Professional Documents
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Unnatural Selections
Unnatural Selections
Unnatural Selections
1
Volume
COPYRIGHT NOTICE
This product is based on the Mutant Crawl Classics Role Playing Game, published by Goodman Games. This product is
published under license. Mutant Crawl Classics and MCC RPG and the creatures: Beast Thing, Cactacea Rex, Croach-
ling, Glazkin, Plantient, Roxen, Screamer, Tibbar, and Yvox are trademarks of Goodman Games used with permission,
all rights reserved. All other entries Copyright 2022, Dandyline Games, all rigths reserved.
3
so as to avoid cross-referencing of other
books. Therefore the powers function
more simply and often run off a very
truncated power chart listed within the
write-up. Also note that certain player
character genotypes appear in this book
as NPC encounters (such as mutants,
plantients, etc.) and have slightly
different stats than they would have
as PCs. Again, this design is meant to
simplify the judge’s use of these sorts
of characters without the need to do an
entire character creation process.
Important
Distinctions
Round: is 10 seconds.
Turn: is 10 minutes.
Encounter: A particular meeting/
exchange with a monster.
Action: Characters/monsters have a #
of actions equal to their action dice.
Unnatural Selections Vol. 1 6 6
Grappling: Creatures that are twice the Societies: Breaching the thousands,
opponent’s size gain a +4, triple is +8, these are highly complex groups with
and quadruple is +16. This action is traditions, laws, and social castes.
based off Str or Agil; monsters may use Societies tend to have many divergent
their # of HD for their grappling bonus. groups within them.
Disposition Type
Understanding Antagonistic: For no greater purpose
the Monster than a desire to conquer, acquire
Write-Ups power and wealth, or appease a
sadistic personality, these creatures
There are several designations created will attack and harass others.
for this book to help a judge understand Benevolent: Some “monsters” will
a monster and quickly figure out how actually come to the aid of other
it plays into his/her game world. What creatures or offer protection.
follows are more specific details on Benevolent creatures are likely to
these designations... have a higher level of intelligence or
a power level that leaves them un-
Organizational Type threatened by the likes of a party of
Solitary: The creature is almost always seekers.
encountered alone; either it is not Dominating: This beast has the desire to
social, or it is very rarely seen. take over, enslave, or act mercilessly
Family: If encountered with others, toward others outside its race. Most
they are likely to be mates or dominating creatures will attempt
offspring to the creature. These tend to rule over territories and push out
to be rather small groups. former inhabitants as they proliferate.
Pack: A unit similar to a family but Skittish: This monster has very low
made mostly of adults and forged morale (checks are DC 15), and
together for a purpose such as hunting. looks to avoid direct confrontation
Clan: These creatures have banded into whenever possible. Some of these
small groups, sometimes made of creatures are timid from perpetually
several interrelated families. These being marked as prey.
formations tend to have a primitive Grazer: This monster feeds upon
feel to them. vegetation or slow moving organisms,
Tribal: This is a larger grouping, allowing it to patiently move from
sometimes reaching 50 members and site to site in search of its food needs.
often formed from allied clans. These Scavengers also fit this category.
formations have more organization Insouciant: An insouciant creature
than at the clan level, but groups has little concern for the presence of
sometimes disagree and fight within others so long as they do not interfere
the tribe. with the creature’s routines. They
Herds: These are massive groups of largely ignore the world around them
creatures that wander together using provided it does not concern their
their numbers for safety. Herds can own needs and ambitions.
reach several hundred members and Opportunistic: An opportunistic
have little organization. monster is looking for an easy meal
Colonies: A somewhat sophisticated or has adapted to setting traps for
structure, colonies have hundreds of its prey. These creatures tend to be
members but are organized to the point patient and cunning-waiting for the
of working toward some shared goals. perfect situation to arise that places
an advantage in their hands.
7 Unnatural Selections Vol. 1 7
Parasitic: This monster lives on or in This book presents a list of random
its host, or it drains a host of some treasure for each of these categories,
facet of energy/life from a hidden or but judges are always encouraged to
hard to get at location. alter the list based on the monster’s
Predatory: The creature is on the hunt surroundings and the items it is likely
and needs to track or chase down to have come across. Creatures encoun-
prey to satisfy its food needs. tered in a deserted waste will not, for
Primitive: A primitive creature has some example, be likely to have much in the
intelligence but lives still with great way of manufactured goods, or other
instinctual drives, little empathy for earmarks of civilization.
Carcass: While the monster doesn’t
other species or outsiders, superstitious
regulations, and simple ways of eking typically keep anything of value
out life within its domains. around it, the creature’s carcass offers
Submissive: A submissive creature is a valuable stock of meat, leather, or
docile to the point of making itself a other commodity if the seekers take
victim. Submissive creatures often fill the time to harvest it. Harvesting
the roll of serving a more powerful/ takes hours of work and successful
intelligent being and harbor dreams Int rolls.
of gaining food, shelter, and safety in Hoard: The motherlode of treasure
return. finds! Hoards are large, longstanding
Territorial: The monster resides in a collections of things seen as valuable
particular area. It gathers resources or interesting to the monster. Mon-
there, beds down there, and defends it sters with hoards often have a plan
from threats or guards it as part of its for defending them-such as traps,
vocation. guards, or minion monsters.
Personal Effects: This creature has only
Size Category the items it needs to live/survive or
some random trinkets it has collected.
Very Tiny: From insect to microscopic
None: Most likely the creature doesn’t
in size
take anything from their victims,
Tiny: The size of a rat or rabbit digests it all on the spot, or moves
Small: Dog to child-sized around too much to accumulate piles
Medium: These are man-sized beasts of refuse.
Large: Roughly the size of a horse Refuse: While having no real treasure,
Huge: Around the size of an elephant the filth and detritus the monster
Massive: Things comparable to blue surrounds itself with sometimes has
whales fill this category objects of interest or moderate use.
Gigantic: These creatures span the Special: This creature keeps a particular
space of a medium-sized village stock of items described in its write-up.
*NOTE: the word “giant” is left to Techno-Trove: This monster has weak-
denote anything that is bigger than its ness for wanting high-tech and sci-fi
common form and is not in itself a size oriented gear. It saves these up and
category for this book. will likely use any it has to defend it-
self. These creatures may even have a
Treasure Category talent for operating or repairing these
sorts of goods.
Below are the types of useful things
commonly held or collected by different Trade Goods: The creature travels
creatures. These items are most likely to with items it knows to be of value for
be stored within the creature’s den or at exchanges with other cultures. If fair
the spot it eats or disposes of prey. deals are offered, it will be quite will-
ing to exchange some of these items.
Unnatural Selections Vol. 1 8 8
There is a good chance that these such a proposition nonetheless.
creatures have only a few different Climb: This creature can move across
types of items, but a good supply of any surface provided some form of
each. handhold is available.
Victims’ Effects: This creature either Fly: Flying creatures can split their
takes things from its victims to serve movement between both vertical and
as trophies or kills its victims in a horizontal planes. Most flying crea-
particular area, providing piles where tures can only go up to twice their
dropped items and the remains of speed upward before reaching their
pervious victims intermingle. “flight ceiling.”
Hover: Hovering characters move just
Movement a small distance off of the ground
Typically monsters (like char- and are much more limited than fly-
acters) get a move action and ing ones.
can take an additional Jump: In a single bound
move as one of their this creature can move a
regular actions (so total distance both up and
as to double their over equal to their jump.
listed movement). Roll: In the post-
Most creatures apocalyptic world
have their speeds some creatures
listed in feet and AIs actu-
(denoted with a ’ ). ally roll around on
Some exceptionally wheels or ball-like
small or slow crea- bases. This form
tures will move only of movement is of-
inches each action ten fast, but can be
(denoted with a difficult in uneven
”). Base moves terrain.
are implied as a Swim: This is
walking or crawl- movement be-
ing across a typical ground. low or on top of
Treacherous terrain, downhill the water’s surface.
movement, and other surfaces may
alter this total movement if the judge Monster Crits
desires it. Aside from ground move-
ment, monster may have some alter- Monsters can land a critical attack
nate movement styles listed: just as PCs do. Like PCs, they have
tables to access based on what type of
Humanoids: Most humanoids move creature they are and how many hit dice
30’ per round. they have. These tables are part of the
Plantients: Plantients have a slower judge’s screen or found in the main rule
move based on 20’ per round. book on pages 127-135.
Brachiate: These creatures move
quickly by swinging on and running Special Properties
across overhead vines/cables.
Special powers may have the judge roll
Burrow: Some creatures can dig
to determine an exact type of sub-power
through the ground at breathtaking
within the general power’s explanation.
paces. Even burrowing creatures may
For example, a creature might have a
not be able to tunnel through solid
breath weapon, and then the judge has
bedrock-or will be slowed down by
to roll to find out if it is a fire, frost, or
9 Unnatural Selections Vol. 1 9
acid type of breath weapon. Once this to foliage, the remains of a meal). This
is determined the creature will keep that is especially wise to do when you’ve
result for the rest of the session. rolled a powerful monster encounter for
Other write-ups may have powers listed a lowly group of 1st level seekers!
with an (A), (B), (C), ... These powers
are specifically meant to be picked by Judge's Special
the judge to create a creature that fol- Encounter rolls may include the phrase
lows a design concept. These choices “Judge’s Special.” This is placed
often come in the generic write-ups for there to give the judge a chance to
things like giant reptiles, insects, etc. use creatures from other published
If a power requires the target to make sources, monsters they have created, or
a Luck check and the target is another a monster from a different habitat with a
creature without a Luck score, their Ref interesting reason for being displaced.
save +8 will often suffice, or the judge
could pick a percent chance instead. Anthropic Encounter
Finally, some creatures have powers that These encounters involve run-ins with
can affect things like equipment, muta- humanoids outside the PCs’ tribe.
tions, wetware, etc. Effects like these When this result is rolled, consult the
should be applied randomly (unless logic following charts to determine what
would dictate otherwise). Therefore, a sort of cultural activity or exchange is
judge should consider the possible items happening.
affected, assign them a number,
then roll a die to see which was
affected. For example, a charac- Anthropic Type (roll 1D100)
ter that’s losing one of their 15 1-15) A pure strain 76-80) A group of manimals
pieces of equipment might have human group and plantients
to roll a 1D16 to see which piece 16-30) A mutant group 81-85) A group of mutants
31-40) A manimal group and plantients
was lost (using the order they are
listed on their character sheet). 41-45) A plantient group 86-90) A group with a wide
46-60) A group of mix of genotypes
mutants and humans 91-95) Another band of
Random 61-75) A group of
mutants and manimals
seekers
96-100) Members of an
Encounter Archaic Alignment
1) Alien Observer
A quatic Z one
39) Giant
R o ll
1D10
1) Alien Observer
G rasslands
33-35) Land Shark
R o ll
1D10
0
Mountainous
1-7) Anthropic Encounter 37) Grab-Bag
R o ll
69) Nuke Fluke
1D10
0
1) Alien Observer
Swamp
35) Giant
Ro
ll 1D10
ll
10
1D
Ro
Personal Effects 1D
14
1D
16
Result Reg. Tech. Trade Valuables Misc.
Equip Equip Goods
4-7 2 Items None 1 Item None 2 Items
8-9 2 Items None 1 Item None 2 Items
10-11 2 Items None 2 Items None 2 Items
12-13 3 Items 1 Item 2 Items 1 Item 2 Items
14-15 3 Items 2 Items 3 Items 1 Item 3 Items
16 4 Items 2 Items 3 Items 2 Items 4 Items
ll
10
1D
Ro
Techno-Trove 1D
14
1D
16
Result Reg. Tech. Trade Valuables Misc.
Equip Equip Goods
4-7 1 Items 1 Item None None 1 Item
8-9 2 Items 2 Items 1 Item None 2 Items
10-11 2 Items 2 Items 1 Items 1 Item 2 Items
12-13 3 Items 3 Items 2 Items 2 Items 3 Items
14-15 3 Items 4 Items 2 Items 2 Items 3 Items
16 4 Items 5 Items 3 Items 3 Items 4 Items
ll
10
1D
Ro
Hoard 1D
14
1D
16
Result Reg. Tech. Trade Valuables Misc.
Equip Equip Goods
4-7 2 Items 1 Item 4 Items 3 Items 3 Items
8-9 2 Items 2 Items 5 Items 4 Items 3 Items
10-11 3 Items 3 Items 5 Items 4 Items 4 Items
12-13 4 Items 3 Items 5 Items 6 Items 4 Items
14-15 5 Items 4 Items 5 Items 6 Items 4 Items
16 6 Items 5 Items 5 Items 7 Items 5 Items
ll
10
1D
Ro
Victims’ Effects 1D
14
1D
16
Result Reg. Tech. Trade Valuables Misc.
Equip Equip Goods
4-7 1 Item None 1 Item None 1 Item
8-9 2 Items None 1 Item 1 Item 2 Items
10-11 2 Items 1 Item 1 Item 1 Item 2 Items
12-13 3 Items 1 Item 1 Item 1 Item 2 Items
14-15 3 Items 2 Items 2 Items 2 Items 3 Items
16 3 Items 2 Items 3 Items 3 Items 3 Items
ll
10
1D
Ro
Trade Goods 1D
14
1D
16
Result Reg. Tech. Trade Valuables Misc.
Equip Equip Goods
4-7 2 Items None 2 Items 1 Item None
8-9 2 Items None 2 Items 2 Items 1 Item
10-11 3 Items 1 Item 3 Items 2 Items 1 Item
12-13 3 Items 2 Items 3 Items 3 Items 2 Items
14-15 4 Items 2 Items 4 Items 3 Items 3 Items
16 5 Items 2 Items 5 Items 4 Items 4 Items
ll
16
1D
Ro
Carcass
Digestive
Result Meat Byproducts Trophy
Content
4-7 Inedible Glue or Lard None None
Hormonal Gland
8-9 Inedible None 1 Misc. Item
(+1 to either Str or Agil)
Necklace of Claws or Teeth
10-11 1 Day’s Food Poison Coating (+1 dmg) 1 Misc. Item
(+1 Luck)
1 Day’s Food Horns, Antennae, or
12-13 (Nourishing +1 Hide/Fur (+2 AC) Decoration for Helm 1 Reg. Equip
hp recovery) (+1 Per)
Waterproof Boots, Bag, or
14-15 3 Days’ Food Bone Blade (1D5 dmg) 1 Valuable
Tarp from Hide
Beautiful Hide/Carapace
16 5 Days’ Food Scent Gland (+1 Per) 1 Tech. Equip
(Pleasing for trade)
ll
10
1D
Ro
Reg.
Refuse
Tech. Trade
1D
14
1D
16
Result Equip Equip Goods Valuables Misc.
1-3 None None None None None
4-5 None None None None None
6-8 1 Broken None None None 1 Item
1 Item 1 Item Needs
9-10 1 Broken None 2 Items
Ruined Cleaned
1 Item Needs 2 Items Need
11-12 2 Broken 1 Broken 3 Items
Cleaned Cleaned
1 Broken 1 Broken 1 Item Needs
13-14 1 Item 4 Items
and 1 Item and 1 Item Cleaned and 1 Item
Item Lists
Trade Goods
(roll 1D100)
1) Homeopathic Crystals & Incense (TV 70) 48) A Nice Piece of Furniture (TV 30)
2-3) Clay Pottery (TV 30) 49-51) A Cart of Hay or Straw (TV 4)
4) Idols, Statues, and Gewgaws (TV 200) 52) 2D7 Bottles of “Snake Oil” (TV 20)
5-6) Bolt of Fabric (TV 20) 53-54) Cooking Gear (TV 20)
7-8) Basket of Ripe Fruit (TV 10) 55-56) Coffee/Cocoa Beans (TV 5)
9) Bag of Tubers (TV 5) 57-60) Sack of Sugar or Flask of Syrup (TV 8)
10-11) Bag of Feed/Seeds (TV 15) 61) Blocks of Ice (TV 20)
12-13) Wheel of Cheese (TV 15) 62) Barrel of Crude Oil (TV 15)
14) Pickled Fish (TV 5) 63) Ancient Books (TV 100)
15) Rolls of Papyrus (TV 20) 64-65) 1D20 Songbirds (TV 15)
16) Case of 12 Spices (TV 15) 66-68) Jug of Roxen Milk (TV 1)
17) 1D3 Live Chickens (TV 3) 69-73) 1D12 Loaves of Bread (TV 1)
18) 1D3 Sacks of Coarse Salt (TV 5) 74-76) Cask of Wine/Ale (TV 5)
19) Small Pail of Butter (TV 2) 77-80) 2D5 Blankets (TV 5)
20-21) Barrel of Salted Meats (TV 10) 81-82) 2D3 Pots of Honey (TV 5)
22) Metal Shovel/Hoe Heads (TV 50) 83-84) 1D3 Truffle Piglets (TV 8)
23) Bag of Coal (TV 5) 85) 3D7 Knife Blades (no handles) (TV 80)
24-25) Jarred Jellies (TV 2) 86-87) Cart of Milled Lumber (TV 15)
26-27) Bale of Wool (TV 3) 88-90) Cured Meat 10 lbs (TV 5)
28-30) Packet of Furs/Hides (TV 30) 91-93) Bag of 1000 Ceramic Beads (TV 30)
31-37) Bag of Ground Meal (TV 2) 94) Aged Liqueur (TV 15)
38) Hand Cart with Iron Ore (TV 100) 95) 1D30 Spools of Thread (TV 4)
39) Bags of Used Ancient Clothing (TV 150) 96-97) Bucket of 2D8 Fresh Fish (TV 2)
40-45) Cart of Firewood (TV 2) 98-99) Bale of Tea, Tobacco, or Cotton (TV 7)
46-47) 1D4 Flasks of Inks and Dyes (TV 35) 100) 1D5 10’x10’ Canvas Sheets (TV 10)
*TV=Trade Value in Credits
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Unnatural Selections 22
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Ex t r
as
Unnatural Selections 23
Organization: Solitary/Family
A lien O bserver
Disposition: Insouciant
Size: Small/Medium
Move: 20’
Armor Class: 9 +Force Field
(AC 13, 15 hp)
Hit Dice: 3D4 (7 hp)
Initiative: +1 Crit: M/D8
Atk Missile: Fazer +4
(DC 18 Stun, 3D6 Heat,
or DC 15 Disintegrate)
Act Dice: 1D20
Saves: Fort -3, Ref +1, Will +6
Treasure: Techno-Trove
Special Properties
Mutant Power – Many of these extraterrestrial trespassers have other-worldly
powers, roll 1D8 to see what this species can do: (1) beastmaster (the alien can
make a +2 mutation check against a non-sentient creature’s Will to control its
actions for the round); (2) ESP (if the alien’s +2 mutation check beats the target’s
Will save, the alien is able to read their mind); (3) mind-numbing (all selected
targets within sight must make a Will save vs. DC 12 or temporarily lose 1D6
Int-falling unconscious at 0); (4) teleportation (as a move action, the being can
teleport anywhere within 100’); (5) life-leaching (on a +2 touch attack the alien
deals 1D4 dmg and gains this amount as temporary hp); (6) mind control (on
a -4 mutation check, if the creature beats a target’s save the alien may control
their actions for 1D14 rounds so long as they remain within sight); (7) binary
domination (the alien can control technological devices/AIs with a +2 mutation
check that beats the item’s Tech Level +Complexity Modifier +1D6); (8) illusion
projection (the alien can create mental illusions that may trick viewers if they
fail a DC 12 Int check. These illusions last for an entire encounter so long as the
alien wills it. Events that would question the reality of the illusion will
instantly allow targets to reroll their Int checks at +2.
Technologically Advanced – Almost all alien observers carry with them
protective items such as a force field projector (+4 AC, absorbs 15 hp
of dmg) and fazer pistol (80’, DC 18 Stun for 1 unit, 3D6 heat dmg
for 2 units, or disintegrate on failed DC 15 Fort save for 3 units, 20
charges). They gain a +10 to Artifact checks, and +7 to rolls for repairing
technological items. Most of these “little green men” carry a strange
multi-device capable of simulating many common tools. These devices
have a 30% chance of simulating any common item and a 15% chance
of simulating a rare one. Alien observers carry around 1D6 pieces of
equipment that would each be analogous to a standard ancient artifact or
item off the list below.
per day) rage, love, pity, or fear toward 11) Mutagen Canister (DC 8 Fort
someone/thing)
2) Antigravity Belt (fly 20') save or roll 1D4:1=lose a mu-
7) Intellect Implant (boosts a tation, 2=gain a defect, 3=gain
3) Combustion Ray (DC 12 save
creature's Int by +10 and can a physical mutation, 4=gain a
or object bursts into flames)
make them sentient) mental mutation)
4) Energy Syphon (all powered
objects within 20’ must make 8) Hard Light Trap (flying imple- 12) Pain Ray (30', deals 1D12
ment projects an AC 22, 80 hp subdual dmg)
a DC 7 save or their charges
prison of hard light)
get transferred to this unit) 13) Time Displacer (rewinds to a
5) Dehydrated Minions (2 rounds 9) Memory Wiper (DC 13 Will previous part of the encounter,
save or lose 1 permanent Int 2 uses)
after adding water, 1D6 min-
point and all memory of the 14) Hover Chair (fly 30', +1 AC,
ion monsters appear)
last 24 hrs) 20 hp)
Radioactive – the slime emits a 5’ radius radioactive cloud. Those entering this
space must make a DC 14 Fort save or take 1D4 radburn. Non-PSH characters
are further affected, roll 1D6 modified by Luck: (0-1) all of their powers are
lost for the day; (2) one of their powers (random) is lost for the day; (3) the goo
absorbs one of their powers and can use it for the next hour-the power returns at
that time or if the goo is destroyed; (4) they automatically gain a defect; (5) one
of their powers is permanently swapped with a random new one; (6+) they gain
a new mutation for the next 24 hrs.
Stalking – The goo moves at 40’ per round, fits through tight spaces (taking 1 to
2 actions), and has a +6 to both moving silently and tracking its target.
Slick – This oily pudding cruises at 40’ per round, has a +2 Ref save, and can
spend 1 to 2 actions to pour through almost any opening. Further, PCs walking
on it must make a Ref save vs. 13 or fall down, and failed melee attacks against
it may hit adjacent targets (if they fail a Luck check).
Sticky – The blob can climb at 20’ per round and anything that touches it
requires a DC 12 Str check to remove. For every 4 items stuck in the ooze it
gains +1 to AC and +1 to its melee dmg. Roll 1D30 -4 when first encountered to
see how many objects it currently contains.
Vulnerable – The creature is vulnerable to certain attacks and suffers (roll
1D5): (1) double dmg from fire or acids; (2) -1D for every round it’s exposed
to water; (3) paralyzation for 1D4 rounds when exposed to extreme cold;
(4) death if it fails a DC 10 Fort save after being hit with a sonic attack; (5)
1D14 dmg from drying agents (such as flour, chalk, sawdust, etc.).
Einnumerous
xposition: The irradiated world of the post-apocalypse produces
types of near-sentient sludge. Some of this is toxic waste,
some results from the union of pond scum and nuclear fallout, still others are
the fell ancestors of ruinous biological experiments dating back to before the
cataclysm. Each of these oozes are unique in character, having one or more
of the above special traits.
A moeboid, A tomic
floating on the creature’s cytoplasm that can swim at 50’ per round. They
will attempt to wrap around/immobilize a target (a melee attack +3, DC 12
to escape). Each globule is AC 13 and represents 3 hp of the creature’s total.
These globules are immune to the acid of the floating bladders and hold prey
while those organelles dissolve them. Finally, the amoeboid has a bluish
nucleus sunken deep at its center. The nucleus is AC 5 and can only take 15
hp (coming out of the creature’s total). It has no actions. If the nucleus is
specifically targeted for destruction, the creature will cease to function.
Phygiatic Grasp – If struck by a pseudopod, a target must make a DC 10 Str
or Agil roll or be pulled into the creature’s main body (see plasmatic below).
Plasmatic – The creature’s body is like a lake of gel. For any non-energy dmg
scored on the creature (and not its organelles), this amoeboid can make a Fort
save vs. 5 +the dmg amount, ignoring the dmg if successful.
Egreen-tinted
xposition: In nature, the vannella lacunas is easily mistaken for a
pond, roughly 40’ in diameter. If inspected (DC 12), seekers
may notice a few large bubbles floating about (acid bladders) and strange
green patches of algae skimming the top (globules). Underneath its surface
usually rests a treasure trove of non-organic goods (left by previous owners
it has dissolved) and a strange blue-hued, glossy sphere (the nucleus). If
entered, this amoeboid feels just a little thick for being water (like syrup).
The vannella lucanus is a sit-and-wait predator that will usually attempt
to capture a prey only when they have entered its cytoplasm or neared its
“banks.”
Efolly
xposition: Created by an ancient chemical manufacturer, the tripple-M
is an extremely slow sentient putty that absorbs organic materials
(especially bacteria) over the course of months. It is relatively sticky and can
hang from walls and ceilings.
Azzeenon-Teevay Dissolver
Org: Solitary Dis: Territorial Sz: Large Mv: 20’
AC: 11 HD: 6D6 (21 hp) Init: -2 Crit: M/D16
Atk (Me) : Cascade +2 (3D4 Acid) Act : 1D20
A moeboid, A tomic
Ecan
xposition: At the special low price of $19.99, if you act now, you
TPK your party with this amazing offer! It slices, it dices-well actually
no, it doesn’t... It just sort of creeps around trying to get at and dissolve metal
objects. Though, it does strategize, learn, ambush, and wait-all traits that can
make it a dangerous adversary.
Ehive-minded
xposition: Ant-men may resemble insectoid manimals, but their
nature and adherence to bestial instincts make them a dreaded
denizen of the ruined world. Of all the “devils” that plague Terrans, ant-men are
perhaps the most common, for they have engineered several methods for passing
the northern radiation barrier which cuts off most of the arthopodic megafauna
from the “civilized” jungles of the midlands. The creatures are often equated to
“bogymen” for their frequent raids-taking not only resources but captives for their
labor camps (and worse yet, as foodstuffs). It is perhaps a misnomer to call these
creatures ant-MEN, for almost 85% of their species is female. In fact, most of
the males live a very stunted life and spend most of it within the depths of their
colony caves. The females of the species have dramatic caste morphology-with
varying shapes and sizes denoting their job. Amid their colonies, there is a queen
of greater size whose protection is guaranteed by the life of every ant-man in the
colony. The queen’s wishes are always carried out. Nay, her thoughts seem to be
transmitted through some strange medium, becoming the compulsions of the rest
A nt-Man
of the colony. Broken from this contact, a worker ant-man simply goes about the
last task they were given ad infinitum or shuts down like a power-drained robot.
Eradiation
xposition: The planet’s pulsating release of gamma
coupled with the fact that many Terrans are carrying about
Snear,
ample encounter: Eons ago, as a mass extinction event grew
Ancient Ones scuttled to their spacecraft hoping to escape. One such pilot
suffered trouble in his quantum engine. Though he tried to repair it, his ship did not
escape the atmosphere; it crashed back to Terra, the engine and atomic power pile
exploding in a strange reaction. These transformed the man into an atomic specter.
Now, he haunts the ship and the crash site around it. As the PCs explore the area
and ship, there is a 1 in 6 chance the specter will appear in a location to give them
trouble. It will only stay for 4 rounds then disappear to pester the PCs again later.
1. Hull Breach – A massive rip through the bulkhead reveals the darkness of this
A tomic Specter
Eresources,
xposition: In a world replete with dangers, thin on civilized
and wanting for rare objects, even a humanoid of good heart
might fall into the dregs of banditry should times get tough. Make no
mistake! Bandits are not common thugs or tribal warlords. These men and
women make their skin by cleverly planning when and how to ambush
targets. They select their targets carefully, sizing them up for how big of
a threat they might be should things go bad AND how likely it is they
may have something on them worth that kind of risk. On a perfect day,
the bandit’s mark will turn over their most prized possessions without the
slightest resistance-having been placed in a situation where leaving with
their life (or the lives of their loved ones) would be slim otherwise.
Example Ploys: Here are a few common setups a bandit might use to
out-leverage a mark:
ྊྊ The PCs come upon a whimpering natural monstrosity (like a bear-ant or
giant reptile) with its leg caught in a trap not far off into the wilderness from
the trade route. If they go to help it, the bandits have disguised a pitfall in
front of the beast. Come-to-find-out, the beast is actually a trained pet of the
bandits and the trap is a fake.
