Marr's Safari Park
Aug 12, 2018 7:57:08 GMT -6
Post by Marr965 on Aug 12, 2018 7:57:08 GMT -6
If a part of a monster isn't mentioned (such as armour or gear), it should be assumed that the monster in question doesn't have it.
Mind Worms
The Swarm
Webbed Cluster Raiders
The Webbed Cluster is home to a small, very-nearly-inbred colony of Arachne. They carry out frequent raids on isolated settlements, in order to maintain something approximating a varied gene-pool.
Sky Pirates
Float Spiders
The Masked Reveller
SaGa Frontier 2 Adaptations
Carnivorous Giraffes
The Collector
Gun Puppies
The Snarbolax
Leviathan-Class Predators
The Kir'ko
Mind Worms
The Mind Worm is from a little known Beastlands planet on which the flora and fauna form a planet-wide hive-mind gestalt. It appears quite similar to the Annelidae of Terra, only it is several times larger, has jaws which can chew through plasma steel and can, when part of a boil (the proper term for a group of Mind Worms), inflict psychically induced terror on sentients.
Mind Worm
Skills: Brawl 2
Speed: 2
Size/Resilience: 1/2
Static Defense: 14
HP: 6
Attacks: Bite [Natural; Melee; 0k1 R; Pen 5; Brawling, Tearing]
Abilities:Implant - Mind Worms use the heads of living creatures as their nests. Should a Mind Worm deal at least 1 point of damage to the head of any living creature, it will stop attacking for 3 rounds while it implants an egg. If this egg is not removed or destroyed within 5 days, it will hatch into a baby Mind Worm, which will proceed to inflict 2 R to the head every day which ignores armour and Resilience. Should this damage kill the victim, a fully-grown Mind Worm will work its way out of their corpse to continue the glorious cycle of life.
Traits: Amorphous; Crawler; Easily Hurt; Mindless
Level: 1
Minor Boil
Skills: Brawl 2
Speed: 2
Size/Resilience: 3/4
Static Defense: 10
HP: 20
Attacks: Bite [Natural; Melee; 1k1 R; Pen 5; Brawling, Tearing]
Abilities: Implant
Boils - Mind Worms are typically not encountered individually. If a boil exceeds about 10 individuals, the group forms a hive-mind gestalt, and gains psionic ability. This creature's Fear ignores Jaded.
Traits: Amorphous; Crawler; Fear 1; Mindless
Level: 2
Boil
Skills: Brawl 2
Speed: 2
Size/Resilience: 4/5
Static Defense: 7
HP: 28
Attacks: Bite [Natural; Melee; 2k1 R; Pen 5; Brawling, Tearing]
Abilities: Implant, Boils
Traits: Amorphous; Crawler; Fear 2; Mindless
Level: 3
Great Boil
Skills: Brawl 3
Speed: 2
Size/Resilience: 5/6
Static Defense: 4
HP: 36
Attacks: Bite [Natural; Melee; 3k2 R; Pen 5; Brawling, Tearing]
Abilities: Implant, Boils
Traits: Amorphous; Crawler; Fear 3; Mindless
Level: 4
Demon Boil
Skills: Brawl 4 (Chew Through Plasma Steel)
Speed: 2
Size/Resilience: 7/7
Static Defense: -2
HP: 44
Attacks: Bite [Natural; Melee; 4k4 R; Pen 5; Brawling, Tearing]
Abilities: Implant, Boils
Traits: Amorphous; Crawler; Fear 4; Mindless
Level: 5
Notes: Mind Worms will always attempt to attack the head if their target is immobilised, whether due to fear or some other effect.
Mind Worm
STR | 1 | CHA | - | INT | - |
DEX | 1 | FEL | - | WIS | 1 |
CON | 1 | CMP | - | WIL | 2 |
Speed: 2
Size/Resilience: 1/2
Static Defense: 14
HP: 6
Attacks: Bite [Natural; Melee; 0k1 R; Pen 5; Brawling, Tearing]
Abilities:Implant - Mind Worms use the heads of living creatures as their nests. Should a Mind Worm deal at least 1 point of damage to the head of any living creature, it will stop attacking for 3 rounds while it implants an egg. If this egg is not removed or destroyed within 5 days, it will hatch into a baby Mind Worm, which will proceed to inflict 2 R to the head every day which ignores armour and Resilience. Should this damage kill the victim, a fully-grown Mind Worm will work its way out of their corpse to continue the glorious cycle of life.
Traits: Amorphous; Crawler; Easily Hurt; Mindless
Level: 1
Minor Boil
STR | 2 | CHA | - | INT | - |
DEX | 1 | FEL | - | WIS | 1 |
CON | 2 | CMP | - | WIL | 3 |
Speed: 2
Size/Resilience: 3/4
Static Defense: 10
HP: 20
Attacks: Bite [Natural; Melee; 1k1 R; Pen 5; Brawling, Tearing]
Abilities: Implant
Boils - Mind Worms are typically not encountered individually. If a boil exceeds about 10 individuals, the group forms a hive-mind gestalt, and gains psionic ability. This creature's Fear ignores Jaded.
Traits: Amorphous; Crawler; Fear 1; Mindless
Level: 2
Boil
STR | 3 | CHA | - | INT | - |
DEX | 1 | FEL | - | WIS | 1 |
CON | 3 | CMP | - | WIL | 4 |
Speed: 2
Size/Resilience: 4/5
Static Defense: 7
HP: 28
Attacks: Bite [Natural; Melee; 2k1 R; Pen 5; Brawling, Tearing]
Abilities: Implant, Boils
Traits: Amorphous; Crawler; Fear 2; Mindless
Level: 3
Great Boil
STR | 4 | CHA | - | INT | - |
DEX | 1 | FEL | - | WIS | 1 |
CON | 4 | CMP | - | WIL | 5 |
Speed: 2
Size/Resilience: 5/6
Static Defense: 4
HP: 36
Attacks: Bite [Natural; Melee; 3k2 R; Pen 5; Brawling, Tearing]
Abilities: Implant, Boils
Traits: Amorphous; Crawler; Fear 3; Mindless
Level: 4
Demon Boil
STR | 5 | CHA | - | INT | - |
DEX | 1 | FEL | - | WIS | 1 |
CON | 5 | CMP | - | WIL | 6 |
Speed: 2
Size/Resilience: 7/7
Static Defense: -2
HP: 44
Attacks: Bite [Natural; Melee; 4k4 R; Pen 5; Brawling, Tearing]
Abilities: Implant, Boils
Traits: Amorphous; Crawler; Fear 4; Mindless
Level: 5
Notes: Mind Worms will always attempt to attack the head if their target is immobilised, whether due to fear or some other effect.
