Nuclear Horrors

Habitat: Any
Large, mutated Chickens are the mount of choice on Planet X, and Wild Cluckers roam just about every corner of The Known World. A Warclucker can bite on command with its sharp beak and often times sports its very own armor, and a racing Clucker can reach shocking top speeds. However, your rank and file Riding Clucker is detailed below.

Attributes: Agility d8 Strength d6 Smarts d6 Spirit d6 Vigor d8
Skills: Fighting d4, Notice d4
Other Stuff: Charisma 0 Pace 10 Parry 4 Toughness 6

Attacks
Peck: Beak, meet FACE for Strength+d4 damage

Special Abilities
Fleet Footed: Cluckers roll a d8 when running instead of a d6.

Habitat: Any
These harmless, curious creatures drift lazily through the skies of Planet X, their skin coming in any and all colors, with numerous patterns decorating their skin. A Blish is normally the size of a basketball, but can expand to a massive, boulder sized being that is lighter than air. As a Blish grows, it floats higher and higher into the atmosphere. Domesticated Blish can be strapped to a large basket and used as a hot air balloon, and this manner of air travel is favored by the people of Planet X who wish to travel long distances. A Blish trained in this fashion learns to inflate when both of its tendrils are tugged on, and deflates when only one of its tendrils is tugged on.

Attributes: Agility d4 Strength d4 Smarts d4 Spirit d4 Vigor d4
Skills: None
Other Stuff: Charisma 0 Pace 6 Parry 2 Toughness 4

Attacks
Blish are harmless and peaceful creatures, and have no natural defenses against predators.

Special Abilities
Flight: Blish float as they expand, and they spend the entirety of their lives in the air.


Habitat: Any
Slags are mindless, bloodthirsty nuclear killing machines who come in any and all shapes and gruesome sizes. All Slagodons were once a member of the Human, Elven, Dwarven, Gnomish or Ogre species, but soaked up too much radiation and exploded into one of these orange skinned monsters. Slags kill everything and everyone on sight except other Slags, and often times travel in cruel tribes under the lead of one badass Chieftain.

Common Slag
Attributes: Agility d6 Strength d8 Smarts d4 Spirit d4 Vigor d8
Skills: Fighting d6, Aim d6, Intimidation d4
Other Stuff: Charisma -6 Pace 6 Parry 5 Toughness 6

Slag Chieftain
Attributes: Agility d8 Strength d12 Smarts d4 Spirit d6 Vigor d10
Skills: Fighting d10, Aim d8, Notice d6, Intimidation d10
Other Stuff: Charisma 0 Pace 10 Parry 4 Toughness 9

Attacks
A Common Slag gets one attack per turn, and a Slag Chieftain gains two attacks per turn, and can choose from the following attacks.

Tentacle Whip: Many Slags use their spiked tentacle to slap at foes for Strength+d4 damage.

Goop Spit: This gross ranged attack deals 2d4 damage on a successful hit.

Big Huge Weapon (Chieftain Only): Most Chieftains make use of the biggest, meanest weapons possible. Strength +d10 damage

Skull Toss (Chieftain Only): Slag Chieftains often times carry skulls of fallen victims, and love to hurl these bad boys at their foes as a ranged Aim attack. The skulls often times shatter on impact, and deal Strength+d6 damage to the target, and also deal d6 damage to all enemies within 5 feet of the victim, as bone shards spray the area.

Special Abilities
Wild Card (Chieftain Only): All Slag Chieftains are Wild Cards.

Nuclear Strike: Whenever a Slag deals a Wound of damage to a foe, they also immediately gain a Radiation point.

Acid Explosion: When a Slag dies, it explodes in acidic green goop that deals 2d6 damage to all non-slags in a 15 foot radius.

Primal Roar (Chieftain Only): A Slag Chieftain can take two of their actions to let out a blood curdling war cry that pumps up all other Slags within 25 feet of the Chieftain, granting +2 to the next attack and damage roll of all Slags affected. This does not benefit the Chieftain at all, and this ability can only be used once per hour.

