound of their own voice, making it thun- deep within the ruins of what was believed
movement rates derously loud and resonant. At their core, to be an ancient Sumerian temple during
7 8 11 10 12 23 35 50 subjugators are filled with Omega energy an archaeological dig. The encounter was
and it is believed by the few who have captured on film by a holovid operator that
Mnky-Run
studied them that if their physical body is was documenting the dig. The mercenary
Sprint
Crawl
Climb
Swim
Walk
Run
Fly
destroyed they continue to exist as a greater force that was providing security was the
armor Omega spirit. No one has determined how first to be killed. They managed to open fire
Damage Type Threshold long subjugators live and some speculate on the subjugator before they were thrown
High Velocity Kinetic 8 they may be effectively immortal. into the ceiling and walls and crushed to
Melee Kinetic 8 death. The subjugator stopped their bullets
Energy 7 behavior in mid flight and sent them flying at even
Chemical 6 Subjugators are malevolent beings that greater speed at the scientists who stood
Void 9 enjoy terrifying others and take great in terrified awe, unable to move. Although
pleasure in toying with creatures weaker the holovid ends abruptly after an eerie still
Alpha 9
than themselves before killing them in image of the powerful being staring fiercely
Omega 11
savage fashion. Due to the rarity of sightings, at the camera, the operator swears that a
it is believed that only a handful of these deep, resonating voice echoed in his mind
creatures exist. In combat, subjugators speaking five simple words. Tell them. We
mock their opponents, intimidating them are coming.
Subjugator 6.9.1
abomination
Max Range
attacks Dice Pool Damage Exertion Attacks Rating Min Max Penalty
Unarmed 4d20, 2d12 3d10+9 MK/OS 4 5 1 SIM
Melee Weapon 4d20, 2d12 Weapon+9 Dependent on Weapon
Ranged Weapon 4d20, 2d12 Weapon+5 Dependent on Weapon
Alertness: 42, Arts: 38, Coercion: 42, Commerce: 35, Core Fitness: 41, Espionage: 38, Melee Combat: 42,
ranks Nefarious: 39, Operate Vehicle: 36, Science: 35, Small Arms: 35, Technology: 33, Tracking: 40,
Wielding: Agony 36, Being 22, Control 40, Energy 38, Omega 42
6.9.2 Terrorhawk Height 13.7 m (45') Hp 265 Active Segments 1, 2, 3, 5, 6
abomination Weight 10,000 kg (22,000 lb) Ep Footprint 16 28
Terrorhawks are the nightmarish, animated masters. Although it is extremely rare, it is specials
core qualities
remains of dead pterohawks brought back possible that these frighteningly magnificent
Quality Score Dice Pool from the serenity of death by powerful Undead
creatures are animated by nothing more than
Strength 85 3d20, 3d12 necromancers or through possession Terrorhawks are undead and are subject to
pure Omega energy. When this occurs, they
Agility 91 4d20, 2d12 the rules found in the Glossary entry.
by an intense concentration of Omega are like monstrous, rabid animals with no
Conditioning 87 3d20, 3d12 energy. They are huge, skeletal creatures one holding their leash. They continue their Raising the Dead
Vitality 84 2d20, 4d12 that, despite the lack of skin on their wings, wanton destruction until they are destroyed Necromancy can be used to raise
Discipline 86 3d20, 3d12 remain capable of flight through their Innate themselves or are abandoned by the Omega Terrorhawks according to the summoning
Intelligence 14 1d6, 5d4 Spiritual Wielding abilities. The structure Glossary entry.
energy that inhabits them. In melee combat,
Charisma 88 3d20, 3d12 and durability of what appear be brittle
they attack with their teeth, claws and spiked
bones are made extraordinarily stronger and Powerful Aura
secondary qualities tails. They are also capable of unleashing a Act: Free, Sc: AoE (S, R50), Nat: Au,
much more resistant to damage by the dark
Athleticism 88 3d20, 3d12 Void-based breath attack that destroys every- RC: Discipline (45, Negates), Dur: 1 C
Omega energy that binds them together
Physical Acumen 89 4d20, 2d12 and animates them in undeath. Their claws thing over a large area, a deadly attack that
Func: Alter (-7 DPS to all Checks)
Fitness 86 3d20, 3d12 and teeth are elongated and sharper than persists in the area where it was unleashed
Will 85 3d20, 3d12 those of their predecessor making their for some time (see Breath Attack). Breath Attack
Wisdom 50 5d10, 1d8 attacks even more ferocious and deadly. Act: Half, Rng: 30 SIM, Sc: AoE, (C, D21),
Wit 51 5d10, 1d8 Terrorhawks have a gut-wrenching scream history Nat: Bl, RC: Agility (52, Negates; 41, Half
that can petrify most creatures, filling Although there is no way of knowing when Damage), Ch/Rech: (2, 1 H)
Presence 87 3d20, 3d12
them with a fear that is so intense they are the first terrorhawks were created, the first Func: Dam (5d20+5 VD/OS)
tertiary qualities
completely frozen and unable to undertake recorded destruction of one occurred at
Physis 76 dawn on November 21st, 2272. Whether by Petrifying Screech
any conscious action. The gaze of their eyes
Reaction 69 5d12, 1d10 design or destiny, one of these monstrous Act: Half, Sc: AoE (S, R35), Nat: Sn,
reveals the black emptiness inside them, a
Defense Rating 35 stare so intense that those trapped by it are undead creatures besieged the Technocratic RC: Discipline (35, Negates), Dur: 2 C
movement rates dumfounded and unable to think clearly. Coalitions Outpost C-77 in the White Func: Alter (Fear State -8)
6 8 60 Terrorhawks project a powerful but invisible Mountains of former Vermont. A platoon
Mnky-Run
energy field that causes those within its of Technocratic Coalition scouts, troopers,
Sprint
Climb
Swim
Fly
their attacks significantly less effective (see against the creature from 03:19 when the ini-
armor
Powerful Aura). tial contact report was transmitted to their
Damage Type Threshold
command until the situation report detailing
High Velocity Kinetic 11 behavior
the creatures demise was received at 05:42.
Melee Kinetic 12 Terrorhawks are considered undead and are
driven to destroy life on as large a scale as Reinforcements arrived too late to help the
Energy 10
possible wherever it can be found. They can twenty-two soldiers who lost their lives,
Chemical 12
only be raised by the most powerful necro- however, the Crazy 8 who survived have
Void 10
mancers and are typically used as weapons of become legendary to soldiers and mercenar-
Alpha 9
mass destruction. They are capable of annihi- ies throughout the New World. The skeletal
Omega 11
lating large conventional forces or population remains have subsequently been mounted in
centers and the threat of this destructive the Junior Ranks Mess at Tech-Coa Base First
power is often put to political use by their Light near former Montpelier.
Terrorhawk 6.9.2
abomination
Max Range
attacks Dice Pool Damage Exertion Attacks Rating Min Max Penalty
Unarmed 3d20, 3d12 3d10+9 MK 12 3 4 SIM
Bite 3d20, 3d12 5d10+9 MK 1 5 SIM
ranks Detection: 38, Grapple: 40, Tracking: 38, Unarmed Melee: 42, Wielding: Omega 42
6.10.1 Achilles Height 2.7 m (9') Hp 400 Active Segments 1, 2, 3, 4, 5, 6
abomination Weight 181.4 kg (400 lb) Ep 182 Footprint 11
beings, they were wearing only simple robes, former Afghanistan. The nephilim were
Sprint
Crawl
Climb
Swim
Walk
Fly
Max Range
attacks Dice Pool Damage Exertion Attacks Rating Min Max Penalty
Unarmed 5d20, 1d12 4d10+9 MK 10 5 1 SIM
Melee Weapon 5d20, 1d12 Weapon+9 Dependent on Weapon
Alertness: 44, Arts: 40, Coercion: 46, Commerce: 30, Core Fitness: 46, Espionage: 40, Melee Combat: 46,
ranks Military Theory: 35, Nefarious: 41, Science: 30, Technology: 35, Tracking: 41, Wielding: Agony 40, Being 40,
Control 40, Energy 38, Nihilism 35
6.10.2 Kullsarin, Lord of Undeath Height 2.2 m (7'2") Hp 375 Active Segments 1, 2, 3, 4, 5, 6
abomination Weight 136 kg (300 lb) Ep Footprint 11
Senior spiritual wielders believe that powerful Omega, Void and Being Wielder specials
core qualities
Kullsarin may be the most powerful who focuses on the Agony, Nihilism, Malice
Quality Score Dice Pool necromancer in existence. He appears to be and Damnation Intentions to dominate and Undead
Strength 91 4d20, 2d12 an ancient human that has somehow tran- destroy his opponents in as many ways as Kullsarin is considered Undead and is
Agility 89 4d20, 2d12 scended his own death. Some areas of his possible. During combat, Kullsarin purpose- subject to the rules described in their
body have rotted to the bone long ago, while fully raises recently deceased enemies as Glossary entry.
Conditioning 93 5d20, 1d12
Vitality 89 4d20, 2d12 other parts are covered in lingering, rotting some of the more hideous forms of undead, Aura of Fear
Discipline 92 4d20, 2d12 tissue. When cloaked from easy view, he is such as freak crawlers and corpse walkers. Act: Free, Sc: AoE (S, R25), Nat: Au,
Intelligence 59 2d12, 4d10 easily mistaken for a frail old man, but the He relishes forcing his adversaries to face RC: Discipline (45, Negates), Dur: 1 C
Charisma 93 5d20, 1d12 tremendous dark power that flows through their newly dead and horribly misshapen
Func: Alter (Fear State -8)
him energizes his movements and words, colleagues and takes full advantage of any
secondary qualities
revealing the incredible power he controls. uncertainty and indecision, meting out cold, Density Shift
Athleticism 90 4d20, 2d12 He wears a dark cloak covered in bizarre merciless death. Affects Kullsarin and anyone in
Physical Acumen 91 4d20, 2d12 ancient runes and his eyes glow with a Grapple Control .
Fitness 91 4d20, 2d12 purplish tinge. Kullsarin speaks with a harsh, history
In the winter of 2234, Kullsarin laid siege to Act: Half, Sc: Self
Will 91 4d20, 2d12 raspy voice in an ancient accent believed
Wisdom 76 6d12 to be Babylonian by the few researchers the walled city of Holmes Stead. He raised Func: Alter (Density State between Normal ,
Wit 76 6d12 who have heard recordings of his voice. It is tens of thousands of undead of various Ethereal , Spiritual as desired)
believed that Kullsarin was a greater lich but categories of power and compelled them
Presence 92 4d20, 2d12 Nihilistic Touch
his power has now grown well beyond the to attack the outer wall of the city. Corpse
tertiary qualities
giants scaled the walls, a terrorhawk May target any non-living
limits imposed by such a classification. As creature or object.
Physis 87 strafed the defensive lines and protective
with other liches, he can drain the life force
Reaction 83 2d20, 4d12 of his victims and temporarily regain his structures while hordes of zombies and Act: Half, Rng: 1 SIM, Sc: 1, Nat: Bl,
Defense Rating 41 former human appearance before he once skeletons broke through the entrances RC: Vitality (51, Negates; 45, Half Damage)
movement rates again begins to rot. and overwhelmed the local defense forces. Func: Dam (6d20+5 VO)
6 7 8 8 10 21 32 The population was contained within the
behavior central rings of defense and were spared Wave of Agony
Mnky-Run
Kullsarin is a brilliant strategist and is the violence that hundreds of militia and Act: Half, Rng: 40 SIM, Sc: AoE (W, 10, 4),
Sprint
Crawl
Climb
Swim
Walk
Run
security forces were forced to endure. The Nat: Bl, RC: Vitality (49, Negates; 43, Half
Fly
Max Range
attacks Dice Pool Damage Exertion Attacks Rating Min Max Penalty
Unarmed 4d20, 2d12 4d10+9 MK 10 5 1 SIM
Melee Weapon 4d20, 2d12 Weapon+9 Dependent on Weapon
Ranged Weapon 4d20, 2d12 Weapon+5 Dependent on Weapon
Alertness: 43, Arts: 38, Coercion: 42, Commerce: 38, Core Fitness: 37, Espionage: 35, Melee Combat: 42,
ranks Military Theory: 42, Nefarious: 39, Science: 35, Technology: 33, Tracking: 36, Wielding: Agony 42,
Being 38, Control 35, Creation 48, Nihilism 35, Omega 48
Demons
7
7.1.1 Damned Wretch Height 1.8 m (6') Hp 16 Active Segments 3
demon Weight 90.7 kg (200 lb) Ep 20 Footprint 11
Climb
Swim
Walk
Run
Fly
Mnky-Run
suffer considerable abuse from their more powerful
Sprint
Crawl
Climb
Swim
Walk
Legion brethren. In combat they can use the Agony
Run
Fly
and Nihilism Intentions to launch fire projectiles armor
or focused heat to damage their enemies and their Damage Type Threshold
equipment or cover (see Flame Attack). During com-
High Velocity Kinetic 1
bat, they stay as far away from their targets as their
Melee Kinetic 2
Effects will allow and only resort to melee combat
if cornered, in which case they can be quite savage, Energy 1
snarling and hissing as they scratch and bite their Chemical 2
Max Range attackers. If fighting alongside other members of Void 2
attacks Dice Pool Damage Exertion Attacks Rating Min Max Penalty Legion they find safe perches or firing positions from Alpha 2
Unarmed 2d6, 4d4 1d4+1 MK 4 5 1 SIM which to hurl their fire attacks while their comrades Omega 3
Bite 2d6, 4d4 1d6+1 MK 6 2 1 SIM engage targets in close quarters combat.