The Swarm
The Swarm is strongly connected to an odd, black mineral found in small deposits here and there throughout the rock that composes Fandamar's Folly, the rocky spire around which Blackspire is built. The mineral itself seems to be relatively safe, but when a Swarm-infested mortal locates a deposit, that mortal will usually undergo a hideous transformation, becoming a bloated monstrosity called a Swarm Matriarch which does almost nothing but spew out Swarm-drones. Swarm-drones are corrupted forms of creatures that the Matriarch has consumed, and typically spend a lot of time searching for other living beings, either to kill and consume or to drag to the Matriarch to feed to it.
Minor Spawn-Drones
Swarm-Drones
Major Swarm-Drones
Swarm Matriarch
The Matriarchs of the Swarm are largely immobile, doing little but consuming organic matter and birthing new Swarm-drones. However, if attacked, they will defend themselves, using a combination of horribly deformed limbs and sprays of acidic vomit.
Skills: Ballistics 4, Brawl 3, Perception 1
Speed: 0
Size/Resilience: 7/7
Static Defense: 2 (2)
HP: 53
Feats: Feed the Meat (Armour equal to Constitution on all locations; does not stack), Unarmed Warrior, Unarmed Master, Sound Constitution 5
Armour: MEAT [Natural; AP 5; All]
Attacks: Flailing Limb [Natural; Melee; 2k4 I; Pen 0; Brawling]; Projectile Vomit [Natural; Heavy; 3k3 E; Pen 5; -/6; 20 m; Spray, Toxic]
Traits: Amorphous, Aura 3, Auto-Stabilized, Dark Sight, Fear 2, Mindless
Level: 5
Minor Spawn-Drones
Spitter
A mindless Swarm-drone with little in the way of genetic enhancement. Still surprisingly sturdy. This one can projective-vomit a ball of corrosive goo.
Skills: Acrobatics 1, Ballistics 2, Brawl 1, Perception 2
Speed: 3
Size/Resilience: 3/3
Static Defense: 16 (16)
HP: 6
Feats: Heightened Senses (Sight)
Armour: Armour plating [Natural; AP 1; All]
Attacks: Bile [Natural; Pistol; 2k1 E; Pen 2; S/-; 15 m; Toxic]; Bite [Natural; Melee; 1k1 R; Pen 0; Brawling, Toxic]
Traits: Armour Plating 1, Dark Sight, Mindless
Level: 1
Scuttler
A mindless Swarm-drone with little in the way of genetic enhancement. Still surprisingly sturdy. This one prowls on all fours, unlike most other Swarm-drones.
Skills: Acrobatics 1, Athletics 2, Brawl 2, Perception 1
Speed: 6
Size/Resilience: 3/3
Static Defense: 10 (10)
HP: 8
Armour: Armour plating [Natural; AP 1; All]
Attacks: Bite [Natural; Melee; 1k2 R; Pen 1; Brawling]; Claw [Natural; Melee; 2k2 R; Pen 0; Brawling]
Traits: Armour Plating 1, Dark Sight, Mindless, Quadruped
Level: 1
Flitter
A mindless Swarm-drone with little in the way of genetic enhancement. Still surprisingly sturdy. This one has a pair of wings.
Skills: Acrobatics 2, Brawl 2, Perception 2
Speed: 4
Size/Resilience: 3/3
Static Defense: 16 (16)
HP: 4
Feats: Back Stab
Armour: Armour plating [Natural; AP 1; All]
Attacks: Bite [Natural; Melee; 1k2 R; Pen 1; Brawling]; Claw [Natural; Melee; 2k2 R; Pen 0; Brawling]
Traits: Armour Plating 1, Dark Sight, Flyer 5, Mindless
Level: 1
A mindless Swarm-drone with little in the way of genetic enhancement. Still surprisingly sturdy. This one can projective-vomit a ball of corrosive goo.
STR | 1 | CHA | - | INT | - |
DEX | 2 | FEL | - | WIS | 2 |
CON | 2 | CMP | - | WIL | 1 |
Speed: 3
Size/Resilience: 3/3
Static Defense: 16 (16)
HP: 6
Feats: Heightened Senses (Sight)
Armour: Armour plating [Natural; AP 1; All]
Attacks: Bile [Natural; Pistol; 2k1 E; Pen 2; S/-; 15 m; Toxic]; Bite [Natural; Melee; 1k1 R; Pen 0; Brawling, Toxic]
Traits: Armour Plating 1, Dark Sight, Mindless
Level: 1
Scuttler
A mindless Swarm-drone with little in the way of genetic enhancement. Still surprisingly sturdy. This one prowls on all fours, unlike most other Swarm-drones.
STR | 2 | CHA | - | INT | - |
DEX | 1 | FEL | - | WIS | 1 |
CON | 2 | CMP | - | WIL | 2 |
Speed: 6
Size/Resilience: 3/3
Static Defense: 10 (10)
HP: 8
Armour: Armour plating [Natural; AP 1; All]
Attacks: Bite [Natural; Melee; 1k2 R; Pen 1; Brawling]; Claw [Natural; Melee; 2k2 R; Pen 0; Brawling]
Traits: Armour Plating 1, Dark Sight, Mindless, Quadruped
Level: 1
Flitter
A mindless Swarm-drone with little in the way of genetic enhancement. Still surprisingly sturdy. This one has a pair of wings.
STR | 2 | CHA | - | INT | - |
DEX | 2 | FEL | - | WIS | 2 |
CON | 1 | CMP | - | WIL | 1 |
Speed: 4
Size/Resilience: 3/3
Static Defense: 16 (16)
HP: 4
Feats: Back Stab
Armour: Armour plating [Natural; AP 1; All]
Attacks: Bite [Natural; Melee; 1k2 R; Pen 1; Brawling]; Claw [Natural; Melee; 2k2 R; Pen 0; Brawling]
Traits: Armour Plating 1, Dark Sight, Flyer 5, Mindless
Level: 1
Swarm-Drones
Rager
A fairly standard Swarm-drone, used by established nests. This one seems pretty hardy, and has a tendency to fly into fits of rage.
Skills: Acrobatics 1, Athletics 3, Brawl 3, Perception 1
Speed: 4
Size/Resilience: 4/4
Static Defense: 10 (10)
HP: 12
Feats: Frenzy
Armour: Armour plating [Natural; AP 3; All]
Attacks: Claw [Natural; Melee; 2k3 R; Pen 0; Brawling]
Traits: Armour Plating 3, Dark Sight, Mindless
Level: 2
Skulker
A fairly standard Swarm-drone, used by established nests. This one skulks around, picking on the weak and those without back-up.
Skills: Acrobatics 2, Athletics 1, Brawl 2, Perception 1, Stealth 2
Speed: 6
Size/Resilience: 4/4
Static Defense: 20 (20)
HP: 8
Feats: Back Stab, Paranoia
Armour: Armour plating [Natural; AP 2; All]
Attacks: Claw [Natural; Melee; 2k3 R; Pen 2; Brawling]
Traits: Armour Plating 2, Dark Sight, Mindless
Level: 2
Flapper
A fairly standard Swarm-drone, used by established nests. This one has wings, and is often seen in the company of Flitters.