ྊྊ On their voyage, the seekers come across a burnt down bridge once
spanning a river. Only partial arches are left of this structure on each river
bank. Luckily, a well-worn path leads down to the river’s edge where the
shallowness of the waters permits it to be forded. What the PCs don’t know
is that a team of bandits hide on the remains of the opposing portion of the
B andit
bridge. Once the PCs near the halfway point, a horn will be blown telling
some of the bandits upstream to release the flood gate of an abandoned dam.
Rushing water is likely to strand the party on a few tall rocks at the river’s
center as its current rushes dangerously downstream. The bridge bandits
offer to throw ropes to the PCs only after they throw over their goods and
disarm themselves.
ྊྊ The PCs (while traveling with mounts or a on a wagon) encounter a broken
cart pulled by a lowly muskmule-an obvious victim of a pothole-like trap
in the road. A pitiful old woman stands beside the cart’s broken wheel,
pleading to these passing heroes to save her daughter, who was taken
off by the bandits that broke her cart and stole her crate of mireapples. If
questioned, she describes a group of 5, lightly armed bandits that came
and went via a rugged footpath leading up into the hillside. If explored, a
hut is found partially buried in the higher portion of the hill. Inside, gruff
voices hold a bawdy conversation while light whimpering can be heard
in the undertow. This hut is trapped, and the only occupant is a com-
device broadcasting the distant bandits’ attempt at “theater.” Meanwhile,
the old lady is actually a notoriously tough rapscallion, leader of these
highwaymen. A meaty mate hides in the broken wagon, and several
others perch in the opposite woods. Once the PCs are up the path too far
to see, her gang will lift their mounts/wagon and abscond further down
the road. If PCs hang behind, her hidden dazer pistol and the strong-
armed friend will try and take them out without drawing back the others.
ྊྊ Two young hooligans work together to operate a suit of power armor and
demanding childish whims from passersby (candy, self-humiliation, etc.).
E“wild”
xposition: “Barbarians” is a rough term thrown out to describe the
hordes who inhabit the fringes of the settled lands. These tribes are
spoken of in fear, for their unpredictable nature and lust for battle threaten what
little peace and order civilizations have mustered up. In truth, there are as many
barbarian tribes that would respect a peaceful settlement-even helping defend
it from invasion-as there are those that would eye such a place with plans for
plunder.
There are many “low” practices held by the barbarian tribesmen seen as
inhuman or even despicable by gentler folk. Despite this outward criticism, the
majority of these brutish beings find these traditions acceptable even when
on the receiving end of the brutalities and cannot fathom the objection of the
“softer” tribes living in the lands of plenty. This being said, the barbarians do
not tolerate treacherous acts. Things like cold-blooded murder, burglary, and
lying are seen as shameful practices while dueling, pillaging, and boasting
pass without scrutiny.
The great fighting skills of the barbarians are a benefit of their constant training
for battle. Mechanically, these men and women have exorbitantly high armor
classes hardly due to the scraps of hide they wear, but assigned because of their
obdurate and awe-inspiring physicality. Further, they strike at +4 to all common
melee weapons with a knack for hitting the “kill zone,” dealing +2 dmg.
Esurrounding
xposition: There are woods, not too distant, where the
tribes speak of “The Barokolisk,” a creature who
dominates these dark stands of hardwood and is so dangerous as to make
passing through them taboo.
In tuth, there are dozens of such patches of forest and probably only few
are actually inhabited by one of these creatures. But make no mistake!
The barkolisk is a wretched thing, a reptilian mammoth whose skin is so
Unnatural Selections Vol. 1 38 38
tough and groove-riddled as to match perfectly with tree bark. While lying in a
death-like slumber, the beast is easy to mistake for a fallen timber. It is only too
late that seekers attempting to climb over the brute realize their mistake.
The barkolisk has 6 appendages, each capable of acting as both arm and leg.
The limbs each end in clawed digits capable of pulling apart most soft woods.
The creature itself, though looking tree-like, is flesh and bone on the inside.
However, most of its surface is covered in lignin-producing glands. Whereas
most animals grow feathers or hair, the barkolisk’s skin produces splinters and
bark. The creature’s very teeth are actually fast-growing spikes of wood! What’s
worse is that these slivers are coated in a mutagen that causes a creature’s
keratin to quickly transform into cellulose. Thus, getting hit by a barkolisk’s
“teeth” (which it can also spit out at prey) can transform a target into a static
statue of wood. These stiff forms can easily be broken open by the creature, who
loves to eat their “gushy” insides...
Sholding
ample encounter: A dark forest precedes the approach to a tall silo
untold goods, visible across the treeline! But seekers have attempted for
many generations to explore this feature, and none have returned.
1. Forest Path – Game trails open onto an unnaturally wide path. A rotten tree
stump looks oddly like a pair of
legs...
B arkolisk
Edid
xposition: A bear-ant is truly an aberrant mammal (see what we
there?) having the burly torso of a bear and insectoid extremities.
Males, while more aggressive, tend to have smaller mandibles and thinner
builds. Meanwhile, female bear-ants grow to over 1,000 pounds and sport
massive chalicerae-curved and sharp such that some natives harvest them
for use as sickles.
Bear-ants remain mated for 2 years. Males largely spend their time out
capturing food for the female and her brood of bear-maggots. He will
hunt and graze over a 3-mile range while trying to provide in this fashion.
Common foods include berries (of which they commonly drag away the
entire bush), fish from shallow waters, and many less powerful animals
that provide an easy kill. Bear-ants are known for stalking the transition
zone between the woodlands and humanoid settlements-ambushing those
who venture into them at dawn or dusk.
These creatures make their den in a massive cone (15’+ tall) of piled
boulders, which they take from the surrounding area. These mounds
have a single “chimney” down their center that opens into a rounded
space often made lush with grasses. Sometimes these mounds give off an
incessant buzzing sound which is actually produced when the maggots
within are crying for food. Beware! “Mother” bear-ants are radically
defensive of their dens when nurturing bear-maggots. Trespassing is
a capital offense, and the challenging brays of one bear-ant parent are
likely to call forth the other in a matter of rounds.
Hooks:
ྊ
ྊThe PCs’ tribe is feuding with a distant settlement. Accusations have
it that the PCs’ village stole dozens of the other tribe’s guwanga stones
(hefty rocks set at the village’s edge with carvings used to denote debt and
currency between villagers). Meanwhile, two moons ago, the PCs’ tribe’s
fepple-corn crop (grown in a nearby clearing) was ravaged. As you could
guess, a bear-ant is to blame for both, but the quarrel is sullied by the fact
B ear-A nt
that one of the PCs’ tribesmen did in fact steal a guwanga stone (in a plot
to rid herself of debt owed to one of those villagers), leaving a slight trail.
Further, the other tribe’s ambassador appears to have been murdered on his
way to peace talks (in actuality, he was injured by the bear-ant and taken to
its den as foodstuff for its maggots).
ྊ travelling circus comes to the PCs’ village only to unleash chaos when
ྊA
their dancing bear-ant goes ballistic. The PCs must help the handler
recapture the animal before other townsfolk destroy it. The handler cannot
figure out what has disturbed the creature’s usual pleasant demeanor. Come
to find out, a fellow performer (who is in a love-triangle with the handler)
has brewed a faint smelling “perfume” that lathers the beast up for carnage
and had doused the crowd with it during his/her comedy performance...
Main’t
ar-Thor Stew-It's Survival Advice: Them bear-ants
the best-tasting critters and the likelihood of being mauled to death
make few folks see any worth in them as far as fur trade. Still, those seekers
who find themselves stuck out in the wastes, struggling to survive, will find the
bear-ant a might bit helpful.
🌲🌲 The meat of a bear-ant is greasy but nourishing. Even more, the acrid fat
helps to preserve the meat from becoming rancid.
🌲🌲 Burning bear-any grease leaves a stench that wards off most felines (DC 12
Will save for a feline to approach within 50’ of the flames).
🌲🌲 The bear-maggots produce a coating of medicinal slime that can heal 1 point
of damage per wound.
🌲🌲 Bear-ants have a fur that, even when cured, retains more heat the colder it
gets (wearers gain a +1D10 defensive bonus vs. cold temperature effects).
Special Properties
Animal Telepathy – A beast thing can maintain a telepathic link with a non-
sentient animal-usually doing so for great lengths of time (adopting them as
sort of a pet). To initiate this, they must make a +0 mutation check against
the creature’s Will save. The mutation check suffers a -1D for every hit die
the animal has above the beast thing’s. Thus a 1 HD beast thing attempting to
mind-link with a 4 HD giant vulture would be rolling at -3D (1D12). These
animal mates will take any action given them by their new “masters,” save
for those that are outright self-destructive. If a PC’s pet is compelled in this
way, they may have an additional saving throw for every round that the PC
spends a move action calling to them, trying to break this “mind fog.”
Beast Companion – Through their animal telepathy powers, a beast thing
may have a beast companion. Generate a random companion; roll a 1D20:
(1-5) None (this beast thing has not recently bonded with an animal
and is companionless).
(6-9) Feral Cat: Int +2; Atk claws +2 (1D4), bite +2 (1D8); AC 12;
HD 2D6; hp 7; Mv 45’, jump 15’; Act 1D20, 1D14; SP heat vision;
SV Fort +1, Ref +3, Will +0.
(10-11) Horse-like Steed: Int +1; Atk hoof +2 (1D4 +2); AC 14; HD
3D8; hp 13; Mv 60’; Act 1D20; SV Fort +4, Ref +3, Will +1.
(12-14) Dog-sized Beetle: Int +2; Atk mandibles +1 (1D7); AC 15;
HD 1D10; hp 5; Mv 30’, fly 40’; Act 1D20; SP pinchers-DC 12 to
escape; SV Fort +3, Ref +2, Will +0.
(15-16) Raptor: Int +3; Atk claws +2 (1D3), bite +2 (1D4); AC 12;
HD 1D5; hp 3; Mv 15’, fly 100’; Act 1D20; SP dive bomb-gain +3 to
claw attack once per encounter; SV Fort +0, Ref +3, Will +1.
Unnatural Selections Vol. 1 42 42
(17-18) Large Constrictor: Int -2; Atk constrict +2 (1D3 per round), bite +2
(1D6); AC 13; HD 2D5; hp 6; Mv 20’; Act 1D20; SP constrict-1D3 dmg
and -1 temporary Sta each round, DC 12 to escape; SV Fort +2, Ref +1,
Will +2.
(19-20) Metridiochoerus (Dire Warthog): Int +2; Atk tusks +2 (1D7),
bite +2 (1D3); AC 14; HD 2D6; hp 7; Mv 40’; Act 1D20; SP tracking-the
creature’s excellent sense of smell gives it +3 to tracking; SV Fort +4, Ref
+2, Will +1.
Clan Champion – In larger groups, there is usually an “alpha” beast thing,
who acts as a de facto leader: Int +1; Atk axe +2 (1D12), or darts +1 (1D3
+poison); AC 12; HD 1D10 +2; hp 7; Mv 30’, climb 25’, brachiate 50’; Act
1D20; SP animal telepathy; SV Fort +1, Ref +1, Will +1.
Poisoned Darts – On a failed DC 13 Fort save, the poison triggers muscle
seizures for 1D4 rounds, preventing any intentional movement.
Ethe
xposition: Even among the manimal tribes, there is insinuation that
beast things of the deep jungles are something less than sentient, but
given their clan structures, manufacture of weapons and clothes, and primitive
lingual system, the argument is fully up-hill. What can be proven is that this
primate species has a biologically rooted drive for violence and selfishness.
B east Thing
This drive dominates their creation of social strata, division of labor and
resources, and even selection of mates and leaders.
Aside from their aversion to civility, these primates are set off from most
of the other ape-like humanoids of Terra through their drooping brow
lines, fanged lower jaws, thin clawed feet (which they never cover), and
burnt-orange fur. There is a long-held belief that the beast things are direct
descendants of the Ancient Ones: that, somehow, this is what became of those
who didn’t flee the planet during the onset of the final apocalypse. On the
other hand, it is perhaps just their tendency to inhabit the Ancient Ones’ ruins
that lends to this impression.
A beast thing clan can grow up to 50 members deep-though few do, thanks
to infighting. Males, females, and weaned children are treated indifferently,
and any member of the clan that cannot fulfill the task he/she is given suffers
great abuse and even abandonment. Each clan is headed by an ever-changing
champion, a position won by ferocity and constant brutal dueling. These
creatures commonly use wickedly-crafted wooden spears for hunting and
warfare, but it is their infamous poisoned darts that paint their name with
terror. These darts are covered in a substance brewed from a variety of
toxins including the beasts’ own dung. In addition to these traditional
armaments, beast things will take and use any items scavenged from
defeated opponents. While this sometimes includes ancient artifacts, they
rarely can master such devices. Even if they figure out how to activate
them, they are likely to cause as much harm to themselves and their clan as
to put them to gainful use. The final component that makes them so feared
by most seekers is their ability to create mind-links with animals. Whether
this power is effective across the entire animal kingdom is doubtful, but
beast things have been seen riding and hunting with all manner of predators
and pack animals, leaving the possibilities to question.
Imitating the call (conversely, many birds can be duped by imitations of their own
call; imitating the call requires an Int check with the DC based on how strange a
sound it is and whether the PC has equipment to aid in its production; the right call
can summon a flock of giant birds, warn them to fly away, scare away creatures
commonly seen as prey-such as giant rats, insects, etc.-cause them to perform a
mating dance, or challenge them to a fight).
Feathers – The downy feathers of a giant bird reduce dmg from cold based
attacks by half and protect it against things that have to make contact with their
skin to harm them (like acids or contact poisons).
Flight Style – The design of a bird can allow it to fly in different ways, such
as: (A) glider (the bird moves into wind thermals to continue to stay aloft-
in some cases for days at a time!-reduce the bird’s flight speed to 100’); (B)
sky drop (this hawk-like avian can move over 200’ per round when dropping
down from above, its AC is +3 so long as it makes a full move each round);
(C) flightless (not evolved for actual flight, this specimen has slightly faster
ground speed, 45’, and can push with its wings to either get a bit of a speed
boost, or even do some minor gliding increasing this speed to 75’ during a
single round of an encounter; (D) waterfowl (in addition to basic flight, this
bird’s feathers are water resistant allowing it to dive down as far as 100’ and
swim at 35’ per round).
Omens – Even in the times beyond the apocalypse, various birds are seen as
omens-both fortuitous and ruinous in demeanor. Common omens come with
sightings of owls, cranes, doves, ravens, cardinals, albatrosses, eagles, and
crows, just to name a few. To issue an omen, the creature must simply take a
move action to look a PC in the eyes, triggering a free DC 12 Per check. If the
check succeeds, the character is either blessed with the benefits of a good omen
or avoids the fate of an ill one. As an aside, any time harm is unjustly done to
a bird of good omen, the perpetrator will automatically suffer one of the listed
B ird, G iant
Talons – The giant bird’s talons are not just dangerous (as demonstrated by their
melee attack value), but they can opt to deal a mere 1D3 dmg and instead grip
an opponent with a force equal to DC 14. From there, it is likely the PC will be
carried skyward and off to the creature’s nest.
Thieving – Many avians just can’t help their attraction to certain things-be it
bread, colorful yarns, or shiny objects. When these creatures are presented
with this enticement, they must make a DC 15 Will save or spend an action
each round attempting to get the object. If snatched, they will fly it off to their
nest hoping to protect it from being taken away. This habit may lead to many
interesting side quests for the players.
Giant Eagle
Org: Solitary/Family Dis: Predatory Sz: Huge Mv: 25’, Fly 160’
AC: 12/15* HD: 4D10 (22 hp) Init: +3 Crit: M/D10
Atk (Me): Talons +4 (2D7) Atk (Me): Beak +5 (3D4) Act: 2D20
Sv: Fort +2, Ref +5, Will +4 Treas: Victims’ Effects
Epredator.
xposition: The giant eagle is both a noble creature and horrific
Some say sightings of this creature were what inspired the first
wave of survivors to leave their shelters and take up residence on the fallen
earth. Though it may require months of intense training, giant eagles have been
known to be used as mounts-mostly by tribes of telepathic mountain mutants...
B ird, G iant
B ird, G iant
spine of most travelers (a failed DC 5 Will check drops a listener’s Per score by
1D4 until they rest). It is further seen as an omen from the world of the dead.
Those who make eye contact with the owl (failing a free DC 12 Per check) will
have their dreams haunted by the spirits of the recent dead for 3 nights (allowing
them no recovery of stats/hp) AND will, within those 3 nights, have a physical
encounter with an “undead” entity (or at least come to believe they have). This
omen can only be nullified by paying homage at the grave of an acquaintance.
Silent Attack – It is when a character ceases to hear the hooting of a giant owl
that they must be most on guard, for the creature becomes deathly silent when
it takes to hunt. Flying in a vacuous glide, the giant owl can make a surprise
attack before it is seen at a +1D. Only characters with special sensory powers
are likely to avoid this surprise, and even then, they must roll against the
owl’s stealth ability, a +4.
Eflightless
xposition: Across the Dayglo grasslands of Terra run herds of giant
birds, genetic retreads of the prehistoric terror birds that hunted the
continents in its primordial state. These birds present a ridiculous visual-with
their giant heads, lanky bodies, and undersized wings. But this comedic look
gives way to true terror as the efficiency of this form is revealed in its serrating
beak-grabs and dominating foot attacks.
Giant Seagull
B ird, G iant
Ewater
xposition: Giant seagulls have become abundant with the rise of
levels across Terra A.D. With 5’ tall bodies, their wingspans can cast
shadows across entire sand dunes, quickly putting seekers on edge. Seagulls
often appear in groups exceeding 30 members. Sure, they can easily be
distracted with a bit of food, but moments later they will return to harass the
source of this gift, flying off with anything they can pilfer!
Eyour
xposition: In a world of mutant humanoid vegetables, should I waste
time explaining the origins of a telepathic cauliflower?
The brain cauliflower is a creature of bizarre intellect and inhuman rationale. It
has almost the demeanor of a child, with its passion for emotion-laden memories
blinding it to the wants and interests of other organisms. It, for an unknown
purpose, delights in the memories of other species. Consequently, it believes
other creatures must as well. Therefore, it spends its existence “gifting” exotic
memories it has collected to passersby in return for new memories from their
past. Memories are like a cross between currency and language to the brain
cauliflower. With a touch of its tendrils, it can absorb the teleplasm of such
thoughts and implant new ones. Without consent it makes this transaction,
believing this to be a standard exchange between sentients.
B rain Cauliflower
From the receiving end, a PC is suddenly dropped into an experience from some
other creature (sometimes humanoid, sometimes not), living out this moment like
a dream. This sequence may seem to go on for hours, but this is an illusion of the
mind. Outside their own headspace, the character exhibits a few minor seizures,
lasting only a handful of seconds, and is then conscious once again. These memory
sequences may be horrific, comical, or give enlightenment to the lives of the locals.
Sson
ample encounter: Crawling back to the village, the chief’s
struggles to hold on to life. He indicates that he lost the mystical tribal
Cactacea Rex
war axe “Oleman” in the hide of a mighty beast (a C. rex) while hunting in the
jungle near the “Great Flat.” The seer declares anyone who brings back the
sacred axe has the blessing of the fates to one day rule the tribe.
1. Path into the
Jungle – DC 10
allows a seeker to
pick up on the son’s
path into the jungle to
area 4.
2. Spider Gorge – 3
giant trapdoor spiders
hunt around this
space.
3. The Lagoon –
An ancient cargo
plane rests beneath.
30% chance the C.
rex approaches for a
drink. Waterfalls are
40’ high.
4. Twin Falls –
(70’) The tribesman’s
rope is still attached,
+3 to Str check.
5. Riverside – A beast thing troop hunts the nearby foliage.
6. C. Rex – These are the resting grounds of the C. rex. This girl has an axe
in her thigh and a giant owl nesting in her back.
Eancient
xposition: In some of the last great “civilized” moments of the
Terrans, benevolent scientists did what they could to bring
back a species of ocean fish thought to have been driven extinct through
overharvesting. “The Chicken of the Sea Program” used government
Sample
encounter:
The seekers have come
Chicken of the Sea
Esuch
xposition: Leave it to Terra A.D. to fashion a creature with
an odd set of habits as the concretion. This animal, though
Mone
ar-Thor Stew-It's Survival Advice: Most folk take
look at the rock-like outside of a concretion and just think, “uh-UH!”
But them nasty varmints have a lot of tricky little parts that can come in a might
helpful out in the wastelands.
🌲🌲 Grinder Tusks – If you can sweat the work it takes to separate them from
the jaw and muscle line, these small blades can be fashioned into knives
that penetrate many types of tough hide and are in fact very handy for
skinning the concretion. (The knives are +2 to hit and deal 1D3 dmg.)
🌲🌲 Rocky Skin – With untold labor (-1D4 temporary Sta), the hide of a
concretion can be fashioned into armor (-5’ of move due to heft, +4 AC,
1D16 fumble die) or even just made into protective pads or stretched on a
shield frame (+2 AC, 1D8 fumble die).
🌲🌲 Throat Stones – As minerals get stuck along a fold in the creature’s upper
esophagus, mineral deposits actually build up into flat, salty stones. All
repulsiveness aside, these throat deposits are a useful source of needed
minerals for those travelling great distances. Further, cooks swear by
them as “one step” spices for soups and other bland meals.
🌲🌲 Bifurcated Concretion Gland – Unless the beast has already barfed
out its contents, you’re gonna’ be surprised just how large this thing is.
When full, the concretion gland is stretched to the size of a small child
and weighs three times as much. If handled carefully, whatever amount
of material is left in the glands will stay separate and stable for around
48 hours after the creature’s death. Once the gland is squeezed a bit, the
two chambers will mix, creating a concrete solution that hardens within 3
rounds (30 seconds). If left to sit more than 2 days before being used, the
gland’s properties wear off, creating either brittle plaster-like cement or
failing to mix altogether.
*Transmission – If physically connected to another device, the corrupt bits can (as
a free action) move into it to attempt infection (BIOS-jacking). The virus can also
jump (up to 1000’) between devices with wireless capabilities, taking 1D5 actions to
complete the transfer of data. Once it has left a device (unless it has copied itself) it
will no longer be able to control it.
Eprogramming
xposition: Corrupt bits are strange fragments of deviant AI
that desire to proliferate into any and all operating systems
they come across. Their origin is lost, but those that posit such things claim
everything from them being the remnants of a nearly-erased Patron AI (perhaps
an espionage intelligence or military server gone awry) to the idea that they
are lingering code from ill-tempered Ancient Ones who digitized their neuro
networks in a bid for “immortality.” Honestly, the origin of these nasty digital
viruses is inconsequential to the horrific destruction they provoke! Once
corrupt bits work their way into a system-be it the targeting AI on a fazer rifle,
the navigation system on a magna rail, or the chip-architecture of a quantum
core power station-they seek to threaten all surrounding intelligent life. They
create havoc and death for no greater purpose than the hate that plagues their
programing kernels.
Game-wise, corrupt bits are almost simply a story factor. Most of their
physical stats are taken from the object they have infected. The program
is quite duplicitous, scanning its host’s hardware, then devising ways
to implement its features to produce maximum mayhem! E.g., corrupt
bits imprinted on a medipac might use it to perform devastating body-
modifications on a patient or even cook them with intense X-rays. PCs may
fight against the object itself, striking for its AC and chipping away its hp,
but so long as there remains power within its circuits, the corrupt bits still
function. Since most devices have wireless transmitters built in, the bits
often play a deadly game of “whack-a-mole”-jumping from one electronic to
another and harassing their victims.
Ethe
xposition: These short, cockroach-esque tribes are among
plague of barely sentient arthropods invading from beyond the
northern radiation barrier. They act ferine when separated from the group,
but around their kin, they grow increasingly more intelligent.
Croachlings are most hated for their love of dismantling items and making
off with parts. They are held as gremlin-like figures and blamed often for
any ancient technology that suddenly fails to function. Croachlings do
not seem to have any purpose for the components they pilfer, as they are
Unnatural Selections Vol. 1 60 60
almost always able to be recovered lying about the clutter of their nests (though
finding their secret nesting chambers is another task altogether).
Croachlings have some latent psychic abilities. These powers not only allow them
to process their thoughts as a group, but also grant them the ability send a stinging
mental blast at their opponents.
Hooks:
ྊ
ྊThe seekers are using a still-active magnarail system to travel across
dangerous lands toward a point of interest on an old map they found.
Crossing the plains, the train moves through a cloud of swarming
croachlings. Now some have infested the train. A group of them have
disassembled a power regulator and made off with a crucial part. Without
it, the train is gathering more and more speed to the point that it will derail
within an hour’s time. The PCs are now in a bind. If they get off the train
they are in the middle of a territory dominated by giants. If they stay on,
the train is doomed to crash. Their biggest hope lies in doing a car-by-car
search for the croachlings in hopes of recovering that regulator coupler!
ྊ derelict cruise ship runs aground not far from the seekers’ village. The
ྊA
boat may be full of wonderful ancient artifacts, but it is also home to a
croachling army that would happily make off with the village’s food stores
Croachling
if they learned this resource was out there. What will the PCs do about
this impending threat? And what else will they find within the sprawling
corridors of the cruise ship?
ྊ malfunctioning lumber-bot rolls through the jungle on its cyclopean treads
ྊA
leaving a path of wanton destruction. This brute seems nigh-impossible to
stop... But-if the pestering croachlings that live in a distant set of ruins could
be parleyed with-perhaps their expertise at disassembly may save the day.
ྊ
ྊThe clan’s chief has gotten grumpy since his vat of “Secret Sauce” ran dry.
Luckily there’s another set of “Burger Clown” ruins just on the other side
of the jungle-choked overpass. Surely there will be more tubs of this magic
condiment there! The seekers are close to getting on the chief’s good side,
but a dozen croachlings and a faulty animatronic clown stand in their way...
Edreary
xposition: Giant crustaceans are quite the varied lot! Some live in
Crustacean, G iant
surrounds amid total isolation. Others are part of huge casts made of
millions of migrating specimens. Some are only as big as a dog, while others
can dwarf a roxen. And think of all the species! This category includes crabs,
lobsters, shrimp, barnacles, and even woodlice! Some dwell in the water, some
live on land, and a great many carry on their routines between the two.
For this entry, we have parted out the best abilities of these creatures, giving
the judge a chance to custom-build a monster that fits his/her needs. These
abilities were designed in respect to some of the more curious entries in the
crustacean world, such as spider crabs, hermit crabs, pistol shrimp, remipedes,
mantis shrimp, dresser crabs, and boxer crabs (all worth looking up if you’re
unfamiliar).
Hooks:
ྊ
ྊThere’s been a drop in the village’s fishing. The seekers are sent to solve
the mystery, only to learn that a giant crawfish now inhabits their lake.
ྊ
ྊThe “across the jungle” migration of 1,000 massive red crabs is heralded
by a refugee of a distant tribe who warns of the coming crab-pocalypse.
Can the PCs figure out a way to circumvent these ocean-bound invaders?
ྊ
ྊThe seekers have discovered a sunken shipping container full of ancient
novelties-but beware: a dresser crab has made this cargo vessel its home!
ྊ about time for that ancient spring holy week known as “Lob-Star-
ྊIt’s
Fest.” The chief calls for the seekers to procure enough giant crab meat
to feed the village. A nomadic tribe of crustacean-based manimals enter
the picture making this whole ordeal awkward to say the least...
ྊ enormous crab guards the only safe harbor for a mysterious island
ྊAn
full of ancient ruins. The PCs are hot to explore it, but can they defeat
this guardian?