Climb
Swim
Walk
Run
Fly
Mnky-Run
Gruesome Appearance hands are capable of using any weapon, provided
Sprint
Crawl
Climb
Swim
Walk
they are strong enough to wield it. Using their fear-
Run
Act: Free, Rng: 8 SIM, Nat: Vs,
Fly
Dur: While controlled by Omega energy, some appearance and speed to their advantage, some armor
RC: Discipline (20, Negates) corpse spiders quickly close to melee range with their Damage Type Threshold
opponents, attempting to grapple them, gain control
Func: Alter (Fear State -3, NLT Scared ) High Velocity Kinetic 3
and use their long, sharp, arachnid legs to stab their
Melee Kinetic 4
targets. As a precursor to any attack they unleash
an agonized, pain-ridden scream that the erratic Energy 3
movement of the corpse spiders legs causes them to Chemical 6
Max Range experience (see Agonized Scream). Void 3
attacks Dice Pool Damage Exertion Attacks Rating Min Max Penalty Alpha 3
Unarmed 6d6 1d6+2 MK 4 5 1 SIM Omega 5
Melee Weapon 6d6 Weapon+2 Dependent on Weapon
Ranged Weapon 1d8, 5d6 Weapon+2 Dependent on Weapon
Climb
Swim
Amiable).
Walk
Run
Fly
Mnky-Run
ness, moving swiftly through the shadows. They
Sprint
Crawl
Climb
Swim
Walk
attack at range by shooting tendrils at their targets.
Run
Fly
Once in melee range, they lash out with multiple ten- armor
drils, stabbing and slashing at their victims. Research Damage Type Threshold
has shown that they are intelligent creatures that
High Velocity Kinetic 4
often single out and attack what they perceive to be
Melee Kinetic 4
the weakest opponent first. If involved in a fight it
knows it cannot win, it will inflict as much damage Energy 3
as possible before retreating to safety. Black tendrils Chemical 5
Max Range do not take defeat lightly, and stalk targets that get Void 3
attacks Dice Pool Damage Exertion Attacks Rating Min Max Penalty the better of them, waiting for an opportunity to Alpha 4
Claws 3d8, 3d6 1d8+3 MK/OS 7 5 1 SIM strike again. Omega 6
Tendril 3d8, 3d6 2d6+2 MK/OS 10 2 1 40 SIM 1/SIM
ranks Detection: 13, Grapple: 12, Tendrils: 14, Tracking: 12, Unarmed Melee: 14, Wielding: Omega 14
7.4.2 Legionnaire Height 1.9 m (6'4") Hp 57 Active Segments 2, 4, 6
demon Weight 117.9 kg (260 lb) Ep 55 Footprint 11
Climb
Swim
Walk
Fly
Alertness: 10, Arts: 9, Coercion: 9, Core Fitness: 9, Melee Combat: 12, Military Theory: 9, Nefarious: 9,
ranks
Technology: 8, Wielding: Omega 14
Height 2.1 m (7') Hp 68 Active Segments 2, 4, 6 Damned Tormentor 7.4.3
Weight 127 kg (280 lb) Ep 64 Footprint 44 demon
Mnky-Run
cities. They are drawn to fear and use it to locate
Sprint
Crawl
Climb
Swim
Walk
their victims. When they believe prey is in the area
Run
Fly
they use one of their many tentacles to stab their armor
would-be captive, driving a sharp talon directly into Damage Type Threshold
a nerve bundle, causing the unfortunate soul to cry
High Velocity Kinetic 4
out in an agonized blood-curdling scream (see Cry of
Melee Kinetic 5
Anguish). The fear generated by this scream allows
tormentors to quickly locate their prey at which point Energy 4
they converge rapidly and attack as soon as they are Chemical 5
Max Range in range. All of the tentacles are capable of striking Void 4
attacks Dice Pool Damage Exertion Attacks Rating Min Max Penalty targets with their sharp talons and inflicting damage Alpha 4
Unarmed 5d8, 1d6 2d6+3 MK 6 4 4 SIM as well as draining the energy of their victims (see Omega 6
Tentacle Drain).
Climb
Swim
Walk
Fly
Mnky-Run
Creatures Glossary entry. them invulnerable to standard weapons. They use
Sprint
Crawl
Climb
Swim
Walk
Run
Fly
the element of surprise to gain an advantage over
their victims. It is not uncommon for conscriptors to armor
wait until their victims are asleep before attacking. Damage Type Threshold
Their horrific appearance may cause their victims High Velocity Kinetic 6/Immune
to be paralyzed with fear, ensuring an easy capture Melee Kinetic 5/Immune
Range (see Petrifying Appearance). When their long chains Energy 6/Immune
attacks Dice Pool Damage Exertion Max
Attacks Rating Min Max Penalty strike a victim or are wrapped around them, they may Chemical 7/Immune
unleash an Effect that paralyzes the victim, rendering Void 5/Immune
Unarmed 2d10, 4d8 1d10+4 MK/OS 8 5 1 SIM
them unable to move (see Paralytic Chains). Once
Melee Weapon 2d10, 4d8 Weapon+4 Dependent on Weapon Alpha 5
entangled in the chains, the victims Density State
will be changed along with that of the conscriptor Omega 7
Ranged Weapon 2d10, 4d8 Weapon+2 Dependent on Weapon
Chains* 2d10, 4d8 2d8+2 MK/OS 16 2 10 SIM allowing them to also pass through solid objects (see
Spiritual Chains).
Alertness: 18, Arcane: 17, Arts: 14, Commerce: 11, Core Fitness: 18, Espionage: 18, Intimidation: 18, Melee
ranks
Combat: 17, Nefarious: 18, Technology: 10, Wielding: Being 15, Control 18, Omega 18
7.6.1 Damned Desecrated Height 7.6 m (25') Hp 108 Active Segments 1, 2, 4, 6
demon Weight 1,588 kg (3,500 lb) Ep 101 Footprint 45
Climb
Swim
Walk
Fly
ranks Detection: 20, Grapple: 23, Intimidation: 24, Unarmed Melee: 22, Wielding: Omega 24
Height 6.1 m (20') Hp 110 Active Segments 1, 2, 4, 6 Legion Executioner 7.6.2
Weight 1,134 kg (2,500 lb) Ep 107 Footprint 3.5 4.5 demon
Mnky-Run
willingly cut themselves, smearing their blood across
When attempting these techniques the
Sprint
Crawl
Climb
Swim
Walk
the shields and equipment of their fellow soldiers
Run
Fly
penalties associated with these attacks, as
before a solid punch in the chest, a salute to the trust armor
explained in section 7.10.4 Special Attacks
they have in one another. In battle, executioners Damage Type Threshold
and Grappling of the CRB, are also applied
are vicious killing machines that show no mercy,
to the Attack Attempt. High Velocity Kinetic 6
respecting those that fall before their massive strikes
Melee Kinetic 8
and cursing the cowards that flee before them. They
use their bracers and axes to efficiently transition Energy 5
between offense and defense in the same powerful Chemical 6
Max Range stroke. Executioners look for opportunities to assist Void 5
attacks Dice Pool Damage Exertion Attacks Rating Min Max Penalty other members of Legion by using their whips to trip, Alpha 6
Unarmed 6d10 2d6+5 MK 8 4 1 SIM disarm or hold a target or by using their long flail to Omega 8
Axes 6d10 2d12+5 MK 12 2 2 SIM strike an unsuspecting enemy.
Whips* 6d10 2d8+5 MK 12 2 8 SIM
Detection: 19, Grapple: 21, Intimidation: 23, Leadership: 12, Tactics: 15, Unarmed Melee: 23,
ranks
Wielding: Omega 24
7.7.1 Legion Fallen Height 3.4 m (11') Hp 140 Active Segments 1, 2, 4, 6
demon Weight 385.6 kg (850 lb) Ep 128 Footprint 2.5 3
Climb
Swim
Walk
Fly
armor the ranks of enemy forces, using their large size and
Damage Type Threshold strength to create chaos in the front line; their vicious
weapons weakening the resolve of their opponents
High Velocity Kinetic 8
with every powerful strike. Fallen are quite protective
Melee Kinetic 10
of their former grigori servants and come to the aid
Energy 9 of any bone wielder that requires assistance. That
Chemical 10 being said, they will not risk the lives of their brethren
Void 7 for that of a former slave or asset. Fallen will only Max Range
attacks Dice Pool Damage Exertion Attacks
Alpha 7 withdraw under orders from a superior officer or in Rating Min Max Penalty
Omega 9 the event that Zaetan requires their assistance. Unarmed 3d12, 3d10 2d8+6 MK 4 5 1 SIM
Melee Weapon 3d12, 3d10 Weapon+6 Dependent on Weapon
Ranged Weapon 3d12, 3d10 Weapon+3 Dependent on Weapon
Alertness: 29, Arts: 10, Core Fitness: 28, Espionage: 24, Grapple: 30, Intimidation: 29, Leadership: 30,
ranks
Melee Combat: 30, Nefarious: 26, Tactics: 25, Wielding: Omega 30
Height 2.0 m (6'6") Hp 135 Active Segments 1, 2, 4, 6 Damned Pscion 7.7.2
Weight 97.5 kg (215 lb) Ep 133 Footprint 11 demon
Mnky-Run
their opponents in order to use their memories, fears
Sprint
Crawl
Climb
Swim
Walk
and knowledge against them (see Pscionic Insight).
Run
Fly
Pscions can use the knowledge they have gained to armor
manipulate their opponents; they speak the words Damage Type Threshold
their enemy does not want to hear, striking at their
High Velocity Kinetic 7
psychological weak points and wreaking havoc on
Melee Kinetic 7
their perception of reality. They exaggerate fears,
Max Range intensify previous trauma and inject thoughts and Energy 7
attacks Dice Pool Damage Exertion Attacks Chemical 8
Rating Min Max Penalty images of those things in life that people do not want
Unarmed 1d12, 5d10 2d8+6 MK 8 4 1 SIM to face such as the loss of a loved one, the torture or Void 6
abuse of a family member and situations of rejection, Alpha 6
Melee Weapon 1d12, 5d10 Weapon+6 Dependent on Weapon
humiliation or failure (see Psionic Drain). Omega 8
Ranged Weapon 3d12, 3d10 Weapon+3 Dependent on Weapon
Alertness: 26, Arcane: 28, Arts: 24, Coercion: 29, Commerce: 25, Core Fitness: 22, Espionage: 20, Fine
ranks Arts: 22, Melee Combat: 24, Nefarious: 27, Technology: 18, Wielding: Agony 28, Being 28, Control 24,
Damnation 21, Insight 22, Malice 22, Nihilism 24, Omega 30
7.8.1 Aberrant Reaper Height 2.0 m (6'8") Hp 190 Active Segments 1, 2, 3, 5, 6
demon Weight 93.0 kg (205 lb) Ep 150 Footprint 11
Climb
Swim
Walk
Run
Fly
Mnky-Run
keep her aware of the political workings and interest-
Sprint
Crawl
Climb
Swim
Walk
ing events transpiring across the planet so she can
Run
Fly
calculate the next step on her agenda of domination. armor
Her vicious and efficient combat abilities are rarely Damage Type Threshold
ever used except to punish those who fail to meet her
High Velocity Kinetic 9
expectations. Queen RaKenai is a powerful Wielder
Melee Kinetic 7
of the Being and Omega Sources, and the Agony,
Control and Damnation Intentions whose destructive Energy 8
capability is matched only by her arrogance. The Chemical 8
Max Range horror produced by the many beings trapped within Void 9
attacks Dice Pool Damage Exertion Attacks Rating Min Max Penalty her body is a powerful psychological weapon that Alpha 8
Unarmed 6d12 3d6+7 MK/OS 10 4 1 SIM undermines the confidence and emotional strength Omega 10
Sickle Appendages 6d12 4d10+7 MK/OS 16 2 2 SIM of her adversaries, reducing most to withered shells
of their former selves who would rather flee than face
Alertness: 33, Arcane: 34, Arts: 30, Coercion: 35, Commerce: 30, Core Damnation: 33, Espionage: 33, Fine her (see Horrific Aura).
ranks Arts: 31, Fitness: 35, Melee Combat: 35, Nefarious: 32, Technology: 24, Wielding: Agony 35, Being 34,
Control 32, Nihilism 34, Omega 38
7.8.3 Targus, Lord of Chains Height 7.6 m (25') Hp 200 Active Segments 1, 2, 3, 5, 6
demon Weight 1,814.4 kg (4,000 lb) Ep 149 Footprint 74
Climb
Swim
Walk
Fly
Alertness: 35, Arts: 32, Coercion: 33, Commerce: 35, Core Fitness: 33, Melee Combat: 36,
ranks
Military Theory: 35, Nefarious: 35, Technology: 31, Wielding: Omega 36
Sketches 7.8.4
wre tch
legion fallen
Champions of the Damned are colossal, The impact caused by their weapons creates specials
core qualities
humanoid demonsthe epitome of the army shockwaves that reverberate throughout the
Quality Score Dice Pool of the Damned. They are hulking, muscled surrounding area, doing secondary damage Aura of Power
Strength 95 5d20, 1d12 monstrosities that spread destruction on an to enemies nearby (see Resonating Strikes). Act: Free, Sc: AoE (S, R50), Nat: Au,
Agility 86 3d20, 3d12 incredible scale. Their skin has a reddish tinge The deafening roar of a champion and the RC: Discipline (43, Negates; 38, Reduces
and various parts of their body, primarily screaming of the dozens of damned covering penalty to -4 DPS), Dur: 2 C
Conditioning 90 4d20, 2d12
Vitality 92 4d20, 2d12 their joints, chest and back are covered in their bodies invokes fear in every living thing Func: Alter (-7 DPS to all Checks)
Discipline 87 3d20, 3d12 bone-like plating that acts as a potent natural close enough to hear their anguished cries
Terrifying Screams
Intelligence 19 3d6, 3d4 armor. For additional protection, they make (see Terrifying Screams).