Skills: Acrobatics 3, Brawl 2, Perception 3
Speed: 6
Size/Resilience: 4/4
Static Defense: 23 (23)
HP: 8
Feats: Heightened Senses (Sight, Sound)
Armour: Armour plating [Natural; AP 2; All]
Attacks: Claw [Natural; Melee; 2k2 R; Pen 0; Brawling]
Traits: Armour Plating 2, Dark Sight, Flyer 9, Mindless
Level: 2
A fairly standard Swarm-drone, used by established nests. This one seems pretty hardy, and has a tendency to fly into fits of rage.
STR | 3 | CHA | - | INT | - |
DEX | 2 | FEL | - | WIS | 2 |
CON | 3 | CMP | - | WIL | 3 |
Speed: 4
Size/Resilience: 4/4
Static Defense: 10 (10)
HP: 12
Feats: Frenzy
Armour: Armour plating [Natural; AP 3; All]
Attacks: Claw [Natural; Melee; 2k3 R; Pen 0; Brawling]
Traits: Armour Plating 3, Dark Sight, Mindless
Level: 2
Skulker
A fairly standard Swarm-drone, used by established nests. This one skulks around, picking on the weak and those without back-up.
STR | 3 | CHA | - | INT | - |
DEX | 3 | FEL | - | WIS | 3 |
CON | 2 | CMP | - | WIL | 2 |
Speed: 6
Size/Resilience: 4/4
Static Defense: 20 (20)
HP: 8
Feats: Back Stab, Paranoia
Armour: Armour plating [Natural; AP 2; All]
Attacks: Claw [Natural; Melee; 2k3 R; Pen 2; Brawling]
Traits: Armour Plating 2, Dark Sight, Mindless
Level: 2
Flapper
A fairly standard Swarm-drone, used by established nests. This one has wings, and is often seen in the company of Flitters.
STR | 2 | CHA | - | INT | - |
DEX | 4 | FEL | - | WIS | 3 |
CON | 2 | CMP | - | WIL | 2 |
Speed: 6
Size/Resilience: 4/4
Static Defense: 23 (23)
HP: 8
Feats: Heightened Senses (Sight, Sound)
Armour: Armour plating [Natural; AP 2; All]
Attacks: Claw [Natural; Melee; 2k2 R; Pen 0; Brawling]
Traits: Armour Plating 2, Dark Sight, Flyer 9, Mindless
Level: 2
Major Swarm-Drones
Sentinel
A large Swarm-drone, only used by large nests. This one is really solid, and is most often used to guard the Matriarch.
Skills: Acrobatics 1, Athletics 2, Brawl 5, Perception 3
Speed: 6
Size/Resilience: 6/6
Static Defense: 7 (7)
HP: 18
Feats: Cleave, Crushing Blow, Guardian
Armour: Armour plating [Natural; AP 5; All]
Attacks: Claw [Natural; Melee; 2k4 R; Pen 2; Brawling]
Traits: Armour Plating 5, Dark Sight, Fear 2, Mindless
Level: 4
Raptor
A large Swarm-drone, only used by large nests. This one rules the skies, spreading fear of the Swarm in its wake.
Skills: Acrobatics 4, Brawl 3, Perception 4
Speed: 8
Size/Resilience: 5/6
Static Defense: 24 (24)
HP: 10
Feats: Defensive Mobility, Sneak Attack, Swift Attack
Armour: Armour plating [Natural; AP 3; All]
Attacks: Claw [Natural; Melee; 2k4 R; Pen 2; Brawling]
Traits: Armour Plating 3, Dark Sight, Flyer, Mindless
Gear: None
Level: 4
Hellion
A large Swarm-drone, only used by large nests. This one has a bizarre combination of stealthiness and blind rage and is often only noticed when it begins tearing those around it to bits.
Skills: Brawl 4, Perception 2, Stealth 5
Speed: 9
Size/Resilience: 4/5
Static Defense: 17 (17)
HP: 6
Feats: Combat Master, Crushing Blow, Frenzy, Furious Assault, Improved Sneak Attack, Sneak Attack
Armour: Armour plating [Natural; AP 1; All]
Attacks: Claw [Natural; Melee; 2k3 R; Pen 2; Brawling]
Traits: Armour Plating 1, Dark Sight, Mindless
Level: 4
A large Swarm-drone, only used by large nests. This one is really solid, and is most often used to guard the Matriarch.
STR | 4 | CHA | - | INT | - |
DEX | 2 | FEL | - | WIS | 1 |
CON | 5 | CMP | - | WIL | 4 |
Speed: 6
Size/Resilience: 6/6
Static Defense: 7 (7)
HP: 18
Feats: Cleave, Crushing Blow, Guardian
Armour: Armour plating [Natural; AP 5; All]
Attacks: Claw [Natural; Melee; 2k4 R; Pen 2; Brawling]
Traits: Armour Plating 5, Dark Sight, Fear 2, Mindless
Level: 4
Raptor
A large Swarm-drone, only used by large nests. This one rules the skies, spreading fear of the Swarm in its wake.
STR | 3 | CHA | - | INT | - |
DEX | 5 | FEL | - | WIS | 3 |
CON | 3 | CMP | - | WIL | 2 |
Speed: 8
Size/Resilience: 5/6
Static Defense: 24 (24)
HP: 10
Feats: Defensive Mobility, Sneak Attack, Swift Attack
Armour: Armour plating [Natural; AP 3; All]
Attacks: Claw [Natural; Melee; 2k4 R; Pen 2; Brawling]
Traits: Armour Plating 3, Dark Sight, Flyer, Mindless
Gear: None
Level: 4
Hellion
A large Swarm-drone, only used by large nests. This one has a bizarre combination of stealthiness and blind rage and is often only noticed when it begins tearing those around it to bits.
STR | 5 | CHA | - | INT | - |
DEX | 4 | FEL | - | WIS | 1 |
CON | 2 | CMP | - | WIL | 1 |
Speed: 9
Size/Resilience: 4/5
Static Defense: 17 (17)
HP: 6
Feats: Combat Master, Crushing Blow, Frenzy, Furious Assault, Improved Sneak Attack, Sneak Attack
Armour: Armour plating [Natural; AP 1; All]
Attacks: Claw [Natural; Melee; 2k3 R; Pen 2; Brawling]
Traits: Armour Plating 1, Dark Sight, Mindless
Level: 4
Swarm Matriarch
The Matriarchs of the Swarm are largely immobile, doing little but consuming organic matter and birthing new Swarm-drones. However, if attacked, they will defend themselves, using a combination of horribly deformed limbs and sprays of acidic vomit.