Eenhanced
xposition: At the height of ancient Terran civilization, cybernetically
prostheses offered to turn the tables for those who were differently-
Cyborg
light and diffract ray weapons); (4) stone (the dragon’s skin is a dead ringer for
marble, sandstone, obsidian, or some other rocky substance-in that environment
they can hide and sneak with a +4 mutation check); (5) multiple heads (the dragon
has 1D7 heads, each with a potentially different breath weapon, the monster has
an additional action die for each head and is +1 for each head to perception-based
rolls); (6) surrounded by weather (the wilderness within 2,000’ of this dragon always
maintains the same weather, such as rain storms, wind storms, relentless heat, fog,
etc.); (7) serpentine (this wyrm is very thin but very long with legs that have all but
become vestigial, it can command and will be accompanied by 1D5 giant snakes);
(8) anthropomorphic (with limbs more or less formed like the legs and arms of a
humanoid, this dragon seems less bestial than most); (9) cybernetic (the dragon
houses various robotic implants and has the equivalent of 5 artifactual devices built
in for use at its discretion); (10) toad-like (with a squat head and large back legs, this
dragon is very toad-like; it can make 30’ long +10 grapple attacks with its tongue);
(11) of the sea (gilled and lined with shiny scales, this dragon is fully aquatic); or
(12) spiky (jagged horns grow out around its head, back, shoulders, and tail-these
bits add +1D4 to its physical dmg and make mounting it quite dangerous.
Legendary Ability – To determine the dragon’s extraordinary power, roll a
1D12: (1) poisoned bite (on a bite attack, the defender must make a DC 12
save or die within the round); (2) permanent levitation (this dragon never
touches the ground, hovering several feet above it even in slumber); (3) mind
master (this dragon can make +4 mutation rolls to perform mental shield, mind
blast, mind control, telekinesis, and/or telepathy); (4) immunity (this dragon is
immune to either poison, fire, cold attacks, mental powers, electricity, beam
weapons, ordinary melee weapons, sleep, gas attacks, paralysis, all magic,
or all mutations); (5) shape change (the dragon can form into another shape,
taking on all its physical qualities); (6) third sight (able to see by “sensing”
67 Dragons provided by Mark Bruce 67
things around it, this dragon is never confused by visual trickery nor suffers any
penalty for darkness or blindness); (7) charm (on a +4 mutation check vs. the
target’s Will save, the dragon can take over a victim, having it completely under
its service for 1D4 days); (8) poisoned presence (the world within 2 miles around
the dragon takes on an ominous, bleak look-all waterways become black and
stinky, all plants wilt and suffer-plantients take 1D3 dmg each day); (9) curing
touch (creatures that touch the living dragon’s scales are cured of all disease and
curses); (10) invisibility (creature becomes completely invisible with +10 to its
AC); (11) point of singularity (time within 1,000’ feet of the creature experiences
a dilation where for every hour spent inside this effect halo, an second passes
outside of it); or (12) uplinked (the dragon can make +8 mutation checks against
the AI recog of computers and robots to take them over for its bidding).
*Magical Influence – The dragon has the use of wizard spells such as those listed
in the DCC rule book. For casting, the wyrm rolls a 1D20 +4 spell check. It can
cast 2 first level spells and 1 second level spell. Commonly, a dragon may know 1st
level spells such as: Animal Summoning (pg 129), Cantrip (pg 130), Charm Person
(pg 131), Choking Cloud (pg 134), Color Spray (pg 135), Force Manipulation (pg
143), Magic Missile (pg 144), Read Magic (pg 152), Sleep (pg 155), or Ward Portal
(pg 161). The most common 2nd level spells for a dragon are: Detect Invisible (pg
165), ESP (pg 166), Forget (pg 170), Invisibility (pg 172), Locate Object (pg 178),
Monster Summoning (pg 184), Phantasm (pg 187), or Shatter (pg 193).
Martial Powers – When landing a melee attack, a dragon can replace the dmg
Dragon
result with a “martial power” as described below.
Eexceptionally
xposition: Poets recount that it happened on a warm spring night-an
moonless one. The “star spawns” fell in beautiful prismatic arcs
down to the earth; a few at first, rattling up inside those ancient Terrans a sense
of awe, wonder, and mystery. By midnight the falling radiant stones were coming
down in droves. All the grandeur and allurement were quickly repressed with
cautionary fear. Later, these meteorites were seen to contain life: robust, reptile-
like hatchlings. Many were destroyed in a fit of xenophobia-perhaps that WAS
the right thing to do? A new creature had immigrated to the planet: DRAGONS.
These beasts of mythical strength, genius intellect, mystical energies, and
immortal lifespans took hold on Terra. They sought to dominate areas, using them
Dragons provided by Mark Bruce 68 68
to feed their gluttonous appetites, fill their greed-driven treasuries, and exact their
wrath against the weaker organisms that crawl about the world before them.
While most dragons are evil in nature, there are said to be a (dying) few of noble
mind, who are conscientious about the lives of other organisms. Regardless of
their demeanor, the long-reaching memory of the dragon may give it knowledge
about things passed down from generations before the final cataclysms of Terra-
knowledge PCs may be seeking. Dragons range in age from a few years old to
thousands of years old. Each decade of life gives the creature greater magical
affluence and almost exponential growth.
While not afraid of taking a lair up in the middle of a re-inhabited city, most
dragons prefer to make home far from the day-to-day toilings of humanoids. Deep
in the forbidden stands of a forest, miles into a bog, underground in a government-
sanctioned fallout shelter: these are all pleasing options to the reclusive nature of
a dragon. Within its lair, a dragon will arrange its hoard. Some lay the goods out
in decorative fashion to flaunt their conquests should they meet up with a fellow
wyrm. Others stash the items haphazardly around, nearly losing all interest in
them once they have been collected. Finally, there are those that take such a strong
interest in these “foreign” relics that they make almost museum-like arrangements
of them and spend a great deal of time in study and research over just what each
item is and why it is seen with such value by the humanoids who once held it.
Org: Solitary Dis: Territorial Sz: Huge Mv: 30’, Fly 60’
AC: 14 HD: 4D12 (26 hp) Init: +5 Crit: M/D10
Atk (Me): Claw +5 +1D3 (1D8) Atk (Me): Bite +5 +1D3 (1D12)
Atk (Mi): Breath Weapon +5 +1D3 (see below) Act: 2D20, 1D20+2*
Sv: Fort +4, Ref +4, Will +4 Treas: Personal Effects
Special Properties
Breath Weapon Shape Covetous Developing Breath Weapon
Distinguishable Features *Lesser Magics
Covetous – It is in its fledgling years that a dragon is first struck with their
curiosity over and lust for cultural splendors. Sure, gold and silver, art and items
of beauty are purloined by the wyrmling, but also statues and fountains, parts of
buildings, ancient vehicles, even the burial vessels of the great leaders of that
fallen world may be taken-not out of revere, but because the young drake sees
how the lesser sentients pay homage to it and it desires this same veneration.
The offering of a unique item or valued article grants +1D10 to rolls against
a young dragon when dealing with persuasion or trickery.
Developing Breath Weapon – Young dragons can rally only a single use of their
breath weapon each day, but it’s still a force to be feared. The save against a
young dragon’s breath is DC 14. Choose or randomly roll 1D8; (1) fire (Ref save
for ½ dmg, 4D6 +1D6 dmg per round until extinguished); (2) frost (Fort save to
negate freeze effect, 4D4 dmg and frozen in place for 1D3 rounds); (3) lightning
(Ref save for ½ dmg, 4D8 dmg, +4 bonus to hitting targets with metal armor,
electronics must save vs. DC 6 or be shorted out); (4) acid (Fort save for ½ dmg,
1D8 +1D8 per round until neutralized, all exposed items/clothes must save vs.
DC 6 or be ruined); (5) poison gas (Fort save to avoid effect, failed saves result in
69 Dragons provided by Mark Bruce 69
death within 2D6 rounds); (6) sleep gas (Fort save to avoid effect, failed saves result
in 1D3 hours of unnatural slumber); (7) steam (Fort save for ½ dmg, 2D6 dmg); or
(8) smoke (-2 to sight-based actions, diameters for this breath weapon are increased
by 10’, obfuscation lasts for 1D3 rounds).
*Lesser Magics – The wyrmling has only started its exploration in magic. It casts
wizard spells from the DCC rule book with a 1D20 +2 spell check. Young dragons
can cast 1 first level spell. Common “first” spells include: Cantrip (pg 130), Charm
Person (pg 131), Color Spray (pg 135), Force Manipulation (pg 143), Magic
Missile (pg 144), Read Magic (pg 152), or Sleep (pg 155).
Elong-spanning
xposition: A wyrmling is a dragon only a handful of years into its
life. Soon after hatching, dragon youths are left to fend for
themselves. By their 10th year of life, they are considered fully matured by their
culture and given no special treatment if their actions transgress against an older
wyrm. Some regard young dragons to be the most dangerous of all, for they spend
their youth guided by an incredible amount of ambition-waging war upon the
inhabitants of the land and scheming to build magnificent lairs far beyond the
reach of mortal existence. Yes, it is a century or more before a dragon’s appetite
for power and dominance culls under the onset of lethargy. So, wyrmlings are
often encountered scheming to take over kingdoms, drive off other life forms,
and amass a prestigious collection of goods as fast as possible. This makes the
occasional raids of their elder kin seem far more tempered. Worse, their plotting
often makes the young dragon willing to align themselves with despots from
Dragon
other cultures to do things like push against certain settled areas or locate a sought
after treasure. It is in dealing with these ne’er-do-wells that a young dragon (not
yet rich in foresight) is sometimes used as a tool of destruction.
2) The dragon’s lair (and everyone in it) 6) The lair can be triggered by the dragon
is able to be jettisoned into space, time, or to collapse onto its opponents. Make a DC
another dimension... 15 save or take 3D8 dmg and be buried
3) A group of powerful minions (totalling under debris by a force of DC 12.
20HD), loyal to the dragon, draw in from 7) The dragon has long-established fidelity
behind its opponents, surrounding them. with one of the PCs, PCs’ closest allies, or
4) The dragon reveals a doomsday device important personality in the realm.
(mystical or mechanical) set in motion to 8) The dragon activates a great call or
destroy the surrounding countryside-only signal, and within 1D6 rounds another 1D4
the dragon has the ability to stop it. younger dragons come to its aid.
Magical Erudition* – A great wyrm rolls a 1D20 +10 spell check when casting its
wizard spells (such as those found in the DCC rule book). It can cast 4 first level
spells, 3 second level spells, and 2 third level spells. Spell lists often include first
level spells such as: Animal Summoning (pg 129), Cantrip (pg 130), Charm Person
(pg 131), Choking Cloud (pg 134), Color Spray (pg 135), Force Manipulation
(pg 143), Magic Missile (pg 144), Read Magic (pg 152), Sleep (pg 155), or Ward
Portal (pg 161); second level spells like: Detect Invisible (pg 165), ESP (pg
166), Forget (pg 170), Invisibility (pg 172), Locate Object (pg 178), Monster
Summoning (pg 184), Phantasm (pg 187), or Shatter (pg 193), and third level
spells such as: Consult Spirit (pg 204), Dispel Magic (pg 208), Gust of Wind (pg
219), Planar Step (pg 225), Slow (pg 228), or Write Magic (pg 236).
Edo
xposition: Ancient wyrms spend far more time in slumber than they
moving about-sometimes sleeping for decades. Unconceivably big,
they make their lairs in the most forgotten of landmarks or most desperate of
environments. While their hoards contain entire dynasties of human wealth, the
chance of defeating their near-petrified scales and outwitting their guile makes
gaining these baubles a humorless joke.
Hooks:
Draper
ྊ
ྊThe chief’s wife has a deep passion for a dress he procured for her long
ago when he was a seeker. It is nearly one of a kind, made by an ancient
designer named “Chan’El.” Unfortunately, one of the PCs (or perhaps a
close NPC friend) has ruined the dress in an incident involving a clumsy
trip and a vat of tomato-berry paste. Both the chief and his wife are furious.
But there is a shot at redemption! The mystical scribblings on the small tag
inside the dress match a code on an old city map. Perhaps a cross-country
voyage to the fallen city of “I♥NY” may take the seekers to the very seam
shop where the dress was made? Of course along the way there will be
many overland encounters. Passage into the city will be fraught with peril
as the rat manimals that now inhabit it have a stringent dislike of outsiders.
Beyond that, the dressmaker’s high-rise “seam shop” is home to a pack
of drapers that will need to be evicted. Finally, there is not another dress
like the chief’s wife’s on the premise, but there is some matching fabric-
will the PCs dare to try to fake a “Chan’El”? And can that woman tell the
difference between the real thing and a knock off?
ྊ kooky inventor believes she can make the ultimate “sneak suit” if she
ྊA
can just get her hands on the hides of 3 drapers. She explains the habits
of these dangerous ambush predators to the PCs, who are likely to travel
to different locales they’ve heard about (seeded into the adventure by the
judge) where they might stake out the capture. But how do you ambush
an ambusher? And the wily inventor was very clear that the hides cannot
be slashed up or burnt through by lazer fire! This setup allows the judge
to have some fun throwing together some crazy encounters (like a bat
manimal couple who fly into the area for some “alone time” only to be
surprised by the PCs, or a flying squid that’s got a trash bag stuck on its
pseudopods).
Acute Sensors – Each drill maggot has a miniaturized sensor suite that
specializes in the location of electrical pulses (so acute as to pick up most
brainwaves) and magnetic resonance. Equipped such, they can locate
needed resources (energy and metal goods) within 200 of their position.
As a power, they can roll with +7 to perform this sensor sweep.
Ethree-inch-long
xposition: The sight alone brings most seekers to a cold sweat:
metallic slugs with diamond-hard rotating bits at their
anteriors. With that slinking rasp as they crawl across a surface punctuated by
the occasional whine of their drills, it’s no wonder many wayfarers suggest these
buggers were invented for the purpose of torture! Drill maggots are completely
synthetic fauna set loose on Terra with the simple program to infest the world
and replicate themselves. Thankfully, the seasonal flux in radiation often
Drill Maggots
dispatches a great number of their kind, or else they might have already subdued
most of the habitable portions of the globe.
A drill maggot colony operates off the scutwork of each individual worm. As
a colony, they seek to generate energy from the processing of carbon-heavy
materials (including the flesh of most animals) or (and this seems to be more
preferred) direct induction from a power source, such as a C-Cell, etc. So long
as energy is in abundance, the colony’s secondary design is the procurement of
more materials for the production of new members. By drilling their way through
robots or other machines, the maggots individually collect these needed bits-
storing most internally. Once the colony confirms its stock of metal, wiring, and
microprocessors they converge into a space (usually a chest cavity or open portion
of a robot’s chassis) where they will writhe about, building new drill maggots in a
ballet of coordinated effort. The armatures, solderers, and laser cutters used in the
process are of mirco-scale, making this event almost hypnotic to view. Heightened
synchronicity allows the swarm to produce a new member within 5 hour’s time. If
in reach of energy and materials, a drill maggot colony can grow by as much as 30
units each week.
The biggest danger presented by these parasites is often the threat of them
ravaging pieces of ancient technology-ruining artifacts. A close second is the
chaos that ensues when a functional smart metal being is driven into a deadly
malfunction due to the damage these worms have caused to its circuit boards.
Eperfect
xposition: The dust monster spends its days trying to maintain a
state of electric charge. This ionic condition is needed for it to
perform most of its life functions. The creature itself has perhaps never been
seen, for its charge draws unto it a great confluence of debris-anything light
and able to be static-riddled: hair, dander, fibers, thin bits of plastic-you
name it! All this accumulates across its body until only a portion of its tail,
legs, and eye peduncles can be seen sticking out. A mystery prevails over
what this creature would look like without its lint. Even its young are kept
Dust Monster
(presumably) in a pouch until old enough to emerge from the parent borrowing
their own first coat of dust. Mother nature just doesn’t allow for a peak...
While typically harmless, if its living space is invaded, the dust monster
will defend itself-mostly with static discharges and dust clouds. Though in
a fight, its metal-chawing bite isn’t off the table. Dust monsters will often
direct themselves toward a target that has a nice collection of technological
goods (they are aroused by the smell of the soldering in such items). They will
attempt to snatch away techno artifacts for a quick snack and may even chase
down a seeker laden with these “goodies.”
Hooks:
ྊ still functioning hydro-electrical dam has quit porting water. Now the
ྊA
swell behind it grows dangerously high, while the tribe’s fresh water
resources are scant. Can the seekers enter the facility and take care of
the dust monsters that incidentally caused the dam’s control computer to
malfunction? Even if successful, will they be able to figure a way to get the
computer banks back online?
ྊ smart metal being has approached the seekers wanting to strike a deal
ྊA
for their help. If the PCs can exterminate the dust monsters that plague
the futuristic ruins it calls home, it will gift them a rather sweet piece of
technology.
ྊ strange old shaman who lives deep in the jungle has put up a bounty
ྊA
for any seekers who can bring him back 2 living dust monsters, such that
he might perform an experiment using their static powers.
ྊ seemingly impenetrable robotic kaiju threatens to devastate the entire
ྊA
valley unless it can be stopped. The village magi suggests a dust monster
could thwart this menace, and there are rumors of ruins where such
creatures have been making homes...
77 Unnatural Selections Vol. 1 77
Organization: Solitary/Pack
E lectric E el
Disposition: Territorial
Size: Medium
Move: Swim 45’
Armor Class: 13
Hit Dice: 2D6 (7 hp)
Initiative: +3 Crit: special
Atk Melee:
Bite +2 (1D3 +2, +special)
Atk Melee:
Shock +3 (1D4, +special)
Act Dice: 1D20
Saves: Fort +1, Ref +4, Will +2
Treasure: None
Special Properties
Electro-Location – Electric eels radiate a constant variance of low-voltage
electrical current that is picked up by sensing pits along their heads and bellies,
giving them an “electrical scan” of the area (15’ diameter). This detection
method grants them a +5 roll to locate prey even when hidden. Insulated
barriers may protect against this detection.
Electric Shock – Evolved from their ancient counterparts, the post-apocalyptic
eel can deliver shocks rated over 1,000 volts. This talent is used to stun prey,
readying them for the beast’s bite. The shock attack is directed at a primary
target (who has to be within 10’ of the eel) as well as any other targets
touching the primary or floating within 5’ of it. All affected targets take
1D4 electrical dmg and must make a Fort save against a DC 10 or be
incapacitated for 1D6 rounds (during which they are considered helpless
and prone). If the target cannot breathe water and remains stunned for
more rounds than their Sta score, they will drown. These eels can only
make this attack once every 4 rounds.
Pack Hunters – Electric eels are known to work in groups to hunt schools
of fish and larger prey. Whenever 3 or more eels are in communion, they
can amplify each other’s shock, causing the dmg to raise to 1D6, the DC
of the effect to move to 12, and the length of the stun to go to 1D10. Each
eel can make one such amplified attack every 4 rounds.
Electrical Interference – The electric eel can actually send out lower-
voltage currents that cause a target to: either convulse for a round (roll a
DC 10 Fort save, failure puts the target at -2D to actions for 1D3 rounds)
or experience unilateral muscle stimulation (DC 10 Fort save or the target
moves ½ their speed, veering in a direction selected by the eel).
Ethe
xposition: Both in the murky waters of Terra’s swamps and in
cheerful reefs of its seas, the electric eel lurks to take on prey. A
descendant of common electric eels, these beasts pack a great wallop of
electrical discharge and have evolved teeth for the explicit purpose of parting
out some of the larger life forms that roam the ruined waterfronts.
“Electric eel” is but a folk name, for this slimy beast is actually just an oddly
shaped gymnotiform (a relative of the catfish or knife fish). These specimens
E lectric E el
grow almost 10’ long and weigh upwards of 300 pounds. They can be found
hunting alone but are most deadly when stumbled upon in packs. In these
groups they not only have the desire to take down larger creatures, but they
possess the means to do it as well! This is due to an interesting voltage spike
created by the positioning of the eels and their finite control of the electrical
fields they discharge.
Ecave
xposition: Lumpy orbs covered with eye designs are captured in the
paintings of early tribes known to be at least 1,000 years old. Who
knows if these beasts, which most seekers call “eye-bominations,” are invaders
from another dimension, experiments from the hands of some ancient scientist,
or perhaps some remnant of the ancient ones themselves. The creatures are
abundantly deceitful-so even the claims they make based on their multi-century
lifespans can’t be trusted.
Eye-bominations are the pinnacle of villainy. Their patient, perceptive nature
combined with their abundance of mutant powers and lack of any moral restraint
make them horrific masters to the creatures that stumble into their path. These
wretches seek opulence and adulations from lesser creatures. Unlike some
avaricious beasts, the eye-bomination’s drive to collect has a form and format to it.
One of these orbs may be seeking to put together a library of scientific acumen.
Another may delight in a collection of ancient aircraft. Yet a third seeks to hold
the most complete array of beam weapons comprised from the planet. All these
pursuits are aimed to generate some fame amid their contemporaries and stroke
their egos. Eye-bominations will (if approached right) parley with the seekers-
but beware: they are master liars and will do all they can to put the PCs in a
position from which they might be captured and subdued.
Names of Eye-Bominations
1) Mortigar the Vengeful 5) Pogorn the Blinded 9) The Cannibal Raddengrantz
2) Ludrahocs of the Dark 6) Lady Sasscarot 10) Borafas, Knower of Magics
3) Stalliganz D’Gammary 7) Jorgurdle and his Zoo 11) Cindripple of Ice & Frost
4) Seedur, Who Never Rests 8) Petriszar, Jungle Lord 12) Mogrick the Glass Eyed
Edevastation
xposition: It is befitting that the extreme landscape left after the
of Terra’s old populace is now inhabited by equally exteme
humanoids-the proverbial “giants.” As you will learn below, giants can
actually include many different humanoids of varying stock, intelligence, and
civility. The size of these creatures can likewise vary, spanning around 10’ all
the way up to 70’ tall colossi.
Hooks:
ྊ
ྊThe villagers assigned to send “tribute” to the neighboring warlord have
disappeared WITH THE TRIBUTE! Inspection reveals a giant has moved
into the area and taken them. Can the PCs parley with either the giant or the
warlord to eliminate the other side?
ྊ amnesiac giantess is found wounded in a nearby valley. Will the PCs help
ྊAn
her? And what will her father think when he traces her trail to their village?
ྊ
ྊThe PCs observe a group of young giants playing with a neat new toy:
POWER ARMOR! Can they steal this possession from the clan’s long house,
or could a trade be made?
ྊ
ྊThe typically reclusive giants living in the western crater fields have suddenly
begun raiding villages and stealing artifacts. But why? Perhaps something in
the crater now controls these behemoths!
Snowlander
Org: Clan Dis: Insouciant Sz: Huge Mv: 40’
AC: 17 HD: 10D10 (55 hp) Init: -1 Crit: IV/D16
G iant
E14’
xposition: Snowlanders are roughly human-looking giants clearing
in height. They have oddly blue-tinted faces and shockingly white hair
that thickly covers their skin. Their families live in small settlements upon
the moutainsides, inhabiting caves and blockhouses built from rock slabs.
Giant Mutant
Org: Solitary Dis: Dominating Sz: Large/Huge Mv: 40’
AC: 14 +Armor HD: 10D6 (35 hp) Init: +1D7 +7
Atk (Me): By weapon +4 (dmg +8) Act: 1D24
Sv: Fort +8, Ref +3, Will +12 Treas: Personal Effects
Special Properties
(Choose 1D3)
Create Illusion Energy Projection Force Field Interesting Physique
Mind Control Multimetric Nega-Field Generation Regeneration
Strange Skin Telepathy
Create Illusion – These mental projections can be disbelieved on a roll of Will vs.
the mutation check. Roll a +2 mutation check: (1-11) failure, power is lost for
G iant
the day; (12-15) the mutant projects a static, silent illusion; (16-19) the illusion
can be complex, moving, and have auditory components; (20+) the illusion is
“real” within the target’s mind and can cause up to 3D5 subdual dmg.
Energy Projection – Requires a +4 missile attack. Roll 1D6: (1) sonic (may
make 4 blasts up to 30’ away dealing 1D6 sonic dmg); (2) microwave (the
energy beam will ignore artificial armor up to 40’ away for 2D6 dmg); (3)
gravity beam (targets weighing less than 700 lbs can be moved anywhere within
500’ of the mutant); (4) quantum ray (on a failed DC 10 Fort save the target is
made 3D4 years younger and must lose 1D3 between their mental stats); (5)
gamma beam (Fort save vs. DC 15 or take 3D5 radburn); (6) multi-lazer (the
mutant can target up to 10 shots at any target(s) in sight for 2D6 dmg).
Force Field – The giant can create an energy dome with a 10’ radius that will
block all physical and energy attacks, absorbing up to 30 points of dmg.
Interesting Physique – Roll 1D10: (1) two-headed (+1D20 bonus action die, +4
to rolls involving perception); (2) tail (gains a 1D16 +4 action die for tail use, can
make a +2 Melee attack that deals 1D8 +4 dmg, and attempt to grip items and
opponents); (3) extra arms (gains 1D3 bonus action dice (1D20 each) representing
extra sets of arms); (4) extra legs (cannot be knocked down/prone, may make a
bonus 1D16 +4 kick attack each round dealing 1D8 +4); (5) stretchy (can extend
body parts up to +15’, including melee attacks); (6) extremely blubbery (+10 hp,
unharmed by blunt weapons and not affected by stun attacks); (7) ice-covered (+2
AC, creatures touching the giant take 1D3 cold dmg per round); (8) cybernetic (+4
AC, has complete life-support system, jet-boosters to fly 100’, and a guazer-cannon
arm with 280’ range, up to 10 shots per round dealing 1D16 dmg); (9) tentacles
(+2D16 bonus action dice, +0 melee, 1D5 dmg); (10) roll for 2 of these mutations.
(2) toxic coating (Fort save vs. 15 if touched or lose 1D6 temporary physical
attribute points each hour); (3) covered in prehensile hair (after each successful
melee strike-by the giant or its opponents-the opponent must make a DC 9 Ref
save or become entangled at a DC 12 to escape); (4) steel-like (AC 20); (5)
maintains a radioactive fire (creatures within 5’ take 3D3 heat dmg and must
make a DC 12 Fort save or suffer an additional 1D7 in radburn); (6) sticky
(anything touching the skin has a 40% chance of getting stuck to it, DC 12 Str
check to pull free); (7) prismatic (skin is a diffusion of crystal surfaces-all beam
weapons shot at the creature result in a 10’ radius explosion of light dealing
3D4 dmg, Ref save for half, the giant is unaffected by this burst).
Telepathy – The creature can carry on telepathic conversations with a visible
creature or one that is known to him/her (within 100’) OR transmit a single
thought to all sentient beings within 100’.
Epick
xposition: Calamity awaits any foolhardy seeker bold enought to
a fight with one of these 15’ tall mutant humanoids! Giant mutants
have the sort of physicality and quixotic powers to keep an entire band of
seekers in check throughout an encounter. Socially, most mutant giants see
themselves as outcasts-their size making them dangerous for daily life in their
original village. Others have gained their extraordinary size through exposure
to chemicals/radiation found in the very ruins they guard (now jealously
hoping to keep others from gaining this might). Though not pervasive, there
are many examples of giant mutants on Terra that have taken to slaving.
Seeing themselves superior to the “little ones,” these tyrants force captives to
serve them and lavish them with food, drink, and entertainment and enforce
strict work cycles for the collection of resources and building of fortifications.
Escientist,
xposition: Likely the genetic experiment of some deranged
glazkins are dough-colored, hairless, male dwarfs-each a clone
of the other. Analytical in thought and preemptive in action, glazkins do little
without secondary and even tertiary contingencies. These knee-high creatures
are savants with ancient technology and deftly use it to defend the areas
housing the gene-banks from which they were sequenced. Even their language
is a string of sharp binary hymns.
Unnatural Selections Vol. 1 86 86
Glazkins have such evolved cerebral networking that they sometimes appear to
have precognitive abilities and have been known to project illusions into the heads
of weaker-minded species. They seek out technological artifacts with ravenous
envy but are sometimes in the begrudging service of cunning humanoids that have
taken their gene banks hostage.
Sfactories
ample encounter: Warehouses, laboratories, and deserted
make ripe environments for glazkin enclaves. Here we have a
portion of a vintage bubble car factory. Let’s say the glazkins brutally raided
a shrine of the Curators, taking a great many artifacts. The seekers, hired to
recover this lot, have tracked the little men to this location...
1. Employee Entrance (DC 10 to unlock) – The glazkins have arranged a
half-dozen optical-lasers (taken from old factory automations) along the walls
creating a complex net of beams (DC 14 Agil to pass)-any interruption in these
beams triggers a bubble car horn component they have rigged up.
2. Locker Room – The lockers contain mundane items (jumpsuits, ever-hot
thermoses, spray deodorant, comlinks, makeup, etc.). Some also contain
glazkins guards (~3) who use the lockers as dormitories.