Habitat: Any
One of the most commonly encountered danger of the Wasteland of Planet X is the legendary Waste Wolf. Far more muscular and aggressive than their ancestor kin, Waste Wolves are quite large, scraggy, ferocious, and deceptively stealthy hunters that scour the Wastes in search of prey. Waste Wolves often times travel in packs of up to 5 Wolves led by one savage Alpha. A Waste Wolf is often times decorated in screws that go straight into the creature’s bones. Waste Wolves are cunning and cruel, and will often stalk prey for miles in wait of the perfect ambush, attacking when prey is weak, wounded or distracted.

Waste Wolf
Attributes: Agility d8 Strength d6 Smarts d6 Spirit d6 Vigor d8
Skills: Fighting d6, Notice d8, Stealth d8, Tracking d6
Other Stuff: Charisma 0 Pace 8 Parry 6 Toughness 6

Waste Wolf Alpha
Attributes: Agility d10 Strength d8 Smarts d6 Spirit d8 Vigor d10
Skills: Fighting d8, Notice d10, Stealth d10, Tracking d8
Other Stuff: Charisma 0 Pace 8 Parry 6 Toughness 7

Attacks
Bite: A Waste Wolf’s sole attack is its bite, which deals Strength+d6 damage. An Alpha has a more ferocious set of teeth and deals Strength +d8 damage. An Alpha can make two bite attacks per turn, while a normal Waste Wolf can only make 1.  

Special Abilities
Wild Card (Alpha only): All Waste Wolf Alphas are Wild Cards.

Fleet Footed: Roll a d10 when running instead of a d6.

Go for the Throat: A Waste Wolf instinctively goes for the target’s most vulnerable spot, and on a successful raise on a bite attack roll adds +d8 to its damage roll instead of the normal +d6.

Howl of the Pack (Alpha Only): Once per day, a Waste Wolf Alpha can spend an action to let out a gruesome howl that summons d4 (this die does not Ace) Waste Wolves in the immediate area. If no Waste Wolves are in the nearby area, it will not activate this ability.

Habitat: Any
While these small, football-sized fellows might seem cute, they are the number one pest of the wasteland. Nukelings are small, quick, and have voracious appetites, often attacking livestock like cattle and goats, using their small, razor-sharp teeth to eagerly feast on any remains they can gnaw upon. Most Nukelings congregate in large underground warren communities, and when you see one, more aren’t far away. They mostly skitter away from anything larger than them, except when they are in the midst of feeding on raw meat, which puts them in an aggressive, bloodthirsty state in which they will attack anything that threatens their meal. Besides this, flight is a Nukelings first response to an attacker, but it will fight if cornered, or if backed up by a few of their brothers and sisters. Nukelings are hatched from eggs, and can be domesticated and kept as pets if their owner is the first being the Nukeling sees when it hatches.

Attributes: Agility d12 Strength d4 Smarts d4 Spirit d4 Vigor d4
Skills: Fighting d4, Stealth d12
Other Stuff: Charisma 0 Pace 8 Parry 4 Toughness 4

Attacks
Nibble: They may be small and cute, but a Nukeling’s small, razor sharp teeth cut like a buzz saw, and deal 2d4 damage.

Special Abilities
Skittish: Nukelings are very small and hard to hit in combat. Any ranged OR close combat attack made against them suffers a -1 penalty, as the Nukeling bolts chaotically from side to side, excitedly jumping and sprinting around a dizzied attacker.

Ravenous Appetite: Nukelings love to eat raw meat, and can entirely devour a carcass in a matter of minutes, bones and all. Less reputable types might even use Nukelings to easily dispose of bodies they don’t want found…

Domesticated: A domesticated Nukeling can be purchased for 250 Gold Chips by most reputable Nukeling breeders.