Act: Free, Sc: (AoE (S, R30), Nat: Au,
gruesome use of dozens of lesser members of
Charisma 92 4d20, 2d12 history RC: Discipline (43, Negates; 36 NLT
their faction and other unfortunates which are
secondary qualities There has yet to be a recorded encounter with Terrified ), Dur: 2 C
attached to their body, providing them with
Athleticism 91 4d20, 2d12 living armor that covers the most commonly a champion outside of their demonic lairs, Func: Alter (Fear State -8)
Physical Acumen 88 3d20, 3d12 struck areas of their body. A host of parasites though there is speculation among some
Fitness 91 4d20, 2d12 that they have in fact been encountered but Resonating Strikes
firmly embedded in the outermost epidermal
left no survivors to report the incident. Their Act: Free, Sc: AoE (S, R5, centered on Mace
Will 90 4d20, 2d12 layer of the champion protrude into these liv-
existence was revealed in April of 2278 after impact points), Nat: Bl, RC: Agility (42
Wisdom 53 6d10 ing shields, attaching themselves to the hosts
private investigators were hired by the Vita Negates, 38 Half Damage)
Wit 56 1d12, 5d10 skeletal system, holding them in place. These
unfortunate souls cover the forearms, shoul- Sanctus group to retrieve Krista Grant, the Func: Dam (2d10+5 EN)
Presence 94 5d20, 1d12
ders, quadriceps and torso of the champion, daughter of a wealthy businessman, who
tertiary qualities disappeared during the night. No physical
providing some degree of protection against
Physis 80 a variety of attacks and damage types. Aside trace could be found but Vita Sanctus Alpha
Reaction 72 5d12, 1d10 from the numerous bodies that comprise Insight Wielder detected the residual pres-
Defense Rating 36 their outer protective layer, they also wear ence of Omega energy. This led him to believe
movement rates thick, spiked armor crafted from the bones of the daughter had been taken by a conscriptor.
6 7 8 8 12 23 34 extremely large animals. Their large, horned Vita Sanctus had been analyzing the increas-
helmet hides all facial features save for their ing activity of the Omega-influenced demons
Mnky-Run
glowing yellow eyes, preventing their oppo- now known as the Damned and cataloging
Sprint
Crawl
Climb
Swim
Walk
Run
Max Range
attacks Dice Pool Damage Exertion Attacks Rating Min Max Penalty
Unarmed 4d20, 2d12 3d10+9 MK 12 4 4 SIM
Stone Maces 4d20, 2d12 3d20+9 MK 18 2 6 SIM
Melee Weapon 4d20, 2d12 Weapon+9 Dependent on Weapon
ranks Alertness: 34, Core Fitness: 38, Intimidation: 42, Melee Combat: 40, Military Theory: 30, Wielding: Omega 42
7.9.2 Zaetan Height 4.0 m (13') Hp 300 Active Segments 1, 2, 3, 4, 5, 6
demon Weight 385.6 kg (850 lb) Ep 184 Footprint 3 3.5
Climb
Walk
Run
Fly
Max Range
attacks Dice Pool Damage Exertion Attacks Rating Min Max Penalty
Unarmed 4d20, 2d12 3d10+9 MK 10 5 2 SIM
Melee Weapon 4d20, 2d12 Weapon+9 Dependent on Weapon
Ranged Weapon 4d20, 2d12 Weapon+5 Dependent on Weapon
Two-handed Sword 4d20, 2d12 5d10+9 MK/OS 16 3 3 SIM
Silva 4d20, 2d12 3d10+9 MK/AS 12 5 2 SIM
Alertness: 40, Arts: 40, Assault Support Weapons: 35, Coercion: 42, Commerce: 32, Core Fitness: 41,
Espionage: 40, Fine Arts: 32, Melee Combat: 42, Military Theory: 42, Nefarious: 38, Operate Vehicle: 35,
ranks
Science: 20, Small Arms: 35, Survival: 40, Technology: 25, Vehicle Systems: 30, Wielding: Agony 41,
Being 40, Control 30, Elemental 35, Nihilism 38, Omega 42
7.10.1 Korduun, the Reaper of Souls Height 39.6 m (130') Hp 400 Active Segments 1, 2, 3, 4, 5, 6
demon Weight 20,411 kg (45,000 lb) Ep 192 Footprint 25 15
Korduun is a demon of extraordinary power, within and around the weapon. When the specials
core qualities
his body an intimidating combination of axe is used to deliver a killing blow the soul
Quality Score Dice Pool several large, imposing creatures. His head of the victim is trapped within it and cannot Petrifying Aura
Strength 100 6d20 resembles that of a triceratops, with several be released until Korduun is slain; a terrible Act: Free, Sc: (AoE (S, R100), Nat: Au,
Agility 89 4d20, 2d12 serrated horns protruding from the top and fate. Korduun constantly projects an aura RC: Discipline (48, Negates; 40 NLT
two equally dangerous tusks growing from of Omega energy that invokes intense fear Terrified ), Dur: 2 C
Conditioning 95 5d20, 1d12
Vitality 98 6d20 his upper incisors. The eyes of Korduun in his opponents (see Petrifying Aura). He is Func: Alter (Fear State -8)
Discipline 97 6d20 maintain a constant vigil, moving around steadfast in every respect and none of his
Soul Reaper
Intelligence 72 5d12, 1d10 his head and torso, set back from within States can be altered. His eyes involuntarily
If Korduuns axe delivers a strike that
Charisma 98 6d20 fleshy stalks that end in sharp-toothed jaws. scan in all directions and can see creatures
drops a targets HP below 0 its soul
His mouth hides a snapping set of jowls at in all States whether they are invisible,
secondary qualities is pulled into the axe, preventing the
the end of an elongated tongue that can be ethereal, spiritual or surrounded by dark-
Athleticism 95 5d20, 1d12 Resuscitation of the character until
extended up to 10 m (32.8'). Korduun has ness of any kind.
Physical Acumen 92 4d20, 2d12 Korduun is destroyed.
a stocky, muscular torso and two powerful
Fitness 97 6d20 humanoid arms that wield his two favorite history Thunderous Charge
Will 98 6d20 weapons, a giant double-sided battleaxe The location of Korduun is unknown Follows Charge Attack rules in the Glossary.
Wisdom 85 3d20, 3d12 and an oversized mace. His legs and lower and there is no record of any encounters
with him. His existence is the combined Act: Full, Rng: 45 SIM, Sc: 1, Nat: Ph (-10
Wit 85 3d20, 3d12 torso are those of a massive, heavily-
conjecture of many Spiritual Insight Wielders penalty applied to Attack Attempt), EC: 25,
Presence 99 6d20 muscled warhorse, giving him profound
who have felt his presence on Earth. Alpha RC: Agility (60, Negates; 55, Half Damage)
tertiary qualities
stability and yet another set of perilous
weapons in the form of jagged hooves. The Wielders have been alerted to his presence Func: Dam (4d20+9 MK/OS)
Physis 93 for years and have formed a secret council
ends of his two fleshy tails provide him with If successful, the charge also knocks
Reaction 90 4d20, 2d12 a combination of offense and defense as one whose purpose it is to create a plan for deal- the victim Prone, 15 SIM from their
Defense Rating 45 is an additional eyeball while the other is a ing with powerful Omega entities such as original position.
movement rates vicious, snapping jaw of sharp teeth. Korduun should they ever have to face them.
10 15 30 45 Omega Wielders have also felt his presence Trample
behavior and some have answered his beckoning As a Full Action, Korduun can use a
Mnky-Run
Korduun is a fearless warrior who rushes call, never to be heard from again. There Trample attack to knock an opponent down
Sprint
Crawl
Climb
Swim
Walk
Run
Max Range
attacks Dice Pool Damage Exertion Attacks Rating Min Max Penalty
Unarmed 5d20, 1d12 4d10+9 MK/OS 16 3 4 SIM
Melee Weapon 5d20, 1d12 Weapon+9 Dependent on Weapon
Soul Reaper (Axe) 5d20, 1d12 6d20+9 MK/OS 1 10 SIM
Large Mace 5d20, 1d12 6d10+9 MK/OS 22 3 8 SIm
ranks Alertness: 42, Intimidation: 45, Melee Combat: 44, Wielding: Omega 45
Factions
8
8.1 Augmented Sentience
8.2 Colonials
8.3 Garra Zenteer
8.4 Legions
8.5 Scag
8.6 Technocratic Coalition
8.7 The Damned
8.1 Augmented Sentience
Augmented Sentience
8.1
Colonials
8.2
Societ y in order to provide time for the Colonials to be studied; however, the
The Colonials are an expansionistic faction comprised of several recently proposed theory that other Pilgrims are growing deep within
different species of mutated insects. Although the majority of their Colonial hives has caused many to lend their support to military
population consists of only semi-intelligent worker insect breeds, action before the situation becomes too difficult to control.
several other members of the faction have evolved into intelligent
insect-humanoid hybrids. Colonial society is hierarchical with a Queen Members
serving as the unrivaled ruler of each colony. The Queens and Princes Drones, Droxen, Reavers, Warriors, Princes, Queens, Pilgrim
are capable of verbal communication and the Warriors, although
unable to speak, are able to understand verbal communication. Statistics
When a location for a new colony is established, much of the plant- Location: The former countries of southwestern Africa including
life and wilderness in the area is destroyed by the Droxen which use of Namibia, Angola and the Congo
their acidic fluids to clear the area of greenery, creating the arid, Area of Influence: About 100 km into Botswana and Zambia
desert-like environment the Colonials thrive in. Although Colonials
are slow to increase the size of their colonies, they fiercely hold Population: Estimated to be in the millions
their territory and are extremely aggressive toward all tresspassers. Disposition: Hostile to all species that interfere with their
They have none of the ambitions or concerns of other expansionist expansion or trespass into Colonial territory
regimes; money, wealth and power mean nothing to the Colonials.
However, they believe they have the right to claim whatever territory Objective: Unobstructed procreation and expansion
they need in order to grow and cultivate their colonies. As the num- the Pilgrim rests, the latest hive is built up around it, allowing the
ber and size of their colonies grow, so too does the amount of land Colonials to reside within its body while they construct their new
they require to adequately support their population, making them a home. After it has rested, it rises into the air again, taking the young-
dangerous neighbor. est half of the latest colonys population with it as the work force that
The colonys loyalty to the Queen is absolute and all members of the will settle the new hive. Due to its infrequent activity and the sparse
faction would eagerly die to protect her. Every three months the population of the region in which it operates, the activity of the
Queen selects a Prince to mate with, initiating a complex reproductive Colonial Pilgrim went undetected for almost five decades.
cycle in which several different types of Colonial eggs are laid. These
In recent years the expansion of their colonies has drawn attention
eggs are separated and kept safe in organic incubators by the Queens
to the Colonials, prompting many localized clashes and a few failed
attendants until they are ready to hatch. Once hatched, they are care-
attacks against the Pilgrim itself. Scientists around the world are
fully raised to fulfill their duties and taught to obey the commands of
screaming for information on this faction, particularly regarding the
their superiors without question.
intelligence of its members and the origins of the Pilgrim. The military
History commanders of the few city-states nearest the colonies have met
Current research suggests that the Colonial Pilgrim began creating repeatedly to discuss strike options to stem the rate of Colonial expan-
hives in what was southwestern Africa early in the 23rd century. sion and to discuss how much time they need to gather sufficient
After a new colony is created, it rests for what is believed to be five firepower to destroy the Pilgrim in one attack. Members of the NWSEC
years before it sets out again to establish another new colony. While and other scientists have successfully lobbied to delay such attacks
8.3 Garr a Zenteer
Garra Zenteer
8.3
Legion
8.4
Societ y to these attempts. Legion uses these recruits to do their bidding and
Legion is a large group of former Ophanum that have been corrupted further their agenda. In recent years, societal infiltration by Legion
and physically altered by the Omega Convergence known as the Dark religious cult is growing in number, as are their corrupted followers.
One. They are led by Zaetan, their former squadron commander who
now serves as the mouthpiece and enforcer for the Dark One. The Members
social structure of Legion is based on their former military hierarchy Imp, Corrupted Soul, Legionnaire, Bone Wielder, Desecrated,
and the interaction between the line soldiers, such as Imps, Corrupted Fallen, Zaetan
Souls, Legionnaires and Desecrated, and the officers, such as the Bone
Wielders and Fallen, remains regimented and formal. Zaetan remains Statistics
their commander and their loyalty to him is unwavering. Only a few Location: Somewhere in what was Eastern Europe
of his most trusted officers are aware of the influence and control the
Dark One has over him, but their fear of both Zaetan and the Omega Area of Influence: Vast, subterranean lairs connected through
Convergence ensures their silence regarding the entity that currently tunnels and underground waterways
controls their destiny. Although Zaetan and his senior commanders Population: Evolutionaries believed to be close to 50,000;
suspect the Dark Ones agenda, they have plans of their own and are however, they are reinforced by hundreds of thousands of
constantly and stealthily searching for a way to free themselves from Corrupted Souls
its oppressive and absolute control.
Disposition: Indifferent to the plight of Terrans and have no inter-
The members of Legion live an extraordinarily spartan and militant
est in attaining power until the end of the next Evolutionary War
life. Each day they practice some form of combat, whether it is duty and their allegiance to their own species. At the conclusion of the
individual training to hone their martial skills and Wielding abilities, last Evolutionary War, Zaetan and his troops fled to a subterranean lair Objective: To survive the Evolutionary War and assume a
or large-scale formation combat in which they practice using wide- somewhere in Eastern Europe. Here they found safety from the prying position of global power after the departure of the Seraph and
reaching protective and destructive Wielding Effects and fighting eyes of Seraph and Ophanum hunting parties as well as the notorious Ophanum forces
as a cohesive military force. For the most part, they eat, sleep and Seekers, but they could not elude the Dark One. Drawn to Zaetan,
train with the same comrades they are expected to fight beside and he used his tremendous control of Omega to alter the appearance,
are given little time to themselves. While male and female members physiology and behavior of the former Ophanum squadron to become
of each species are encouraged to procreate to increase the size and a more powerful, cunning and sinister group; thus Legion was born.
power of Legion, and are occasionally given time to interact alone, the
formation of lasting relationships is forbidden. Some Evolutionary researchers have suggested that over the past
10,000 years, members of Legion have spread thousands of objects
History embedded with Wielding Effects across the planet. As planned, some
All original members of Legion were former soldiers in the Ophanum of these items have been found by humans and have served as the cen-
army but were compelled to betray and desert their comrades at the tral artifacts for religious observances, particularly those often termed
climax of the previous Evolutionary War. Zaetans soldiers followed occult or pagan. Once under the control of Legion, these followers
him as he abandoned the rest of the Ophanum forces; their trust become Corrupted Souls and begin spreading their religion to others
and loyalty to him were unknowingly augmented by the Omega in all levels of society, from the homeless to the extremely wealthy.