3. Showers – The fusion element for this water has been set to high (2D4 dmg),
and the glazkins have rigged controls and a tiny escape door (leading out to
area 1) to allow this area to become a trap during a chase.
4. Offices – Two offices act as a security center (with video/comlink feeds and
G lazkin
control of factory components). One is used as a “war room” where they have
hacked into an ancient spy satellite from which they can target new acquisitions.
5. The Gauntlet – A gallery of
6 robot paint arms have been
fitted with fusion cutters.
Moving through requires three
DC 12 Ref saves. Failure
causes 1D8 dmg and requires
a Luck roll to see if any of the
PC’s exposed equipment has
been cut through. (3 glazkins
hide to the sides here).
6. The Trove – Beyond this
bubble car chassis (off map)
lies the factory floor where the
glazkins keep their tech hoard
(5 glazkin guards).
7. Kiln – From the office control
space, the car chassis mover
can be activated to ram
characters into this space (Ref
vs. DC 8). The door seals
(DC 16, AC 14, hp 40), and
the burners raise the room to
1200oF (1D8 dmg increased by
1D8 every round, max=5D8).
(2) Whale: Sonic Burst, 15’ radius, 2D4 dmg, Ref save for ½ dmg; Init -3; Will
save +3
(3) Lion: Bite +2 melee, 2D7 dmg; Init +3; Will save +2
(4) Stag: Headbutt +2 melee, 1D5 dmg; Init +2; Will save +0
(5) Baboon: Init +2; Will save +4
(6) Slug-like: +4 to perception-type rolls; Init -4; Will save +2
(7) Wild Turkey: Peck +4 melee, 1D3 dmg; Init +4; Will save -1
(8) Aardvark: Suction +4 missile, draws a target to its position, range 25’; Init
+2; Will save +2
(9) Vampire Bat: Bite +2 melee, 1D4 dmg +1D3 temporary Stamina loss; Init
+3; Will save -2
(10) Multiple Heads: Roll 2 additional times (reroll if this result is rolled again)
Eground
xposition: An urchin bush is one of the most common forms of
urchins. As the seas of the ancient world boiled away, urchins
evolved into these brush-like forms, able through their seafloor habits
to now survive in the vastness of deserts, leaching nutrients from the
lichen covering rocks. Not intentionally aggressive, urchin bushes are
always on the defense, and the density of their groups makes crossing
the land they inhabit a deadly gamble.
Eand
xposition: The searchin’ urchin is a lone predator that hunts at night
has evolved with a taste for meat. Like most urchins, its mouth faces
down toward the ground as it moves, but this allows it to use its ultra-keen sense
of taste to pick up on trails with all the expertise of a bloodhound. When times
are lean, a searchin’ urchin will take to feasting on carrion (and even plants)
to fend off hunger-but pray you don’t find yourself in the territory of an urchin
forced on that diet, for taste is perhaps the only thing this creature lives for.
Hooks:
ྊ
ྊThe seekers are paid to escort a caravan through a rocky pass only to
find it choked with urchin bushes. Can they protect the merchant, her
family, and the mounts from these “easily triggered” obstacles?
ྊ
ྊThe PCs run across a tribe taking up residence in the ruins of a quaint
ancient building (similar to a state house). However, the tribe is plagued
by a serial killer that likes to mutilate his victims, saving parts as a
trophy. During a bit of investigation the PCs find a forgotten spot in
the sprawling complex where a family of searchin’ urchins have taken
residency-their hunt for meals having left the gruesome crime scenes
mentioned above.
Sponsored by Ed & Beth Russell,
91 who have been known to feed * on occasion
91
Organization: Solitary/Pack
H ellhound
Disposition: Territorial/Dominating
Size: Medium/Large
Move: 45’, Jump 15’
Armor Class: 15
Hit Dice: 3D10/2D10* (16/11 hp*)
Initiative: +4 Crit: M/D10
Atk Melee:
Claws +6 (1D7 +Radburn*)
Atk Melee:
Bite +6 (2D6 +Radburn*)
Atk Missile:
Fire Belch +3 (3D6)
Act Dice:
1D24, 1D20/1D20*, 1D16*
Saves: Fort +6, Ref +6, Will +10
Treasure: Personal Effects
Special Properties
*Double Headed – A strange creature to run as a judge, the hellhound is
like two separate monsters fused together. Each hound has a dominant head
(with higher hp and better action dice) and a submissive one. Each half gets
to make attacks/actions independently, but only the dominant side gets to
take a movement action. Players can specify which side of the beast they are
attempting to affect, or it can be assigned randomly. Effects that can only
target a single creature (mutations, spells, wetware...) likewise will only
affect one side or the other (judges may have to be creative on how that
works out). Any damage that is simply done to the “creature” should
be equally split between the two sides. Finally, if the dominant side is
destroyed or incapacitated, the submissive head will gain full control and
begin to act as the dominant one (though it will maintain its lesser stats).
For rolls dependent on willpower, intelligence, or perception, both heads
should be given a chance of success independently.
Flame Belch – The hellhound is able to release a dense cloud of
radioactive plasma. Attempting this strike requires both a successful
missile attack and a +5 mutation check for the following results (note:
each head is treated independently for these results): (1) misfire (attack
cannot be attempted again this encounter and radiation explodes in the
beast’s mouth, dealing 2D8 dmg to it); (2-11) drained (the hound has not
built up enough energy to create the blast; it cannot be attempted again
this encounter); (12-15) tongues of flame (radiation travels 5’ out and
deals 3D6 dmg to a single target); (16-19) flame belch (the blast travels
10’ out and erupts in a 5’ radius, affecting those around the target with
3D8 dmg; DC 12 Ref save for half dmg); (20+) hellfire (a massive jet of
Sponsored by David McGuire 92 92
fiery energy moves up to 15’ out and explodes into a 10’ radius blast affecting
the target and those around them for 3D10 dmg; DC 14 Ref save for half).
Gating – Hellhounds are the nomads of the “megaverse.” They have the innate
ability to “gate” between dimensions and across planar space. This power is
rolled as a +5 mutation check; it will affect the entire hellhound as follows:
(1) dimensional abrogation (disharmonic realities place the hound partially
inside a foreign body such as a boulder, tree, wall, chair... The creature takes
3D10 dmg, is considered held and unable to move for the round, and cannot
attempt this power again until the next round); (2-11) paradoxical anomaly
(the creature gates out just as another dimensional version, in its identical
condition, gates in; this result continues to happen anytime the power is used
throughout this encounter); (12-15) teleportation (the hound and up to 300
lbs of matter it wishes to move are teleported a maximum distance of 2,000’);
(16-19) planar doorways (the hellhound and up to 300 lbs of material can
move into any location within the prime world it is standing on regardless of
distance or position); (20+) gated (the creature and up to 500 lbs of material
can move to any location, dimension, or time stream).
Other Dimensional – Shifted from an alternate reality, these creatures do not
need to eat, breathe, or metabolize while on this prime world. In light of this,
they cannot be suffocated, poisoned, or starved. The judge should consider if
certain mutations, artifacts, or spells would be as affective against a creature
H ellhound
that is “straddling worlds” and perhaps grant the hellhound a Will save against
the offending check result to “phase out” of any relevant effects. For example,
“illusion generation” might be detected via its extra-dimensional sight, granting
it a Will save against the mutation check to disbelieve the image.
*Unholy Fire – Some metaphysical reaction occurs any time a portion of this
extra-dimensional hound makes contact with the prime world (Terra). This
reaction is a great release of radiation, appearing to bystanders as a slightly
green-tinted flame. Mechanically this accounts for an extra 1D8 of radiation
dmg during melee attacks if the victim fails a DC 12 Fort save. As a form of
radburn, PSH characters are immune to this part of the attack’s dmg. Remember
critical results on these rolls may add mutations and/or defects to a character
(see pg 42 of the MCC rule book). Furthermore, any cutting or piercing object
that wounds a hellhound will become imbued with this same property for 3D4
hours. The radiant discharge will affect even the wielder of the weapon and will
directly affect a creature that used its own natural claws, fangs, etc. to bloody
the hound. In these cases the wielder or character possessing the affected
natural weapons will have to make the save each day until decontaminated
(judge’s discretion).
Eheaded
xposition: Hellhounds are the roughly canine-shaped, double-
guardians of other dimensional space. It seems that they are
consigned by some powerful unseen beings to prevent dimensional rifting
and thwart meddlers in the time stream. However, many times these vicious
wardens have been pulled by less ambivalent individuals to be used as
personal bodyguards and defenders of their temples. There is great variance
in the physical look of a hellhound, and even size seems to range from chest
height on a seeker to those that tower above them.
Efor
xposition: Hard light constructs were not an easy accomplishment
the ancient Terrans. Across 100 years this technology saw failures,
false starts, and limited realization. Some of these bygone formats-whether for
nostalgia or investment’s sake-were maintained long after becoming antiquated.
One of these formats, derided as a holo-gone, was so prevalent at the time of the
Omega-Disaster, that it is still native to the ruins of the ancients.
Holo-gones use an early “light-bug” technology, featuring 3 blindingly fast,
tear-shaped orbs that emit photons in red, green, and blue wavelengths.
Meanwhile, hidden in the center of the projection is a football-shaped floating
mechanism housing a CPU and a rubidium alloy gas generator. It is in the cloud
of this gas that the discharged photons obtain temporary mass. As the emitters
traverse exact paths through the cloud the graphic they produce comes to life,
redrawn at such speeds as to make it “material” for all intended purposes.
Being a complex system, the hologram’s overall appearance was limited in
scope. Most of these early animations have a vector-polygonal structure.
This structure, though adorned with surface rendering (digital texture
across the polyhedral faces), is an obvious fabrication of life, though
horrific nonetheless. Holo-gones move with a certain unnatural shuddering
and “speak” with omnidirectional sound. They maintain corrupted work
parameters based on the functions they once served. This may be anything:
a role in a live-action arcade game, a mascot of a theme park, a tour guide
for an attraction, or even crowd management at a spaceport. The failed data
sets that drive these digitized beings often present the PCs with danger. A
holo-gone that once was part of a video game may now seek to capture or
kill using real weapons. Amusement park attendants may be compelled to
force intruders to ride the now defective roller coaster. The possibilities are
endless!
95 Unnatural Selections Vol. 1 95
H ook-H anded B andit
Organization: Tribal
Disposition: Opportunistic/Skittish
Size: Small
Move: 25’, Climb 30’, Brachiate 60’
Armor Class: 12
Hit Dice: 1D5 (3 hp)
Initiative: +5 Crit: M/D6
Atk Melee: Hooks +3 (1D7)
Atk Missile:
Hurled Objects +2 (1D2)
Act Dice: 1D20, 1D16
Saves: Fort +0, Ref +5, Will +2
Treasure: Hoard/Refuse
Special Properties
Heckle N’ Holler – In unison, a troop of hook-handed
bandits can create such a jarring ruckus that those listening become
personally offended by the noise and manner in which it seems directed at
them. This hullabaloo can be maintained for 3 rounds (each encounter), during
which listeners must make consecutive DC 7 Will saves or suffer -1D as their
frustrations overwhelm them. This condition will subside once the PC has had a
full turn of peace and quiet.
Master Climbers – This animal’s thickset hook appendages are dense enough
to pierce wood and sharp enough to find even small crags running across a
rockface. With four of these hooks and a prehensile tail, this primate can
scale about any barrier and gains a +7 to such rolls.
Poor Morale – Hook-handed bandits flee on any roll less than 15.
The No-Fingered Discount – Swooping down on flexible limbs and
draping vegetation, the hook-handed bandits are experts at swiping goods
right off a band of jungle explorers. These hairy little thieves have a +7
skill roll to grab items from unsuspecting passersby. The difficulty for
this maneuver is 10 +the target’s Agil bonus. Once the target is aware
of these affronts, they may protect against the theft with a full-on Agil
roll (versus the bandit’s roll). The judge should consider what items
are most “easy” for the critters to take (hats, bags, and handheld items
ranking the highest) and offer a random roll to determine which was
targeted. Stolen items are (roll a 1D6): (1) still being carried by the
bandit; (2-3) discarded among higher limbs, allowing the hook-handed
pest to return to pilfer more; (4) dropped to the forest floor hundreds
of feet in a random direction; (5-6) carted off at top speed toward the
troop’s secret “hall.” If these bandits ever fail a morale save, they will
immediatlye leave the area (moving toward their hall) with anything
they are currently carrying.
try to move in on the bandits. There are reports of things like giant macaws,
bear-ants, and even grab-bags sharing space with these pests.
While a bandit hall may contain a great swath of stolen goods, the haphazard
way in which they are piled (totally exposed to the elements) often leaves the
bulk of the items ruined. Judges are encouraged to roll on both the “Hoard” and
“Refuse” treasure charts and combine the results in equal portion.
Hooked-handed bandits are not aggressive in the “deadly” sense. While they
will attempt to defend themselves if directly attacked, they much rather use their
hooks to hurl fruits and other debris at offenders and will always scatter if facing
annihilation.
Sample
encounter:
In pursuit of their stolen goods,
the PCs must cross a chasm to
this ruined shrine.
1. Rope Bridge – It is
treacherous at best (DC 12 to
cross, the bandits may try to
bounce it or cut it loose).
2. Refuse Piles – Lots of junk
(including the PCs’ equipment)
is piled around here.
3. Ritual Bath – Users gain
1D3 Luck.
4. Door to Lower Storage
– The bandits trapped a giant
python in here days ago. Old
pottery, rotted rope, and some
petrified tools lie inside as well.
5. Forgotten Tomb – This upper room is a
mausoleum to a great ancient mystic.
97 Sponsored by Allen Westenbarger 97
Organization: Solitary/Colony
I nsect, G iant
Disposition: Predatory/Grazer
Size: Large/Huge
Move: 40’, Climb 20’
Armor Class: 14
Hit Dice: 3D8 (13 hp)
Initiative: +2 Crit: M/D8
Atk Melee: Maxillae +2 (1D8)
Act Dice: 1D20
Saves: Fort +3, Ref +2, Will +1
Treasure: Carcass
Special Properties
(Choose 2D4)
Alternate Move Bigger
Brood Colonized Die-Hard
Exothermic Extra Senses Larval
Mouth Parts Pinchers Shell from Hell Smaller Spray Sting
Alternate Move – This creature may have abilities such as: (A) flight (35’), (B)
swimming (25’), and/or (C) burrow (20’).
Bigger – The size of a building, this creature has an additional 3D8 hp, is AC 16,
and has maxillae that deal 2D8 +5 dmg.
Brood – Its young nymphs hang off of it, scurrying about on its exterior. When
hit, it may make a Fort save (vs. the combat roll) to subtract 1D4 dmg simulating
some of the young absorbing the blow. Also, any opponent within 5’ rolls at -1D
as they are pestered by nyphs scurrying off the parent insect and onto them.
Colonized – The insect is part of a colony with polymorphic forms (workers,
soldiers, drones, queens, etc.). It has a unique tie to its colony and may (as a free
action) signal for help. Roll 1D6, on a 5 or 6, a hive-mate (perhaps with different
abilities) will arrive within 1D4 rounds-tracking any target the original insect had
interacted with.
Die-Hard – These bugs can operate with missing limbs (including their head)
without much effect. When a “die-hard” bug is struck for fatal dmg, have the
attacker roll Luck. If failed, the bug only lost a body part (and any associated
SP), is -1D, but suffers just 1 hp of dmg. These effects are cumulative.
Exothermic – Cold-based effects slow it to a move of 10’ and drop its
action die by -1D.
Extra Senses – The creature gains +1D4 to Init and perception-style rolls.
It may see into the infrared spectrum, sense vibrations (including sound
and movement), or detect carbon dioxide emissions.
Larval – It is worm-like and slow moving (15’). Attacks are made at -2
and only deal 1D3 dmg. Most larval forms can burrow at 15’ per round.
Unnatural Selections Vol. 1 98 98
Mouth Parts – A wide variety of mouth designs are found within the insect
order. These include ones that: (A) stab (stylet +3 melee attack, 1D6 dmg);
(B) cut (mandibles +2 melee attack, 3D7 dmg); (C) suck (labellum +5 melee
attack, 1D3 dmg +temporary loss of 1D3 stamina); and/or (D) lick (proboscis
+5 melee, no dmg, target must make a Luck check or have 1D4 items knocked
loose during the “attack”).
Pincers – Called chelipeds, these organs are often attached near the creature’s
mouth or as part of a leg appendage. The insect can make +4 melee attacks
with these, dealing 2D8 dmg and (if the target fails a Luck check) grappling the
opponent, dealing an additional 1D4 dmg each round until they break free (DC
12 to escape).
Shell from Hell – The chitinous cover of this bug might be: (A) thicker (AC 17);
(B) covered in contact irritants (2 dmg for 5 rounds or until washed off); (C)
covered in trichobothrium hairs (+4 to Init and perception-style rolls, +1 to AC);
(D) able to roll into a defensive ball (AC 19, but unable to take actions); (E)
mimicking items in the environment or otherwise camouflaged (+2 to AC, +4
to sneaking/hiding); (F) freshly molted (-5 to AC); and/or (G) designed to look
like the face of a ginormous monster (DC 11 Will save or spend the next round
startled and unable to take action).
Smaller – Only dog-sized, these bugs have but 1D8 hp, and deal a measly 1D3
I nsect, G iant
dmg on an attack. However, if facing more than 3, the target is harried for -1D.
Spray – With a +2 missile attack, the insect projects: (A) a 40’ jet of goo doing
1D4 dmg and causing the target to be -2D until it is removed; (B) a 8’ diameter
cloud of stinking gas up to 15’ away (targets are at -1D and lose 1D4 mental
attribute points-their pick-until washed away); (C) a pheromone marker that
grants this insect and its colony a +4 to hit the target; (D) a silk material that can
be used to build structures (at 5 ft3 per round, with AC 12 and 2 hp per round of
construction); (E) a webbing that traps a target (35’ range with a Str of 3D10-
flame or acid instantly dissolves these bonds); (F) luciferin (not really a spray-
unless eviscerated, can be used as a flash attack that blinds for 1D4 rounds if a
DC 7 Ref save is failed, illuminates a 5’ square for 4 hours after the creature’s
death); and/or (G) a thistle-like hair barb (30’ range, 1D5 dmg).
Sting – The poisonous bite or stinger of this creature acts as a +3 melee attack
and: (A) deals 3D4 dmg; (B) delivers a poison that will paralyze prey on a failed
DC 12 Fort save; (C) injects the prey with a venom dealing 1D6 dmg and making
them -1D for the next 3 rounds; and/or (D) kills the prey in 3D6 rounds on a
failed DC 7 Fort save.
Eterrifying
xposition: Bugs, spiders, centipedes and other creepy crawlies are
enough for some people as is, but size them up to an “atomic”
scale and almost everyone’s a solid, “Nope!” This entry gives the judge an a
la carte menu to construct whatever sort of bug-like critter they may want-be
it a huge version of a naturally occurring arthropod or something that came
to exist after the world was baked in radiation. While many people have an
extensive idea of common insects to create, a judge may be inspired by such
real-world oddities as bombardier beetles, mole crickets, scorpionflies, bullet
ants, blister beetles, hellgrammites, whip scorpions, trapdoor spiders, and
rhinoceros beetles. While not all of these are insects, they can all be created
through the use of this entry.
Ecall
xposition: Very few Terran eyes have ever beheld the creature they
a “land shark.” Typically, it stays mostly concealed beneath the ground
Land Shark
and even when attacking will bring up just its carnivorous jaws and the first
few clawed arms that ring its body. Unobscured, it is a strange creature that
can only be described through the qualities of half a dozen animals. It has a
sort of stout posture and grizzled muzzle like a wolverine. Its body is hinged
in segments with chitinous coverings like a isopod. It has sharp back plates
that run down its spine all the way along a lengthy tail that might suggest
something like a stegosaurus. Like some form of centipede, the thing has row
after row of clawed appendages grouped in fours-with two facing down from
its body and two that jut over its head and allow greater movement through
tunnels and tight spaces. Then there are its eyes and teeth, which have all
the soulless malignity of a shark. The design of the creature makes it quite
awkward outside of the confining space of a tunnel-luring it on to the surface
may be the only way to draw an advantage against it. Because the creature has
such a lengthy tail and can hold its back plates at varying angles, it is often
hard to tell just how many land sharks are moving in for an attack while their
bodies are submerged.
Land sharks spend their time in either complete dormancy or tunneling for
prey. Only on the rarest of occasions (some believe it is linked to solar
eclipse cycles) does a land shark surface in the space of others of its species
and vie for a mate (a bloody competition at that).
These burrowing devils slumber for days at a time and hibernate completely
if temperatures drop to near-freezing. This is usually done in a den
constructed deep underground with its entry backfilled to provide seclusion.
Here, the land shark will often drag away prey they wish to continue
feasting on. Between those remains and the materials left undigested by the
land shark, their dens likely contain an item or two of value.
Ehave
xposition: Tonight on, “Boy do they grow big around here!” we
MAMMALS... Mammals have such crazy adaptations as to live almost
everywhere on the planet. From frigid climates to below desert sands, to ocean
currents, and even taking command of the air. With the options above you can
giant-size just about any normal beast, making them a noteworthy adversary amid
Mammal, G iant
all this post-apocalyptic mayhem. Most mammals have a strong urge to defend
their families and a hunger that drives them to do desperate things in desperate
times. On Terra one of the worst events is a drought, for it wipes out many of the
herbivores and drives some of these mega-sized predators into the settled parts
they would otherwise avoid. Many giant mammals make good mounts.
Giant Ape
Org: Solitary Dis: Territorial Sz: Massive
Mv: 50’, Brachiate 60’ AC: 13 HD: 6D12 (39 hp) Init: +4
Crit: IV/D12 Atk (Me): Pummel +5 (3D7)
Atk (Mi): Thrown Objects +4 (2D6) Act: 1D20
Sv: Fort +5, Ref +5, Will +4 Treas: Personal Effects
Special Properties
Almost Human Beauty Killed the Beast Scare Tactic Strong as an Ox
Almost Human – Apes have an incredible sense of self, reflected in actual
personalities. They can learn quickly and are fond of exploring their
surrounds. Apes gain a +1D4 to rolls that would be associated with Int/Per.
Beauty Killed the Beast – Beautiful displays such as dance, art, music, and
such tend to settle the primitive heart of a giant ape. Such conditions drop its
Will save by -2D.
Eisland
xposition: This 40’ primate may be the mythical king of its own lost
or just another freak roaming your friendly local hothouse jungle.
Giant apes always inspire stories whose undertones question what it means
to be human and whether mankind has dominion over nature, or whether that
is just a lie we tell ourselves to mollycoddle our egos. Run well, the giant ape
should dance between being a savage destructive force and a curious and noble
creature.
103 Dedicated to Stormy Danger 103
Giant Hamster
Org: Solitary/Clan Dis: Opportunistic Sz: Large Mv: 65’
AC: 12 HD: 4D6 (14 hp) Init: +4 Crit: M/D10
Atk (Me) : Claws +2 (1D5) Atk (Me) : Bite +3 (2D6)
Act: 2D20 Sv: Fort +1, Ref +3, Will +1 Treas: Refuse
Special Properties
Cheek Pouches Climb Extra Senses Hibernation Scare Tactic
Cheek Pouches – The giant hamster can store items (up to half the size of its
own body) in small flaps of tissue inside its cheeks. When a PC is overpower
and placed in this space, he/she must make a DC 10 roll to escape (Str or Agil).
Climb – Hamsters are great climbers and can move across most rough surfaces
regardless of their slope with the same ease as scurrying across a flat floor. They
have +6 to any related rolls.
Mammal, G iant
They’re abhorred for their tendency to chew up structures and raid grain bins. Their
curious nature has them collecting both treasure and trash to pad their dens with.
Giant Elephant
Org: Pack Dis: Grazer/Insouciant Sz: Massive Mv: 45’
AC: 14 HD: 12D12 (78 hp) Init: +2 Crit: M/D20
Atk (Me): Tusks +5 (1D20 +special) Atk (Me): Trample +3 (6D6)
Act : 1D20 Sv : Fort +5, Ref +5, Will +4 Treas: Carcass
Special Properties
Mammoth/Mastodon Strong as an Ox Tusks Water Blast
Mammoth/Mastodon – If the judge wants to simulate these prehistoric beasts,
he/she can raise the AC to 16, give it 14D12 HD (91 hp), grant it 1D24 on a
tusk attack, and allow it a +6 bonus whenever rolling against cold effects.
Tusks – A giant elephant can make up to a 10’ move and use their tusks to
gore an opponent for 1D20 dmg. If this attack lands, the target is additionally
thrown from their space 3D10 feet backwards, landing prone.
Water Blast – If it has recently taken in water, the giant elephant can spray out
this load (nearly 20 gallons). Generally used to cool themselves, this blast can
sometimes act as a warning to those who get too close. This deluge of water
may ruin equipment and dampen a PC’s pride, but more than that, it requires a
DC 10 Ref save or the target will be knocked prone to the ground. They may
even have trouble getting back up if the surface remains slick.
Estanding
xposition: The giant Terran elephant is a monument of a creature
60’ in height. They are normally docile, oftentimes not even
acknowledging the presence of a seeker in their midst. But, if given reason
to be alarmed (or stirred up by a fast-movement), their trampling and goring
behaviors are quite fatal.
Dedicated to Stormy Danger 104104
Giant Saber-Toothed Tiger
Org: Solitary Dis: Predatory Sz: Huge Mv: 70’, Jump 35’
AC: 12 HD: 5D8 (22 hp) Init: +4 Crit: M/D10
Atk (Me) : Claws +4 (2D6) Atk (Me) : Bite +4 (3D7)
Act: 1D20, 1D16 Sv: Fort +2, Ref +4, Will +2 Treas: Victims’ Effects
Special Properties
Extra Senses Pounce Attack Scare Tactic
Pounce Attack – This massive cat can clear 20’ vertically and almost 35’
horizontally in a single bound. They often use this to spring in on prey,
gaining a +1D for their attacks immediately after they land.
Ethat
xposition: The giant saber-toothed cat (or smilodon) is a ferocious hunter
patrols areas heavily travelled by prey. Just its body alone spans over 12’
in length. Their canines protrude almost 2’ from their upper gums. These beasts are
scrappers when it comes to a fight but are just as well known for making a kill and
bounding away with it into hard to reach locations.
Mammal, G iant
Giant Skunk
Org: Solitary Dis: Grazer/Territorial Sz: Medium Mv: 30’, Burrow 5’
AC: 11 HD: 3D6 (19 hp) Init: +1 Crit: M/D8
Atk (Me): Bite/Claws +2 (1D6) Atk (Mi): Spray +4 (special)
Act: 1D20 Sv: Fort +0, Ref +2, Will +3 Treas: None
Special Properties
Extra Senses Spray
Spray – This yellow, oily discharge can hit a target up to 50’ away and disperse
into a 20’ diameter cloud of noxious stink. If a target is struck, they lose 2D3 Per
points (losing all non-movement actions if they reach 0 Per due to nausea) until
the spray can be thoroughly washed off (a process that requires a minimum of
48 hours of time). Even if a target is not struck, the liquid will land within the
space nearby and affect all within its radius (note that a struck target will be the
center of this radius even if they move). Those (unprotected) within the cloud
are at -1D to all actions due to reflexive gagging and the tearing up of their
eyes. This effect continues a full turn after they have left the cloud. Skunks
can make 2 spray attacks per encounter.
Etwilight
xposition: Giant skunks are crepuscular-acting mostly in the
hours. They are opportunistic eaters that focus on digging up
giant insect hives when this food source is available. Wary of predators, a
giant skunk is far more likely to spray first than wait and see if an unfamiliar
creature is friend or foe.
Claws – Choose: (A) savage claws (+4 melee attack, 1D6 dmg); (B)
talons (+3 melee attack, 1D5 dmg or grappled and held with a DC14 to
escape); (C) clawed feet and hands (+3 melee attack, 1D5 dmg, +1D16
action dice); or (D) pinchers (+3 melee attack, 1D5 dmg, crits on a 18+).
Extra Limbs – The manimal includes: (A) extra legs (+1D to climbing,
cannot be knocked down/prone by normal means); (B) extra arms (gain
an additional 1D20 action die); (C) tentacles that can wrap up a target
on a successful melee attack (+2D14 action dice, DC 10 to escape); (D)
elongated neck (can make bite and headbutt attacks against targets up to
10’ away); and/or (E) prehensile tail (grants a bonus 1D12 action die).