Habitat: Any
Childbirth is quite an interesting ordeal in the Wasteland, and a Toxic Tot is the spawn of Mothers who are irradiated at the time that they give birth. In game terms, at the time of birth, there is a %10 chance per point of Radiation the Mother currently has that the child will be born a Toxic Tot, and immediately begin attacking anyone nearby, Toxic Tots are truly savage and quite difficult to put down. The Mother always dies after the gruesome birth of one of these little buggers.

Attributes: Agility d8 Strength d10 Smarts d4 Spirit d8 Vigor d10
Skills: Fighting d12, Aim d6
Other Stuff: Charisma -6 Pace 5 Parry 8 Toughness 7

Attacks
A Toxic Tot gets two attacks per round, and can choose from any of the following vile abilities.

Projectile Puke: Once per hour, a Toxic Tot can launch an unholy stream of acidic puke that attacks in a cone, striking all targets in front of the little creep. This requires an Aim roll. Any caught in the blast take 3d6 damage.

Tongue Lashing: One flick of this lengthy prehensile tongue deals Strength+d4 damage.

Fussy Wail: Once per hour, a Toxic Tot can emit a high pitch screech that causes all targets within 50 feet of it to roll a Vigor test at -2. Targets who fail this roll are Shaken. 

Special Abilities
Wild Card: All Toxic Tots are Wild Cards.

Mommy Dearest: Strangely, a Toxic Tot has a special bond with females and will not attack a female unless provoked by them.

Habitat: Any
If there’s one thing that the Wasteland has in abundance, it’s carcasses, and this is very good news for the radiated ancestor of the common Vulture. Bloodbeaks aren’t just content to follow a wounded being and wait politely for them to die, however, and a Bloodbeak will do what it can to speed that process along…

Attributes: Agility d8 Strength d6 Smarts d4 Spirit d6 Vigor d8
Skills: Fighting d6, Notice d6
Other Stuff: Charisma 0 Pace 6 Parry 5 Toughness 6

Attacks
A Bloodbeak gets one attack per round and can choose from the following abilities.

Strangle: A Bloodbeak always attempts to wrap its gruesome tentacles around the throat of its target as an initial attack. This is a Fighting check. The attack itself deals no damage, but once the Bloodbeak has its victim by the throat, it will not release its grip until it is pried off via an opposed Strength check that must be made on the victim’s turn. A success on this Strength test frees the victim from being strangled, and a raise also allows them to act on that turn. While Strangling a target, any attacks made against the Bloodbeak by allies of the strangled target follow the Innocent Bystander rule.

Peck: If a Bloodbeak begins its turn strangling a foe, it immediately begins to rain down a series of vicious attacks with its sharp beak, stabbing and biting its prey in a frenzied barrage. The attack deals an automatic Strength+d4 damage and no attack roll is needed.

Special Abilities
Flight: Birds can fly…surprise, surprise.

Scavenger: While a Bloodbeak is far more aggressive than its Vulture ancestors, it is still a cunning feeder and will not initiate an attack against unwounded prey. A Bloodbeak will always attack the most severely damaged target in a combat. In fact, it is not uncommon for these wily creatures to wait for a fight to conclude before diving in to kill off any already weakened survivors.

 Asphyxiate: A strangled target who does not pry away the Bloodbeak quickly risks strangulation. Anyone who is strangled by a Bloodbeak for 5 turns is immediately knocked out, no matter what their current Wound count is.

Habitat: Any
These large mutated rats are “decorated” with a curved, brutally lethal rhino horn. These resilient creatures can adapt to any of the...special environments of Planet X and can be found practically anywhere in the wasteland.

Attributes: Agility d8 Strength d6 Smarts d4 Spirit d4 Vigor d6
Skills: Fighting d4, Notice d6, Stealth d8
Other Stuff: Charisma 0 Pace 6 Parry 4 Toughness 5

Attacks
Bite: A set of gruesomely long lower fangs can deliver quite a bite with a successful Fighting check, and deals Strength +d6 damage.

Gore: A Rhinocerat may charge a foe and attempt to gore them with their large horn. This attack deals 2d8 damage and ignores all armor. A Rhinocerat only uses this attack when it draws a Jack or higher for initiative. If a Gored target is Shaken by this attack, they suffer a -2 penalty to recovering.    