STR | 4 | CHA | - | INT | - |
DEX | 1 | FEL | - | WIS | 1 |
CON | 5 | CMP | - | WIL | 7 |
Speed: 0
Size/Resilience: 7/7
Static Defense: 2 (2)
HP: 53
Feats: Feed the Meat (Armour equal to Constitution on all locations; does not stack), Unarmed Warrior, Unarmed Master, Sound Constitution 5
Armour: MEAT [Natural; AP 5; All]
Attacks: Flailing Limb [Natural; Melee; 2k4 I; Pen 0; Brawling]; Projectile Vomit [Natural; Heavy; 3k3 E; Pen 5; -/6; 20 m; Spray, Toxic]
Traits: Amorphous, Aura 3, Auto-Stabilized, Dark Sight, Fear 2, Mindless
Level: 5
Webbed Cluster Raiders
The Webbed Cluster is home to a small, very-nearly-inbred colony of Arachne. They carry out frequent raids on isolated settlements, in order to maintain something approximating a varied gene-pool.
Webbed Cluster Raider
An Arachne from the Webbed Cluster, carrying out a raid on the small hamlet now present in Blackspire.
Skills: Acrobatics 2; Athletics 2; Ballistics 3; Crafts 1; Deceive 2; Larceny 1; Perception 2; Stealth 2; Tech-Use 1; Brawl OR Weaponry 2
Speed: 7
Size/Resilience: 4/5
Static Defense: 23 (18)
HP: 10
Feats: Fast Reflexes, Sneak Attack, Weapon Proficiency (Basic, Ranged 1)
Armour: Chain Coat [Medium; AP 5; Max Dex 5; Arms, Body, Legs]; Spider Plating [Natural; AP 2; Legs; Natural Armour]
Attacks: Electro-Flail [Flail; Melee; 2k2 I; Pen 0; Flexible, Shocking]; Web Pistol [Exotic; Pistol; Damage -; Pen -; S/-; 30 m; Clip 1; Full; Snare]
Abilities:
Spider Butt - 2 AP Legs; can walk on walls and cielings; 3 or 4 on Hit Location is Left or Right Back Leg Pair instead of Body
Gear: Chain Coat, Electro-Flail, Web Pistol, manacles and chains
Level: 3
Webbed Cluster Raid Leader
The leader of a raid from the Webbed Cluster, with about 4 other raiders under her command.
Skills: Acrobatics 3; Athletics 2; Ballistics 3; Command 2; Crafts 1; Deceive 2; Larceny 1; Perception 3; Stealth 2; Tech-Use 2; Brawl OR Weaponry 3
Speed: 7
Size/Resilience: 4/5
Static Defense: 23 (23)
HP: 12
Feats: Armour Proficiency (Medium), Fast Reflexes, Sneak Attack, Weapon Proficiency (Basic, Melee 1, Ranged 1)
Armour: Chain Coat [Medium; AP 5; Max Dex 5; Arms, Body, Legs]; Chain Hood [Medium; AP 4; Head]; Spider Plating [Natural; AP 2; Legs; Natural Armour]
Attacks: Electro-Flail [Flail; Melee; 2k2 I; Pen 0; Flexible, Shocking]; Heavy Webber [Exotic; Basic; Damage -; Pen -; S/-; 50 m; Clip 1; Full; Blast 5, Snare]
Abilities:
Spider Butt - 2 AP Legs; can walk on walls and cielings; 3 or 4 on Hit Location is Left or Right Back Leg Pair instead of Body
Gear: Chain Coat, Chain Hood, Electro-Flail, Heavy Webber, manacles and chains
Level: 4
An Arachne from the Webbed Cluster, carrying out a raid on the small hamlet now present in Blackspire.
STR | 3 | CHA | 2 | INT | 2 |
DEX | 4 | FEL | 3 | WIS | 3 |
CON | 2 | CMP | 2 | WIL | 3 |
Speed: 7
Size/Resilience: 4/5
Static Defense: 23 (18)
HP: 10
Feats: Fast Reflexes, Sneak Attack, Weapon Proficiency (Basic, Ranged 1)
Armour: Chain Coat [Medium; AP 5; Max Dex 5; Arms, Body, Legs]; Spider Plating [Natural; AP 2; Legs; Natural Armour]
Attacks: Electro-Flail [Flail; Melee; 2k2 I; Pen 0; Flexible, Shocking]; Web Pistol [Exotic; Pistol; Damage -; Pen -; S/-; 30 m; Clip 1; Full; Snare]
Abilities:
Spider Butt - 2 AP Legs; can walk on walls and cielings; 3 or 4 on Hit Location is Left or Right Back Leg Pair instead of Body
Gear: Chain Coat, Electro-Flail, Web Pistol, manacles and chains
Level: 3
Webbed Cluster Raid Leader
The leader of a raid from the Webbed Cluster, with about 4 other raiders under her command.
STR | 3 | CHA | 3 | INT | 2 |
DEX | 4 | FEL | 3 | WIS | 3 |
CON | 3 | CMP | 3 | WIL | 3 |
Speed: 7
Size/Resilience: 4/5
Static Defense: 23 (23)
HP: 12
Feats: Armour Proficiency (Medium), Fast Reflexes, Sneak Attack, Weapon Proficiency (Basic, Melee 1, Ranged 1)
Armour: Chain Coat [Medium; AP 5; Max Dex 5; Arms, Body, Legs]; Chain Hood [Medium; AP 4; Head]; Spider Plating [Natural; AP 2; Legs; Natural Armour]
Attacks: Electro-Flail [Flail; Melee; 2k2 I; Pen 0; Flexible, Shocking]; Heavy Webber [Exotic; Basic; Damage -; Pen -; S/-; 50 m; Clip 1; Full; Blast 5, Snare]
Abilities:
Spider Butt - 2 AP Legs; can walk on walls and cielings; 3 or 4 on Hit Location is Left or Right Back Leg Pair instead of Body
Gear: Chain Coat, Chain Hood, Electro-Flail, Heavy Webber, manacles and chains
Level: 4
Sky Pirates
Sky pirate attacks are a semi-frequent occurence in Archipelago. They're not above carrying out raids on targets with little in the way of loot, either.
Sky Pirate (Human)
A member of a pirate crew.
Skills: Acrobatics 2, Athletics 1, Ballistics 2, Common Lore 1, Perception 1, Brawl OR Weaponry 2, Intimidate OR Larceny OR Stealth 2
Speed: 5
Size/Resilience: 4/4
Static Defense: 20 (18)
HP: 8
Feats: Weapon Proficiency (Basic)
Armour: Leathers [Light; AP 2; Arms, Body, Legs]
Attacks: Cutlass [Fencing; Melee; 2k2 R; Pen 0; Balanced] OR Caestus [Unarmed; Melee; 1k2 R; Pen 2; Brawling]; Crossbow [Primitive; Basic; 3k2 R; Pen 0; S/-; 30 m; Clip 1; 2Full] OR Revolver [Ordinary; Pistol; 2k2 I; Pen 0; S/-; 30 m; Clip 6; 2Full; Reliable]
Abilities: Heroic Heritage (as racial power)
Gear: Leathers; Clothing; Cutlass OR Caestus; Crossbow OR Revolver; Backpack OR Charm OR Chrono OR Data Slate OR Torch
Level: 1
Sky Pirate (Kenku)
A member of a pirate crew.