Extra Senses – This creature has exceptional: (A) sight (almost telescopic
vision, +3 to sight-based perception rolls, they gain +10’ to most ranged
attacks); (B) smell (can determine things like species, diet, health, and
distance just from smell, +3 to tracking rolls); (C) hearing (can use echo-
location to avoid penalties for being blinded or having an invisible target,
enemies are at -1D to sneaking up on this creature); and/or (D) feeling
(creature is attuned to subtle vibrations in the water/air/ground, and they
gain a +7 to sensing ambushes or sneak attacks).
Horns/Spines – The manimal has: (A) porcupine-like quills (AC 13) that
deal 1D3 in melee and can be fired off (+2 missile attack, 15’ range); (B)
1D3 horns that can be used for headbutts (+2 melee attack, 1D3 dmg +1
per horn); (C) heavy tusks (+2 melee attack, 1D3 dmg-1D5 on charge);
and/or (D) spur-riddled flesh (AC 14) that adds +1 to unarmed attacks.
1D3 temporary Sta each day until cured); and/or (D) blinding spit (Ref save or
become blinded for 1D12 hours, -2 to all sight-based actions).
Emechanisms
xposition: Ancient records hold that scientists exploring the
of evolution proposed the experimental gene therapy known
as “Cortexin.” The gas, when used in sequenced therapy with animals, seemed
to accelerate the growth of their prefrontal lobes and often led to unexplained
bipedal locomotion and other anthropomorphisms. The multitude of manimal
orders present on Terra largely trace their origins back to those lab tests. Still,
there are some rad-formed versions of the genotype, set apart by their less-than-
human composition and unpleasant tumors that seemed to have come about
through nature’s own science fair projects.
Most humanoids of Terra hold prejudice against the manimals, believing them to
be savage, instinct-driven, and beyond reasoning with. While these claims may
be true of some of the lesser-evolved clans, many manimals have lived in formal
societies since the days before the cataclysms. Some are even rather attuned
to technologies and live in cities with much of the grandeur of their ancient
progenitors.
Special Properties
Ambidexterous – Mantis-men
(Skruvs) have extreme articulation
in their arm and wrist joints and a great deal of coordination. This allows them
to direct actions and posit a defense in any direction without penalty nor favor
to their foes. Further, they utilize both hands equally well and can take 2 actions
each round (2D20 action dice).
Fast Logic – Skruvs think fast and can coordinate an amazing number of details
in their mind while considering decisions or interpreting a situation. In support of
this fact, they are always +6 for Int checks dealing with discernment/gullibility.
Infrared Vision – Seeing into the infrared spectrum allows them to notice
creatures that are normally hidden or invisible, but at the same time opens
them up to being duped by methods that block infrared light or otherwise
dampen heat signatures. This vision is far more acute during evening
hours, and Skruvs out during the heat of the day will often wear goggles to
compensate for this short-coming. When appropriate, infrared vision will
either grant the mantis-person a +1D or -1D to their “perception” rolls.
Edenizens
xposition: Spuriously considered as insect “devils” by the
of Terra, their outward appearance is the only thing a
mantis-person has in common with those dreaded pests from beyond the
radiation barrier. Mantis-men (or Skruvs as they call themselves) are yet
another off-world intelligence that has come to take advantage of the
unique conditions on Terra. These arthropodal aliens hail from a planet of
great industry and technology. Called Jan’Kar, the planet is a beehive of
metallic buildings and infrastructure conduits, with little to no organic
space left upon its surface. Having invented faster-than-light travel early
in their evolution, the mantis-people off-set this deficit by traveling the
galaxy to make deals with other civilizations and harvesting resources
from backwater worlds.
and consume for most meals). Business is good for them on Terra-though the
impacts on the planet are far from that.
Not “slavers” in their own minds, the mantis-people often convince native
populations to work grueling hours under tough conditions in support of their
interests. These deals are often struck for low-end technologies or the promise
of allegiance. Skruvian law puts no restriction on interactions with foreign
intelligences. Making friends with a group of these mantis-people (though it
will have its price) is a surefire way to borrow firepower against the hostilities
of other tribes. Truthfully though, the mantis-men are physically weak, and
need the natives for some of the more rigorous endeavors. But what they lack in
strength, they make up for in speed and engineering.
Tmantis-person
he Company: The following chart can help discern what company a
works for, what their position is, and what they’ve come to
Terra to do.
THIS IS NOT THE FUTURE THEY FORESAW! The mindbender is -1D for
the rest of the encounter and cannot use this ability again during it. (2-11) The
seekers have surprised and befuddled the mindbender. It cannot use this ability
for the rest of the encounter. (12-14) The mindbender has a special piece of
equipment in place that will negate the situation during their next round. (15-17)
The mindbender has 2D3 other mindbenders waiting in the wings for just such a
situation, and you should see what creatures they’ve commandeered... (18-19) It
has been a trap all along! The PCs must make a DC 16 Ref save or fall victim to a
trap that requires a DC 12 to escape (using whatever skill the judge assigns based
on his/her concept for the trap). (20+) In some way the seekers’ actions have been
turned against them. Not only is their triumph negated, but the mindbenders gain a
+1D advantage for their next round of actions.
Screech – The mindbenders communicate in ultrasonic calls that are harmful
to most creatures’ ears. Those hearing it suffer 1-2 points of subdual dmg
(unless they make a DC 10 Ref save to cover their ears).
Suction Cup Feet – The mindbender’s tentacled base gives it the ability to walk on
walls and ceilings, and cling to things with a +3 skill.
Eturtle
xposition: The mindbender is an odd being shaped almost like a
shell with dozens of small translucent tentacles underneath. The
feet are extremely sticky and even end in suction-cup-like concavities. With
them, the creature is able to slowly move across almost any surface. The
mindbender is highly intelligent (Int 22) and sees lesser lifeforms as mere
beasts. It has 4 filament arms that it can use to connect to other organisms’
brains, controlling them while affixed to the back of their necks. These
fiends see humanoids in the same light many of us might think of a horse
or pet dog. Their culture builds great kingdoms in remote areas where these
other lifeforms are imprisoned for the sake of labor and luxury. Yes, many
mindbenders love to show off their stables full of dominated beings.
vs. 7 or take 3D4 dmg); (2) chimeric (creature is double-facing, having a “front
side” both in front and back-actions are doubled and perception-type rolls are at
+1D); (3) teleportation (on a 12+ mutation check the creature can move anywhere
within 500’); (4) intellectual (Int 19=+3, Per 14=+1, 50% chance of speaking Nu-
Speak); (5) rubberized (melee attacks deal ½ dmg and send the attacker bouncing
back 1D16 ft); (6) cybernetic shell (the mollusk’s shell has 2D3 pieces of built-in
equipment randomly generated from the “Robot, Deadly” entry); (7) magnetic
shell (pulls/holds metallic items to it from up to 15’ away with a DC 15 force); (8)
bioluminescent (creatures within sight must make a DC 8 Will save or just stare at
this vibrant display for 1D3 rounds); (9) matter-mimicking (the mollusk can make
a DC 14 mutation check to take on the form of whatever it touches-wood, metal,
water, etc.-the judge should assign benefits and vulnerabilities for this material); (10)
veggie-rot (the creature exudes an invisible cloud that rots plant material-plantients
must make a DC 12 Fort save or take 3D4 dmg and lose 1D4 temporary Sta points).
Emollusks
xposition: Even before they had mutated to car-sized menaces,
were held in disgust by most Terrans. Something about their
mucus-coated flesh, their ochre colors, their quailing, tentacled appendages...
Such odd and pliable body designs seem foreign to even the lowest of mutants.
Mollusks pervade everywhere! Whether it’s a giant clam tempting tribal skin
divers to snag its pearl, a massive squid harassing a PC’s outrigger, or a 10’
slug emerging from the detritus of a fallen redwood to sample the taste of a
passing seeker party-they can be found in the least suspected environment
at the least suspected moment. Use the options above to build your desired
mollusk. Remember this category includes oversized slugs, snails, oysters,
scallops, clams, squids, cuttlefish, octopi, and nautili-and all their highly-
mutated descendants!
Mlooks,
ar-Thor Stew-It's Survival Advice: Despite their
them mollusks make dang swell vittles! I don’t care how slimy it
was-you fetch me some garlic and butter sauce, and we gonna’ eat good!
🌲🌲 Armor and Shields – The shells of giant mollusks make good armor
(AC +2, 1D7 fumble die) and perfect shields (+1 AC).
Centisteed
Org: Clan Dis: Territorial/Dominant Sz: Large Mv: 45’
AC: 15 HD: 4D8 (18 hp) Init: +0 Crit: M/D10
Atk (Me): Hoof +4 (1D5 +4) Act: 1D20
Sv: Fort +5, Ref +2, Will +3 Treas: None
Special Properties
Hold Ground – The eight legs of a centisteed are well designed for travel over
uneven ground and across loose soils and sand and even for climbing rocky
hillsides. For any skill checks due to issues of “footing,” the centisteed gains a
+1D8 bonus die. This die can also be applied as a modifier against creatures trying
Mount, Mutated
to push or move the mount. A centisteed never suffers from falling prone while
alive and conscious.
Trample – If charging into the same space as a target, the centisteed can make
a +6 trample attack dealing 3D5 dmg. Targets can make a Ref save against the
attack roll for half dmg.
Tremor Sense – Even slight vibrations in the ground from the approach of a large
creature or army or from creatures digging below sets off the steed’s apprehension,
and it will begin to neigh and stomp. It can detect such things with a +5 skill.
Eappendages
xposition: The centisteed is a broad, eight-legged horse whose
have a certain “spidery” look to the way their joints move.
The creature has a low point of gravity but is very heavy and long compared
to a traditional horse. They are stubborn creatures and very hard to break/train
(requiring weeks’ worth of DC 15 Per checks). The arrangement of the steed’s legs
and their extra wide hooves place them at the top of the list for all-terrain travel.
Cyber-Stallion
Org: Solitary Dis: Submissive Sz: Large Mv: 60’, Fly 80’
AC: 16 HD: 4D10 (22 hp) Init: +3 Crit: A/D4
Atk (Me): Kick +4 (1D8) Atk (Mi): Lazers +4 (6D6) Act: 2D20
AI Recog: 14 Sv: Fort +4, Ref +3, Will +2 Treas: None
Special Properties
A Trick Pony – A cyber-stallion comes complete with some built-in equipment.
Roll a 1D12: (1) nano-cord winch (150’ of cord pulled with a +8 Str rating); (2)
environmental field (this energy field can be activated to provide 1 hr of life support
Mount, Mutated
and temperature control to the rider); (3) radio communication array (the steed’s
equipment can send and pick up com-badge signals and holo-transmissions across a
100 mile radius); (4) solar charger (hooked up to a cell, this recharger can-while in
sunlight-recharge 1 unit of energy each hr); (5) transform: rocket sled (the horse’s
mechanical side can fold in, replacing its legs with cycle wheels and allowing
for travel at 300’ per round for 2D4 rounds); (6) transform: aqueous (the robotic
portions fold into fins and a turbine-oxygen masks are extended out for the rider
and the horse so that it can swim and dive at 40’ per round); (7) spy satellite uplink
(the horse’s console can receive detailed overhead pictures of the surrounding area);
(8) distraction/signal strobe (immensely bright flashes of light broadcast the steed’s
position while blinding those within 20’ for 1D3 rounds if they fail a DC 10 Ref
save); (9) force shield (can be directed in any one arc from the creature creating
a wall of force that blocks up to 3D10 dmg from every incoming attack for 2D4
rounds before having to recharge for a day-rider can change the arc’s direction as
a move-equivalent action); (10) regular tech (the mount can be considered to have
1D4 items from the MCC rule book built in to it); (11) anti-theft system (when
turned on, if the owner hasn’t given the command word, anyone touching the steed
takes a 3D4 electrical shock); (12) extra tech (roll to get 3 results from this listing).
Escientist
xposition: A cyber-stallion is a cyborg horse created by some mad
during the end of the ancient epoch. Like other cyberware, the
cybernetic components are self-grafting and capable of transforming an
otherwise “lame” steed into a useful mount once more. Cyber-stallions have
built-in jet thrusters for clearing great obstacles. A cyber-stallion’s AI system is
quite accepting of new “masters,” making them one of the easier mounts to use.
Pegasaurus
Org: Family Dis: Skittish Sz: Large Mv: 60’, Fly 100’
AC: 15 HD: 3D10 (16 hp) Init: +2 Crit: M/D8
Atk (Me) : Hoof +3 (1D4 +2) Atk (Me) : Tail Spikes +3 (1D6)
Act: 1D20, 1D16 Sv: Fort +4, Ref +3, Will +1 Treas: None
Special Properties
Downwash – The pegasaurus can spend an action stirring up debris with its wings.
It makes a +6 skill roll and all characters within a 50’ radius must make a Ref save
against that result or lose their next action (bonus action dice may still be used).
Ewings.
xposition: The pegasaurus is a scaly black horse with pterodactyl
It can fly with up to 500 lbs on its back and has a 30’ wingspan.
Ponly
egasaurus Mounts: Skittish and therefore hard to control,
the brave would take to the skies with this mount! +1 to PC’s attack/AC.
Roll an Agility check on the following chart when attempting a maneuver:
1 Maneuver fails; beast tries for 3 actions to throw rider. Roll on the Riding
Mishaps table.
2-7 Maneuver fails. Roll on the Riding Mishaps table.
8-11 Maneuver fails but may be attempted again next round.
12-17 Maneuver is successful.
18-19 Breathtaking maneuver! AC of rider/mount are +3 for the next round.
21+ Maneuver is a complete success. Rider gains a +1D16 bonus action;
mount may double its speed this round, both gain +3 AC.
Pegasaurus Riding Mishaps Roll 1D4: (1) rider falls from steed, DC
12 Ref save to grab leg; (2) gusts of wind randomly blow away a piece of the
PC’s equipment; (3) pegasaurus slaps rider with tail (1D6 dmg); (4) steed
goes into a dive/climb and rider must roll DC 10 Fort save or pass out from
G-forces for the next 1D3 rounds.
117 Sponsored by The Long Con 117
Organization: Solitary
Mushroom c ap
Disposition: Parasitic
Size: Tiny
Move: nil
Armor Class:
11 (or +1 to wearer’s)
Hit Dice: 1D3 (2 hp)
Initiative: +1 Crit: M/D4
Atk Melee:
Secretion (see below)
Act Dice: 1D20
Saves: Fort +6, Ref -2, Will +10
Treasure: Victims’ Effects
Special Properties
Dulcet – Upon first sight, this
creature appears as a “darn spiffy” hat. PCs must (if not already interested in
wearing it) make a DC 7 Will save against its psychic luring or seek to place it
on their heads. Once worn, the wearer will refuse to take it off under any
condition, requiring a DC 17 Will check to do so. If the hat is pulled from
their head against their will, the wearer will suffer 1D2 hp of dmg. The
mushroom cap fits so perfectly (adjusting itself to the target’s skull) that
it has no chance of falling or being blown off and only a 30% chance of
coming off while underwater. Immediately after losing the cap, the former
wearer temporarily loses 2D3 from their Per (which they instantly regain if
they put the “hat” back on; otherwise it is regained with rest and time).
Mental Succor – The mushroom cap grants an additional +1 to all Int and
Per rolls. Further, the wearer can “sense” all sentient (Int 4+) lifeforms
within 60’ regardless of sight (making the wearer hard to ambush).
Psychic Mediatrix – The cap actually boosts psychic and mental powers.
The judge is encouraged to elaborate on mutation check results for
characters wearing the creature, but at a very base level all associated die
rolls (including the checks themselves) are made at +1D.
Skull Rot – The creature is always secreting a low-grade acid upon the
wearer’s scalp and absorbing in the nutrient slush this creates. Effectively
this amounts to 1 hp of dmg every day (normally taken while asleep).
In a few weeks, the character loses the topmost portion of their hair. A
couple months pass, and their scalp is bloody and raw. Next thing you
know, the cap has worked its way down to their skull. By the time a
year has passed, the creature has turned the victim’s crown to jelly and
is working its way down to the brain. This visible damage is rarely seen
though, for the wearer never wishes to be without this hat (explaining
this predicament to the player may be a way to invite them to do some
fun and comical role playing).
Unnatural Selections Vol. 1 118118
Eisxposition: Rarely found outside of a host, the mushroom cap
a flexible fungi growth that largely looks like headwear. Many are
shaped like a knit skull cap of ancient design. PCs will find them warm and
comfortable when tried on. Not long after placing the creature on their head,
a seeker will have an overwhelming feeling of mellow content. They may find
this “hat” actually grants them the ability to detect the minds of others and
even augments any psychic ability they already have.
What they will not realize (while under the mushroom cap’s influence) is that
this thing is quite alive and slowly digesting their hair, scalp, skull, and brain
over the course of many months.
The cap is most commonly found on the dried husk of its former host. Here
it will appear dusty and dry (as it will have entered a dormant state). Once
a sentient being has touched it, it will awaken its mental powers and place a
certain desire to have and wear it within the seeker’s mind; once the cap is
placed upon their head, this influence only multiplies.
After multiple cycles of dormancy and active feeding, the mushroom cap
will mature, burst open in a display of white cottony material, and release
thousands of spores-a few of which will actually grow into mushroom caps
Mushroom Cap
Mcaps?
ar-Thor Stew-It's Survival Advice: Mushroom
Oh, honey, didn’t yur mother ever teach you not to share headgear
with strangers? Could be worse though-at least it’s not demento-lice or
rabie-scabies. If you need to remove a mushroom cap here are some good ol’
remedies:
🌲🌲 Miraculous Whip – This white, oily unguent was used by the ancients
for all sorts of head and scalp issues-sometimes they even ate it to
prevent indigestion. If you can find a jar of this (common among ancient
kitchens), smearing it upon the cap will cause it to turn dung-brown
overnight and smell horrific (the wearer will instantly be released of the
cap’s dulcet powers).
🌲🌲 “Onion Sweat” – After eating 3 fistfuls of marsh onions, if the affected
individual is made to run for 20 minutes or more, the creature will
sluff right off the top of their head-drunk off of the onion sweat this
produces.
🌲🌲 Talc – Fine dry powers such as talc, flour, or chalk can be applied 3
times a day for 3 to 4 days (dealing 2 hp of dmg to the creature each
day). At the end of this sequence the mushroom cap will have withered
and died.
🌲🌲 Electric Shocks – (1 point of dmg or more) These often clear the mind
of a wearer (for 1D5 rounds) and help them break the habit of wearing
the mushroom cap.
thoughts/ideas. If they beat the target’s roll by 10+, they may bend the target’s
perception of reality causing them to see things that aren’t real or feel intense
emotions toward something that weren’t previously felt, or the mutant can
trigger an involuntary emotional response (laughing, crying, shaking with anger,
etc.) for 1D3 rounds.
Telekinetic – This mutoid’s mind powers can move up to 1D8 x50 pounds worth
of material through the air (to a height of 20’) with a Str of 16 (+2).This power
may be directed as a 1D20 bonus action each round.
Eof
xposition: The radioactive ruins of this planet have birthed a multitude
beings cursed with malformations yet blessed with powers that approach
godhood. The mutants of Terra fit within the “snowflake” paradigm of diversity.
Above are some common powers and setbacks. While not exhaustive, this entry
is designed to help the judge put together a quick band of mutants without a lot
of flipping through source materials.
Ehues
xposition: Mutant’s bane appears as an herbaceous plant with metallic
and intensely glowing flowers. Some have nicknamed it the “space lily.”
This plant creates a field of para-dimensional radiation projected from its glowing
petals. Any unnatural mutation within that space “devolves.” That is, mutant powers
subside, features retract into more natural formations, manimals slowly turn back
into beasts, and plantients find themselves losing consciousness. In and of itself this
is a fantastic thing. So much that those thin-few that know of this plant (for it grows
only in the hardest to reach places) often cultivate it and use its clippings to defend
against or even subjugate the mutant humanoids that thrive on Terra.
What is even more of a secret is that these perennials-whose bulbs are sometimes
centuries old-have an actual consciousness. Yes, they maintain an otherworldly
sentience hidden in a fold of dimensions somewhere between the curvature of
time and the sound of sharp cheddar cheese. This sentience is always bored and
gravely jealous of more mobile beings. It can try to hitchhike inside of the mind
of a “natural” creature (such as a pure strain human or some unaltered animal).
Inside this space it works to wear down their personality and replace it with its
own. Thus, it is quite common that these great chiefs and kings that surround
themselves with mutant’s bane (so as to nullify challengers with “super powers”)
often appear to go slowly mad. The mutant’s bane can only keep up this demesne
so long as the victim is bathed in the flower’s radiant field. Once the flowers have
been removed, possessions of this type stop. Unfortunately, one of the mutant’s
bane’s favorite things to do while in control of another being is to take clippings
from bulbs and plant more of the flower all about the victim’s dwelling.
123 Well, slap my fanny and call me Manny! 123
Organization: Solitary/Clan
Mystic
Disposition:
Antagonistic/Benevolent
Size: Medium
Move: 30’
Armor Class: 11 +Armor
Hit Dice: 4D6 to 8D6 (14 to 28 hp)
Initiative: +1 Crit: III/D10
Atk Melee: Staff +2 (1D4)
Atk Missile:
Arcane Bolt +3 (special)
Act Dice: 1D20, 1D16
Saves: Fort +1, Ref +2, Will +5
Treasure: Personal Effects
Special Properties
(Choose 1D5)
Arcane Bolt Arcane Protection
Arcane Sight Arcane Transformation Critical Failures Curse Imbue
Magic Magical Staff Rite of Summoning Weaver of Illusions
Arcane Bolt – This warlock can throw energy from his/her finger tips in the form of
a: (A) magic meteorite (able to roll to hit a target up to 100’ away even if a non-linear
path is required to reach them and regardless of “sight”-this deals 2D4 dmg); (B)
beam of annihilation (projects a 30’ long beam dealing 5D6 energy dmg); (C) freeze
ray (produces a 100’ long ray that deals 1D6 cold dmg and will hold a target
in place for 1D3 rounds if they fail a DC 10 Ref save); (D) fire blast (a jet of
fire shoots out 15’ and covers a 5’ space with a cone of flame, dealing 2D6);
(E) ectoplasmic rot (a plasmatic death tendril stretches up to 25’ and will rob a
target of 1D4 points of physical stats-player’s choice-if they fail a DC 15 Fort
save); (F) telekinetic bombardment (This 5’ radius area-of-attack spell can be
triggered up to 50’ away from the warlock-those in that space take 4D4 dmg
unless they make a Ref save vs. the mystic’s attack).
Arcane Protection – Powerful sorcerers can enchant themselves or others
with spells of warding. Unless otherwise stated, arcane protections last 1D3
turns. These magical defenses often emanate from some fetish or a marking
placed on the target and fail to work if either is eradicated. Protection spells
include things like: (A) ghost armor (a translucent magical armor faintly
appears around the target of the spell-which may be the mystic themself-
raising the target’s AC by +2D3 for 3D3 rounds); (B) ward against evil
(this spell creates a protection rating of 1D20 +4 such that any malicious
creature must make a Will save against this rating or be unable to touch
or enter melee against the protected target for the spell’s duration or until
the target touches or enters melee with them); (C) missile defense (the
enchantment results in exact beams of magic emanating out from the
Sponsored by Frog God Games 124124
target and destroying incoming physical projectiles on a 1D20 +4 roll against
the opponent’s attack roll); (D) bane of the benevolent (good hearted or heroic
beings find they are given to fits of gagging and convulsion, dropping action rolls
by -2D and draining 1D3 temporary Sta points anytime they are within 8’ of the
protected target and fail a Fort save vs. a rating of 1D20 +4); (E) magic dome (this
casting produces a 15’ sphere around the target that negates all forms of energy
attacks and can block up to 20 points of physical dmg before collapsing); (F)
aegis against detection (devices and powers used to find/view the protected target
operate at a -2D if based on a rolled result or just fail outright 75% of the time if
not requiring a roll-this enchantment lasts for 1D24 hrs); (G) redress of health
(all saves against disease or poison are rolled with a +1D7 bonus die for the next
1D24 hrs); (H) psychic barricade (the enchanted target has a pool of 20 points
for absorbing mental attack dmg and places a -2D burden on any roll to affect the
target’s mind within the spell’s duration).
Arcane Sight – Shamans perform various rituals allowing them to see beyond the
physical realm. They may have spells such as: (A) true sight (roll a 1D20 +4 spell
check, on a 14+ the mystic can see all creatures/objects without regard to things like
camouflage, magic, or other dimensional shifting); (B) farsight (roll a 1D20 +4 spell
check, on a 12+ the mystic can see current events from the perspective of people he/
she knows who are up to 100 miles away-the “surrogate viewer” may prevent this
with a Will save vs. the roll result); (C) precognition (roll a 1D20 +4 spell check, on
a 16+ the mystic can foretell a possible future-this allows them or others they have
Mystic
shown to enter into the situation they viewed with +1D to all actions); (D) commune
with the dead (roll a 1D20 +4 spell check, on a 14-16 the mystic can see the last 24
hours of life experienced by a dead humanoid they are in physical contact with, on
a 17-19 they can pull memories from up to a full year before the creature’s demise,
and on a 20+ they can view things from throughout its entire lifespan).
Arcane Transformation – This wizard’s powers can bend reality so as to change him/
herself or others into new forms (choose): (A) transmute self to animal (the mystic
after one round of metamorphoses becomes an animal or mutated animal, gaining
all of its normal attributes/abilities and one of its extraordinary powers but retaining
his/her hit points, intelligence, and saves for up to 1D3 turns); (B) transmute others
to vermin (the mystic rolls a 1D20 +4 spell effect against the target’s Will save-if
greater, the target is transformed into some tiny vermin such as a rat, snake, frog, cat,
etc.-they are stuck with only the abilities of this creature for 2D10 rounds but retain
their hit points, intelligence, and saves); (C) disguise self (the mystic must make a
12+ on a 1D20 +4 spell check-the result is their ability to disguise themselves as
someone specific or no one in particular for the next 1D6 hrs as challenged by
an onlooker’s Int check); (D) alter object (roll a 1D20 +2 spell check-on a result
of 12-14 an object can have 2 minor qualities changed about it, on a 15-19 it can
have 2 major qualities changed, and on a 20+ it can be changed in whole to a very
different object-these changes last for 2D10 rounds); (E) terraform environment
(roll a 1D20 +4 spell check and for every point of result up to ton of non-sentient
material around the mystic can be shifted, altered, or eradicated to suit their
design-for this purpose a ton of rock is about 13ft3, a ton of water is 35ft3, a ton of
steel is about 4ft3, and a 8” diameter 30’ high tree is about a ton); (F) enlarge spell
(roll a 1D20 +4 spell check: at a 12-13 result the target gains 50% more height,
+2 Str and +5 hp but -1 AC, at a 14-16 it gains 100% more height, +4 Str and +10
hp but -2 AC, at a 17-19 it gains 200% more height , +6 Str and +15 hp but -4
AC, and at a 20+ it is 400% of its height, +8 Str and +20 hp but -6 AC all for the
125 Sponsored by Frog God Games 125
next 1D2 turns-Will save negates); (G) shrink spell (roll a 1D20 +4 spell check: at
a 12-13 result the target shrinks to 50% of its height and loses -1 Str but gains +2 to
AC and Agil, at a 14-16 result the target shrinks to 25% of its height and loses -3 Str
but gains +4 to AC and Agil, at a 17-19 result the target shrinks to 10% of its height
and loses -4 Str but gains +6 to AC and Agil, and at a 20+ result the target shrinks
to 1% of its height and loses -6 Str but gains +8 to AC and Agil-all for the next 1D2
turns-Will save vs. spell check negates this).
Critical Failures – Anytime a mystic critically fails (rolling a natural 1) in the
use of any of their magic, they cannot use that spell/power again that day and
take 1D6 dmg from magical feedback.