Special Abilities
Festering Bite: Rhinocerats are filthy little creatures, and wounds from their bite are incredibly difficult to heal. A target wounded by a Rhinocerat’s Bite attack suffers a -2 penalty to all natural healing rolls. 

Habitat: Any
Warpers are required to eat Brains to sustain their strange psychic powers, but every now and again, a victim of a hungry Warper comes back to life. In game terms, every time a Warper eats the brain of someone with a Smarts score of d8 or higher, they roll a d20. On a result of 1-3, the victim of the attack comes back to “Life” as a fearsome undead, zombie-like creature known as a Drained-Brain.

Attributes: Agility d8 Strength d8 Smarts d8 Spirit d8 Vigor d8
Skills: Fighting d8, Notice d6, Stealth d6
Other Stuff: Charisma -6 Pace 6 Parry 6 Toughness 8 (+2 for Undead)

Attacks
Claw: A Drained-Brain can make two claw attacks per turn with a Fighting roll that deals Strength +d6 damage.

Special Abilities
Wild Card: All Drained-Brains are dangerous adversaries and are Wild Cards.

Undead: +2 Toughness, +2 to recover from Shaken, +4 damage from fire.

Hatred: Drain-Brains hate Warpers more than anything, and will always attack any of their ilk in the area. All attacks and damage rolls against Warpers gain a +2 bonus. 

Habitat: Nadderbog
Fleeches are large, dog sized Flying Leeches (duh). They have quite a taste for blood, and eagerly divebomb any sources of the sticky red stuff that they come across.

Attributes: Agility d8 Strength d8 Smarts d4 Spirit d6 Vigor d8
Skills: Fighting d10, Notice d10
Other Stuff: Charisma 0 Pace 6 Parry 7 Toughness 6

Attacks
Chomp: Makes sense, right? A Fleeh latches onto its prey and begins to hungrily slurp their precious blahd for Strength+d8 damage.

Special Abilities
Flight: A Fleech has wings and knows how to use ‘em!

Life Leech: A Fleech who deals a Wound of damage with its Chomp attack immediately rolls a contested Strength roll against its victim. If the Fleech wins, they latch onto their prey. If the victim wins, the Fleech does not latch on. A latched on Fleech can take its action to immediately deal 2d8 damage without even rolling an attack roll. A target who has a Fleech latched onto them may use their turn to pry the Fleech off and engage in another contested Strength roll with the foul creature.

Habitat: Nadderbog
Of all the baddies prowling the irradiated Wastes, the Muckubus is certainly the most fetching! Don’t let her sultry good looks fool you, though, as this swamp-babe is beyond vicious. Often times posing as a wailing damsel in distress, the Muckubus lures unsuspecting males towards her lair, where she them charms them into a vulnerable position before delivering a brutal blow with her scythe like-appendage. Muckubi are not only devilishly alluring, but they are intelligent and cunning as well. Jealous and petty, these creatures hate all other attractive females, and go out of their way to plot and scheme against any who dare rival her beauty. These dreamy dames appear as sinfully curvy females with purple skin and pne large bladed appendage where one of their hands should be.

Attributes: Agility d8 Strength d6 Smarts d8 Spirit d12 Vigor d6
Skills: Persuasion d12+6, Fighting d6, Performance d8+6 (Singing, Belly Dancing and several other sultry forms of movement)
Other Stuff: Charisma +6 Pace 6 Parry 5 Toughness 5

Attacks
A Muckubus may take one attack per turn, choosen from the following attacks.

Scythe-Claw: This long blade saws through armor easily, and deals Strength +d6 damage (AP 3).

Curse Kiss: The Muckubus can blow a lethal kiss to any target within 25 feet of them. The target rolls an Agility test to avoid the kiss, with a failure causing them to take 2d8 damage.

Special Abilities
Wild Card: All Muckubi are dangerous adversaries and are Wild Cards.