Convergence and made perversely more powerful than the bonds of No human, from the homeless to the extremely wealthy, is immune
8.5 Scag
Scag
8.5
Societ y direct genetic manipulation of the soldiers body rather to destroy a few refineries, pipelines and drilling facilities. They were
In 2280, the Scientific Agnostics are openly hostile than traditional manufacturing using metals and quickly labeled as terrorists and many were hunted down and killed
toward pioneers, explorers and resource gatherers polymers. Like almost all modern armies, the Scag while others endured show trials that inevitably found them guilty for
they discover in the Wilds. They see such groups employ a hierarchical chain of command. The their alleged crimes and were imprisoned or executed.
as intruders that mean to harm the environ- civilian population is encouraged to work
ment and once again abuse the world in the as scientists, farmers, philosophers or Once the natural disasters began, their self-righteousness may
same manner that almost destroyed it 200 administrators and receive extensive and have brought them a degree of satisfaction, but it did not change
years ago. Most corporations see them as rigorous training. Both the army and the the fact that they still required food and shelter from the wars that
a clear threat to prosperity and kill them on civilian population are governed by a quasi- were breaking out between the doomed countries that still believed
sight. To garner support for their eradication, communist central committee that regulates they had a chance of maintaining order. They looked to science and
the media portrays them as bestial, unintel- policy, avenues of scientific pursuit and creates each other to provide the answers and formed a close community,
ligent cannibals that senselessly kill innocents. and manages all large-scale military tactics and developed large hydroponics labs, gardens and animal cloning facili-
To further dehumanize them, the media refers strategy. Failure or poor performance in any pursuit ties to fulfill their nutritional needs. Over time, they developed many
to the Scientific Agnostics using the guttural and in Scag society is not tolerated. advances in genetics and were able to accurately alter their genetic
derogatory term Scag. The Scag see the incur- code to serve a variety of purposes, from increased environmental
sions of civilization as affronts to nature and will do History
The Scag are descendants of humans that chose to tolerance to the introduction of animal and insect DNA. This was the
whatever is necessary to protect the world from what beginning of the Scag and their mastery of genetic modification,
they see as the parasitic nature of humanity. isolate themselves from the corruption, greed and
egocentric behavior of the corporate and capitalist biological manipulation and shaping their own evolution.
Over the past 250 years, the Scientific Agnostics have society that controlled the world at the beginning of
changed dramatically. They have pushed science Members
the 21st century. Initially they were a loosely knit but
and the manipulation of genetics well beyond what is Failures, Marauders, Absolved, Castigators, Avatars
highly motivated group of academics, scientists and
common in mainstream society and modern academic environmentalists that peacefully but aggressively
circles. The line that separated their science from their spoke out against the lack of concern the population Statistics
own physiology was blurred long ago and their of Earth seemed to have for their planet. They soon Location: Former community of Fort Smith, Northwest
preoccupation with their own genetic advancement, realized that no amount of discussion or warning Territories Canada
combined with their hatred for other Terran species, of environmental consequences would steer the
has caused them to become exceedingly harsh and Area of Influence: 200 km (124 mi) radius around Fort Smith,
Earths population away from their selfish behavior.
intolerant to failure of any sort. Any member of Scag soci- into former Canadian provinces of Alberta and Saskatchewan
They christened themselves Scientific Agnostics and chose
ety that does not achieve the results expected of them is publicly to abandon society and isolate themselves in remote locations Population: Approximately 850,000
humiliated and punished. For soldiers this means being transformed where they could continue their scientific and academic pursuits
into Failures, while civilian members are transferred to insignificant Disposition: Hostile to all governments or corporations that
while simultaneously creating environmental havens in which their
or menial projects. exploit the natural resources of the Earth or that invade Scientific
presence was beneficial to the surrounding environment. Some of the
Agnostic territory
The Scag army is comprised of a variety of soldiers that use genetically more extreme members used their seclusion to prepare and execute
or biologically engineered weapons, armor and equipment. All of attacks against those corporations that showed the least regard for Objective: The eradication of all companies and industries that
their weapons are either grown in laboratories or are the result of the environment. They initially targeted the oil industry and managed harm the Earth
Technocratic Coalition 8.6
Technocratic Coalition
8.6
Societ y the surrounding area. The reconnaissance platoon had been unques-
The Technocratic Coalition (Tech-Coa) is a society of soldiers. They tioningly loyal to Xevren until that day, but led by a brave, young
are commanded and governed by Central Command, a collection officer, they refused to return after witnessing the extreme action
of six Chiefs of Staff, half of which are responsible for Land, Air and their government was taking to enforce its policies.
Sea Operations respectively while the other three are responsible
The brigade commander sympathized and agreed with the platoon
for Internal Security, Public Affairs and Logistics. A single com-
commanders decision, also defecting along with his men, aban-
mander known as Niner acts as a pseudo-Prime Minister, as well
doning their duties and fully realizing the consequences of their
as the Commander-in-Chief of the entire Tech-Coa population. The
decision. The brigade vowed to protect the city and others nearby
chain of command is crucial to the effective operation of Tech-Coa
and slowly began to recruit and expand, building a community all
society. Strict adherence to it, combined with a devotion to training
their own. Several pitched battles were fought between forces loyal
and a dedication to the lifestyle of soldiering, has provided them
to Xevren and the newly formed Tech-Coa and their rapidly growing
with a reputation for combat effectiveness that is second to none.
list of allies. The battles were costly but the Tech-Coa persisted and
All Tech-Coa are cyborgs. Most have several cybernetic systems for
outlasted the attacks launched by Xevren, leading to the arcologys
augmenting their senses or increasing their strength or endurance,
but most remain predominantly organic. Some soldiers such as the collapse and Tech-Coas ascendancy in the region.
Juggernauts replace the vast majority of their organic bodies with Members
cybernetics and are more machine than man, but they are an excep- Troopers, Scouts, Punishers, Oscillators, Commandoes,
tion. While on active duty, members have very little personal time for Juggernauts
relaxation, relationships or leisure. Each soldier is on active duty for
four months and is then rewarded with two months of leave during
Statistics
which they are free to serve as mercenaries, spend time with loved and on occasion have provided aid to cities in need of their assistance
Location: Eastern part of former Germany, Europe.
ones or undertake other pursuits. despite the lack of a formal agreement or treaty.
Area of Influence: Central Europe
Tech-Coa headquarters (TCHQ) is located in Europe in the former History
country of Germany and is a truly impressive military facility. The Population: 2,500,000
The founders of the Technocratic Coalition were originally members
Tech-Coa maintains a mutually beneficial relationship with many of Disposition: Currently involved in many political and economic
of the standing army of the corporately run arcology, Xevren, located
the neighboring population centers. The Tech-Coa provide security partnerships with city-states around the world, will not initiate
near the former country of Switzerland in Europe. Xevren had a
and a standing army ready to react to any threats that might hostility with any friendly faction, government or organization
reputation for being expansionistic and ruthless when dealing with
endanger the city-states in the region. In exchange, they are provided
with food, supplies, and finances, allowing them to focus on training neighboring cities. In 2155, a brigade was dispatched to rescue a Objective: Unknown
and development rather than commercial or agricultural production. platoon that had been sent to conduct reconnaissance of a small but
Although most of their neighbors enjoy this relationship, some have resilient city that was making expansion into the area difficult for
great disdain for the Tech-Coa, seeing them as thugs and bullies that Xevren expeditionary teams. When the brigade arrived, it was clear
only provide security for those city-states that pay top-dollar for it. that the platoon had not been informed of the primary purpose of
Others see them as a direct threat, quietly and slowly expanding their their mission. The reconnaissance equipment they had setup had also
territory with an eventual plan to invoke martial law throughout all been carrying a genetic weapon, designed for airborne dispersal, that
the territories they protect. The Tech-Coa have refuted these claims targeted the Y chromosome, and would have killed all the males in
8.7 The Damned
The Damned
8.7
Societ y cally or through Wielding Effects with all of them. While NWSEC and
The Damned are a faction of intelligent subterranean parasites that agents of Divinus continue to scour the planet for clues, the plans of
have been heavily corrupted by Omega energy. These parasites have the Queen and her army, her agenda and ability to execute it cannot
joined with live Terran hosts, known collectively as The Damned, be confirmed at this time.
that provide the biological nutrients required by the parasite to grow
and mature. The process of the union is extremely painful for the host Members
since the majority of the parasites enter the body directly through the Wretches, Pain Sacks, Corpse Spiders, Tormentors, Conscriptors,
flesh and subsequently attach themselves to the nervous system of Desecrated, Pscions, Champions of the Damned, Targus, Queen
their new host without any form of anesthetic. The union is preceded RaKenai
by a type of painful disfigurement of the host which typically takes
the form of amputation, evisceration or other horrific physical mutila- Statistics
tion. The pain felt by the host by this physical mutilation attracts the Location: Various subterranean lairs spread across the planet
Omega energy within the parasite, urging it to join with the host. Area of Influence: Unconfirmed
Once the parasite has physical control of the host it continues to cause
Population: Believed to be in the millions
pain, ensuring it steadily draws to it the Omega energy it needs to
grow strong and flourish. Disposition: Hostile to all sentient, organic beings
Conscriptors, terrifying members of the Damned, venture out into the Objective: Enslavement of all sentient, Terran species
world, searching for victims clinging to the lowest levels of civiliza-
tion; the homeless, the wretched and those that have been exiled,
or exiled themselves from society. Conscriptors visit these victims
uses his status to live a life of relative pleasure and luxury, Targus
in the darkness, attacking them when they are asleep or otherwise
is little more than a scapegoat for Queen RaKenais plans, rarely
unable to defend themselves. Victims are brought deep underground
rewarded for success, but punished severely for any and all failures.
to the lairs of the Damned, where they are joined with a demonic
parasite and are introduced to the pain and suffering that they will History
be forced to endure until the merciful moment of their death. These It is unknown when the Army of the Damned first began bonding
unfortunate souls are all conscripted into the ranks of an army that with Terran hosts. Their diligence in selecting victims that would not
has been labeled as the Army of the Damned and are forced to serve be missed allowed them to grow for many years in secrecy. It was not
Queen RaKenai. until the family of Krista Grant hired a group of Grigori mercenaries to
Queen RaKenai is a towering and grotesque being of incredible investigate her disappearance that the Army of the Damned was first
intellect and unmatched malice. She harbors a profound hatred for exposed to world authorities. Even with renewed scrutiny from secu-
all sentient creatures. She would enjoy nothing more than enslaving rity organizations the world over, the location of their central lair and
every last Terran and joining each and every one of them with one of existence of Queen RaKenai remain mysteries to the outside world.
her many demons, ruling the world from deep within her subterra- The number and locations of the many groups of the Damned cannot
nean lair. She has chosen the creature Targus as her military advisor be ascertained, however, it is believed that they have reached every
and field commander. Although a capable and resourceful leader that continent and that the Queen is able to communicate either telepathi-
Sketches 8.8
tc punisher
gz r ank ar
scag avatar
legion e xecutioner
Creature
Discovery
9
9.1 The Concept
9.2 Presentation Template
9.3 Creature Type
9.4 Creature Category
9.5 Name
9.6 Physical Dimensions
9.7 Core Qualities
9.8 Secondary Qualities
9.9 Tertiary Qualities
9.10 Vitals
9.11 Movement Rates
9.12 Armor
9.13 Attacks
9.14 Special Attacks
9.15 Description
9.16 Behavior
9.17 Footprint
9.18 Ranks
9.19 Active Segments
9 Creature Discovery
Creature Discovery will befriend or assist other sentient beings. Conversely, it could be an
instinctual, predatory hunter that will attempt to transform the PCs
Presentation Template
9 9.2
into its next meal.
Creature Discovery is the process GMs use to conceptualize and As with all other scientific pursuits, information and data must be stan-
What role will the creature play in your campaign, game session or dardized and presented in a format that is understood and accepted by
provide relevant game statistics to creatures they want to bring into encounter? Will this creature be a simple monster designed to be
their Alpha Omega campaign(s). In literal terms, it is creature creation. the entire community. In 2280, the governing body that created these
destroyed by the dozens or will it be more intelligent or powerful and standards is the NWSEC and the method they have selected for classify-
The New World of 2280 is filled with creatures that have yet to be important to the plot of a campaign? Perhaps this monster will be
discovered and it takes brave adventurers and dedicated scientists ing and presenting material is known simply as the Standard Organism
integral to a single game session, drawing the PCs into the adventure Presentation Template or Standard Template for short. This template
to track, study, capture and analyze them. The recognized body and helping them along the way or perhaps it will eventually be
responsible for cataloguing and disseminating this information is the was first introduced in section 2 Anatomy of a Creature and was the
revealed to be the primary antagonist the PCs must defeat.