Curse – These magi can hex an opponent with various odious curses that can
only be lifted with the completion of a special quest (known to the caster at the
time of the cursing) or at the whim of the caster. The strength of the curse (against
which the target rolls their save) is generated by a 1D20 +4 spell check. Curses
may include a variety of effects: (A) festering wounds (on a failed Fort save the
target’s wounds and lost attribute points never heal naturally and only gain half
the usual aid from magic and technological healing devices); (B) bumbling (on
a failed Will save the target is at -2D to any actions requiring coordination); (C)
unquenchable thirst (with a failed Will save the PC must consume four times the
water a character normally would or suffer a -1D3 temporary Sta loss each day);
(D) fell-fated (with a failed Will save on any missed combat roll the PC must pass
a Luck check or roll an accidental attack against the most sensible friendly target);
Mystic
(E) blight (after a failed Fort save each morning for 3 days the PC loses 1D3 Per
points as they amass more and more warts, blisters, boils, and liver spots-if they
lose all of their Per they become unplayable and run off into the wilds to hide
their hideous reflection-lost points are restored when the curse is lifted).
Imbue Magic – The magician can cast their mystical energies into an object, giving
it or its user special powers. The ritual for doing this permanently drains 1D3 of
physical attributes (hp for NPCs) from the enchanter or their sacrificial victim.
Items remain enchanted until consumed (in the case of potions, scrolls, etc.) or
for 1 week per point given up in this process. If these drains result in the death
of the enchanter or a sacrificial victim (by bringing them to 0 in an attribute), the
enchantment will be permanent. This includes things like: (A) magic potions/scrolls
(able to raise, lower, or replenish 2D4 attribute or hit points or mimic one of the
mystic’s other magic powers for one use); (B) enchanted weapons (the weapon
gains a bonus equal to 1D4 for attacking and dmg or has a power that mimics one
of the mystic’s other magical abilities-this power is usable only once per encounter);
(C) arcane traps (the sorcerer inscribes an area with magical words/symbols that
are set off under predetermined conditions-the trap is DC 10 to notice and deals
5D6 when set off); (D) animated objects (an object is brought to life-roll a 1D20 +4
spell check: at 12-13 object has Mv 20’, AC11, HD 1D8, Act 1D16 and zeros for
all other modifers, at 14-16 the object has Mv 30’, AC 12, HD 2D8, Act 1D20 and
+1 for all other modifiers, at 17-19 it has Mv 30’, AC 13, HD 3D8, Act 1D20 and
+2 for all other modifiers, and at 20+ is has Mv 40’, AC 14, HD 4D8, Act 1D20 and
1D16, and a +3 for all other modifiers).
Magical Staff – Many a sorcerer maintains a wicked staff topped with some
mysterious gimcrack laden with magical enchantments and suited for a melee
exchange. The power of this staff can only be used by its creator (the warlock)
and instantly leaves it upon his/her death...or so they say. Pick from the following
Sponsored by Frog God Games 126126
or roll a 1D12 for this staff’s powers: (1) crackling with power (deals an
additional +2D6 energy dmg); (2) strength drain (those hit lose 1D7 points of Str
until the end of the encounter); (3) blocker of blades (as a move action the mystic
can drop their current or next attack die by -1D in order to gain +2 to their AC as
they defend with this staff); (4) kinetic blast (if hit, the target flies back 2D12 feet,
taking a point of dmg for every foot of distance that can’t be completed due to an
obstruction); (5) serpent staff (the staff becomes a snake under the control of the
sorcerer); (6) multi-weapon (the staff can magically transform into any archaic
melee or missile weapon three times per encounter); (7) quake maker (when
struck on the ground, the staff can create a 1D20 +2 ground shudder that everyone
within 30’ must make a Ref save against or fall down, starting their next turn
prone-this can be done 3 times per encounter); (8) dispeller (roll a 1D20 +2 roll
against the roll of any incoming spell, wetware, or mutant power effect-if greater,
the effect is negated); (9) ray of pain (the staff can fire off a 15’ long purple energy
beam that deals 3D6 subdual dmg); (10-11) many faceted (roll to get 2 powers for
this staff); (12) a mighty enchantment (roll to get 4 powers for this staff).
Rite of Summoning – After a ritual lasting at least 3 rounds, the mystic can attempt
to summon things. The summoned items are pulled temporarily from a tangent
universe and will pop back there after 2D10 rounds. For this effect, roll a 1D20 +4
spell check. DCs are as follows: (12-14) any desired normal piece of equipment;
(15-16) any technological artifact or specific item-like a key to lock or queen’s
jeweled ring; (17-18) animals or mutant animals of up to 8 combined HD; (19-23)
Mystic
Esophisticated
xposition: Nanite technology was a staple of the third epoch. Less
versions included small, flying robots about the size of a
breakfast cereal flake. As things progressed, nanites became the size of a
pin head, then eventually were derived from bacteriological computers too
small to see until gathered by the thousands.
Hostile nanites are likely under the direction of some security AI or perhaps
imbued with an ancient, digitized intelligence hoping to realize immortality.
had favored the ancients with their blessings, knowledge, and/or technology.
There was, however, a falling out and the celestial beings sunk these prosperous
lands, hoping to wash the effects of their influence free from this obviously
“too primitive planet.” To assure that those early Terrans couldn’t recover any
of the wondrous secrets in the ruins, the visitors imparted a race of sentinels
to guard them-the ningyo. In these tales, the ningyo possess mystical powers
allowing them to summon gyres, calm seas, and command the beasts of the
deep. In this version, they are a mostly benevolent group-wishing the best for
mankind’s moral and intellectual development but implacable in their oath to
keep the secrets hidden in these “underwater tombs” from getting into the hands
of any dark-hearted humanoid. Ningyo are quick to help humanoids in distress.
Seeing a ningyo is very much a divine encounter and a portent of great fortune.
Conversely, ill treatment of a ningyo (such as capturing or killing one) can curse
an entire land!
Then you have the opinions of those more stoic-minded folk who have given
up on the possibilities of omnipotent beings intervening and all that-those
who keep the books of formulas and tables. They look toward the ningyo as
just another example of evolutionary comedy, the queer mixing of a fish and
a primate. These folk suggested that ningyos have limited intelligence and
like some jungle-bound primates, love to collect refuse for play. Thus they
jealously guard their territorial dwellings (commonly ruins of the ancients
that have sunken). Still, being of a curious nature, they will interact with
humanoids that come into their path-even helping the proverbial “drowned
sailor.” Whatever “godly powers” they might have (such as command of
the weather and sea) are but coincidence or some form of mutation as many
organisms of Terra have come to possess. And any “blessings” or “curses”
from them are just the self-fulfilling fantasies of the observer.
131 Sponsored by Cianan Sims 131
Organization: Solitary
Nuke Fluke
Disposition: Parasitic
Size: Very Tiny
Move: 3”
Armor Class: 20
Hit Dice: 1 hp
Initiative: +0 Crit: M/D4
Atk Melee:
Bite +2 (1 dmg, see below)
Act Dice: 1D20
Saves: Fort +4, Ref +1, Will +1
Treasure: None
Special Properties
Microscopic – The nuke fluke is not
much bigger than a bacterium. Even with
amplification, the creature is fast enough that
fighting it with micro-scale implements still requires an AC 20 to hit. In most
instances the host must take a cureshot or ingest a poison that the fluke cannot
survive (i.e. it fails a Fort save against it while, hopefully, the host succeeds on
theirs). Medipacs and medishots only have a 30% chance per use of killing this
menace. Nanobots can fight the fluke if they can find it. For that purpose, the
fluke has a +2 bite attack it can make in defense, dealing 1 dmg. Note, this attack
never applies to regular scale creatures, only microscopic (leaving some room for
great “Fantastic Voyage” inspired adventures).
Gene-Altering – Upon first infection, roll the fluke’s mutation check +4
against the host’s Fort save. If the host succeeds, the fluke is killed off.
However, if the fluke survives the host’s primary defenses, it will create one
of the following alterations within 1D3 weeks. Roll 1D10: (1) weight gain
(the host quickly puts on an additional 200 pounds of fat that they cannot
get rid of-the fat accumulates in specific and odd spots like ankles, face,
thighs, upper torso...); (2) featureless (the character’s traits become muted,
their skin tones grow dull, all hair falls out, body parts become smoother and
rounded and slowly their eyes, ears, and mouths reduce down to very small
opennings, giving them an alien appearance (-5 to Per); (4) sound sensitivity
(without any ear protection, ambient noises create headaches which cost the
PC 1D4 temporary Per points each day); (5) devolve (primordial genomes
come to the surface-manimals and plantients become -1D3 less intelligent
and lose some of their anthropomorphic qualities, mutants and PSH lose
1D6 Int, grow protruding brow ridges, and become coated in thick hair);
(6) bone growth (the host’s bones form knobby bits that protrude through
their skin-they gain +1D4 to their AC but lose -1D4 to their Per); (7) mind-
expanding (the PC evolves a larger brain, growing by +1D3 Int each week-
however they are frequented by massive migraines (controlled by daily
Luck checks and resulting in -1D), and if their Int reaches a score of 25,
Unnatural Selections Vol. 1 132132
their brain has expanded against their skull and pushes them into a life-threatening
coma; (8) size change (the host shrinks or grows by 1D6 feet over the course of
each week-shrinking characters gain +2 to AC and lose -2 to Str scores, growing
characters lose -2 to AC but gain +2 to Str scores-the pattern continues until they
have reached 0 in AC or Str-in which case the following week they will disappear
from existence or become too large to maintain their food needs); (9) molting
(once a month the PC becomes covered in dead skin, sheds after a day, and reveals
a completely different version of their former self -reroll their Ability scores each
time); and/or (10) mutating mutations (once a month the PC sleeps for 2 days,
loses all mutations they once had, and awakens with a new set of 1D3 mutations-
pure strain genotypes lose all class abilities and become the mutant genotypes
when this happens).
Ehorrors,
xposition: In a world filled with megafauna and glowing atomic
sometimes the most dangerous creature is the one unseen. Nuke
flukes are a bizarrely evolved parasitic flatworm preying upon the multitude of
Terran lifeforms and generating strange changes within their DNA.
The fluke begins its life cycle as a tiny cluster of eggs-small enough to be
sweated out through a creature’s pores (this element makes the nuke fluke
unlikely to inhabit creatures without sweat glands). These eggs stick to fur,
clothes, and items worn by the creature. If these items are transferred to another
Nuke Fluke
creature or continued to be worn by the host, the body heat triggers the eggs
into hatching, moving the fluke into its next stage of life. What puts seekers
most at risk is that if the infested item is dropped or discarded, the eggs can
stay viable for up to 10 years. Thus when a new owner comes along to claim a
discarded article, their body heat will trigger the dormant eggs into hatching.
In the second stage of its life the nuke fluke competes for ownership of the
host. All the flukes hatched from the eggs fight an imperceptible battle upon the
host’s skin-sometimes giving them a slight itch. This war takes but an hour or
two until a single fluke-having devoured its brood mates-makes its way through
the host’s pores and into its blood stream. Here it enters its third and most
devastating phase.
The parasite now lodges itself into fatty tissues surrounding important organs
such as endocrine glands, the brain, the heart, or the intestines. There, the
creature begins to feast on the nucleic acids of the cells, damaging them and
altering the DNA of the organism. The effects of this damage become apparent
in a few weeks’ time. It is in this phase that the host experiences the first
concerning symptoms. Sometimes the results of this gene-altering gluttony
are simple things like weight gain or sensitivity to light. Other hosts are less
fortunate and begin a transformation of horrific proportions. For 2 years the
fluke remains in this stage before moving to its last stage: reproduction.
After its years of feasting, the fluke actually amasses a size that can be
seen by the naked eye: a gross curled ribbon of mottled worm, a quarter to
three-quarters of an inch in length. Its gut now contains thousands of eggs,
fertilized with chromatic material borrowed from the host itself. On its final
days, the nuke fluke releases these eggs into the blood stream where they
eventually get absorbed by sweat glands and sweated out, and the process
begins anew.
Esome)
xposition: A paradox hound (called a “quantum wolf” by
is a quantum-entangled canine of great size and lupine
features. This predatory nightmare blinks between realities, giving
it a sort of “static-riddled” appearance. It draws on its future and
past existence to bring duplicates into its current reality, appearing
anywhere within 100’ of the prime version. This essentially makes the
creature a pack hunter of 1. For an animal, it is cunning and will devise
tactics to give it the upper hand. The wolf almost always has a den or
Sponsored by the Sanctum Secorum 134134
hollow to which it brings prey for supping upon. The most common tactic
leveraged by this expert hunter is to move with great silence toward a group
of prey. If undetected, it next engages the group while pulling in duplicates to
block their escape. As it attacks it will drag off any downed targets to its den
while leaving duplicates to help ensure the hound’s retreat. The beast needs an
excessive amount of energy to survive, and it’s not unheard of for it to take 2
or 3 quarries from a single hunt.
Aside from being rent by its toothy jaws, there is great fear in being
“temporally displaced” by its bite. This effect essentially makes the victim an
immaterial ghost, lightly moving through the space of their former dimension.
Like the wolf, they appear somewhat translucent and reverberating. In this
state the victim can make DC 10 Sta checks to move through solid surfaces
but suffer a -1D to any manipulation of a solid object. Energy can affect them
directly however, and can even energize them enough to bring them back
into phase. Untangling the original hound’s quantum state (most commonly
by destroying it) will further untangle the victim’s state, returning them to
full dimensionality. Unfortunately, the cunning of this canine is quite high,
and often the “true” copy orchestrates attacks from the distance allowing its
quantum-borrowed minions to do the dirty work.
Paradox H ound
Hooks:
ྊ the village, a young couple whose parents forbade them to be together
ྊIn
have run off to elope in a nearby settlement-but their path (taken through
the forest to avoid being seen on the main road) has brought them into
a territory commonly patrolled by paradox hounds. A confidant who
expected to witness their marriage at the other settlement has come back
to the village and exposed this plot for fear something has happened to
the young couple. Will the seekers aid the parents in finding the fate of
these two star-crossed lovers? Is it too late? And is there more afoot here
than the devilment of a hungry predator? Some say the chief’s son had
eyes for the missing young lady.
ྊ wealthy merchant arrives at the village having survived an attack by a
ྊA
quantum wolf. Displaced, the merchant is willing to give a good sum of
trade goods to any seeker who can hunt the prime wolf down and kill it,
freeing the merchant from this purgatory. The hunt provides a difficult
task in and of itself, but the merchant has opened this offer to everyone,
and there is a competing team of seekers who maybe aren’t above a
little sabotage to come out on top...
ྊ
ྊOutside the ruins of an ancient nuclear power plant, the PCs are
assailed by a truly terrible deviation: a pack of paradox hounds. These
8 wolves quickly diverge into 24, and the players may find taking
refuge in the plant’s office building the best chance of survival. In this
space the players can explore survival and defensive tactics as the
wolves begin scratching at every egress to have at this tasty group of
PCs. The alpha wolf of this pack is a bizarre creature to be sure, not
only is it considerably bigger than the others, but it has some of the
weird features of a “grab gag” (use elements from that entry) as well.
Etriggered
xposition: Something in the irradiated aftermath of the Great Disaster
evolutionary change within the plant kingdom. Now, in seemingly
random patterns, various vegetation will suddenly “awaken” with sentience.
Unlike other inhabitants of Terra, plantients have no innate culture, no familiar
connections-no traditions. They seem to spring to life with some unexplained
kernel of understanding. They have an instinct for rudimentary speech, and
they have a deep communion with nature (giving them a pretty profound
scientific grounding). Why this consciousness is triggered and where it comes
from is baffling for sure. Luckily, most plantients seek to belong to the greater
“community” of the planet and approach most other sentients with a gentle
curiosity.
Plantients from their “awakening” seek to fill their minds like an over-dry
sponge. They are burdened with such an inquisitive nature that they often make
for awkward companions and terrible conversationalists. Their odd physiology
can be terrifying even though their demeanor seems serene. Though rare, there
are seekers who have found themselves clashing with dark-hearted plantients.
In fact, often wayfarers avoid the more polluted forests out of the belief that
the plantients that grow there “just ain’t right.”
Edeadly
xposition: Strangle weed is one of the most prolific of the
plants growing on Terra. It can be found in a variety of
climates and has quite a multitude of species, each with their own visual
nuances (hanging strangle weed, glowing strangle weed, aquatic strangle
weed...). Its strangulation adaptation is used to gather dead, nutrient-rich
carcasses around the leafy base of the plant. Many Terran naturalists
love to identify new varieties of this plant-doing so in a sort of gambit to
gain notoriety among other enthusiasts. So far, some of the weirder ones
include varieties that can instantly grow 2 vines for each one cut off, ones
with a rash-inducing oil coating, and even a strangle weed that can uproot
its base and crawl about using its tendrils like spider legs.
Unnatural Selections Vol. 1 138138
T-N-TeaCup Plant
Org: Solitary Dis: Opportunistic Sz: Medium Mv: 0’
AC: 7 HD: 1D6 (3 hp) Init: nil Crit: nil
Atk (Me): nil Act: nil Sv: Fort -3, Ref nil, Will nil
Treas: Refuse
Special Properties
Land Pearls – Nestled in the T-N-Teacup’s herbaceous trunk are a series of 1D4
-1 lemon-hued pearls. These jewels are very valuable to most tribes on Terra.
Parasite – If a victim of a T-N-Teacup survives, they will be inundated with a
multitude of its seeds buried deep into their flesh. If untreated (use of a healing
device, soaking in acidic or basic liquids, or covering the skin with tar for 3
days), these seeds will begin to grow inside the host, randomly decreasing one
of their physical stats by 1 point each day. By the 4th day of the infection, 1D6
small green shoots begin to grow out from the skin. These shoots can be treated
(as above) or physically plucked causing 1 hp of dmg each.
Reactive Nectar – The plant produces dozens of cup-like petals filled with binary
chemicals. Any touching of the plant requires a Luck check with a +4 penalty (a
Plant, Deadly
1 auto-succeeds). If the check is failed, a few of these cups are dumped into each
other and an explosive reaction ensues. The explosion covers a 20’ area, dealing
3D7 dmg from the combination of heat and the hard, thistly seeds that are propelled
into the victims.
Epleasing
xposition: The T-N-Teacup plant is a wide, low shrub producing very
flowers of yellows and reds once every 3 years. This flourishing signals
the end of the plant’s life cycle as the cups contain explosive chemicals that burst
open its branches. The explosion sends out seeds (which it keeps in its interior) deep
into the flesh of bungling interlopers. From there the seeds grow to maturity, killing
their host and taking final root in the soil where they land.
Dehydrangea
Org: Family Dis: Opportunistic Sz: Small Mv: 0’
AC: 10 HD: 2D6 (6 hp) Init: -2 Crit: nil
Atk (Mi): Spray +2 (Toxin) Act: 1D20
Sv: Fort -1, Ref -3, Will +3 Treas: Victims’ Effects
Special Properties
Toxic Discharge – The dehydrangea shoots out a stream of hygroscopic powder
that, if inhaled (Ref save vs. DC 12 to avoid) causes the target to become
violently dehydrated, losing 1D7 hp (subdual) each round and sending them into
coughing fits for the remainder of the encounter. These coughs push remnants
of the powder back into the air within a 5’ radius where it might affect others on
a failed DC 6 Ref save. The dehydration dmg can be treated medicinally or by
the consumption of vast amounts of water (2 gallons within a turn). If a target is
brought to 0 hp through the dehydration, they fall to the ground in a coma-like
state, continuing to cough out clouts of the pollen for the next 1D3 turns. After
that, they remain unconscious until they are given fluids or die (approximately the
next day). The dehydrangea can make 4 such attacks within an encounter.
139 Unnatural Selections Vol. 1 139
Eaxposition: The dehydrangea’s pollen is used by the plant as both
dispersion adaptation and a defense. The plant can detect approaching
animals through vibration-sensing organs in its root system. Realizing it is
being approached, it can spray out pollen through specialized stamens in its
flowers. This pollen triggers fits of coughing within its victims that redisperse
the material-all the while sucking out fluids from its body. In practice, the
flailing, coughing victim will stumble about onto other dehydrangeas (which
always grow a short distance from one another) pollinating them and (after
death) providing the soil with nutrients for future generations.
Aloe Urchin
Org: Tribal Dis: Grazer Sz: Small Mv: Roll 25’
AC: 11 HD: 1D7 (4 hp) Init: -2 Crit: M/D8
Atk (Me): Thorn Flail +3 (1D4) Act: 1D20
Sv: Fort +1, Ref +0, Will +0 Treas: Victims’ Effects
Special Properties
Flammable – The gelatinous innards of this plant are highly flammable. If ignited,
Plants, Deadly
the creature bursts into flame (dying) but rolls about in its death throes for 3 rounds
dealing 2D6 fire dmg to anything it bumps into. To determine its target, assign a
number for every creature in the encounter and any object that might be interesting
if lit on fire, add 4 to this (these four outcomes represent it not coming in contact
with anything), and roll a die that will accommodate these outcomes. When
randomly targeted, the victim may make a DC 14 Ref save to avoid contact.
Healing Sap – The succulent leaves of the aloe urchin contain a clear sap capable of
accelerating healing. If applied before sleep, the jelly-like goo will boost the daily
recovery of hp to 1D3 points for regular rest and 2D4 points for a full day’s rest.
Ebarb-riddled
xposition: The aloe urchin is a rolling plant looking like dozens of green
tongues coming out from a central source. It rolls about, wildly
flailing these leaves, hoping to lash a warm-blooded animal. The blood spray of its
victims is collected through specialized stomata that pull out the blood’s mineral
and carbon dioxide content. If you want a really chaotic scene-light one on fire...
Etable
xposition: It came from the late, late show and landed on a gaming
near you... The Giant Flytrap from Mars! This massive veg-a-
mutation attacks with both its whipping tendrils (it has a half-dozen) and its
thorn-ridged mouth. No trek through a hothouse jungle would be complete
without encountering one of these at least once...
Shudder – The bush has evolved special scent glands that, when detecting new
aromas in the air, cause the organism to shake its leaves-flipping them back
and forth between their carmine-tinted tops and their silvery-white bottoms.
To passersby this is often startling and suggestive of a large beast rousing
within. Characters failing a DC 8 Will roll will be panicked by such and face
a -1D for the next 1D4 rounds. The shudder only lasts a couple rounds and
cannot be affected again for 1 hr.
Ewise
xposition: Totally harmless on its surface, the shudder bush is used by
woodland creatures as a “security” check for ne’er-do-wells that would
like to sneak into their villages/homes and make off with their possessions. The
combination of noise and flashing leaf patterns is a dead giveaway that a thief-
no matter how well hidden (even invisible)-is near.
Random Foliage (roll 1D10, 2D10 and 1D7)
Design... Aspects... Interesting Qualities...
1) Grassy with waxy blades 1) Neon colored 1) Fragrance makes eyes water (-2 to
sight-based actions).
2) Smooth-bark deciduous 2) Massive leaves or needles
tree 2) Leaves/needles are razor sharp (DC
3) Enormous in scale 14 Ref save or take 1D2 dmg).
3) Dense bush with sticky 4) Bendable like rubber 3) Produces SMALL amounts of nectar
leaves
5) Heavy root system is that turns things invisible when
4) Climbing vines with coated with it (8 in3).
mostly above ground
flowers
6) Leaks glowing sap 4) Is sentient and can talk (Int=4D4).
5) Scaly-needled coniferous 5) Creates allergic reaction that swells
tree 7) Sprouts/limbs are visibly one body part and causes it to hang
growing
6) Sprawling thorny vine limp for 2D16 hours (-1D).
8) Bears attractive fruits/nuts 6) Deposits briars on clothes that
7) Seta-covered liverwort
9) Covered in what seems make a rattling noise while moving.
8) Shrub rife with nodules like faces/arcane symbols 7) Cupped leaves/knots retain
9) Stalks bearing seed pods rainwater that becomes medicinal
10) Appears nearly
10) Cabbage-like cruciferous translucent under the moonlight.
Estability,
xposition: Not too many years after Terra regained biological
a massive colony ship from a distant system fell through
its atmosphere in distress. Of immeasurable proportions, the ship broke
apart, scattering amid all the oceans and continents. These otherworldly
visitors were called the “Plasmasites.” A strange sight for sure, these
beings were like upright amoebas, with translucent gray skin and bright
Unnatural Selections Vol. 1 142142
green nerve cells branching all about inside. They can form themselves into
almost any shape and often project extra arms or legs to suit the needs of the
moment. A Plasmasite contains several clumps of cnidoblast-enabled cells.
These “stingy bits” are usually relegated to the creature’s arms where they can
be used defensively if needed. A complex control center (shaped something like
a star) rests within them. This organ not only houses much of their intellect, but
it seems to receive visual stimuli and can emit quick flashes of bioluminescence
upon which these aliens’ language is based.
Now generations past, most of these survivors still look for a means to escape
Terra, though a debate lingers as to what the original ship’s destination was-and
whether the trip was a voluntary or forced relocation.
Plasmasites are known for their great technological capability and often carry about
refurbished ancient devices. Sometimes groups of these “blob-men” will restore the
ruins of an ancient town to full working order and live among it in contented repose.
repairing an indoor climate control device 7) Playing an addictive retro arcade game on an
3) Making sophisticated observations of a star in ancient computer network
the sky or on a stellar map 8) Disconnecting hover-valences from a wrecked
4) Hooking up a bush-engineered F-Cell to a bubble car to use on its escape-ship project
fazer rifle 9) Attempting a very confusing conversation with
5) Trying to restore an ancient automatic doorway a damaged, blinking light fixture
or turbolift 10) Unknowingly reactivating an assassin bot
Cool Plasmasite
might be carrying...
tech: Here’s something fun these tech-savants
Epronged
xposition: The psycho-weasel is a dog-sized mustelid with double-
tentacles growing from their forearms and a set of 3 heteroclite
Psycho-Weasel
eyes that project telepathic rays toward everything it views. Its origin is
unknown; it seems to serve the simple purpose of pilfering food and other items
from those that enter its breeding grounds. It’s believed that the creature takes
a certain delight in the chaos of its powers and will harass strangers for this
pleasure alone.
These creatures do serve some benefit to the ecology of Terra. Psycho-weasels
are known to predate upon many of the “devil” insectoids that wander down
from the north. Their powers also allow them to take out many of the deadly
mutant horrors that pose a greater threat to local villages.
Hooks:
ྊ reoccurring antagonist of the PCs has recently added some new flair.
ྊA
They are wearing an oversized metallic helmet of ancient Terran design,
and are carrying a strange plastic box. The box contains their new pet
psycho-weasel, whose effects are cancelled by the odd headgear they wear.
ྊ guard an immense treasure, a warlord has placed their spoils in a
ྊTo
tall tower and surrounded the tower with topiary gardens filled with
psycho-weasels.
ྊྊA bit of crazed super-tech has shrunk the PCs to doll-size, affording
them several amazing 1/6th scale adventures. Can they navigate the
burrows of a psycho-weasel and face this relative “giant” to get back the
computer punch card they need for resetting this size-altering machine?
ྊ distant king has sent for the seekers, hoping the healer of the bunch
ྊA
may be able to help with his adolescent daughter. The girl seems to
be taken with bouts of insanity. Upon an investigation they learn that
the daughter recently acquired a new pet, a baby psycho-weasel. Too
young to use its neuro nickelodeon power, the creature has been silently
affecting the child’s mind without her being the wiser. Now, was the
weasel an honest gift or an attempt at treason?
making a threatening call, this reptile can send a target into panic (DC 10 Will
save or lose the next 1D2 actions).
Sticky – (A) The creature’s adapted scaly foot-pads give it a +4 to grappling and
allow it to climb (30’) sheer surfaces. And/or (B) the thing’s tongue can make
a +4 missile attack (20’ range), stick to the target (DC 12 to escape), and pull it
into its mouth (2D5 dmg).
Towering – A reptile of this magnitude is fit for a Japanese monster movie! It is
several stories tall, has +3D10 hp and deals +2D10 to all dmg rolls.
Venomous – Through poisonous saliva glands or colonies of really nasty
bacteria, the reptile doses any creature it bites. (A) The venom requires a DC 8
Fort save or deals +1D12 dmg. (B) On a failed DC 10 Fort save the venom puts
the target to sleep for 1D5 rounds. (C) If a DC 12 Fort save is failed, the venom
causes erratic heart rates, inflicting -1D to all actions and increasing by -1D
every minute (6 rounds) until the target reaches 1D0 and dies. (D) The venom is
spat/sprayed at the target (+2 missile attack, 15’ range). If the target fails a DC
12 Ref save they are blinded for 1D4 hours.
EMaking.”
xposition: Welcome to another episode of “Do It Yourself Monster-
I’m your host... This entry allows the judge to quickly assemble
any kind of giant lizard, turtle, croc, or even dinosaur (yeah, I know they’re not
reptiles-but it feels disrespectful to call them birds). Just roll 2D3 and select
from the above features...