Skills: Acrobatics 1, Athletics 1, Ballistics 2, Common Lore 1, Performer 1, Pilot 1, Perception 1, Brawl OR Weaponry 2, Intimidate OR Larceny OR Stealth 1
Speed: 5
Size/Resilience: 3/3
Static Defense: 25 (23)
HP: 8
Feats: Weapon Proficiency (Basic)
Armour: Leathers [Light; AP 2; Arms, Body, Legs]
Attacks: Cutlass [Fencing; Melee; 2k2 R; Pen 0; Balanced] OR Caestus [Unarmed; Melee; 1k2 R; Pen 2; Brawling]; Crossbow [Primitive; Basic; 3k2 R; Pen 0; S/-; 30 m; Clip 1; 2Full] OR Revolver [Ordinary; Pistol; 2k2 I; Pen 0; S/-; 30 m; Clip 6; 2Full; Reliable]
Abilities: Wing-Aided Movement (as racial power)
Gear: Leathers; Clothing; Cutlass OR Caestus; Crossbow OR Revolver; Backpack OR Charm OR Chrono OR Data Slate OR Torch
Level: 1
Sky Pirate (Thri-Kreen)
A member of a pirate crew.
Skills: Acrobatics 2, Athletics 1, Ballistics 2, Common Lore 1, Perception 2, Brawl OR Weaponry 2, Intimidate OR Larceny OR Stealth 1
Speed: 6
Size/Resilience: 4/4
Static Defense: 23 (21)
HP: 8
Feats: Weapon Proficiency (Basic)
Armour: Leathers [Light; AP 2; Arms, Body, Legs]
Attacks: Cutlass [Fencing; Melee; 2k2 R; Pen 0; Balanced] OR Caestus [Unarmed; Melee; 1k2 R; Pen 2; Brawling]; Crossbow [Primitive; Basic; 3k2 R; Pen 0; S/-; 30 m; Clip 1; 2Full] OR Revolver [Ordinary; Pistol; 2k2 I; Pen 0; S/-; 30 m; Clip 6; 2Full; Reliable]
Abilities: Multi-Armed (as racial power)
Gear: Leathers; Clothing; Cutlass OR Caestus; Crossbow OR Revolver; Backpack OR Charm OR Chrono OR Data Slate OR Torch
Level: 1
Sky Pirate (Human)
A member of a pirate crew.
STR | 2 | CHA | 2 | INT | 2 |
DEX | 3 | FEL | 2 | WIS | 3 |
CON | 2 | CMP | 2 | WIL | 2 |
Speed: 5
Size/Resilience: 4/4
Static Defense: 20 (18)
HP: 8
Feats: Weapon Proficiency (Basic)
Armour: Leathers [Light; AP 2; Arms, Body, Legs]
Attacks: Cutlass [Fencing; Melee; 2k2 R; Pen 0; Balanced] OR Caestus [Unarmed; Melee; 1k2 R; Pen 2; Brawling]; Crossbow [Primitive; Basic; 3k2 R; Pen 0; S/-; 30 m; Clip 1; 2Full] OR Revolver [Ordinary; Pistol; 2k2 I; Pen 0; S/-; 30 m; Clip 6; 2Full; Reliable]
Abilities: Heroic Heritage (as racial power)
Gear: Leathers; Clothing; Cutlass OR Caestus; Crossbow OR Revolver; Backpack OR Charm OR Chrono OR Data Slate OR Torch
Level: 1
Sky Pirate (Kenku)
A member of a pirate crew.
STR | 2 | CHA | 2 | INT | 2 |
DEX | 3 | FEL | 2 | WIS | 4 |
CON | 2 | CMP | 1 | WIL | 2 |
Speed: 5
Size/Resilience: 3/3
Static Defense: 25 (23)
HP: 8
Feats: Weapon Proficiency (Basic)
Armour: Leathers [Light; AP 2; Arms, Body, Legs]
Attacks: Cutlass [Fencing; Melee; 2k2 R; Pen 0; Balanced] OR Caestus [Unarmed; Melee; 1k2 R; Pen 2; Brawling]; Crossbow [Primitive; Basic; 3k2 R; Pen 0; S/-; 30 m; Clip 1; 2Full] OR Revolver [Ordinary; Pistol; 2k2 I; Pen 0; S/-; 30 m; Clip 6; 2Full; Reliable]
Abilities: Wing-Aided Movement (as racial power)
Gear: Leathers; Clothing; Cutlass OR Caestus; Crossbow OR Revolver; Backpack OR Charm OR Chrono OR Data Slate OR Torch
Level: 1
Sky Pirate (Thri-Kreen)
A member of a pirate crew.
STR | 2 | CHA | 1 | INT | 2 |
DEX | 4 | FEL | 2 | WIS | 3 |
CON | 2 | CMP | 2 | WIL | 2 |
Speed: 6
Size/Resilience: 4/4
Static Defense: 23 (21)
HP: 8
Feats: Weapon Proficiency (Basic)
Armour: Leathers [Light; AP 2; Arms, Body, Legs]
Attacks: Cutlass [Fencing; Melee; 2k2 R; Pen 0; Balanced] OR Caestus [Unarmed; Melee; 1k2 R; Pen 2; Brawling]; Crossbow [Primitive; Basic; 3k2 R; Pen 0; S/-; 30 m; Clip 1; 2Full] OR Revolver [Ordinary; Pistol; 2k2 I; Pen 0; S/-; 30 m; Clip 6; 2Full; Reliable]
Abilities: Multi-Armed (as racial power)
Gear: Leathers; Clothing; Cutlass OR Caestus; Crossbow OR Revolver; Backpack OR Charm OR Chrono OR Data Slate OR Torch
Level: 1
Float Spiders
An animal unique to the Crystal Sphere of Archipelago, the float-spider is an arachnid uniquely suited to its terrestrially-challenged environment. It usually spins a web between floating bits of debris, then feeds off whatever blunders into its collapsing trap. It is not known whether there is a maximum age float-spiders can attain, and they continue to grow as they get older, with the largest confirmed examples able to catch small sky-boats in their webs.
Skills: Athletics 3, Brawl 1, Crafts 3, Larceny 4, Perception 1, Stealth 3
Speed: 6
Size/Resilience: 4/4
Static Defense: 23
HP: 10
Armour: Chitin plating [Natural; AP 2; All; Acts as the Armour Plating 2 trait]
Attacks: Web [special]; Bite [2k2 R; Tranq, Toxic]
Traits: Armour Plating 2; Flyer 1; Quadruped
Level: 2
The float-spider's web is used in two ways: to set up traps and to bind a foe already caught in a trap for later consumption. It deals no damage, has melee range and will only ever be used on a trapped or otherwise impaired foe.