New World Science and Engineering Commission (NWSEC). Scientists framework used to present all the creatures you have read about in
and explorers from around the world submit new discoveries every How powerful will the creature be? Does this creature fall into sections 37. Using the Standard Template, newly created creatures
day to the Collaborative Workspace found at www.nwsecom.com. Category 1, presenting very little danger to a new PC or would it be can be properly described and their vital statistics organized for use in
This information is collated and classified to better prepare those who considered Category 10, and require a small army to destroy? Likely game sessions or for dissemination to other NWSEC members. A blank
choose or are forced to face the unknown dangers of the New World. it is somewhere in between but the details will have a profound copy of this template that can be copied and used for the creation of
The NWSEC Collaborative Workspace is a dedicated repository for the impact on the PCs ability to contend with it at various stages of their your own creatures is found in section 12 Appendices.
creatures that players and GMs around the world have created and development.
submitted to be used by everyone exploring the New World of 2280. What does the creature look like? Although a creatures appearance Creature Type
Creating new creatures is a fantastic way to keep experienced players may not have a functional, mechanical effect, the way in which it is 9.3
on their toes and to bring a personal touch to your campaigns and used can create tremendous feelings of depth and immersion in an The creatures Type provides insight into how it came into the world,
adventures. adventure and depending on the amount of detail and delivery of
its behavior and how it might be dealt with should it be encountered.
This section is meant to serve as a guide to help GMs and NWSEC the information, may add to the suspense, action, intrigue or horror
There are five Creature Types, explained in detail in section 2.1
contributors to create creatures in such a way as to ensure consistent of an encounter.
Creature Type, used to classify creatures at a very basic level. They are:
and reliable classification. Once the basic concept of a creature has been decided, it will be easier
Freaks of Nature
to expand the details that define a creature from a qualitative point
The Concept Tech Fiends
of view as well as the statistics that define it from a quantitative
9.1 perspective that is critical to the game mechanics and game play. After Spiritual Creatures
you have a clear idea of what the concept of your new creature is, you Abominations
Before beginning the process of classifying a creature, it must first Demons
be discovered. In game terms this might be considered as the initial are ready to answer the first question that will begin to define your
sighting or first contact with the new species. The behavior and creature: What type of creature do I want to create? Sam has decided that his Cerberus is the product of unethical genetic
capabilities of a newly discovered creature would be apparent to To demonstrate the Creature Discovery process, Sam is going to manipulation and malevolent scientific practices. A combination of
a group of adventurers that encounter it in the Wilds, but for a GM walk us through creating a sample creature. The text for this sample chemical treatments and genetic alteration has created this fearsome
bringing a concept to life it is beneficial to have a basic understanding appears in italics in the following subsections. To begin, Sam makes a beast. This means that the creature will be classified as an Abomination.
of how the following questions might be answered as they pertain to few notes on the concept behind his creature. Sam contemplates making the creature a Freak of Nature and having its
the creature being discovered: evolution uninfluenced by man and science but decides that scientific
Sam wants to import the legendary three-headed dog Cerberus into his
alteration is more appropriate given the concept.
Will it be malevolent or benevolent? Will this creature be hostile to game. He knows that it will be large, powerful, terrifying and capable of
the PCs, attacking them on sight or will it be intelligent and capable tremendous damage, but he is uncertain at this point how to translate this Sam writes the number 6 as the first digit of the three digit
of reasoning with or manipulating the PCs? Perhaps it is gentle and concept into appropriate game mechanics and statistics. Classification Number.
Creature Category 9.4
6
Creature Category
1 2 3 9.4
4 5 7
A creatures Category provides a general indication of its level of
power. Category 1 creatures are the weakest and a newly created
PC should be capable of defeating several at once. As the Category
9 14
8 increases so too does the creatures offensive and defensive capabili-
ties. At Category 10, creatures require huge amounts of resources and
manpower to defeat. Each category has a set of general recommenda-
tions for standard statistics and game elements intended to provide
creators with a simple framework upon which to build their creature.
10
Category 1
9.4.1
Category 1 creatures tend to have the following characteristics:
11 15
Core Qualities between 1 and 12
Health Pools between 4 and 20
12
Only Active in 1 Segment (3 or later)
Damage Thresholds between 0 and 1
Up to 3 total Ranks in any given Skill/Field or Wielding Source/
Intention combination
13 Deal 1d4-1 to 2d4 damage per attack
16
Category 2
9.4.2
17 Category 2 creatures tend to have the following characteristics:
Core Qualities between 11 and 20
Figure 9-1: Standard Presentation Templ ate Health Pools between 18 and 40
Active in 1 or 2 Segments
1 Creature category 7 Footprint 13 Armor Damage Thresholds between 0 and 2
Up to 8 total Ranks in any given Skill/Field or Wielding Source/
2 Creature T ype 8 Special Attacks 14 Description Intention combination
3 Name 9 Core Qualities 15 Behavior Deal 1d4 to 2d6 damage per attack
4 Physical Dimensions 10 Secondary Qualities 16 Attacks Category 3
9.4.3
5 Vitals 11 Tertiary Qualities 17 Ranks
Category 3 creatures tend to have the following characteristics:
6 Active segments 12 Movement Rates
Core Qualities between 19 and 27
9.4 Creature Category
Health Pools between 30 and 60 Health Pools between 70 and 100 Core Qualities between 61 and 78
Active in 2 or 3 Segments Active in 3 or 4 Segments Health Pools between 140 and 195
Damage Thresholds between 1 and 3 Damage Thresholds between 3 and 5 Active in 4 or 5 Segments
Up to 13 total Ranks in any given Skill/Field or Wielding Source/ Up to 21 total Ranks in any given Skill/Field or Wielding Source/ Damage Thresholds between 4 and 8
Intention combination Intention combination Up to 40 total Ranks in any given Skill/Field or Wielding Source/
Deal 1d6 to 2d8 damage per attack Deal 1d10 to 3d8 damage per attack Intention combination
Deal 3d6 to 4d20 damage per attack
Category 4 Category 6
9.4.4 9.4.6
Category 9
Category 4 creatures tend to have the following characteristics: Category 6 creatures tend to have the following characteristics: 9.4.9
Core Qualities between 40 and 55 Category 9 creatures tend to have the following characteristics:
Core Qualities between 25 and 35
Health Pools between 50 and 80 Health Pools between 100 and 120 Core Qualities between 74 and 92
Active in 3 or 4 Segments
Active in 2 or 3 Segments Health Pools between 200 and 275
Damage Thresholds between 3 and 6
Damage Thresholds between 2 and 4 Active in 5 or 6 Segments
Up to 30 total Ranks in any given Skill/Field or Wielding Source/
Up to 17 total Ranks in any given Skill/Field or Wielding Source/ Damage Thresholds between 5 and 9
Intention combination
Intention combination Up to 45 total Ranks in any given Skill/Field or Wielding Source/
Deal 2d6 to 4d10 damage per attack
Deal 1d8 to 3d6 damage per attack Intention combination
Category 7 Deal 3d10 to 5d20 damage per attack
Category 5 9.4.7
9.4.5 Category 10
Category 7 creatures tend to have the following characteristics: 9.4.10
Category 5 creatures tend to have the following characteristics:
Core Qualities between 50 and 66 Category 10 creatures tend to have the following characteristics:
Core Qualities between 32 and 44 Health Pools between 133 and 155
Active in 4 or 5 Segments Core Qualities between 89 and 100
Damage Thresholds between 4 and 7 Health Pools between 300 and 400
Up to 35 total Ranks in any given Skill/Field or Wielding Source/ Active in 6 Segments
Intention combination Damage Thresholds between 6 and 10
Deal 2d8 to 5d10 damage per attack Up to 50 total Ranks in any given Skill/Field or Wielding Source/
fre ak cr awler
Intention combination
Category 8 Deal 4d10 to 6d20 damage per attack
9.4.8
Sam decides that the Cerberus should be a powerful creature capable of
Category 8 creatures tend to have the following characteristics:
massive destruction and able to withstand a great deal of damage. He
decides that the creature should be Category 8 and records an 8 as the
second digit of the three digit Classification Number in area (2) of the
Standard Template.
Secondary Qualities 9.8
Name Sam records these scores as well as their Associated Dice Pools
9.5 (found in Figure 7-1: Quality Scores and Associated Dice Pools
Size DR Adjustment HP Adjustment in section 7.1 Quality Scores and Dice Pools of the CRB) in area
Every creature needs a name so that it can be recognized (5) of the template.
and referenced easily. The name can be anything the Miniscule < 8" +10 -50%
designer or discoverer desires, but it might provide some Tiny 0.8" to 2' +6 -30% Secondary Qualities
insight into the creatures nature or capabilities. For Small 2' to 4' +3 -10% 9.8
example, if one were naming a gigantic avian creature that
dives toward its prey to stab it with knife-like talons, the Man-sized 4' to 7' 0 Normal Once Core Qualities are assigned, Secondary Qualities are
name Crawling Nibbler might not be as appropriate as Large 7' to 12' -2 +10% calculated. Secondary Qualities represent more complex
Speartalon or Divepiercer. elements of a creatures mental and physical capabilities
Giant 12' to 20' -4 +25%
and are typically the averages, rounded up, of two related
Since this creature has been pulled from legend, it has a well Huge 20' to 40' -6 +50% Core Qualities. The seven Secondary Qualities that must
known name already. Sam contemplates using a name of his
Colossal 40' to 100' -8 +75% be enumerated are: Athleticism, Physical Acumen, Fitness,
own but decides to leave the creatures name as Cerberus
Will, Wisdom, Wit and Presence. A more thorough descrip-
and records it in area (3). Gargantuan > 100' -10 +100%
tion of each Secondary Quality can be found in section 6.4
Figure 9-2: Size, Defense R ating and Health Pool Secondary Qualities of the CRB.
Physical Dimensions
9.6 Although Secondary Qualities are normally the average
of two Core Qualities, a creatures creator can inflate or
Size and weight are obvious and important elements of thorough description of each Core Quality can be found in section 6.3 deflate these scores as desired to best match the concept
every creature and their impact on game elements should be given Core Qualities of the CRB. they have in mind. Remember that by altering the Secondary
careful consideration by creators. One important element that a Qualities, you are changing the Dice Pools that will be used by the
The value assigned to individual Core Qualities can vary greatly, but
creatures size influences is its Defense Rating. Defense Rating is creature.
explained in detail in section 6.5 Tertiary Qualities of the CRB, but for all should fit within the parameters recommended for the creatures
Creature Discovery, an important difference is made: the larger a crea- Category as selected in section 9.4 Creature Category. A few Quality Sam examines the averages of the appropriate Core Quality Scores and
ture is, the easier it is to successfully hit with an attack. Figure 9-2 Scores may stray outside the recommended range, but do so with determines that the Secondary Quality Scores resolve to the following:
Size vs Defense Rating and Health Pool, lists suggested modifiers caution since this could result in a creature weaker or more powerful
Athleticism: 68
to a creatures Defense Rating based on its size. than others in the Category. The majority of creatures, regardless of
Physical Acumen: 62
their Category, have Intelligence scores less than 20.
Sam wants the Cerberus to be incredibly tall and massive. He decides it Fitness: 67
will be 10.7 m (35') tall and 35,000 kg (77,161 lb). He records these values Sam examines the recommended Core Qualities for a Category 8 creature Will: 66
in area (4) of the Template. as listed in section 9.4.8 and sees that they should all be between 61 and Wisdom: 35
78. He decides on the following Core Quality Score values: Wit: 34
Core Qualities Presence: 68
Strength: 75
9.7 Agility: 61 Sam concludes that these scores are appropriate and records them as well
At this stage of creature creation, numerical values must be assigned Conditioning: 63 as their Associated Dice Pools (found in Figure 7-1: Quality Scores and
to represent the creatures Core Qualities. Core Qualities are a numeri- Vitality: 70 Associated Dice Pools in section 7.1 Quality Scores and Dice Pools of the
cal representation of the creatures physical and mental composition. Discipline: 62 CRB) in area (6) of the template.
The Core Qualities that must be enumerated are: Strength, Agility, Intelligence: 7
Conditioning, Vitality, Discipline, Intelligence and Charisma. A more Charisma: 61
9.9 Tertiary Qualities
Armor
9.12
Movement Rate Speed Physis Void Damage
Sim KPH MPH Armor represents the amount of damage that is negated according to
Score Threshold
1 3.6 2.2 the respective Damage Threshold values listed for the creature. More
information on Damage Thresholds can be found in section 7.11.4 19 1
2 7.2 4.5
Damage Threshold of the CRB. 1019 2
3 10.8 6.7
4 14.4 8.9 Armor against specific Damage Types can have a profound effect on 2029 3
5 18 11.2 the survivability of a creature. Raising the Damage Threshold values 3039 4
6 21.6 13.4 against Melee Kinetic or High Velocity Kinetic Damage Types can
4049 5
7 25.2 15.7 make a creature significantly more difficult to injure, let alone kill.
Raising Damage Threshold values by significant amounts can make a 5059 6
8 28.8 17.9
creature invulnerable to smaller caliber weapons and many common 6069 78
9 32.4 20.1 melee weapons.
10 36 22.4 7079 810
11 39.6 24.6 When creating a creature, this is one of the most critical statistics that 8089 912
12 43.2 26.8 must be carefully considered before assigning final values. If PCs are
9099 1013
13 46.8 29.1 not adequately equipped to overcome a creatures Damage Thresholds
14 50.4 31.3 it could lead to a disastrous outcome. Conversely, if a high Category 100 1115
15 54 33.6 creature is not provided with high enough Damage Thresholds, it may Figure 9-4:
16 57.6 35.8 be killed much sooner than a GM desires. Physis and Void
17 61.2 38 Damage Threshold
A baseline for a creatures Void Damage Threshold is determined
18 64.8 40.3
by their Physis score as per Figure 9-4: Physis and Void Damage
19 68.4 42.5
Threshold. These may still be increased or decreased as desired, but
20 72 44.7
25 90 55.9 provide a solid starting point, linking the creatures resistance to this
30 108 67.1 destructive energy to their degree of genetic complexity.