Charm: Any Male character who fancies females must make a Spirit check each time they wish to act against the Muckubus. If this roll fails, the target can do nothing that turn except make googly eyes at the righteous babe. Botching this roll enslaves the target to the Musckubus, making them a loyal servant to the lovely creature for one year’s time. Male characters who are into other fellas are immune to a Muckubi’s charms.

Jelly: A Muckubus gains a +1 bonus to all attack rolls made against any other female target that has the Attractive Edge. Increase this bonus to +2 if the target has the Very Attractive Edge.

Habitat: The Hive
The Grand Bang gave evolution quite a kick-start, and several insects found that they could suddenly talk and think like normal folks. Klackers have their own nation called The Hive, and also can be found in roving bands throughout Planet X. Many Klackers believe that insectoids are the new Masters of the planet, and hate all “Fleshies” with a passion, who they consider to be second class citizens. Klackers are ruled by a cruel being known as Buzztor, who preaches that Human, Elf, Dwarf, Gnome and Ogre are fit only to serve bug-kind. At one time, King Buzztor had universal support among the Klackers, but as his cruelty grows more and more, a splinter group of open minded Klackers who wishes for peace with Fleshies is gaining more and more converts. Buzztor still has his supporters, however, and his slavers make raids constantly to capture any Fleshy and drag them back to the Hive to spend their life in enslaved misery working in horrific underground salt mines.

Klacker Citizen
Attributes: Agility d6 Strength d6 Smarts d6 Spirit d6 Vigor d6
Skills: Fighting d6, Aim d6, Notice d4, Athletics d6
Other Stuff: Charisma 0 Pace 6 Parry 5 Toughness 5

Klacker Slaver
Attributes: Agility d8 Strength d8 Smarts d4 Spirit d6 Vigor d8
Skills: Fighting d10, Aim d8, Intimidation d10, Notice d8, Stealth d6, Athletics d8
Other Stuff: Charisma 0 Pace 6 Parry 7 Toughness 6

Attacks
Quill Spear: Klackers favor long, thin javelin like spears called Quill Spears. These can be thrown or used in close combat to deal Strength +d6 damage.

Net (Slaver Only): A victim targeted by a net attack must roll an Agility to avoid it, or become entangled. An Entangled creature cannot move. An entangled target can roll a strength test to free themselves during their turn, with a raise freeing the target and allowing them to act.

Special Abilities
Wild Card (Slaver Only): All Klacker Slavers are Wild Cards.

Insectoid Bloodline: Every Clacker claims ancestry from one common insects of the pre-Grand Bang age. Each Bloodline comes with its own advantage, as detailed below.

Ant: Gain Carry Weight 5 times more than normal.

Spider: Gain the Wall Crawler ability by spending a Benny for 5 minutes.

Wasp: Gain a stinger attack that deals Strength+d6 damage.

Grasshopper: Can spend a Benny to leap a great distance.

Cricket: Gain Performance d6.

Termite: Can eat through any wooden substance.

Beetle: +2 Toughness due to Carapace.

Fly: Wings that grant flight for 5 minutes by spending a Benny.

Centipede: Gain extra set of arms and the Ambidextrous Edge.

Lightning Bug: Can illuminate at will, never requiring a light source.

Habitat: Rilgard
These grotesque pools of greasy, toxic goop form around the rusted junkyards of Rilgard, and spawn in places where the burned out shells of ancient Dwarven Technology rust and rot. A constant plague upon the Dwarven people, Battery Acid Blobs are truly a persistent pest.

Attributes: Agility d4 Strength d6 Smarts d4 Spirit d4 Vigor d4
Skills: Fighting d8, Aim d6
Other Stuff: Charisma 0 Pace 4 Parry 6 Toughness 4

Attacks
A Battery Acid Blob gets one attack per round, chosen from the following attacks.

Toxic Touch: The close combat attack of a battery acid blob is to head butt the target with its sludgey head, burning the victim for Strength+d4 damage.