STR | 2 | CHA | 1 | INT | 1 |
DEX | 4 | FEL | 1 | WIS | 3 |
CON | 3 | CMP | 1 | WIL | 2 |
Speed: 6
Size/Resilience: 4/4
Static Defense: 23
HP: 10
Armour: Chitin plating [Natural; AP 2; All; Acts as the Armour Plating 2 trait]
Attacks: Web [special]; Bite [2k2 R; Tranq, Toxic]
Traits: Armour Plating 2; Flyer 1; Quadruped
Level: 2
The float-spider's web is used in two ways: to set up traps and to bind a foe already caught in a trap for later consumption. It deals no damage, has melee range and will only ever be used on a trapped or otherwise impaired foe.
The Masked Reveller
The Masked Reveller is strongly associated with and, in fact, causes a malign affliction called the Red Death. Victims suffer mild symptoms for a month, then experience violent bleeding from their everything, usually causing death by exsanguination in a matter of minutes.
It appears as a tall, humanoid figure wearing a completely featureless mask (even moreso than those of Vizards - Vizards' masks have eye and mouth holes) and long robes, constantly glistening with fresh blood. However, it leaves no traces of its passing, except its "little gift" of a surprisingly painless death. If it is allowed free reign, it typically uses the Red Death to cause general panic in a populace until a protective quarantine is established, whereupon it very deliberately infects everyone within (or possibly outside of, depending upon exactly who is in the quarantine, the infected or the "clean") the quarantine with the Red Death, then vanishes to another location to repeat the cycle. However, it can be, and has been on a few occasions, bound, although the binder typically dies after a month, due to their exposure to the Masked Reveller. Those binding the Masked Reveller typically use it as an untraceable assassination weapon.
Level 4 Daemon
POW 4
FIN 2
RES 4
Traits
Armour 2
Aura 2
Fear 3
Phasing
Stuff of Nightmares
Spell (Torment)
Skills
Arcana
Disguise
Medicae
Politics
Stealth
Size 4
Static Defense 14
Hit Points 16
Mental Defense 25
Resolve 8
Speed 6
Initiative 6
Abilities
Masque of the Red Death - Inflicts a disease upon all those within 50 m which results in symptoms similar to a mild cold for a month (during which time it is contagious), before total external haemorrhage.
It appears as a tall, humanoid figure wearing a completely featureless mask (even moreso than those of Vizards - Vizards' masks have eye and mouth holes) and long robes, constantly glistening with fresh blood. However, it leaves no traces of its passing, except its "little gift" of a surprisingly painless death. If it is allowed free reign, it typically uses the Red Death to cause general panic in a populace until a protective quarantine is established, whereupon it very deliberately infects everyone within (or possibly outside of, depending upon exactly who is in the quarantine, the infected or the "clean") the quarantine with the Red Death, then vanishes to another location to repeat the cycle. However, it can be, and has been on a few occasions, bound, although the binder typically dies after a month, due to their exposure to the Masked Reveller. Those binding the Masked Reveller typically use it as an untraceable assassination weapon.
Level 4 Daemon
POW 4
FIN 2
RES 4
Traits
Armour 2
Aura 2
Fear 3
Phasing
Stuff of Nightmares
Spell (Torment)
Skills
Arcana
Disguise
Medicae
Politics
Stealth
Size 4
Static Defense 14
Hit Points 16
Mental Defense 25
Resolve 8
Speed 6
Initiative 6
Abilities
Masque of the Red Death - Inflicts a disease upon all those within 50 m which results in symptoms similar to a mild cold for a month (during which time it is contagious), before total external haemorrhage.
SaGa Frontier 2 Adaptations
Ghul
Flesh-eating abominations that haunt graveyards and desolate areas, ghilan are feared by many primitive communities.
Level 3 Daemon
POW 3
FIN 2
RES 3
Traits
Daemonic
Fear 2
Stuff of Nightmares
Unarmed attacks have the Toxic quality
Skills
Arcana
Athletics
Brawl
Deceive
Forbidden Lore
Intimidation
Medicae
Stealth
Size 4
Static Defense 14
Hit Points 12
Mental Defense 20
Resolve 6
Speed 5
Initiative 5
Resilience 5
Resource 9
Dino Leech
A huge, blood-sucking leech which commonly inhabits wet areas, such as swamps, caves and sewers. They have been known to drain all the blood from people's bodies.
Level 2 Animal
POW 2
FIN 1
RES 3
Traits
Amphibious
Crawler
Skills
Brawl
Perception
Stealth
Attacks and Armour
Bloodsucking Bite [1k1 R; Melee; Brawling, wounds dealt are regained as Hit Points]
Corrosion (Toxigenesis 2)
AP 4 against I attacks
Size 3
Static Defense 10
Hit Points 12
Mental Defense 20
Resolve 6
Speed 1
Initiative 4
Resource 6
Grass Dancer
A bizarre parasitic plant which is capable of moving under its own power. It gets its name due to its rhythmic movements which empower its attacks.
Level 3 Other
POW 1
FIN 4
RES 3
Traits
Mindless
Skills
Acrobatics
Charm
Perception
Performer
Feats
Spell Focus (Enchantment)
Spell Penetration
Spell Specialization (Enchantment)
Attacks, Spells and Armour
Shock and Awe (Enchantment 1)
Confusion (Enchantment 2)
Stun (Enchantment 2)
AP 4
Size 2
Static Defense 30
Hit Points 12
Mental Defense 20
Resolve 6
Speed 5
Initiative 7
Resilience 4
Resource 9
Land Urchin
Land urchins are completely unrelated to sea urchins, actually being a form of plant. They're rooted in place, but use their large, spiked seed-pods as a blugeoning weapon, and often keep their mobile tendrils hidden underground in order to effect ambushes and create their own fertilizer.
Level 3 Other
POW 4
FIN 1
RES 3
Traits
Mindless
Feats
Crushing Blow
Sneak Attack
Skills
Brawl
Disguise
Perception
Stealth
Attacks and Armour
Spiked Seed-pod [1k3 R; Pen 2; Brawling, Reach, Natural weapon]
Armour 6
Size 4
Static Defense 8
Hit Points 12
Mental Defense 20
Resolve 6
Speed 0
Initiative 4
Resilience 5
Resource 9
Sidhe Bunny
A large carnivorous rabbit with acutely sharp fangs, probably as a result of some form of Warp-fuckery. Savage of temperament, they often form groups and attack merchant caravan and the like.
Level 1 Animal
POW 1
FIN 2
RES 1
Traits
Dark Sight
Quadruped
Feats
Frenzy
Weapon Proficiency (Melee 2)
Skills
Acrobatics
Brawl
Attacks, Spells and Armour
Fangs [1k1 R; Melee; Brawling]
Kick [0k2 I; Melee; Brawling]
Size 2
Static Defense 22
Hit Points 4
Mental Defense 10
Resolve 2
Speed 3
Initiative 3
Resilience 3
Resource 3
Flesh-eating abominations that haunt graveyards and desolate areas, ghilan are feared by many primitive communities.