Giant Iguana
Org: Solitary Dis: Grazer/Territorial Sz: Large
Mv: 25’, Swim 30’, Burrow 15’ AC: 13 HD: 4D10 (22 hp) Init: +3
Crit: M/D10 Atk (Me): Bite +3 (2D4) Act: 1D20
Sv: Fort +2, Ref +3, Will +2 Treas: None
147 Unnatural Selections Vol. 1 147
Special Properties
Aquatic Finesse – While in the water, the giant iguana is quite agile. They can
swim and dive at 30’ per round and hold their breath for up to 1 hr.
Blitz – Once per encounter the giant iguana can force a reroll of Init (for which
it gains a +8), take a 70’ move, and roll its actions for that round with a 1D24.
Burrowing – While not going very deep, giant iguanas are known to burrow
lengthy tunnels to act as dens. These creatures can excavate the earth at
around 15’ per round.
Herbivore – Iguanas are voracious eaters of plant leaves and soft fruits. Do
not be mistaken though: they will strike out against those that interrupt their
eating, come into their dens, or approach their eggs (if female). Furthermore,
these hulking creatures can be trained (through the consistent offering of food)
to defend an area. The offering of luscious fruits or large quantities of leafy
vegetation can reduce an iguana’s morale check by 5.
Spiny-Backed – A giant iguana’s dorsal and caudal spines grant it one free
melee attack (1D20 +2, 1D3 dmg) against all adjacent assailants either to its
left or right as it thrashes its body in that direction.
Epossible.
xposition: The giant iguana is a creature that is better avoided when
Reptile, G iant
Despite having an intense look, these reptiles are rather docile and
only attack when their lives or resources are threatened. Nonetheless, many
native tribes hunt these creatures for their meat, skin, or to train as mounts.
Iguanas make advantageous mounts as their sure-footedness and abilities
to swim and climb present them as the ultimate in off-road transportation.
However, normally a giant iguana is not very fast and cannot carry much of a
load beyond the rider and their possessions.
Itempered,
guana Mounts: Even without a saddle, if the iguana is well-
a rider may position themselves between its dorsal fins and ride it as
a mount. From its back all polearm and spear-like weapons gain +1D3 to dmg.
Eannounced
xposition: Found in deeper backwaters, giant snappers are often
Reptile, G iant
by their fishy smell long before being seen. They are frequently
mistaken for hefty rocks thanks to their patience and slow-moving demeanor.
These beasts have a reputation for sinking smaller boats that enter their
territorial waters.
Giant Chameleon
Org: Solitary Dis: Predatory/Opportunistic Sz: Large
Mv: 25’, Climb 25’ AC: 12 HD: 3D10 (16 hp) Init: +4
Crit: M/D8 (Me): Bite +2 (1D5 +Swallow) (Mi): Tongue +4 (1 +stick)
Act: 1D20 Sv: Fort +1, Ref +4, Will +2 Treas: None
Special Properties
Bite – The chameleon’s bite attack gains a +1D10 attack bonus against prey
stuck on its tongue. Any landed bite gives it a chance to swallow the target if it
can best them in Str roll (for this roll it has a +2 and the +1D10 bonus effect, if
applicable). When swallowed the prey is totally constricted, takes 1D3 dmg
each round, and can only force their way back out against a DC 15.
Color Change – The chameleon can blend into its environment such that it
is DC 15 to spot once hidden. It often strikes its prey from this cover.
Independent Eyes – Able to see in an almost 360° arc, chameleons are
DC18 to sneak up on.
Tongue Lash – This beast’s tongue can make attacks up to 30’ away.
Victims take 1 point of dmg and are drawn back to the chameleon where
they can be targeted for a bite attack the next round (at +1D10). The tongue
holds the target with a force of DC 12.
Eencounters
xposition: A hidden predator, chameleons make for great random
while traversing the hothouse jungles of Terra A.D.
149 Unnatural Selections Vol. 1 149
Organization: Solitary
Robot, Deadly
Disposition: Territorial
Size: Medium/Large
Move: 30’
Armor Class: 18
Hit Dice: 20D6 (70 hp)
Initiative: +8 Crit: A/D12
Atk Melee:
Armaments +8 (see below)
Atk Missile:
Munitions +8 (see below)
Act Dice: 3D20
AI Recog: 18
Saves: Fort +8, Ref +6, Will +4
Treasure: Personal Effects
Special Properties
Armaments – Roll 1D7: (1) titanium axe (2D8 +8 dmg); (2) plasma blade
(2D12 +12 dmg, disintegrates most material, ineffective against energy fields,
and does half dmg against duralloy and permaglass); (3) buzz saw (4D4 dmg);
(4) shock prod (3D5 subdual dmg); (5) carbon fiber flail (1D8 dmg, DC 12
Ref save or entangled-DC 15 to escape); (6) clamp hand (3D5 dmg +1D3 per
round-DC 18 to escape); (7) roll for 2 armaments.
Energy Core – The robot runs on some form of power core-be it an atomic
pile, a quantum construct, or a rechargeable battery that requires daily
attendance. For every hit dealing over 10 pts of dmg, each critical hit,
and any special attack focusing on this feature, roll 1D10: (1) power
interruption (robot shuts down for 1 round); (2) processor offline (-1D20
action dice); (3) ammo depletion (one weapon requiring ammo or energy
ceases to function); (4) underpowered servo (locomotion drops to 20’);
(5) sensor overload (-1D to all actions); (6) hard reboot (robot resets as
if oblivious to prior circumstances); (7-8) running hot (the smart metal’s
coverings are red-hot, +1D3 dmg to its unarmed attacks, 1D3 dmg to any
PC touching it, and there is a 40% chance to ignite flammable objects);
(9-10) possible critical mass (reroll; if this result is rolled again, the robot
begins to glow with pulsing radiance for the next round then explodes
across a 20’ radius for 3D10 dmg).
Immune to Mind Control – Most mental powers have little effect on the
robot’s positronic brain.
Munitions Array – Roll 1D10: (1) mazer beam (disregards armor and
force fields, range 120’, dmg 3D6); (2) fazer beam (140’ range, settings
for DC 20 Fort save vs. Stun blast, 5D6 heat ray, or DC 18 Fort save
vs. disintegration ray, save=5D6 dmg); (3) riot gun (100’ range, up to
Unnatural Selections Vol. 1 150150
5 adjacent targets, 2D6 subdual dmg); (4) stun grenade launcher (70’ range,
20’ radius, DC 15 Fort save vs. Stun, lasts 1D6 rounds); (5) plasma-disk
blaster (80’ range, targets all objects/organisms in its line of fire, 3D10 dmg);
(6) chain gun (140’ range, up to 10 adjacent targets, 2D4 dmg); (7) plasma
thrower (30’ long by 10’ wide cone of plasma, 3D10 dmg, Ref save vs. DC 15
for half dmg); (8-9) roll for 2 munitions; (10) roll for 3 munitions.
Scanning Suite – The smart metal is equipped to detect things up to 200’ away
using infrared, thermal, UV, microscopic, and telescopic sensors. It gains +6
to detection and may make out most hidden and invisible targets (+6 roll vs.
mutation checks).
Special Features – This cyberform was designed for some special protocol.
Roll 1D16: (1) auger in chest (4D8 dmg, burrow 25’); (2) gravity gun (can
project a 10’ radius spot of intense gravitons up to a distance of 100’-this
requires creatures in that area to make a DC 16 Str check to escape and
those within 20’ of the spot to make a DC 10 Str check or be pulled within
10’, lasts 2D4 rounds); (3) jet propulsion (fly 70’); (4) psychic-discordance
beam (directed as a beam weapon, target must make a DC 12 Will roll or
lose any mental mutations or Patron AI wetware they have for the rest of the
encounter); (5) compliance chip (on a successful melee attack the robot has
Robot, Deadly
injected a microchip under the target’s skin, they must make a DC 12 Fort
save or have the device supplant their nerves. The robot can direct them to
take one action each round, any failure to comply deals 1D3 subdual dmg);
(6) chemical sprayer (may select between a 10’ radius release of pesticide-
dealing -3D3 temporary Sta dmg to manimals or herbicide-dealing -3D3
temporary Sta dmg to plantients; targets may make a DC 15 Fort save to avoid
the effects); (7) force field generator (5’ radius bubble, +2 AC, absorbs 25
hp of dmg); (8) tread base (robot cannot be knocked back, down, or prone);
(9) mecha (the robot is actually a battle suit currently functioning on auto-
pilot; if defeated and worn it is TL 5, CM 8, grants AC +10, +4 to Str, and
has its remaining hp for dmg absorption); (10) magnetically shielded armor
(all beam weapons deflect from surface); (11) weather sat-link (can expend
an action to call for windstorms, lightning storms, snow, or fog, which take
place in 2D4 rounds with effects based on judge’s discretion); (12) hover
base (fly 35’, 5’ ceiling); (13) cloaking (invisible for 1D4 rounds); (14) siren
(lights and klaxon are startling, DC 10 Will save or be at -1D for 1D4 rounds,
can be heard up to 3,000’ away); (15) breaching system (has diamond cutoff
wheels and fusion torches to allow it to cut though most surfaces within 1D3
rounds); (16) roll for 3 features.
Ediscovering
xposition: Nothing deflates the glee a seeker feels when
an unspoiled stretch of ancient ruins like the sound of smart
metal footfalls. Robots dominated the ancient culture of Terra AD. For
every citizen there was an entire cadre of robots designed to support them,
serve their needs and pleasures, and protect them from those that would
mean them harm. The “deadly” robot entry encompasses robots designed
for security, war, and sanctioned fighting games. Occasionally a robot from
other sectors of service may be considered “deadly” due to faults in its
programming or the retrofitting of military features onto its unsuspecting
frame. Most deadly robots can over-match a party of seekers, let alone an
opponent faced in single combat.
Erobots
xposition: The far-flung techno-society of the ancients produced
in such quantities that they out-numbered their meat-laden masters 20
to 1. Every industry and every personal need had some bot ready for the task.
Judges should think creatively about what services robots were designed for
and how an apocalypse might have affected those that survived. These bots
might have been designated for social therapies, household repairs, grief-
relief purposes, food services, medical services, traffic directing, prisoner
rehabilitation, shipping and delivery, sales and promotion, historic or wildlife
simulations-the list is nearly infinite!
As the descent toward the apocalypse accelerated, the duties these robots
may have filled would be strangely affected. A companion bot may be
chumming around with its assigned master-long dead from the last great
plague. A crew of fix-it bots may be reconstructing a pristine city that’s
now eerily vacant. Medical automatons may accost mutant PCs, insisting
on treating them for the “cancers” they are obviously diseased with. Traffic
regulators may demand the PCs stay infinitely poised at a deactivated
stoplight waiting until it turns green to proceed. The paradoxes and timeless
obligations of these creatures make these encounters special-something
more than just a chance for combat. No, this “monster” is best savored as a
match of wits and logic puzzles.
Ebut
xposition: Even with cybernetic parts, a creature cannot live forever,
R.O.M.ummies come close to breaking that rule. As a cyborg’s internal
systems discern the ultimate degradation and failure of their human half, their
positronic logic dictates the preservation of and dominance over this weaker
portion. The cyborg finds their nutrition altered to dehydrate, preserve, and
even plasticize their biological half. A shadowy reminiscence of their human
“consciousness” is digitized into the R.O.M. banks of the creature, and soon
it ceases to truly be alive. This mockery of life carries out tasks in perpetuity
trying to appease the last strong inclinations held by its human side. This may be
guarding its possessions, seeking revenge, or searching for something that was
lost to it-including abstract feelings such as love, dignity, or glory. Of course its
cybernetic understanding of these things is often faulty to begin with and falls
into further paradox over time.
Hooks:
ྊ thing’s faulty algorithms have misidentified one of the seekers as a
R.O.M.ummy
ྊThe
past love-lorn acquaintance. Now, the creature seeks to protect them from
functional death by “helping” them achieve a new cybernetic existence.
ྊ member of the Curators has unearthed a R.O.M.ummy and is offering it
ྊA
energy cells in payment for stealing various coveted artifacts from other
traders-occasionally ending in murder. Can the PCs uncover this plot and
find the hidden location of the R.O.M.ummy’s power-down station?
ྊ
ྊThe PCs are desperate for a bit of information dealing with the
whereabouts of a fabled ancient laboratory. Is its location one of the many
random memories of an old and terrifying R.O.M.ummy inhabiting some
nearby jungle ruins?
ྊ terminally ill cyborg enlists the aid of the seekers to find a holo-
ྊA
resurrection facility where the human part of its mind might find solace
before its cybernetic side takes actions to “preserve” the biological portion.
The struggle between these halves places the PCs in danger as they make
their legendary expedition to this holy site.
ྊ misguided zeal, a neighboring tribesman is attempting to gather parts
ྊIn
and power cells to help rebuild an extremely wicked R.O.M.ummy that
has him convinced it is a god.
ྊ
ྊThe final impulses recorded by a R.O.M.ummy have driven it to unlock
the secrets of AI patronage. It is attacking digital cloud storage facilities
and attempting to overwrite its AI over the likes of a PC’s patron. The
disruptions are only intermittent currently, but the patron is calling on
the seeker to put an end to this heresy!
Eprolific
xposition: In the time of rebirth, the roxen is one of the most
domesticated beasts found on Terra. Almost 8’ to its shoulder,
the creature makes for an excellent beast of burden, but is tame enough
to also serve as a mount. Though tribes have differing taboos about such
things, many find the roxen to be a most excellent source of meat, leather,
and a plethora of crafting goods. The saying goes that, “Every part of the
roxen has use-right down to its shadow.”
About the only thing unappreciated by tribes is the roxen’s musky smell.
For that reason most villages have towering bamboo pens on the outskirts
of their settlements where these oafs are kept.
Interestingly, roxen are very selective in their breeding and often tribal
seekers are sent out into the wilds to find new roxen in hopes that they
will be a match for one raised in the village.
Roxen can live for nearly 40 years and have a good memory for calls,
signals, and routines.
(3) the roxen begins bucking as it runs, DC 12 Str to stay on each round for
the remainder of the encounter; (4) the roxen moves 90° from the direction
intended.
MWhat
ar-Thor Stew-It's Survival Advice: Roxen, roxen...
can’t cha’ do with roxen? Did ya’ happen to know that roxen meat is
so high in iron, when made into jerky it can become magnetic? Well, here’s ya’ a
host of fun things to make from the critter:
🌲🌲 Knitted roxen fur (though a bit odorous) is water resistant and maintains
heat under almost all conditions (+1D to related checks when worn).
🌲🌲 Thick and chewy, roxen milk has near-fatal levels of calcium. Each time
a character with permanent mutations related to bones, growth, or density
drinks a glass of fresh roxen milk they have a 2% chance of increasing this
mutation (reroll the mutation check at +1D, take the result if BETTER
than the character’s current power).
🌲🌲 There’s an old wives’ tale that the dung of a roxen is repulsive to
reptiles! If the judge holds this belief, reptilian creatures would need to
make a DC 10 Will save to get within 5’ of the excrement.
🌲🌲 With some mastery (a DC 17 Int check), the preserved horns of a roxen
can be rattled together to make a noise that will attract 1D3 females (if
within 2,000’).
🌲🌲 The roxen’s small intestines can be cleaned and boiled to create 70’
to 100’ of durable rope that stretches (up to 150%) like that ancient
“bungee” cording.
only subdual dmg. The sandiform’s energy needs sometimes puts them in the
service of an evil being-who uses smaller lithium cores as “treats” to train
the monster to do their bidding. Energy based attacks can actually heal this
creature if at subtle levels. Any dmg from an energy attack that deals less than
11 points of dmg will instead give the creature +1 hp (even pushing it beyond
its starting value, capping off at 100). The use of energy in persuading or
distracting this monster grants a +2D to the skill roll.
Fluid Form – This being can change shape into any form or thickness allowed
by its material, sometimes using shapes to trick others (mutation check +3).
Further, it can fit through many small spaces, pouring through a little at a time.
Other Aggregates – “Sandiform” is a generic term used to cover all of these
elemental creatures, even though some are comprised of soil, pebbles, even
dried grain or fluids. This is due to the fact that most encountered will be made
of sand as most of Terra A.D. is comprised of irradiated deserts. The judge
should consider bumping up or down the creature’s speed, AC, hp, and dmg
based on the aggregate that makes them up.
Ediscovered,
xposition: Not long after the dimensional correlates were first
less savory scientists began to probe them for elements and
life forms that could be exploited toward their own prosperity. Sandiforms
are likely a result of that. Drawn into our world from a realm of solid
energy states, these creatures are unable to communicate, lost, scared, and
in a constant state of energy drain. They have learned to polarize small
materials-aggregates like sand, ash, dirt, and rocks. Bonding ionically with
these mediums, they create a body with which they can at least interact in
this world. On a whole, these elementals are obtuse to the Terran mind, with
values, needs, and expressions that make no sense in this realm. Still, their
thirst for energy and desire to be gated back to their home dimension has a
sort of universal translation.
159 Sponsored by Mark Phagan 159
Organization: Solitary/Family
Sand Wyrm
Disposition: Predatory/Territorial
Size: Massive
Move: 20’, Burrow 60’
Armor Class: 10
Hit Dice: 20D8 (88 hp)
Initiative: +2 Crit: M/D30
Atk Melee:
Bite +4 (3D8 +Swallow)
Act Dice: 1D20
Saves: Fort +8, Ref +2, Will +3
Treasure: Victims’ Effects
Special Properties
Collateral Damage – If somehow
stuck partially or fully above ground,
the wyrm begins to flail about, incidentally
smashing and slashing things at random with its razor-finned sides. Creatures
within 20’ of it must make DC 10 Ref saves each round or suffer 3D6 dmg.
Hard-Scaled – The scaly exterior of the sand wyrm has the feel of sun
heated rocks. Many of these scales are serrated and angled to tear at
the world around the beast during excavation. These scales are all but
impenetrable to most common melee weapons (only critical hits and
weapons made of artifactual/mythical metals may score dmg). Even beam
weapons are often dispersed by the clumps of silicate that cling to the
creature’s hide (a 15% chance).
Quake-Maker – When the wyrm rummages through the upper crust,
the ground around it is thrown about, simulating a massive but shallow
earthquake. This effect is simulated through a +4 mutation check.
Characters within 100’ of the beast must make a Ref save vs. this result or
be knocked prone for a round. The fall of a character is likely to catch the
attention of this beast as it hunts for targets. The use of this ability may
also cause structures and landscape to collapse, move, or sink.
Seismic Detection – With truly alien biology, the wyrm’s eyes, which are
shielded behind translucent nictitating plates, see vibrations in almost a
sonar quality. Any movement by surface creatures make them fair game
for attacks. The creature gains a +4 to such detection. This sensitivity,
however, can be exploited both by baiting the creature to move toward
a false target or by attempting to minimize movement while touching
the ground. The wyrm cannot move through rock very quickly, so if it
determines there is prey taking refuge on large boulders (15’ diameter or
larger) it will resort to its quake-making abilities to try and roll the target
off. In this way, the wyrm is a patient and conniving hunter.
Ethan
xposition: The sand wyrm is designed to be more of a terrain hazard
a combat encounter. The beastly thing spends 10 years of its life on
constant patrol of a desert or open plain, hunting perpetually without need for
rest. Its scales match the rocky subterranean world it moves through. There,
thousands of feet below the surface, it drills itself through strata and across
caves. Its eyes are able to “see” vibrations as soft as a dog’s paw touching grass
and as distant as 300’. For seekers moving through its hunting grounds, there
is commonly a set of tremors that proceed its attack. At first small and distant,
soon these grow to ground-shaking events, and not long after, the wyrm’s
violent jaws break the surface.
After a cycle of perpetual hunting, the sand wyrm descends deep into the earth.
Down there, in the heat and pressure, it is believed to either molt and grow or
perhaps reproduce and die. With this pattern, areas cursed by the wyrms may
Sand Wyrm
enter long dormant states where optimistic and ignorant seekers may believe the
creature to be gone. While down in the depths of the mantle, crystals often get
lodged between the beast’s scales, and some even grow on it during its years
of slumber. Could a sand wyrm be defeated-oh, and hauled out of its burrow-a
close search might yield 2D14 trade-grade gemstones of varying types.
Sacross
ample encounter: An ancient lighthouse now sits upon a bluff
the desert of corals. This feature is distinguished not just because
its ancient beacon still grazes miles and miles across the broken landscape, but
because it is known that a benevolent AI runs this magical tower. Named “K3PR,”
the service robot is a master at repairing technologies, and the PCs could use its
help in the repair of an important artifact. The drawback is that the desert of corals
is plagued by 2 sand wyrms. For the map, start with a desert. Draw a large rock
mesa across from the player’s starting point and set it up with the lighthouse. This
mesa is 110’ tall; DC 13 to climb. In between, place a few small reefs of coral (the
sea was boiled away, now the reefs are exposed to the air) and a large band of it
close to the mesa. Place the following site locations on this map:
1. The Giant’s Backbone – These sandstone boulders stretch out halfway
across the map with 5’ to 12’ gaps between. Some of the rock is
crumbling!
2. Hunting Grounds – Imagine 2 big circles that overlap a good deal in the
center. They represent the active hunting grounds of the sand wyrms.
3. The Great Coral Wall – A 7’ wall of petrified branching coral blocks
passage ¾ of the way across the desert (DC 10 to climb). Failures result in
cuts (1D2). The wyrms can demolish parts of this with their quake power.
4. Terror-Wing Nest – Terror-wings (2D3) nest in this part of the coral and
will make trouble for any PCs trying to fly about this space.
Eof
xposition: Between their banshee-like scream and the neon-glow
their infected skin, you’re not likely to be surprised by the undead
menace casually dubbed “The Screamer.” Truly, this grotesque corruption
is the work of a radioactive fungus sustaining the tissues of a corpse and
using its own simple intelligence to “animate” the body for the purpose of
proliferation.
Screamers are shambling, goiter-laden zombies with glowing skin. The
fungus inhabiting the corpse uses chemical reactions to activate the nerves,
creating muscle response and flooding its cells with a solution that fights
rigor mortis. The gases of these exchanges, along with those given off with
the breakdown of the host’s necrotic tissues, build up in the cavities of the
creature, whistling out any perforation like a high-pitched shriek.
When a screamer kills a victim, the fungal spores transferred in the attack
will propagate and gain control of this new cadaver within a 24-hr cycle.
Thus, in confined communities, screamer attacks can quickly convert the
entire town into an undead horde.
Eintelligence
xposition: The “conscious” screamer has a higher state of
(4-6) and possesses the ability to learn from observing the
behavior of other humanoids. This lends to dangerous situations as they
memorize the actions needed to unlock locations, use weapons, and bypass
certain obstacles. It is unknown if spores from this evolved version likewise
can generate other, more sentient screamers, but “conscious” screamers are
often seen leading packs of regular ones, so perhaps not.
Screamer
Screaming Monstrosity
Org: Solitary Dis: Predatory Sz: Medium/Large Mv: Base -15’
AC: Base -2 HD: 2D8 to 8D8 (5-36 hp) Init: -4
Crit: M/D6-D12 Atk (Me): Base -1 Act: Base
Sv: Fort +4, Ref -2, Will +0 Treas: None
Special Properties
Death-Breath Irradiated Pertinent Trait Undead
Death Breath – A charge of irradiated gases builds up in these ghouls. This
blast is able to be released in an +2 missile attack, 12’ long and spreading to 5’
in width by its end. This attack deals 1D8 radburn dmg on a failed DC 12 Fort
save. It deals only half dmg on a successful save.
Pertinent Trait – Based on its living abilities, the screaming monstrosity
usually retains at least 1 special, natural function of its host creature.
Especies.
xposition: It is argued that there is no such thing as a “shape-shifter”
That, in fact, every shape-shifter is a unique being brought into its
putty-like state through a variety of tragedies and coincidental happenings. In
almost every case the ability to become “anything” it desires eventually fuels its
envy of those around it and liberates its inhibitions toward immorality. For one
shifter it may be a drive to obtain the wealth and renown of others. For another
Shape-Shifter
E(which
xposition: Giant snakes fall roughly into 3 categories: constrictors
squeeze their prey to death), vipers (which inject prey with poison),
Snake, G iant
and colubrids (which clamp onto prey with a quick, venomless bite). These
differences can be modelled by the judge’s selection of special properties.
Mas
ar-Thor Stew-It's Survival Advice: As dangerous
they are, crossin’ paths with a giant snake can leave the victor with a
heap of goodies! Now, thar ain’t no doubt snake meat makes good fixins-be they
grilled or stewed-but it’s what cha’ do with all them other parts that makes it
wurth yer sweat and blood...
🌲🌲 Giant snake eggs make hearty meals (+1 hp recovery for that day).
🌲🌲 Giant constrictor eggs can make for big trade for those wanting to raise one
as a domesticated pet or temple guardian.
🌲🌲 Giant snake skin is waterproof and makes rugged yet flexible armor (AC
+2, 1D6 fumble die).
🌲🌲 The venom of the snake can be painted on (3D3) tipped weapons dealing an
extra +1D8 dmg if the target fails a Fort save (or having poisonous qualities
as given above).
🌲🌲 Giant snake fangs make excellent daggers (1D4 dmg) and may carry
poisonous effects (see above).
🌲🌲 The ribs of these giants are light weight and great for fashioning small
portable tents.
🌲🌲 A wise healer can brew (DC 16 Int check) a powerful anti-venom using
the poison gland of a giant viper.
🌲🌲 Most giant snakes found near civilization are known to have a glut
of jewelry and other undigested trinkets stuck in their digestive tracts
(make a Luck roll!).
Eorigin
xposition: As with many of Terra’s mutations, the sphincterror’s
is lost to time. A roughly 8-foot tall ball of sphincter-covered muscular
tissue, the creature is as loathsome looking as it is horrific. The sphincterror is
an omnivore, requiring a variety of foods to allow for the complex chemical
inputs needed by its gas-generating glands. Even so, its consumption of meat
is astounding-as the dense muscle of the beast (it weighs over 1,200 pounds)
requires a constant supply of protein to maintain. On the hunt, the creature will
steam roll targets, backing over them after they are crippled to allow its great maw
Sphincterror
a chance to act. If the target is in the least bit wiley, the creatuere will use its gas
pores to neutralize it. Sphincterrors have a 2-way digestive tract and cough up a
tightly compacted mass of undigested plant fibers, bones, and animal skins. These
3’ diameter pellets litter the ground near the hollow or cave where a sphinterror
takes nightly refuge. Finding these pellets in a meadow or stuck in the sand of a
desert suggests that you have entered the creature’s hunting grounds...
Little is known about the habits of the sphincterror. It appears to have
exceptional intelligence for an animal, or perhaps low-intelligence for a
being. Reproduction is handled though budding, taking only 2 weeks from
the formation of the nodule to its separation. Young sphincterrors are only
about beach-ball sized and spend a good part of their days hidden from other
predators. After a few months of dining on small mammals and vegetation, the
budling grows to a respectable size and takes on open hunting.
Mthese
ar-Thor Stew-It's Survival Advice: I ain’t a’ saying
things are true, mind you. But, I heard plenty of talk about all the
crazy things ya’ can do with a sphincterror once it’s been done in.
🌲🌲 There’s a chance, if done carefully (DC 14 Agil check), that the beast’s
gas glands can be removed without triggering them. The glands can then
be squeezed to activate them elsewhere-though they seem to emit the
gas just locally, so you don’t want to be at ground zero when it goes off.
Many of its glands will be empty (a 30% chance), and the chemicals of
the gas seem to break down after just a few days of decay.
🌲🌲 The creature’s nerve agent can be boiled with equal parts water to make
a potent painkiller (effectively gives the drinker an additional +3 to Will
and Fort saves and an additional 2D5 hp for 24 hours).
🌲🌲 The slick oil the creature can spray out will burn even when wet, making
it a great fuel for torches and lanterns.