Bolt Spit: Inside of a Battery Acid Blob is all kinds of junk, ranging from rusted screws and bolts, to small and jagged metal shards. As an Aim attack, this foul creature can spit one of these projectiles out to deal 2d6 damage.

Special Abilities
Wall Crawl: A Battery Acid Blob can ooze along ceilings and up walls at will.

Corrosion: Whenever a Battery Acid Blob deals a Wound of damage with its Toxic Touch attack, the victim immediately rolls a d6. On a roll of 1 or 2, one metal object the target is carrying on their person crumples to useless dust.

Habitat: Rilgard
Slopclops haunt the perilous canyons of the Dwarven homeland of Rilgard, hopping effortlessly from rock formation to rock formation, pouncing upon their foes first and then unleashing a devastating array of ranged attacks that blast forth from their lone eye.

Attributes: Agility d4 Strength d10 Smarts d4 Spirit d6 Vigor d10
Skills: Fighting d6, Aim d10, Notice d12+2, Athletics d12
Other Stuff: Charisma 0 Pace 6 Parry 6 Toughness 7

Attacks
A Slopclops may take one attack per turn, chosen from the following attacks.

Dreaded Leap: A Slopclop begins its assault by leaping atop their prey and rending at them with their razor sharp foot talons. This is a fighting attack that deals Strength+d4 damage. If this attack hits with a raise, the target is knocked prone.

Optic Pulse: Once per hour, a Slopclops can blast forth a cone of blistering heat that targets all enemies within its range that deals 2d8 damage. This is an Aim attack.

Disintegration Gaze: A sickly thin beam of energy from a Slopclops’ gaze deals 2d6 damage on a successful Aim attack. A target who is Wounded by this attack must immediately make a Vigor roll. If the roll fails, the target must spend a Benny. If they cannot spend a Benny, they are immediately disintegrated into a pile of fine ashes.   

Special Abilities
Wild Card: All Slopclops are dangerous adversaries and are Wild Cards.

Leap: With a single leap, a Slopclops can sail through the air and cover a great distance in a massive jump, easily clearing up to 100 feet in a single bound.

Habitat: Ogland
This fearsome predator prowls the savage homeland of the Ogres, stalking its prey with dogged determination and efficiency. While a Radiaptor doesn’t have eyes, its keen sense of smell allows it to “see” the world quite clearly. Radiaptors are pack hunters, normally being encountered in groups of three.

Attributes: Agility d8 Strength d8 Smarts d6 Spirit d6 Vigor d8
Skills: Fighting d8, Notice d12+2, Stealth d8, Tracking d10
Other Stuff: Charisma 0 Pace 7 Parry 6 Toughness 8

Attacks
A Radiaptor gets one attack per round and can choose from the following abilities.

Bite: The large fangs of this nightmarish beast deal Strength+d8 damage.

Leaping Talon Slash: The wickedly sharp and curved talons on a Radiaptor’s tow can be used to easily gut opponents as the beast leaps in the air and slashes downwards. This attack deals Strength+d6 damage. If this attack causes a Wound, the target is knocked prone.

Special Abilities
Tough Hide: The thick leathery hide of a Radiaptor grants it +2 Toughness.

Ambush: Radiaptors excel at ambushing prey, and gain a +2 bonus to all attack and damage rolls when they successfully launch an attack unawares.

Hyper-Sense (Smell): A Radiaptor’s sense of smell is so keen that it can detect anything within a 25 foot radius of it, even if the target is expertly hidden. Stealth is useless against these creatures unless you can somehow mask your scent.

Habitat: Sporelock Grove
These dreadful creatures are the spawns of irradiated seeds that sprout into homicidal plant-men that gain nourishment from blood instead of water. A plague upon the ELven people, Bad Seeds represent the very worst that Mother Nature has to offer.

Attributes: Agility d12 Strength d8 Smarts d4 Spirit d8 Vigor d8
Skills: Fighting d8, Aim d6, Stealth d8, Tracking d8, Notice d6
Other Stuff: Charisma 0 Pace 6 Parry 6 Toughness 6

Attacks
A Bad Seed gets one attack per round, chosen from the following.