Level 3 Daemon
POW 3
FIN 2
RES 3
Traits
Daemonic
Fear 2
Stuff of Nightmares
Unarmed attacks have the Toxic quality
Skills
Arcana
Athletics
Brawl
Deceive
Forbidden Lore
Intimidation
Medicae
Stealth
Size 4
Static Defense 14
Hit Points 12
Mental Defense 20
Resolve 6
Speed 5
Initiative 5
Resilience 5
Resource 9
Dino Leech
A huge, blood-sucking leech which commonly inhabits wet areas, such as swamps, caves and sewers. They have been known to drain all the blood from people's bodies.
Level 2 Animal
POW 2
FIN 1
RES 3
Traits
Amphibious
Crawler
Skills
Brawl
Perception
Stealth
Attacks and Armour
Bloodsucking Bite [1k1 R; Melee; Brawling, wounds dealt are regained as Hit Points]
Corrosion (Toxigenesis 2)
AP 4 against I attacks
Size 3
Static Defense 10
Hit Points 12
Mental Defense 20
Resolve 6
Speed 1
Initiative 4
Resource 6
Grass Dancer
A bizarre parasitic plant which is capable of moving under its own power. It gets its name due to its rhythmic movements which empower its attacks.
Level 3 Other
POW 1
FIN 4
RES 3
Traits
Mindless
Skills
Acrobatics
Charm
Perception
Performer
Feats
Spell Focus (Enchantment)
Spell Penetration
Spell Specialization (Enchantment)
Attacks, Spells and Armour
Shock and Awe (Enchantment 1)
Confusion (Enchantment 2)
Stun (Enchantment 2)
AP 4
Size 2
Static Defense 30
Hit Points 12
Mental Defense 20
Resolve 6
Speed 5
Initiative 7
Resilience 4
Resource 9
Land Urchin
Land urchins are completely unrelated to sea urchins, actually being a form of plant. They're rooted in place, but use their large, spiked seed-pods as a blugeoning weapon, and often keep their mobile tendrils hidden underground in order to effect ambushes and create their own fertilizer.
Level 3 Other
POW 4
FIN 1
RES 3
Traits
Mindless
Feats
Crushing Blow
Sneak Attack
Skills
Brawl
Disguise
Perception
Stealth
Attacks and Armour
Spiked Seed-pod [1k3 R; Pen 2; Brawling, Reach, Natural weapon]
Armour 6
Size 4
Static Defense 8
Hit Points 12
Mental Defense 20
Resolve 6
Speed 0
Initiative 4
Resilience 5
Resource 9
Sidhe Bunny
A large carnivorous rabbit with acutely sharp fangs, probably as a result of some form of Warp-fuckery. Savage of temperament, they often form groups and attack merchant caravan and the like.
Level 1 Animal
POW 1
FIN 2
RES 1
Traits
Dark Sight
Quadruped
Feats
Frenzy
Weapon Proficiency (Melee 2)
Skills
Acrobatics
Brawl
Attacks, Spells and Armour
Fangs [1k1 R; Melee; Brawling]
Kick [0k2 I; Melee; Brawling]
Size 2
Static Defense 22
Hit Points 4
Mental Defense 10
Resolve 2
Speed 3
Initiative 3
Resilience 3
Resource 3
Carnivorous Giraffes
The nubby-horned animals most berks think of when they think "giraffe" are actually hippie weirdos who leave their home-Sphere because they're tired of all the blood. THESE are true giraffes - vicious pack hunters that mercilessly chase down prey then carouse in its flesh.
Level 3 Animal
POW 3
FIN 2
RES 2
Traits
Dark Sight
Fear 1
Quadruped
Skills
Athletics
Brawl
Intimidation
Perception
Feats
Back Stab
Crushing Blow
Jaded
Sound Constitution IV
Mutations
Serpent Neck
Attacks and Armour
Bite [Natural; Melee; 1k1 R; Pen 2; Brawling]
Size 5
Static Defense 12
Hit Points 12
Mental Defense 15
Resolve 4
Speed 10
Initiative 4
Resilience 5
Resource 9
Level 3 Animal
POW 3
FIN 2
RES 2
Traits
Dark Sight
Fear 1
Quadruped
Skills
Athletics
Brawl
Intimidation
Perception
Feats
Back Stab
Crushing Blow
Jaded
Sound Constitution IV
Mutations
Serpent Neck
Attacks and Armour
Bite [Natural; Melee; 1k1 R; Pen 2; Brawling]
Size 5
Static Defense 12
Hit Points 12
Mental Defense 15
Resolve 4
Speed 10
Initiative 4
Resilience 5
Resource 9
The Collector
The Collector, a daemon of unknown master - some speculate that Khorne decided to create a new servant, others that Slaanesh wished to perfect the art of fear - does just that: collects. Specifically, it collects the heads of fallen combatants, then infuses them with some small shard of its power and uses them as minions.
Externally, at least, the Collector appears to be something that might once have been human - a tall figure, clad in a yellow coat with a skull blazing with blue fire and contained in a cage for a head. However, within the xanthous wrapping lies a netting of some unknown material, into which are laced literally hundreds of severed heads attached to torn-out spinal cords, all moaning and whispering fragments related to their original lives.
Level 4 Daemon
POW 2
FIN 4
RES 4
Skills
Arcana
Command
Forbidden Lore
Intimidation
Performer
Traits
Daemonic
Stuff of Nightmares
Attacks, Spells and Abilities
Puppet Master - The Collector plucks three heads from within his yellow overcoat and calls the spirits bound within to a semblance of life. This costs two points of Resource.
Show Collection - The Collector opens his drab coat to reveal the true horror lurking within it. The Collector forces a test against Fear 3 for all non-Mindless entities within eyesight of it. This is treated as a magical effect.
Life Steal - The Collector attempts to open a vein on a target and drain the life directly from its body. This attack is treated as a Focus Power test using Forbidden Lore + Resistance against a target within 20 m and deals 2k2 R damage, +1 for each raise on the test. For every two wounds this attack causes, the Collector heals one Hit Point.
Collect - The Collector does what it prefers to do, and removes the head and spinal cord of a fallen foe. It will use this on a dead or unconscious foe, then weave the taken object into its internals, adding another hapless soul to its already impressive collection. This is a process that takes 3 rounds.
Float - The Collector has shed the bounds of gravity, and instead floats everywhere. It ignores any effects tied to stepping (or standing) on surfaces.
Size 4
Static Defense 26
Hit Points 16
Mental Defense 25
Resolve 8
Speed 6
Initiative 8
Resilience 5
Resource 12
Notes on running the Collector
Collected Heads
Externally, at least, the Collector appears to be something that might once have been human - a tall figure, clad in a yellow coat with a skull blazing with blue fire and contained in a cage for a head. However, within the xanthous wrapping lies a netting of some unknown material, into which are laced literally hundreds of severed heads attached to torn-out spinal cords, all moaning and whispering fragments related to their original lives.