35 126 78.3 Sam references section 9.4.8 and observes that a Category 8 creature
40 144 89.5 should have Damage Thresholds between 4 and 8. He decides that the
50 180 111.8 Cerberus should be more resilient to Melee Kinetic and High Velocity
60 216 134.2 Kinetic attacks and less resilient to Chemical and Energy attacks. He
70 252 156.6 records the following Armor values in area (10) of the Template:
80 288 179
90 324 201.3 HV Kinetic: 7
100 360 223.7 Melee Kinetic: 8
200 720 447.4 Energy: 4
300 1080 671.1 Chemical: 5
Void: 6
Figure 9-3: Alpha: Immune
Movement R ates and Speed
Omega: Immune
9.13 Attacks
Attacks
9.13
In this stage of the creation process, a creatures known attacks are
decided upon and all relevant statistics are listed including, the
Associated Dice Pool, Exertion Rating, Max Number of Attacks per
Segment, Damage inflicted for a successful attack, Max and Min
Ranges, the Range Rating and Range Penalties for all Ranged attacks.
The attacks listed here are considered common Ranged and Melee
attacks and do not require any explanation other than what is
presented in sections 7.9 Ranged Combat and 7.10 Melee Combat of the
CRB. These are the attacks that the creature can unleash with little
effort and which do not cost any additional Endurance points to use.
The amount of damage inflicted is based partially on the creatures
Category, partially on damage bonuses based on Secondary Quality
scores (see Figure 6-11: Attack Damage Modifier in section 6.4
Secondary Qualities of the CRB.) and, most importantly, on the concept
behind the creature. Will it attack with many light attacks that do
very little damage and have a low Exertion Rating, or will the creature
employ powerful attacks that do a great deal of damage but have
high Exertion ratings?
necrophilous corrupter
Section 9.4 Creature Category suggests damage ranges for each
creature Category, but once again these amounts can be increased
or decreased as desired. Figure 10-1: Dice Roll Maximums and
Averages provides insight into the maximum and average damage
various dice will cause to assist you in determining how much damage
an attack should do.
Sam sees that the suggested amounts of damage for a Category 8 creature
are between 3d6 (Light attack) and 4d20 (Heavy attack) per attack. Since
the Cerberus is large and slow, Sam decides that it should have a Paw
attack that is weak but fast as well as a bite attack that is strong but slow.
The Paw attack will have the following stats:
Associated Dice Pool (Athleticism 68): 4d12, 2d10
spirit servant
Damage: 3d6+7 MK
Exertion: 12
Max Attacks: 3
Max Range: 3 SIM
Active Segments 9.19
The Bite attack will have the following stats: and other relevant details. In most cases information is also provided Footprint
about how the creature came into existence and how it has survived 9.17
Associated Dice Pool (Athleticism 68): 4d12, 2d10
since then.
Damage: 4d20+7 MK A creatures footprint is the amount of space it occupies on a game
Exertion: Sam describes the Cerberus in great detail in area 13 of the template. He board when using the Model and Game Grid Combat or Model and
Max Attacks: 1 includes a few lines he will read to the players when they first see the Terrain Combat Modes of Play as described in section 1.5 Modes of Play
Max Range: 2 SIM Cerberus along with point form notes to highlight particular characteris- of the CRB. The footprint is annotated as: (W x L) where W is the
tics of the creatures appearance, mannerisms and other details to trigger width and L is the length of a creature, measured in SIMs.
Sam records the relevant data in area (11) of the template.
on during encounters.
As Sam has already decided that the Cerberus is 10.7 m (35') tall, he needs
Special Attacks to have a fairly large footprint for the creature. He decides on a footprint
9.14
Behavior
9.16 of 6 SIM by 10 SIM and records (6 x 10) in area 15 of the Template.
Special Attacks are essentially special abilities that are significantly
The Behavior portion of the template provides information regarding Ranks
more powerful and versatile than standard attacks. To initiate a
the creatures instincts, diet, prey, hunting strategies and any other 9.18
Special Attack, creatures must use a specified number of points from
distinguishing activities or habits. Information is typically provided
their Endurance Pool, thereby limiting the number of Special Attacks This area of the template lists any Skill or Wielding Ranks that the
about how it interacts during encounters with other creatures, and
they can use before requiring rest or recharging. The rules that govern creature possesses. Any Wielding Source and Intention Ranks listed in
whether it is sentient, intelligent, malevolent or benevolent. This
Special Attacks are explained in detail in section 2.12 Special Attacks. this section allows the creature to create custom Wielding Effects as
section also provides insight into how the creature may behave in
Sam decides that he wants the Cerberus to have a fear-inducing roar that combat. These are merely suggestions and GMs can use the creature described in section 7.14 Wielding of the CRB. It is important to note
lowers targets Fear State Component Level. He reads section 2.12 Special in a manner which best suits the encounter they have planned. that if the creature uses any attacks or Skills that do not match prop-
Attacks and creates the following Special Attack and records it in Section Depending on the creature, the Behavior section also provides infor- erly with the Skills listed in section 6.9 Skills of the CRB, they can be
(12) of the template: mation about the ecology of the creature and may discuss such things listed here as custom Skills with the corresponding number of Ranks.
Terrifying Roar: as the environments it thrives in or avoids, as well as the time of day According to section 9.4 Creature Category, Category 8 creatures typically
or season when it is more likely to be encountered and, of course, any have no more than 40 Ranks in any one Skill/Field or Wielding Source/
Act: Full unusual characteristics such as an aversion to light or attraction to Intention combination. The Cerberus may not be highly trained but it is a
Rng: 25 certain smells. The Behavior section may also include a description of capable combatant. Sam decides to give it 20 Ranks of Melee Combat, 18
Sc: AoE (S, 25 R, centered on Cerberus) any special attacks and defenses. Ranks of Grapple and 20 Ranks of Unarmed and records this information
Nat: Sn
Sam thinks about the behavior, habitat and tactics of the Cerberus and in area (16) of the Template.
EC: 15
Func: Alter (Fear State -3, NLT Terrified writes down anything that might influence an encounter with it. He
RC: Discipline 40, Negates
decides that there is a 15 minute window each day in which all three of the Active Segments
Cerberus heads are asleep at the same time which could provide PCs with 9.19
Dur: 2C
a potential surprise attack. Perhaps the Cerberus would have penalties to
Cuml: No The Active Segments of a creature are the Segments of a Combat Cycle
a Detection Skill Check when all three heads are asleep?
in which the creature has a turn. The Active Segments are linked to
Description He also decides that the creature is more sensitive to Sonic attacks than the creatures Reaction Score and are listed in Figure 7-1: Quality
9.15 most creatures and that they inflict more damage when used against the Scores and Associated Dice Pools found in section 7.1 Quality Scores
Cerberus. and Dice Pools of the CRB.
At this stage in the creation process, a description of a creature is
written to provide information about its appearance, odors it may He records this information in area 14 of the Template. As the Cerberus has a Reaction Score of 51, it is Active in Segments 1, 2, 4
produce, its physiology, known offensive and defensive capabilities and 6. Sam records this information in area 17 of the Template.
Encounter
Management
10
10.1 Creature Categories
10.2 Direct Factors
10.3 Indirect Factors
10.4 Misleading Factors
10.5 Creating Challenging
Encounters
10 Encounter Management
hindered. Perhaps a creature is too large to fit into a determining whether a creature or creatures will pro-
Defender Category
certain room and characters are able to take shelter vide sufficient challenge for their PCs without being
within and fire ranged weapons at the creature 1 2 3 4 5 6 7 8 9 10 too difficult. Remember, with experience, GMs will be
from a safe position. A large crevice might prevent able to assess the difficulty of encounters more easily
an aggressor from closing to melee range while its 1 1 5 17 >50 >200 >1000 with little more than a cursory examination of the
adversaries attack with ranged weapons without relevant statistics. The following formulas provide a
2 1 1 4 9 21 >50 >200 >1000
fear of counterattack. Perhaps a power failure leaves rough guide based solely on statistical averages and
characters without a source of light when they are 3 1 1 1 3 5 8 25 >50 >200 >1000 a few basic assumptions for managing encounters.
about to be attacked by a group of nocturnal hunters Many factors, such as the weapons PCs are using, can
capable of fighting skillfully in the dark. Perhaps the 4 1 1 1 1 2 4 6 16 >50 >200 easily alter the outcome of an encounter no matter
Attacker Category
drops of the driving rain are throwing off the senses what analysis was done before. The most important
5 1 1 1 1 1 3 4 7 15 >50
of a creature that relies on the vibrations of their step in preparing encounters for a GM is taking the
preys footfalls to accurately hunt them. 6 1 1 1 1 1 1 3 4 7 10 time to know their PCs.
These are just a few examples of how the environ- 7 1 1 1 1 1 1 1 2 4 5 Average Damage Delivered
ment can have a dramatic effect on an encounter. GMs per Segment
must be aware of the capabilities, limitations and 8 1 1 1 1 1 1 1 1 3 3 10.5.1
behavior of the creatures they are controlling as well
9 1 1 1 1 1 1 1 1 1 2 This formula was first seen in section 10.2.2 Damage
as those of their players characters and consider both
per Segment and is used to determine the amount of
to create interesting and challenging encounters. 10 1 1 1 1 1 1 1 1 1 1 damage a character or creature is capable of generat-
ing in a single Segment.
Misleading Factors Figure 10.2: Encounter Matrix
10.4 (Avg no. of Atks) (Avg Dam per Atk) =
There are a couple of elements that at first glance (Avg Dam Generated per S)
may appear to be valuable indicators of a creature or Physis This formula can be taken one step further to include
characters capabilities or power. When examined closely, it is evident 10.4.2 Damage Thresholds, giving GMs a much more precise understanding
that they have little value for determining combat ability and need The Physis of a character or creature provides an indication as to the of how the encounter will unfold:
not be considered when planning an encounter. median of their Core Qualities and how much CDP has been spent raising (Avg no. of Atks) (Avg Dam per Atk - Dam Thresh of Target) =
Total CDP Value a characters Core Qualities, but it does not dictate their precise offensive (Avg Dam Delivered per S)
10.4.1 or defensive capabilities. Qualities such as Intelligence, Discipline and
Charisma have significantly less impact on combat than Strength, Keep in mind that this only applies during Active Segments.
Although the Total CDP Value of a character gives you a clear measure- Agility, Vitality and Conditioning and can dramatically skew the percep- These formulas can be applied to each side in a planned encounter
ment of how much experience they have or how long they have been tion of a PC or creatures capabilities based on their Physis score. providing the GM with the Avg Dam Delivered per S for each side. This
played, it is possible for players to spend thousands of CDPs on their
calculation can then be applied further to weigh encounters.
characters before being forced to spend those points on anything
Creating Challenging
that will assist them in combat. Therefore the Total CDP Value of a Survivabilit y
character is not a reliable or accurate representation of its offensive Encounters 10.5.2
and defensive capabilities. 10.5
Survivability is a measure of the number of Segments a party of
This section provides GMs with a few basic formulas to follow when
characters or creatures can survive. The Avg Dam Delivered per S can
Encounter Grid 10.5.3
be compared to the total HP of the opposing side to determine how Encounter Grid
many Segments the targets can withstand this amount of damage. 10.5.3
For example, if the Avg Dam Delivered per S of the PCs is 100 and their
Based on the formulas and values found in the formulas contained
adversaries have a combined HP of 500, they will theoretically be able
to vanquish their foes in 5 Active Segments, giving their opponents a within sections 10.5.1 Average Damage Delivered Per Segment and
Survivability of 5. 10.5.2 Survivability, a grid, Figure 10-2: Encounter Matrix has
The same should be calculated for the opposite force. For example been created to provide GMs with a rough estimate of how many
if the Avg Dam Delivered per S of the creatures attacking the PCs in creatures or characters of a particular Category of difficulty, based
this scenario is 50 and the PCs have a combined HP of 600, they will on the parameters found in section 9.2 Presentation Template, that
theoretically survive for 12 S and would have a Survivability of 12. can be defeated by a given number of characters or creatures of
If the PCs Survivability is greater than that of their adversaries, all another Category based on the same parameters. Again, the values
other things being equal, they will defeat the creatures and win the found on this grid are based on extremely rough values and use
encounter and vice versa. statistical averages (see Figure 10-3: Average Combat Statistics
Survivability calculations offer GMs a straightforward mathematical by Category), for such things as Damage, Number of Attacks and
way to measure likely outcomes. Damage Thresholds.
11 Creature Templates
Using Creature Templates Finally, a list of the statistical modifications is provided. Remember
11.1 to modify any Associated Dice Pools along the way. Keep in mind that
it is not absolutely necessary to recalculate things like Core Qualities,
Using creature templates is an easy process, but before applying a
Physis, Active Segments, etc., but a GM is free to do so if they desire.
template, you need to know what you are trying to achieve. Each
template has a description that explains its intended purpose. A list The remainder of the listed elements should be modified as indicated
Creature of modifications and additions to the creatures statistics and other
game elements follows the description. Each bullet in the list dictates
until all bulleted items have been accounted for. Each template can
be applied as many times as desired to have even greater impact
Templates what changes are to be made to the creature when applying the
Template.
and templates can be stacked together on a single creature to create
an even greater range of possibilities. This technique is particularly
The Amphibious template enhances a creatures ability to function The Berserker template makes creatures more savage and blood- The Bleeder template significantly decreases the clotting ability of the
underwater. While underwater, these creatures are not required thirsty, filling them with blinding rage or hatred. Berserkers use wild, creatures blood, increasing the amount lost after suffering serious
to hold their breath as their gills allow them to breathe freely. An powerful attacks with little finesse and no regard for their own safety. wounds. The Bleeder template modifies the following statistics:
amphibious creature has a higher degree of swimming skill and their They never retreat or surrender and will either kill or be killed. The
Damage
speed is increased as well. The Amphibious template modifies the Berserker template modifies the following statistics:
For each application of this template, a creatures Bleeding Rate is
following statistics: Tertiary Qualities increased by 1 after every Segment in which it suffers at least 10
Secondary Qualities Reaction: +3 HP of damage. For example, a creature with 3 applications of this
Defense Rating: -4 template would have its Bleeding Rate increased by 3 after suffer-
Athleticism: +6
ing 10 or more points of damage in a single Segment.