Vine Lash: A Bad Seed is covered in thorned vines that it uses as a whip to lash at its foes for Strength+d6 damage. The Vine can stretch to shocking lengths, striking targets even at range with a successful Aim attack.

Clutching Roots: A Bad Seed can control nearby plantlife, and can summon strong roots to burst from the ground and entangle their foes. The target rolls an Agility test to avoid the grasping roots. Failure means they are wrapped up by the roots and cannot move. All attacks against an immobilized foe gain a +2 bonus. The target can break free by rolling a Strength test, with success breaking the victim free. A Raise on this roll breaks the target free and allows them to act.

Special Abilities
Wild Card: All Bad Seeds are Wild Cards.

Green Step: A Bad Seed can spend their action to immediately sink into natural soil and emerge anywhere within 25 feet of that spot. This incredible mobility makes Bad Seeds incredibly dangerous opponents.

Grim Nourishment: A Bad Seed gains vital nutrients from blood instead of water, and whenever a Bad Seed deals a Wound of damage to a foe, it can immediately make a Natural Healing roll.

Vulnerability: Since they are (kinda sorta technically) plantlife, all Bad Seeds take +4 damage from fire.

Habitat: Ruins of Arcanica
The only native being of the smoldering Ruins of Arcanica are the vengeful ghosts of powerful Human Wizards who still greedily protect their long-crumbled towers. A Phantom Arcanist is filled with anguish and impotent rage after being severed from the magical powers that they coveted so much. These tortured souls use their newfound ghostly powers to torment those foolish enough to stray too close to the places that bind them forever to the world of the living.

Attributes: Agility d6 Strength d4 Smarts d12+2 Spirit d10 Vigor d6
Skills: Fighting d4, Notice d8, Aim d8, Intimidation d10, Knowledge d12 (Arcana, Alchemy, Occult, 3 others)
Other Stuff: Charisma 0 Pace 6 Parry 4 Toughness 5

Attacks
A Phantom Arcanist gets one attack per round and can choose from the following abilities.

Grip of Frost: By merely touching a victim with its ghostly hand, the target takes 2d10 damage. Remember that all touch attacks gain a +2 bonus.

Telekinesis: By making an Aim attack, a Phantom Arcanist can launch nearby rubble at foes using the power of its mind. This attack deals 2d6 damage.

Special Abilities
Wild Card: All Phantom Arcanists possessed devastating powers in life, and even without their ties to Arcane Magic, still cling to that power and are all Wild Cards.

Incorporeal: Physical attacks have no effects on a Phantom Arcanist. Only Warper attacks and energy attacks can even hope to do damage against these potent beings. Incorporeal beings cannot physically interact with the world around them.

Haunt: The area around a Phantom Arcanist is saturated with their eerie presence. Those in the area see bleeding walls, floating apparitions, and hear ghostly moans. Those affected must roll a Spirit test at -2. Failure indicates that they suffer a -1 penalty to all Attribute and Skill rolls while in the area of Haunting.

Possession: A Phantom Arcanist craves a physical body more than anything and can attempt to possess the body of any Shaken character within 25 feet of them. The victim rolls a Spirit test to resist possession, with failure indicating that the Victim is completely under the Phantom Arcanist’s control for 3 turns.

Habitat: The Badlands
Indistinguishable from a normal cactus until prey is nearby, a Pricker grows a set of eyes and then uproots itself to promptly lunge at a nearby target with its razor sharp spines. Prickers normally attack in packs of between three to five.

Attributes: Agility d8 Strength d6 Smarts d6 Spirit d6 Vigor d4
Skills: Fighting d6, Aim d8, Notice d8, Stealth d10
Other Stuff: Charisma 0 Pace 6 Parry 6 Toughness 4

Attacks
Prickers attack with their club like limbs, and can make two attacks each round.