Eplaces
xposition: If nothing more, an encounter with a swarm of creatures
players in a state of unease-for the image of being surrounded by some
small, creepy things is never a pleasant one. Judges are encouraged to think up all
sorts of critters that might be dangerous when present in huge quantities. Imagine
a pond surrounded by thousands of hissing geese-instantly the geese become
menacing! What about mosquitoes or little jellyfish? And of course you have the
Swarm
classic “phobia” creatures like spiders, snakes, rats, bats, and piranhas. Encounters
with swarms are often about burdening the PCs’ travel, but when placed in
conjunction with other environmental effects (moving across a brittle stone bridge
in a cave teaming with bats) or as part of another monster encounter (a swarm of
snakes and a giant cobra, for example), they can pose a true challenge.
Swarm of Bats/Birds
Org: Swarm Dis: Territorial Sz: Tiny Mv: 40’
AC: 10 HD: 2D8 (12 hp) Init: +4 Crit: M/D6
Atk (Me): Bite/Peck +1 (1D3 +special)
Act: 1D20; 1 action roll for every target within 20’x20’ space
Sv: Fort +0, Ref +10, Will +2 Treas: Refuse
Special Properties
Fighting a Swarm – (See generic entry.) Bats and birds are particularly
sensitive to sound and nets.
Disease Riddled – Bats and birds may carry untold diseases. Roll 1D10 when
encountered: (1) “the Tusu-Tasi shakes” (DC 8 to avoid flu-like symptoms for
2 days, leaving the PC at ½ movement and -1D); (2) “dread tummy” (DC 14 to
avoid horrible stomach-retching cramps, causing 1D4 dmg that can’t be healed
for a week); (3) “Mungo’s fatigue” (DC 16 to avoid a deadening of the nerves
that temporarily takes away 1D3 Str and Sta); (4) “hangman’s hands” (DC
10 to avoid a feeling of coldness around the neck and shoulders that precedes
death by 1 turn); (5) “vertagalis” (DC 20 to avoid a vertigo that causes a 1D4
temporary Agil loss); (6) “thew-rot” (DC 12 to avoid a permanent loss of 1
Str); or (7-10) disease free! (only regular dmg is taken from this swarm).
171 Unnatural Selections Vol. 1 171
Swarm Attack – (See generic entry.) Bats and birds also occupy the space 20’
above the encounter.
Eswarming
xposition: In a landscape of ruined cities and cave bunkers, vicious
creatures like bats and rad-pigeons are a frequent nuisance. While bat
swarms are typically only encountered in enclosed, dark spaces, bird swarms can
be found in almost any outdoor location and even in some of the ancient buildings
such as “shopping clubs” with their warehouse-like ceilings.
Swarm
Nine Lives – Cats can ignore dmg after making a successful DC 12 Fort save.
Swarm Attack – (See generic entry.) Additionally, the swarm of strays will follow/
track any group they have drawn blood from, any group with open wounds, or
any group carrying meat. They gain a +2 to locating their quarry by smell.
Ecities
xposition: Dwelling amid the ruined streets of most burnt-out Terran
are thousands of stray cats-many mutated to horrific design. These
felines often form a pack to take down prey, but quickly turn to back-biting and
side quarrels once a target has been downed.
Swarm of Insects/Arachnids
Org: Swarm Dis: Antagonistic Sz: Very Tiny Mv: 20’, Fly 40’
AC: 11 HD: 4D8 (18 hp) Init: +5 Crit: M/D10
Atk (Me): Bite +1 (1 +Sting)
Act: 1D20; 1 action roll for every target within 20’x20’ space
Sv: Fort +0, Ref +10, Will -2 Treas: None
Special Properties
Fighting a Swarm – (See generic entry.) Insects and arachnids are often
susceptible to smoke, fumes, and poison sprays.
Sting – When stung by a bug or scorpion or even when bitten by a spider, the
victim may have to roll a DC 5 Fort save or take an additional 1D4 dmg
Swarm Attack – (See generic entry.) Insect and arachnid swarms often affect
3-dimensional space as the critters fly, crawl, or dangle from every surface.
Swarm of Piranhas
Org: Swarm Dis: Predatory Sz: Tiny Mv: Swim 60’
AC: 12 HD: 3D8 (13 hp) Init: +3 Crit: M/D8
Atk (Me): Bite +1 (1D3) Act: 1D20 per target in space
Sv: Fort +2, Ref +5, Will +1 Treas: Victims’ Effects
Special Properties
Fighting a Swarm – (See generic entry.) Piranhas are often agitated by
chemicals released in the water, they are also easily distracted by commotion
and blood elsewhere in the waters.
Frenzied – For every wound a PC takes, the piranhas gain an additional +1 to
their bite attacks (up to a max of +5).
Swarm Attack – (See generic entry.) As piranhas hedge in on PCs, the PCs will
have a harder time swimming. Checks for such things should be made at a -1D.
Ejungles
Swarm
Ethreat
xposition: Rats and their mutant cousins, rad-rats, are a common
to PCs wandering through sewers and ruins.
Elimbs
xposition: The terror-wing is a segmented flying beast with mid-
shaped like bone scythes. At distance, its flight and overall form
might be mistaken for a pterodactyl’s, but the sheen of its thin, chitinous
membranes and terrifying growl (like the chop of a diesel engine)
quickly give it away.
The creatures are carnivores to be sure, savoring warm-blooded meals.
The terror-wings hunt in packs of 3-15 (3D5). Their common tactic is
to down their prey with heavy beats of their wings, creating a bluster
of wind-driven refuse to blind and confuse the target. Meanwhile, their
wicked scythes stab into the prey, they quickly ascend, then drop the
prey from heights of 30’ hoping to immobilize or kill it before dragging
it off a second time to devour it leisurely at its nest. When grounded
these creatures move far slower (AC 9) than in flight (AC 11).
Terror-wings often nest in the broken windows of abandoned
skyscrapers, inside the confines of thick-growing giant ivy, or even
Unnatural Selections Vol. 1 174174
amid the rusted out remains of vehicles parked along a forgotten overpass.
They hatch and raise their young as a community and stay mated for life.
Terror-wing hatchlings have only vestigial winged forearms that could almost
go unnoticed. These young look more worm-like, crawling about with their
mid-limbs and feet. Within 3 month’s time the young will go through a
molting session, revealing full-blown wing membranes and long forearms. It
is at this point they leave the nest to join the pack on hunts.
Greater Terror-Wings
Org: Family Dis: Opportunistic Sz: Huge Mv: 25’, Fly 120’
AC: 9/10 HD: 2D7 (8) Init: +3 Crit: M/D8
Atk (Me): Bite +3 (1D8) Atk (Me): Scythes +4 (2D7)
Act: 1D20 Sv: Fort +0, Ref +3, Will +0 Treas: Personal Effects
Special Properties
Downwash Hook N’ Drop
Terror-Wing
Mirror-Wings
Org: Pack Dis: Opportunistic/Skittish Sz: Large Mv: 15’, Fly 90’
AC: 10/12 HD: 1D10 (5) Init: +2 Crit: M/D6
Atk (Me): Bite +2 (1D4) Atk (Me): Scythes +2 (2D4)
Act: 1D20 Sv: Fort -1, Ref +3, Will +0 Treas: Personal Effects
Special Properties
Downwash Hook N’ Drop Reflective Coating
Reflective Coating – Beam weapons have a 70% chance of bouncing off of
a mirror-wing if fired from below. Have the characters below roll a Luck
check. The character that most excessively failed this check is hit by the
attack. If no checks were failed (or if it was a tie) the beam impacts the
scenery around the attacker.
Eseen
xposition: Found largely in deserts, mirror-wing packs can be
for miles as glistening orbs in the sky. This twinkle is produced by
the silvery scales that protect their under wings. Many wayfarers mistake
these reflections of light for airships or other ancient wonders until they are
too close to avoid regret. The glassy scales of a mirror-wing are legendary
for their ability to deflect many forms of lazer fire.
Evillage,
xposition: Only in hushed tones, safely in the confines of their own
would a seeker dare to call these creatures “bunny men.” For
tibbars are a rancorous people with predispositions to conquest and drudgery.
Tibbars dread to be found wanting for a weapon, so most carry three or four-
often tucked in secret. Slight in stature (ranging from 3’ to 4.5’), they make
up every inch in moxie. Tibbars also possess the dreaded ability to drain
away energies from both biological and technological sources. A simple
touch from this mutant can empty a lazer rifle’s C-Cell or leave its owner
comatose on the ground.
Their leaders (often the tallest in the warren) can leverage their group against
opponents many times their size through slick military maneuvers and caches
of artifacts taken during their raids. A typical war party has the synchronicity
of a special ops team. Most seekers will encounter these hares when exploring
newly uncovered ruins because tibbars are always seeking territory to lay
Unnatural Selections Vol. 1 176176
claim to and will provide a strong rivalry for the resources found within.
One might presume tibbars to be a form of manimal, but those with mutations
that can sense energy auras know better. Tibbars seem to be both temporally and
dimensionally rifted from an alternate version of Terra A.D. They were born through
interference in a maniacal plot by the chronal-warlock Glipkerio. The intervening
seekers became pawns in a time-displaced plot, forever pushing leporidae up the
evolutionary echelons in what seemed like an inconsequential misstep. Thus, tibbars
(in this splintered timeline) are leftover inhabitants from some of the final days of
the ancients...
GRoll
earing up: A tibbar war party can be outfitted through the following chart.
2 times for each tibbar:
War Gear (roll 1D24 x2)
1) Wooden Spear (1D5 dmg) 10) Modified Body Armor 17) Duffle Bag
(+3 AC)
2) Chemical Glow Rod (1hr) 18) Spare C-Cell
11) Gauzer Pistol
3) Com-Badge 19) Zap-Trap
(1D8 dmg, range 140’) (5D8 subdual dmg)
4) Bow and Arrows (1D6 dmg) 12) Lazer Rifle 20) Sling (1D2 dmg, range 60’)
5) 30’ Snaking Camera (3D6 dmg, range sight)
21) Stimshot
6) Steel Dagger (1D4 dmg) 13) Stun Grenade (DC 18)
22) Braided Rope (50’)
7) Riot Shield (+2 AC) 14) Bolas
(1D2 dmg, DC 8 escape) 23) Medishot
8) Portable Laser-Trip Alarm
15) Weighted Net (DC 12) 24) Jetpack
Tibbar
Wof
hat's Up, Doc?: Roll on the following chart for a random indication
what the tibbars are up to when first encountered:
Rtibbars
eactions: Elect a PC to make a Personality check to see how the
may treat the seekers:
1-15 16-19 20+
Tibbars see the PCs as Tibbars may be open to Tibbars are interested in
annoying vermin that ought bribery or settling territorial trading for a PC’s items or
to be exterminated. disputes through single gleaning information from
combat. the PCs.
+1 to AC and +1D3 to dmg); (6) the “Banner” effect (when agitated by PCs, the
creature swells to double its size, gains +2D6 hp, and deals +2D4 dmg as it goes
into a berserk “beast mode”); (7) teleport (the unnatural can teleport itself or any
creature of large or smaller size up to 300’ in any direction-including straight
up-targets get a DC 12 Will save to avoid); (8) wolf in sheep’s clothing (when first
engaged in combat, it will peel out of its own skin to reveal a slime-coated new
form-replace the unnatural with another monster and continue the encounter); (9)
static discharge (creatures within 10’ must make a DC 13 Ref save or take 3D4
electrical dmg-usable 3 times per day); (10) synthoid (the creature is actually a
still-working robotic duplicate-it has an AC of 18, +3D6 to its hp, and 4 pieces
of artifactual technology built in); (11) cnidoblast tentacles (+2D16 bonus action
dice, +2 touch attack for 5D6 subdual dmg-Fort save vs. 15 to reduce by ½); (12)
triple threat (creature has 3 powers-keep rollin’, champ!).
Enothing
xposition: It is easy to imagine that Terran landscapes are filled with
but homicidal monsters and otherworldly encounters, but the vast
network of tribes that thrive in its timbers can verify that the gentler veldts
and plains are filled with game. Dozens of legacy species-slightly evolved
from their ancestors-fill in the bulk of the planet’s life forms. They are
hunted, herded, domesticated, and preyed upon. But every now and again
the irradiated hands of mother “unnature” take an odd turn with one of
these simple creatures. An unnatural is one of these common animals that
has inherited certain mutant traits/powers. Woe to the hunter that accidently
traps one of these!
Tiny unnaturals represent animals in the vein of rabbits, squirrels, raccoons,
geese, dogs, and the like. Medium unnaturals may represent fauna similar to
deer, tortoises, buffalo, apes, or tuna. Large ones are derivatives of the most
majestic animals such as elephants, hippos, and whales.
Elies
xposition: Throughout the hothouse jungles of Terra A.D. there
many a site held sacred to veggie-mutations and wilderness beings.
Many of these places are the ruins of ancient chemical and nuclear facilities.
Some are abandoned research stations, while others are rifts in the fabric of
the universe where dimensional energies soak out onto the Terran landscape.
Amid these chaotic stretches proliferate an abundance of new wildlife-with
plantients awaking under those conditions almost weekly. To some, such a
“mutation-generating” spot would be viewed as accursed and deserving of
demolition, but to the extremely wise members of the watcher-woods these
glades are the origin of life and the voice of natural selection. It is poetry in
motion and something these tree people take an oath to protect.
A watcher-wood is a massive, sentient tree. Akin to the Earth’s redwoods, these
Watcher-Wood
species can grow to heights of 100’+. Yet, they feature a diversity of types,
including both deciduous and coniferous orders. As a people, the watchers are
quiet and perhaps overly patient. They find communication with humanoids
to be an exhausting task. Yes, the speed at which the “fleshy ones” talk and
frequency at which they diverge from their ideas hurts the stoic minds of the
watchers. Further, these tree people are quite suspicious of humanoids. They
have seen a great deal of destruction, pollution, and carelessness delivered
from those creatures. Able to converse with all the living things of the forest,
they have heard of the cruelness of some hunters-the laxed attitudes held
as vegetation was picked or lumber was harvested. This does not mean that
watchers will not aid a humanoid PC, but simply that gaining this aid is an
uphill endeavor.
The “sacred” spots which the watchers keep vigil over were deemed such long
ago. Though new areas may be selected for protection, such a process calls for
a council of watchers to agree-and this is a long process, for birds and other
swift organisms have to be relied upon to carry the conversations between the
groups of watchers all across a continent. There are few circumstances under
which these tree people would allow an outsider to enter on sacred ground. Even
plantients (who when travelling with other seekers have a mark of suspicion
about them to begin with) are not often allowed back into these portions after
being “awakened” there at the start of their sentience.
Hook:
ྊ ancient dragon has come ashore near the PCs’ homeland. The elder
ྊAn
prophecies have spoken of this day and give hope that a protector
exists, a woodland yvox who will rise up to defend this space against
the marauder. But where does this messianic yvox rest? And how can
it be awoken? Perhaps a grove of watcher-woods knows the answer.
Maybe they are the ones keeping this beast in hibernation, and the PCs
must convince them the time for its awakening is at hand...
EThey
xposition: The rifts first appeared during the last days of the apocalypse.
were tears in the fabric of reality, looking inward on a world of ash-
pregnant plasma and radioactive fires. It was called the reach: a domain of interest
to the handful of surviving scientists but a place of fear for those that still clung
to the religions of old. Words like “Hell,” “Sheol,” “Hades,” and “Tartarus” were
thrown around to the great ridicule of the science-minded. First contact was made
with its terrifying inhabitants. Those beastly creatures offered reprieve from the
terrors of the apocalypse if only mankind would invite them through the reach
on to Terra and pledge service to them. In those days of famine and death
their display of power was enough to convince many. Once let loose, these
wretches cured the famines through cannibalism and ended bloody wars with
the institution of slavery. With their powers they resurrected entire cities but
twisted them into temple complexes, offering themselves for worship in trade
for shelter amid these havens.
Now after the atomic rebirth, these demonic carbuncles still function-fully
powered cities sitting on hills overlooking the wastes of the civilizations
that refused to serve them. The wretches might just be the devils spoken
about in ancient texts, or perhaps just extra-dimensional beings that bear a
coincidental resemblance. Without question, their hedonistic ways and sadistic
temperaments make the term “demon” a proper fit all the same.
these devices on a DC 12 mutation check (at +4). (3) ESP: the yvox can read
minds and project its thoughts. Creatures attempting to block this must make
a Will save vs. a +4 mutation check. (4) Telekinesis: moving objects through
simple willpower, the yvox rolls 1D20 x100 representing how many pounds
it can manipulate with this power. (5) Time Stop: this monster can freeze time
on a whim. Make a +4 mutation check against DC 12. If successful, the result
is the number of rounds time has stopped. This power only affects the time-
space continuum within a 50’ radius of the yvox. (6) Mental Blast: the beast
can permeate a wave of mental pain (4D6) out to a radius of 30’. Those within
the range may make a DC 14 Will save to reduce this dmg by ½. (7) Roll for 2
mental powers on this list.
Erumors
xposition: Almost every inhabited corner of Terra speaks in hushed
of an “yvox” living in the dark hollow, cloud-shrouded mountain,
or inky ocean nearby. Yvoxen (plural), are unique lifeforms of world-
ending size and substance. Luckily, their existence verges on hermitage, for
whenever two meet, there is a struggle for dominance and recognition of
sublimity. These battles scar up entire countrysides, level ecosystems, and
purge most local organisms from existence.
Few have ever seen an yvox, so descriptions often are just embellishments of
the same old tales told by a handful of survivors. Beware, these behemoths
come in such a variety of shapes and abilities that counting on these rehashed
rumors is a dangerous gambit. How the yvox came into existence is a
mystery unto itself. Some claim they have been on Terra since its inception-
having slumbered through most of the pre-disaster days. Others claim their
heraldry is from outer space or another dimension.
Emanimal,
xposition: Zayarians may look like some squirrel-derived
but they are in fact a highly evolved race from a world
beyond Terra’s solar system. These aliens come to Terra in their bizarre
spacecraft (shaped like glossy white eggs) for a chance to hunt amid its
megafauna. The popularity of safaris on their planet drives a steady trade
of such visitors. And while their laws dictate they should not have any
Unnatural Selections Vol. 1 186186
interactions with less technically evolved lifeforms, there have been more than
enough interactions between seekers and these interstellar voyagers.
Most Zayarians arrive in groups of 2 to 5. They land amid vivacious spots on the
planet chosen by their probes, which are sent weeks in advance to do scouting.
Focused only on the hunt, Zayarians are admirable in their choice to use
weapons and tactics that give their prey an even chance. Though technologically
capable of producing beam weapons, most Zayarians hunt with a ceremonial
weapon called a barzong. The barzong is a medium-sized sword-like device
capable of being thrown in a boomerang-like manner. In expert hands the blade
can travel 60’ and is allotted 2 chances to hit (one on the approach and one on
the return). The barzong requires a DC 8 Ref save to catch as it returns.
As diverse in personality as the pure strain humans, these aliens have sometimes
helped Terrans stuck in deadly situations. Conversely, there have been horrific
rumors of Zayarian safaris directed toward the hunting of manimals! Many
seekers try to get Zayarians to break protocol and converse with them, hoping
to find out what they know about the fate of the Ancient Ones; however, this is
often seen as an annoyance-disturbing their hunt.
Hbarzongs
unting Gear and Prey: Zayarians almost always carry their
with them. Beyond this there are several techno-gadgets they may
employ. Here, too, are examples of their favorite Terran game.
Z ayarian
Hooks:
ྊ
ྊThe Gene Police have erroneously captured a few Zayarians while they
were sleeping. A young Zayarian was able to flee and has come to the
PCs with a plea for help.
ྊ Zayarian criminal stole a charter ship destined for Terra. He has
ྊA
taken over a Curator temple to arm himself and is recruiting a gang.
Meanwhile, a bounty hunter arrived and needs the PCs’ help as guides.
Special Properties
► Immunities: Immune to paralysis, poison, polymorph and sleep
effects.
► Magically attuned: Detect magic-users within 100’.
► Spell mimicry: Can mimic any magic-user spell of 5th-level or
lower cast within 30’ on its next action.
► Absorb spells*: Arcane spells that target the arcanoplasm are
automatically absorbed healing 1 point for every dice of damage
rolled. Non-damaging spells heal 1 point per level of the spell.
Spells that affect an area are not absorbed, but do not affect the
arcanoplasm. Cleric spells function normally.
Ewith
xposition: Arcanoplasms resemble giant pale yellow amoebas
“veins” of dark gray striping.
AC 4 [15], HD 10****
(45hp), Att 1 x slam
(3d6) or by weapon
(3d6), breath weapon
(6d6), THAC0 11 [+8], MV 60’ (20’), SV D6 W7 P8 B8 S10 (10), ML
12, AL Neutral, XP 3,700, NA 0 (1), TT None
Special Properties
► Mundane damage immunity: Can only be harmed by magical
attacks.
► Breath weapon*: Once every 1d4 rounds can spit a 30’ stream
of molten brass (save versus wands OR DC 10 Ref save for half).
► Immunity: Immune to acid and blunt weapons.
► Spell immunity: Immune to all spells except lightning-based
effects which slow a brass man (as the spell) for 2d6 rounds and
fire based spells that heal the brass man for 1hp per damage
dice rolled.
► Magical origins: Created by powerful wizards and clerics.
Eof
xposition: A brass man is an 8’ tall humanoid composed
brass and weighing about 900 pounds. Its facial features are
exquisitely and delicately worked. Some brass men have ancient runes
and symbols carved into their bodies. Many are constructed with
weapons, though the average brass golem relies on its fists.
son closest to them as they walk about the chamber. The effect is like
being on a stage in the middle of a gallery of spectators. The heads
are harmless, but disconcerting.
Against the wall opposite the brass entry sits a basalt altar, its sides
decorated with idyllic pastoral scenes. A three-inch-thick glass top on
the altar shields a depression in the stone that contains a shining gold
ring carved with images of ivy and a scroll sealed with a wax signet.
The burned body of a tomb robber lies in a heap of charred remains
at the base of the altar. His armor is decayed and melted through, with
obvious burn spots marring the leather. A crowbar in one of his skel-
etal hands is bent and twisted, the metal running like wax on the floor
tiles. One corner of the glass atop the altar is scratched and chipped.
One of the heads behind the altar actually belongs to a brass man
kneeling inside a space covered by a phantasmal force. The golem’s
entire body – except its head – is hidden by the spell so that it appears
to be just one of the many moving heads lining the shelves. The brass
man’s features are coated with a thin patina of plaster to blend in with
the stone heads beside it. It rotates to watch PCs, just like the rest of
the heads in the gallery. The golem is tasked with protecting the altar
and its contents. The brass man kneels in its niche and doesn’t bother
PCs unless they touch the altar or harm the other carvings. If that hap-
pens, it spits a stream of molten brass at the closest PC then rises out
of the phantasmal stone wall to attack. When it does so, a wall of fire
ignites across the doorway, blocking the room’s only entrance. The
golem returns to its post after PCs are driven off.
The ring is a ring of regeneration, while the scroll contains three
magic-user spells of the Game Referee’s choosing.
Special Properties
► Rotting death: Targets successfully hit make a save versus poison (DC 10 Fort
save) or be affected by rotting death, losing 1d6 points of constitution each day. A
new save at -5 penalty can be made every day. Victims that lose all their constitu-
tion die. Constitution can be restored by magic or complete bed rest, with 1 point
of constitution returning with each week.
► Territorial: Death dog packs have been known to share territory with little
friction, although they do engage in dominance battles in leaner times when
hunting is difficult.
Ekilling
xposition: Death dogs are two-headed, mastiff-like hounds; nocturnal
machines that hunt their prey without hesitation across the desert sands
and wastelands.
Killer Packs
While crossing the amber sands of the great desert you come across
a lonely tower of sandstone that almost blends into the landscape. The
tower shows some weathering, and appears to be quite ancient. The
picked over bones of a horse lies half-buried in the sands near the tower.
A sturdy iron door, scalding to the touch, blocks entry, and the tower has
no windows, though a trap door allows access through the roof. The walls
of the tower are five feet thick, and the circular rooms within measure 8
feet in diameter.
The ground floor is empty save for an old, dry straw mattress, some
broken crockery and a longbow, the string snapped. The third floor is
likewise empty, save for a dusty skull and a few empty wine bottles. The
second floor, however, is inhabited by a maiden, beautiful but flushed
The maiden will explain that they were fleeing across the desert from her
wicked uncle when they were attacked by a pack of 2d6 black, two-headed
hounds. The knight was wounded by one of the dogs and they were fortunate
to outrun them and find this tower. They’ve been trapped here for three days
now, the dogs surrounding the tower each night and the knight too ill to walk,
the horse having died from exhaustion after their race across the desert.
Death Death
Special Properties
► Breath weapon: 120’ long, 30’ cone of icy cold air. Creatures
smaller than the cloud dragon make a Save versus breath or be
knocked down and blown back 7d12’. Flying creatures are blown
back twice the distance. Creatures takes damage equal to the
dragon’s current hit points If the save is successful they take half
damage and remain stationary. Can be used up to three times per
day.
► Language: 100%. All cloud dragons can speak a stilted form of
common.
► Cloud form: At will. As gaseous form. While in cloud form, can
still use spells but cannot use breath weapon or make physical
attacks.
► Magic powers: Each can be used twice per day:
a. Create water: The water falling from the sky in the form of
rain.
b. Call lightning: 360’ range, 10’ radius. All creatures in the
area take 8d6 electricity damage; save versus spells for half.
DOnated by Frog God Games (All Rights Reserved) 194194
c. Control weather: As spell except with 10 mile radius, 4d12
hours duration.
d. Obscuring mist: Creates a cloud of misty vapour 10’ high, 90’ diam-
eter. Blocks normal vision and infravison. Creatures that can see invis-
ible can see faint shapes. Lasts for 9 turns, 3 turns if in a strong wind.
e. Stinking cloud: Range 120’, 20’ x 20’ x 20’ area. Save versus poi-
son or become nauseated and unable to attack while inside the
cloud and 1d4 rounds afterwards. The cloud last 1 turn, 1 round if
in a strong wind.
►Arrogant: Cloud dragons have a great disdain for non-flying crea-
tures and creatures that must use non-natural means to fly.
► Territorial: Cloud dragons are not highly aggressive, but dislike
interlopers and attack them on sight.
Special Properties
► Breath weapon: 20’ long, 20’ cone of smoke. Save versus breath
or choke and cough for 1d6 rounds.
► Language: 30%.
Edragons
xposition: Smoke dragons are small, 8’ long, black
with grayish underbellies and are often mistaken
for immature black dragons. Smoke dragons have smoke-
gray talons and red-tinged wings. Their eyes are gray or,
in some rare instances, blue. Small under-curved horns
protrude from their heads.
gas ignites in a fireball if a flame is lighted in the room. The flash fire
does 5d6 points of damage (save versus breath for half). The smoke
dragons dart into the caves to avoid the flames that roil along the up-
per part of the room. The fire erupts up the chimney as a column of fire
that rises nearly 75’above the land above. There’s a 2-in-6 chance that
the column attracts the attention of nearby flying creatures, including
griffons and dragons. It takes a full month for the gas to build up again.
The smoke dragons pour out of their holes to finish off anyone who
disturbed their courtship.
Special Properties
► Undead: Make no noise, until
they attack. Immune to effects that affect living creatures (e.g.
poison). Immune to mind-affecting or mind-reading spells (e.g.
charm, hold, sleep).
► Fire resistance: Half damage from fire.
Ewho
xposition: The draug is the vengeful spirit of a ship’s captain
died at sea, thus being denied a proper burial. If an entire
ship sinks at sea with the loss of all hands, the ship itself and its entire
crew may return as ghostly wanderers. The captain usually rises as a
draug and his crew rises as brine zombies (see that entry). A draug
looks as it did in life, wearing the same clothes and bearing the same
possessions it held at the moment of death. The arrival of a draug
is often taken as a death portent, for even if it does not attack, some
dire circumstance is likely to befall the witness. A draug often acts as
a death token, rising out of the sea and staring at or pointing a bony
finger at a sailor fated to drown.
Draug
Special Properties
► Surprise: On 1-3. Hides within natural fires and attacks.
Ereddish-orange
xposition: A fire snake resembles a normal snake with
scales and stark white eyes. They range in size
from 2’ to 6’ feet in length.