Tertiary Qualities Damage Modifiers
Melee Kinetic attacks: +2 Dam per attack
Endurance: +20%
Swimming Movement Rate: +50% States
Fear State cannot be lowered below Normal
Skill Ranks
Swimming: +10
Anemic
11.2.3
The Anemic template decreases the Category of the creature it is
applied to. It decreases all relevant statistics and creature elements so loth de va stator
that they are consistent with those of the lower Category according to
the list found in section 9.4 Creature Category. Each time this template
is applied to the same creature, its statistics are decreased by an
amount appropriate to a lower Category.
Armor Piercing
11.2.4
Creatures with the Armor Piercing template have attacks that are
able to penetrate armor. For each application of the template, the
creatures attacks are able to bypass one point of Damage Threshold.
Each additional application of the template increases the armor pen-
etration by an additional point. See section 7.11.7 Armor Penetration
of the CRB.
11.2.7 Br awler
Dispersal so that they are consistent with those of the higher Category accord- cold that freezes victims within its area of effect. The Freezing
Effect Onset ing to the list found in section 9.4 Creature Category. Each time this template creates the following effect:
Effect template is applied to the same creature, its statistics are increased by
Duration an amount appropriate to a higher Category. Damage Thresholds
Potency Level Energy: +1 (Except against Heat-based attacks)
Resist Check
Damage
Fleet
11.2.16 AoE: S, R5 (centered on creature)
Electromagnetic Field Dam: 1d4 EN/S
11.2.13 The Fleet template enhances speed. Fleet creatures tend to be leaner Slows all victims Movement Rates by 10%
and more athletic than the majority of their species and have better RC: Vitality (20, Half Damage)
The Electromagnetic Field template intensifies the natural elec- physical reaction time. The Fleet template modifies the following
tromagnetic energy that surrounds the creature so much that it statistics: Each additional application of this template doubles the radius of the
interferes with the operation of all electronic devices within the area AoE, increases the Dice Type to the next larger die (i.e. d8 to d10, etc.),
of effect unless they are shielded from such effects or the GM rules Secondary Qualities increases the Movement Rate reduction by an additional 10%, and
they are unaffected. Athleticism: +10 adds an additional 10 to the RC DR.
The first application of the Electromagnetic Field template has the
Tertiary Qualities
following statistics:
Reaction: +7 Hardened
AoE: S, R5 (centered on creature) Defense Rating: +4 11.2.19
Each additional application of this template increases the radius of Active Segments: Increased by 1 level
The Hardened template makes a creature immune to a specific type
the AoE by 5 SIM. Movement Rate: +33%
of damage. This template can be applied multiple times, each time
making the creature immune to a new type of damage.
EMP Flying GMs should keep specific vulnerabilities in mind, and combine
11.2.14 11.2.17 this template with the Vulnerability template to ensure invincible
The EMP template provides a creature with the ability to emit an The Flying template provides the capability of flight to creatures that creatures are not unintentionally created. For example, a creature
Electromagnetic Pulse (EMP) capable of disabling electronic devices cannot normally fly. This could be due to a distinct genetic departure could be made immune to Melee Kinetic damage in general but
within the stated radius. Any electronic devices that are active and from the creatures ancestors, a biological augmentation, the addition remain vulnerable to silver weapons. Conversely, a creature could be
not protected against EMP attacks are disabled. The EMP template of thrusters, a Wielding Effect, etc. For humanoids, the Movement immune to Energy damage in general but be made vulnerable to fire
has the following effects: Rate corresponds to those found on Figure 7-4: Full Movement or heat-based attacks.
Sc: AoE (S, R5, centered on creature) Action in section 7.2.3 Movement Rate of the CRB. GMs should decide
Disables all unprotected, active electronic devices upon flight speed based on their concept for the new creature and its
method of flying. Horrifying
11.2.20
Ferocious The Horrifying template makes a creature frightfully more terrifying
11.2.15 Freezing than the typical specimen, twisting its appearance and mannerisms
11.2.18
The Ferocious template increases the Category of the creature it is to produce a nightmarish version of its kind. Horrifying creatures
applied to. It increases all relevant statistics and creature elements The Freezing template allows a creature to project an aura of intense invoke feelings of dread and terror in those nearby, so much so that
11.2.20 Horrif ying
their presence can affect the ability of others to take action. The weapons that use UV light as a source will do more damage based on
Horrifying template has the following effects: their individual descriptions and statistics.
Sc: AoE (S, R5, centered on creature)
Reduces Fear State by 2, NLT Anxious
Oblivious
RC: Discipline (20)
11.2.23
Each additional application of the Horrifying template increases the
The Oblivious template makes creatures ignorant of danger and, in
radius of the effect by 10 SIM, reduces the Fear State Component by an
large part, the world around them. An oblivious creature is immune
additional level and increases the DR of the RC by an additional 10.
to any changes to its Thought, Emotion and Fear States. The Oblivious
template modifies the following statistics:
Large Secondary Qualities
11.2.21
Wit: -7
The Large template creates a significantly larger version of the creature
it is applied to. Large creatures tend to be easier to hit, due to their Tertiary Qualities
increased size, but tend to have larger HP and Damage Thresholds. Reaction: -5
Apply this template numerous times to produce truly gargantuan Defense Rating: -3
creatures. The Large template modifies the following statistics:
Skill Ranks
Tertiary Qualities Detection: -10
Health Pool: +20% Tracking: -15
Defense Rating: -2
States
Damage Thresholds Fear, Thought and Emotion States cannot be altered
All increased by 1
Phased
Light Sensitive 11.2.24
11.2.22
The Phased template makes a creature incorporeal, making them
The Light Sensitive template makes a creature extremely sensitive to more resilient to physical attacks and able to pass through solid
light, particularly UV light. Light sensitive creatures will make every objects. Phased creatures tend to flicker and seem translucent.
effort to avoid light, attempting to remain in the shadows or under- Although Phased creatures share some of the same characteristics
ground and only venturing into the open at night or when artificial as Spiritual creatures, they are not considered Spiritual. The Phased
lights are out of commission. Sunlight and UV light are significantly template modifies the following statistics:
more harmful and cause physical damage to exposed creatures imme-
diately. The Light Sensitive template modifies the following statistics: Tertiary Qualities
ma jor entit y ( ice )
Defense Rating: +5
Damage
Creatures exposed to sunlight or UV light suffer 1 HP of damage per Damage Thresholds
Segment so long as they are exposed to it. It is possible that some Melee Kinetic: +1
Spiked 11.2.31
High Velocity Kinetic: +1 adds 1 to the Endurance lost per Segment, and adds an additional 10 Small
Energy: +1 to the RC DR. 11.2.29
Chem: +1 The Small template creates a significantly smaller version of the
Each additional application of the template increases the Defense creature that it is applied to. Small creatures tend to be harder to hit,
Rating of the creature by an additional 5 and increases the listed Sensory Deprived due to their decreased size, but tend to have smaller HP and Damage
11.2.27
Damage Thresholds by 1 each. Phased creatures are also able to pass Thresholds. Apply this template numerous times to produce truly
through physical objects unimpeded. Any equipment carried by a The Sensory Deprived template removes one or more senses. miniscule creatures. The Small template modifies the following
phased creature is also considered to be phased. Although other senses may improve to compensate for the loss of the statistics:
missing sense, the creature is inevitably handicapped in some fash-
Tertiary Qualities
ion. At the GMs discretion, the loss of one sense may severely hinder
Radioactive the creatures ability to detect or interact with others or have no effect Health Pool: -40%
11.2.25 Defense Rating: +4
at all if the creature has learned to cope efficiently without the sense.
The Radioactive template makes the creature a source of intense The Sensory Deprived template may modify the following statistics: Damage Thresholds
radiation. Their bodies cause sickness and damage to all those they All decreased by 1
encounter. The radioactive aura generated by a creature should have Tertiary Qualities
information for the following elements: Reaction: -5
Defense Rating: -5
Action: Free Sonic
Range Skill Ranks 11.2.30
Nature: Aura Detection: -8 The Sonic template enhances combat abilities by providing a sonic
Function: Damage over Time attack that damages targets with powerful sound waves. The Sonic
Resist Check template provides the following attack and statistic modifications:
Slimy
11.2.28 Sonic Attack*
Searing Act: Half, Rng: 15 SIM, Sc: AoE (C, D5), Nat: Sn, EC: 8,
11.2.26 The Slimy template makes the creature extremely slimy and slippery.
Ch/Rech: (2, 1 H)
Slimy creatures are much more difficult to grapple since they are more Func: Dam (2d8+2 EN)
The Searing template allows a creature to project an aura of intense
likely to slip through the grasp of their attacker. The Slimy template
heat that burns victims within its area of effect. The Searing template *For additional applications of the Sonic template, the Rng, Sc, EC,
creates the following effect: modifies the following statistics:
Dam and number of charges can be altered.
Damage Thresholds Tertiary Qualities
Energy: +1 (Except against Cold-based attacks) Defense Rating: +5
Spiked
Damage Other 11.2.31
AoE: S, R5 (centered on creature) The DR of any Grappling attack made against a slimy creature is
The Spiked template enhances offensive and defensive capabilities,
Dam: 1d4 EN and 2 EC/S increased by 5 for each application of the template.
covering a creatures entire body with sharp spikes. Unarmed Melee
RC: Vitality (20, Half Damage) Each additional application of the Slimy template increases their attacks inflict more damage and the spikes cause damage to any
Each additional application of this template doubles the radius of the Defense Rating by 2 and increases the DR of Grappling Success Checks attackers that successfully hit the creature with Unarmed Melee
AoE, increases the Dice Type to the next larger die (i.e. d6 to d8, etc.), made against them by an additional 5. attacks. The Spiked template modifies the following statistics:
11.2.31 Spiked
Strength RC of 20. Success negates, but failure results in the disrupts the energy used by Wielders, making it much harder to suc-
attacker being disarmed, their weapon becoming stuck to the cessfully Wield. Suppressors are also much more resilient to Wielding
creatures body. If the attacker is using an unarmed attack, the Effects, even those initiated outside the disruptive aura.
limb or appendage they used for the attack is stuck to the creature The first application of the Suppressor Template has the following
until a successful RC is made. Until then, their Maximum Attacks statistics:
per Segment for Melee Attacks is halved.
AoE: S, R5 (centered on creature)
Each additional application of the Sticky template increases the Adds 10 to the DR of any Wielding Check made within its AoE
Climbing Movement Rate by an additional 2, increases their Immune to all Wielding Effects with an Effect Power Rating of 10
Grapple Skill by an additional 5, and increases the stick- or less
ing RC DR by 10 for melee attacks made against them.
Each additional application of this template doubles the radius of the
AoE, adds an additional 10 to Wielding Check DRs, and increases the
Stone Effect Power Rating of the Effects they are immune to by 10.
11.2.37
The Stone template enhances general resilience and dam-
Undead
age resistance. Stone creatures enjoy significantly more 11.2.39
protection against physical attacks, but are slower due
to their protective exterior. The Stone template modifies The Undead template transforms any creature into an undead
the following statistics: version of its former self. The Undead creature can be affected
by Alpha-based attacks and Wielding Effects and adheres to the
Tertiary Qualities general rules for all Undead found in the Glossary.
Health Pool: +20%
Endurance: +20%
Reaction: -4 Vulnerable
Defense Rating: +2 11.2.40
Movement Rates: -25% The Vulnerable template makes any creature it is applied to
Damage Thresholds especially vulnerable to a single type of damage. This means that
High Velocity Kinetic: +2 weapons, ammunition or Effects made from a specific material
Melee Kinetic: +3 or Source inflict damage above and beyond the standard damage
Energy: +1 amounts. For example, creatures could be vulnerable to silver,
Chemical: +3 resulting in all attacks made with weapons or ammunition crafted
Void+1 from silver inflicting additional damage. The Vulnerable template has
the following effect:
Damage
Suppressor
Damage from attacks made with the material or Source the creature
11.2.38 colossal re aper
is vulnerable to is increased by 20%. Each additional application of
The Suppressor template transforms a creature into a mobile Wielding the template raises the damage by an additional 20%.
Suppression Field. For some reason, these creatures emit an aura that
12.1 Glossary
Glossary tion and the location of their target and must move at least one third
of their Full Movement Rate, rounded up, before striking the target. In
Drain Attack
Drain Attacks are treated like other damage-dealing attacks except
12.1 most cases, a stated penalty is applied to the Attack Attempt. If none instead of the target attribute simply being reduced by a given
is provided, -10 should be used for Cat 5 and lower and -15 should be amount, the amount drained from the attribute is added to the
AI
used for Cat 6 and higher. attackers attribute. For example, if a drain attack does 10 HP of dam-
Artificial Intelligence age, then 10 HP is added to the attackers current HP.
Control
AS
When an attacker is successful with an initial Grappling Attack, it has EN
Alpha Spiritual Damage Type. Refer to CRB section 7.11.2 Damage Control over its target. Control is maintained until the target Breaks Energy Damage Type. Refer to CRB section 7.11.2 Damage Types for
Types for more information regarding Damage Types. Free or the Control is released. Refer to CRB section 7.10.4 Special more information regarding Damage Types.
Attacks and Grappling for more information.
Blindness Exorcism
Victims who are struck with Blindness cannot see. They are to be CRB An [Alpha or Omega]-Control Effect can be used to exorcise a Spiritual
treated as if they are surrounded by Darkness. See CRB section 7.12.2 Core Rulebook, referring to the Alpha Omega Core Rulebook. Creature of the opposing spiritual source that is possessing a charac-
Darkness and its Effects for more information. Crush Attack
ter, creature, organism, object or structure. The possessing creature
Crush Attacks require Control and are treated as Choke Attacks, may be hiding and not affecting the host in any way, or it may be in
Break Free complete control of the host, manipulating it to do its bidding.