Stab: A clubbing blow with a spine-filled appendage deals Strength+d6 damage (AP 1)

Spine Shoot: A Pricker can launch one of its many spines at a ranged target as an Aim attack for 2d6 damage (AP 1)

Special Abilities
Cruel Camouflage: A Pricker can root itself and appear as a normal, non-homicidal cactus at will.

Prey Sense: Prickers have an innate sense when fresh prey is nearby, and can detect any life form within a 50 foot radius.

Rend: A Pricker who hits with two Stab attacks against the same target immediately rends their prey for an additional 2d4 damage. What a prick!

Habitat: The Badlands
These massive, ten foot tall and two-headed abominations roam the blistering sands of the Badlands, causing trouble and looking for fights. Both heads of a Geminiant struggle are separate and unique personalities, and these personalities rarely mesh well together, often arguing and clashing violently for control of the same massive body.    

Attributes: Agility d4 Strength d12 Smarts d4 Spirit d6 Vigor d12
Skills: Fighting d12, Aim d4, Intimidation d12
Other Stuff: Charisma -2 Pace 6 Parry 8 Toughness 10 (+2 for Size)

Attacks
A Geminiant may take one attack per turn, chosen from the following attacks.

Smash-Up: One swing of its massive fist can easily break bones, and deals Strength +d6 damage due to its clubbing force. Geminiants favor crushing foes with their bare hands rather than using weapons.

Stomp: Once per hour, a Geminiant can sternly stomp his foot and cause a small earthquake that affects all enemies within a 25 foot radius. All targets must succeed at an Agility test or take 3d4 damage.

Throwing Stuff: While they prefer close combat, a Geminiant can pick up large rocks, rubble, or whatever else it can and hurl it at foes with an Aim test for Strength+d4 damage.  

Special Abilities
Wild Card: All Geminiants are dangerous adversaries and are Wild Cards.

Personality Clash: At the start of each of a Geminiant’s turns they must roll a Spirit check. If the check fails, the Geminiant uses its turn arguing bitterly with its other head.

High Pain Tolerance: Geminiants suffer no penalties due to Wounds.

Habitat: The Badlands
The legendary Girth Worm is, without question, the most feared being on Planet X. To date, only one of these mammoth creatures is said to exist, but it always leaves complete and utter devastation in its wake. Girth Worms appear as massive, skyscraper-tall pink earth worms that boast devastating Psionic powers. Some legends whisper that if a Warper can get just a bite of a Girth Worm’s juicy brain, they would become the most Psionically gifted being in the entire world. So far, few have put that theory to the test. The Girthworm spends much of its time dormant underground, slithering far beneath the surface through a network of massive tunnels that it has dug through the planet. It rarely surfaces, but when it does, it often destroys entire cities, leaving nothing but a smoldering crater and ruin. Some deranged, unbalanced souls even Worship the Girth Worm as a god-being. Luckily, this mystical beast has only ever been sighted in The Badlands.

Attributes: Unmeasurable
Skills: Unmeasurable
Other Stuff: Unmeasurable

Attacks
Surface: When the Girth Worm is angry at something, it surfaces from its deep subterranean maze and creates a massive crater that can suck in an entire town or settlement. More than one Badlands settlement has been completely wiped off the map in a matter of seconds in this fashion.

Warper Attacks: The Girth Worm’s psychic arsenal is devastating, and some claim that with a mere thought, it can explode the head of any being it gazes upon. In game terms, the Girth Worm can do what it wants, when it wants.

Special Abilities
Immunities: They say that the Girth Worm is completely immune to all physical and Psionic damage. Horrified witnesses of a Girth Worm surfacing say that the Girth Worm cannot be harmed, only (hopefully) avoided.

Mind Link: Warpers across the entire world have crippling and horrific nightmares in the days leading up to the surfacing of the horrid Girth Worm, and this is the only noticeable sign that its slumber has been interrupted. When a Warper complains of horrible visions of catastrophic destruction, the wise pack their belongings and relocate.

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