A target that is currently under Grappling Control can Break Free of the however, they do HP damage as well as EP damage. Once a victim
Control by winning an Opposed Grapple Check. Refer to CRB section Breaks Free it ceases to take damage from the Crush Attack. It is The Wielding Factors, according to Figure 7-28: List of Effect DR
7.10.4 Special Attacks and Grappling for more information. recommended that the attackers Strength be greater than that of Factors, found in the Core Rulebook, that make this Effect possible, are:
its victim before a Choke can be initiated (GMs discretion). See CRB
Factor 1: RtT
CH section 7.10.4 Special Attacks and Grappling for more information on
Chemical Damage Type. Refer to CRB section 7.11.2 Damage Types for Choke attacks. Factor 2: NoT or AoE
more information regarding Damage Types.
Deafness Factor 6: DurFor the amount of time the Effect lasts
Charge Attack Characters suffering from Deafness cannot hear. Factor 7: Minor ModFor the amount of Physis the target is
All creatures can Charge at a target, using their speed and mass as a above the Wielder if any (minimum +10 to DR)
Dive Attack
weapon (Athleticism Dice Pool); however, it is recommended that the
damage be reduced for creatures that charge a target that is larger Some creatures can dive at a target (Athleticism Dice Pool), attacking HV
than itself (GMs discretion). Charging creatures may move up to their as they move past and then retreating a specified distance away from High Velocity Kinetic Damage Type. Refer to CRB section 7.11.2
Full Movement Rate before the attack. If successful, a Charge attack the target. Diving creatures may move up to half their Full Movement Damage Types for more information regarding Damage Types.
causes damage (typically a specified amount for creatures that charge Rate before the attack, attempt a single attack, and then use up to
according to their Special Attacks or an amount as per Figure 7-18 of half their remaining movement to move away from their target, how- Invisible
the CRB Damaged Caused by Mass for all other creatures). ever, they must move at least one quarter of their movement before Some creatures have the ability to become, or are permanently,
the attack, rounded up. In most cases, a stated penalty is subtracted Invisible. Detecting non-spiritual creatures that are invisible is simi-
A Charge Attack typically knocks victims back, into the Prone Static from the Attack Attempt. lar to attacking creatures protected by darkness. An additional +8
Stance or both. If the Charge is successful, the movement of the is applied to the DR required to successfully attack or detect them.
Charging creature ceases at the point of impact. If the attack is DPS
Infravision, Ultravision and echolocation can all be used to assist
unsuccessful, the Charging creature moves the full extent of their Full Dice Pool Steps. Refer to CRB section 7.1.1 Dice Pool Steps for more
with targeting or detecting invisible creatures. See the Spiritual
Movement Rate. information.
Creatures entry for additional rules regarding the detection of invis-
Creatures must charge in a straight line between their original posi- ible spiritual creatures.
Glossary 12.1
Summoning however, if using a gaming map, the creature may move diagonally.
The rules for summoning can be found in CRB section 7.14.15 Summon In most cases, a penalty is applied to the Attack Attempt and a stated
Entity. GMs may increase the DR required to summon an entity for minimum distance must be travelled before reaching the intended
such things as an increased HP, increased Damage, increased size, etc. target. If none is provided, -10 should be used for Cat 5 and lower and
Summoned creatures are initially loyal to the being conducting the -15 should be used for Cat 6 and higher.
summoning, however, periodic checks (the frequency of which is
Undead
determined by the GM) can be made using a [Source]-Control effect
with a DR equal to the EPR of the initial summoning Effect. This DR All Undead creatures have been animated by way of necromantic
increases by one for each subsequent Control check. Wielding Effects or a concentration of Omega energy that has taken
control of the remains of the dead. All Undead are subject to the
If another Wielder attempts to take control of the summoned entity,
following points:
they must create a [Source]-Control Effect higher than the original
summonors highest EPR for either the original summoning or the Are immune to changes to their Fear State Component
most recent Control Effect. Do not require sleep
Do not suffer from Endurance penalties
Swarm
Some creatures attack in large numbers making defense more diffi- Do not require oxygen
cult. Typically, swarming creatures receive a +1 bonus to their Attack Are not affected by Bleeding
Attempt rolls for every similar creature involved in the attack against Are susceptible to Alpha and Omega damage
the same target. For example, if 5 creatures were swarming a single Cannot be healed by Alpha energy
target, each creature would receive +5 to their Attack Attempt Rolls. Immune to Toxins and Disease
Occasionally there are more specific rules for swarming creatures that Do not require food or water
are detailed in the attack description.
VO
Trample
Void Damage Type. Refer to CRB section 7.11.2 Damage Types for more
All creatures can attempt to Trample targets that are half their size
information regarding Damage Types.
or less (GMs discretion), using their speed and mass as a weapon
(Athleticism Dice Pool). A creature using a Trample attack may move Web
up to their Full Movement Rate in a straight line and may Trample any While stuck in a web, victims cannot change their Stance or use a
targets at any point during its movement as long as it has moved at Dynamic Stance to move and are considered Hindered. Victims may
least one third of its maximum Movement Rate before initiating the
attempt to escape a web once per Turn. If anyone attempts to assist
Trample. Whether the attack is successful or not, a creature that is
their escape efforts, a joint Strength RC is made where half the
attempting a Trample will move its maximum distance as per its Full
Movement Rate and is able to Trample all targets within its path of victims roll is added to that of the person assisting. The Web dissolves
movement, using the same attack roll for all targets. If successful, a when in contact with flame or intense heat and may be cut with
Trample attack causes damage (typically a specified amount for crea- edged weapons.
tures that charge according to their Special Attacks or an amount as All webs are assigned two values (x, y) where x represents the DR
per Figure 7-18 of the CRB Damaged Caused by Mass for all other for the Detection (Vision) Skill Check required to see the web while y
creatures) and knocks victims prone as the attacker passes over them. represents the DR of the Strength Check required to be liberated from
Creatures using a Trample attack must charge in a straight line; the sticky confines of the Web.
Index 12.2
Chosen 5.6.1 Greater Bone Creature 6.8.2 Lesser Bone Creature 6.3.1 Rhinocelisk 3.7.7 Stalker 6.4.6
Colonial Drone 3.2.2 Greater Lich 6.8.3 Lesser Lich 6.6.5 Ripper Eel 3.3.5 Stalker Monkey 3.2.8
Aberrant Reaper 7.8.1 Colonial Drox 3.3.1 Greater Spirit 5.7.1 Lesser Spirit 5.3.1 Rockscythe 3.2.6 Striped Ape 3.6.8
Achilles 6.10.1 Colonial Pilgrim 3.10.2 Grey Man 6.5.3 Loth Devastator 4.7.1 Rot Hound 6.3.5 Subjugator 6.9.1
Ailing Pounder 6.7.1 Colonial Prince 3.6.1 Groper Worm 3.7.3 Loth Drifter 4.4.2 Ruinicorn 3.5.9 Swamp Ray 3.3.8
Alloy Attendant 4.4.1 Colonial Queen 3.8.1 Gulliwog 3.4.4 Loth Gatherer 4.5.1 Sand Runner 4.2.3 Targus 7.8.3
Alloy Defender 4.6.1 Colonial Reaver 3.4.2 GZ Cyber Naga 4.3.1 Lucid Creeper 3.3.2 Sasquatch 3.4.7
TC Commando 4.6.2
Alpha Absolver 5.10.1 Colonial Warrior 3.5.4 GZ Earth Strider 4.10.1 Macero 3.3.3 Sawbeak 3.2.7
TC Juggernaut 4.7.2
Alpha Watcher 5.2.1 Colossal Reaper 3.8.2 GZ Feral Gazer 4.2.2 Major Entity 3.7.5 Scag Absolved 6.6.1
TC Oscillator 4.5.3
Arcology Rat 3.1.1 Copse 3.8.3 GZ Mauler 4.7.3 Malingerer 5.3.2 Scag Avatar 6.7.2
TC Punisher 4.5.4
Arktuross 4.9.1 Corpse Giant 6.7.3 GZ Rankar 4.6.4 Maniacal Ravager 6.6.6 Scag Castigator 6.5.2
Corpse Walker 6.3.2 GZ Scatter Cat 4.3.3 Meathead 6.3.4 Scag Failure 6.2.2 TC Scout 4.4.4
Armored Gargantuan 3.10.1
Arvan Mark IV 4.2.1 Cyborg Zombie 6.4.1 GZ Scorp Strider 4.5.5 Megalodon 3.9.3 Scag Marauder 6.4.4 TC Trooper 4.3.5
AS Locator 4.1.2 Damned Conscriptor 7.5.2 Hamlim 3.1.3 Minor Entity 3.3.4 Screaming Crawler 3.7.8 Tech Roamer 4.3.4
AS Shepherd 4.2.4 Damned Corpse Spider 7.3.1 Handstand 3.5.5 Muckhugger 3.2.5 Screecher 3.3.6 Tech-Kid 4.1.3
AS Decimator 4.8.3 Damned Desecrated 7.6.1 Helyfish 3.2.4 Murder Slug 3.6.5 Shambling Zombie 6.1.2 Tentacled Feeder 3.9.5
AS Exterminator 4.10.2 Damned Pain Sack 7.2.2 HLID 4.6.3 Muscle Freak 6.4.5 Skeeter 3.1.4 Terrorhawk 6.9.2
AS Hunter 4.4.3 Damned Pscion 7.7.2 Hunchcapper 3.6.4 Necrophilous Corrupter 6.6.7 Skeleton 6.2.3 Terror Beetle 3.1.7
AS Incinerator 4.3.2 Damned Tormentor 7.4.3 Hydroshifter 6.6.2 Needlebeast 3.5.6 Sky Shark 3.6.6 Traffler Spider 3.3.9
AS Killer 4.5.2 Damned Wretch 7.1.1 Infernal 6.6.3 Octowhal 6.5.4 Slaughter Beast 6.8.4 Tree Hag 6.5.6
Asphalt Dragon 3.7.1 Deceptive Persuader 6.4.2 Invisible Predator 6.6.4 Omega Convergence 5.10.2 Sledgehammer 3.9.4 Tri-Dra 3.8.6
AS Sapper 4.6.5 Degenerate 6.2.1 Jackhammer 4.7.4 Omega Void 5.8.1 Sleech 3.1.5 Tusked Harbinger 3.7.9
Banshee 4.8.1 Duct Worm 3.2.3 Jekylhide 3.4.5 Pain Warden 6.7.5 Sleeper 4.4.5 Twisterfish 3.2.9
Black Tendril 7.4.1 ES26-Monitor 4.1.1 Korduun 7.10.1 Panthile 3.4.6 Snot Lizard 3.3.7
Uber Wolf 3.4.9
Bloodbeak 3.1.2 False Wraith 5.4.1 Kraken 3.9.2 Phase Render 3.7.6 Snow Winder 3.6.7
Ursid Behemoth 3.6.9
Blood Hound 6.5.1 Feederweed 3.4.3 Kullsarin, Lord of Undeath 6.10.2 Poltergeist 5.2.2 Spine Sphere 3.4.8
UV Creeper 3.4.10
Blood Spike Plant 3.5.1 Feral 6.1.1 Land Octopus 3.7.4 Possessor Spirit 5.5.1 Spirit Behemoth 5.9.1
Void Drake 3.5.11
Bull Charger 3.5.2 FHIA 3.6.2 Learner 4.9.2 Protoplasmic Infester 3.10.3 Spirit Guardian 5.7.2
Capacitor 4.8.2 Flamestrider 3.9.1 Legion Bone Wielder 7.5.1 Pterohawk 3.8.4 Spirit Mist 5.1.1 Voltaic Impaler 3.6.10
Carapace Ox 3.4.1 Flesh Fiend 6.3.3 Legion Corrupted Soul 7.3.2 Pyrosaur 3.8.5 Spirit Orb 5.1.2 Vulturat 3.3.10
Carcassaur 6.8.1 Forlorn 3.6.3 Legion Executioner 7.6.2 Python Worm 3.5.7 Spirit Servant 5.5.2 Wastes Giant 3.6.11
Chameleon Spinner 3.2.1 Forsaken Afflicter 6.7.4 Legion Fallen 7.7.1 Queen RaKenai 7.8.2 Spirit Titan 5.8.2 Web Guardian 3.4.11
Champion of the Damned 7.9.1 Freak Crawler 6.4.3 Legion Imp 7.2.1 Rage Horn 6.5.5 Splayer 3.5.10 Whiplasher 3.8.7
Chitin 3.5.3 Giant Scorpid 3.7.2 Legionnaire 7.4.2 Regressing Slasher 3.5.8 Squick 3.1.6 Zaetan 7.9.2
Height HP Active Segments
Weight Ep
Mnky-Run
Sprint
Crawl
Climb
Swim
Walk
Run
Fly
armor
Damage Type Threshold
High Velocity Kinetic
Melee Kinetic
Range Energy
attacks Dice Pool Damage Exertion Max
Attacks Rating Min Max Penalty Chemical
Void
Alpha
Omega
ranks
Height HP Active Segments
Weight Ep
Sprint
Crawl
Climb
Swim
Walk
Run
Fly
armor
Damage Type Threshold
High Velocity Kinetic
Melee Kinetic
Energy Range
attacks Dice Pool Damage Exertion Max
Chemical Attacks Rating Min Max Penalty
Void
Alpha
Omega
ranks
As humanity struggles to survive,
that have replaced what was once sprawling cities and carefully
those that stray into the Wilds, however, most are predators of
and beautifully illustrated creatures for use with the Alpha Omega
role-playing game. Seven factions, each with their own agenda and
www.mindstormlabs.com
www.alphaomegathegame.com