Level 4 Daemon
POW 2
FIN 4
RES 4
Skills
Arcana
Command
Forbidden Lore
Intimidation
Performer
Traits
Daemonic
Stuff of Nightmares
Attacks, Spells and Abilities
Puppet Master - The Collector plucks three heads from within his yellow overcoat and calls the spirits bound within to a semblance of life. This costs two points of Resource.
Show Collection - The Collector opens his drab coat to reveal the true horror lurking within it. The Collector forces a test against Fear 3 for all non-Mindless entities within eyesight of it. This is treated as a magical effect.
Life Steal - The Collector attempts to open a vein on a target and drain the life directly from its body. This attack is treated as a Focus Power test using Forbidden Lore + Resistance against a target within 20 m and deals 2k2 R damage, +1 for each raise on the test. For every two wounds this attack causes, the Collector heals one Hit Point.
Collect - The Collector does what it prefers to do, and removes the head and spinal cord of a fallen foe. It will use this on a dead or unconscious foe, then weave the taken object into its internals, adding another hapless soul to its already impressive collection. This is a process that takes 3 rounds.
Float - The Collector has shed the bounds of gravity, and instead floats everywhere. It ignores any effects tied to stepping (or standing) on surfaces.
Size 4
Static Defense 26
Hit Points 16
Mental Defense 25
Resolve 8
Speed 6
Initiative 8
Resilience 5
Resource 12
Notes on running the Collector
The Collector tends to roam on its own, without any of its heads given their minimal freedom, but it will usually open up in combat by sending out three heads, unless its foe is so weak that it feels able to kill it without help.
When the Collector does have help, it usually adopts a position of long-range support, scaring its opponents into flight or being frozen in sheer terror while its minions kill them, then reabsorbing its help and taking the heads of the fallen.
If the Collector sees that its collection isn't much help or if it gets wounded, it will enter the fray itself, draining the blood from its opponents' veins.
The Collector may be single-minded, but it's not stupid. It won't go after a body if there's an able-bodied foe that could hurt it, but it will also not go for a further away body if there's a closer body that can be harvested from.
When the Collector does have help, it usually adopts a position of long-range support, scaring its opponents into flight or being frozen in sheer terror while its minions kill them, then reabsorbing its help and taking the heads of the fallen.
If the Collector sees that its collection isn't much help or if it gets wounded, it will enter the fray itself, draining the blood from its opponents' veins.
The Collector may be single-minded, but it's not stupid. It won't go after a body if there's an able-bodied foe that could hurt it, but it will also not go for a further away body if there's a closer body that can be harvested from.
Collected Heads
A severed head connected to a ripped-out spinal cord, the Collector's heads form its preferred defense against attack. They whisper and moan incessantly, revealing fragments of their past lives.
Level 2 Undead [Race]
POW 2
FIN 2
RES 2
Skills
Brawl OR Weaponry
Ballistics
[Additional skill of GM's choice]
[Racial skills]
Traits
Ghostly Body - Collected Heads ignore all critical damage to any hit location other than the head or gizzards.
Inheritance 3 (Hand Weapon OR Katar OR Brass Knuckles; Autopistol OR Laspistol OR Bow; Heavy Leathers OR Chain Coat)
Mindless
Puppet Strings - If the Collector is destroyed, all Collected Heads will be rendered lifeless. They cannot be used by the Collector again.
Size As race
Static Defense 22 - twice Size
Hit Points 8
Speed 4
Initiative 4
Resilience 2 + half Size
Resource 6
Level 2 Undead [Race]
POW 2
FIN 2
RES 2
Skills
Brawl OR Weaponry
Ballistics
[Additional skill of GM's choice]
[Racial skills]
Traits
Ghostly Body - Collected Heads ignore all critical damage to any hit location other than the head or gizzards.
Inheritance 3 (Hand Weapon OR Katar OR Brass Knuckles; Autopistol OR Laspistol OR Bow; Heavy Leathers OR Chain Coat)
Mindless
Puppet Strings - If the Collector is destroyed, all Collected Heads will be rendered lifeless. They cannot be used by the Collector again.
Size As race
Static Defense 22 - twice Size
Hit Points 8
Speed 4
Initiative 4
Resilience 2 + half Size
Resource 6
Gun Puppies
Most commonly constructed by gremlins in the depths of Cradle, Gun Puppies are mechanized turrets on a rotating base. They are usually used as guards for important emplacements.
Level 2 Construct
POW 2
FIN 4
RES 3
Traits
Auto-Stabilized
Machine (2)
Mechanized Turret - The Gun Puppy is immobile, so it cannot use actions with the Movement subtype.
Mindless
Mouth-Gun - The Gun Puppies' guns are hard-wired into them. As such, they cannot be disarmed of their weapons.
Skills
Ballistics
Perception
Tech-Use
Feats
Sound Constitution II
Gear
SAW OR Meltagun OR Bolt Pistol OR Flamer
Size 4
Static Defense 26
Hit Points 16
Initiative 4
Resilience 4
Project Roarmulus
Level 2 Construct
POW 2
FIN 4
RES 3
Traits
Auto-Stabilized
Machine (2)
Mechanized Turret - The Gun Puppy is immobile, so it cannot use actions with the Movement subtype.
Mindless
Mouth-Gun - The Gun Puppies' guns are hard-wired into them. As such, they cannot be disarmed of their weapons.
Skills
Ballistics
Perception
Tech-Use
Feats
Sound Constitution II
Gear
SAW OR Meltagun OR Bolt Pistol OR Flamer
Size 4
Static Defense 26
Hit Points 16
Initiative 4
Resilience 4
Project Roarmulus
Project Roarmulus is a pair of enormous gun puppies, built as a super-weapon to destroy Haven. Their armour and weaponry are scaled up, and they have upgraded software as well.
Level 4 Construct
POW 2
FIN 6
RES 5
Traits
Armour Plating (2)
Auto-Stabilized
Mechanized Turret - Both of the Roarmulus Twins are immobile, so they cannot use actions with the Movement Subtype.
Machine (2)
Mindless
Mouth-Gun - The Roarmulus Twin's guns are hard-wired into them. As such, they cannot be disarmed of their weapons.
Skills
Academic Lore
Ballistics
Crafts
Perception
Tech-Use
Feats
Crack Shot
Sound Constitution II
True Grit
Weapon Focus (equipped weapon)
Weapon Proficiency (equipped weapon)
Gear
MP Lascannon OR Plasma Gun OR Boltgun OR Heavy Bolter
Size 8
Static Defense 30
Hit Points 22
Initiative 6
Resilience 7
Level 4 Construct
POW 2
FIN 6
RES 5
Traits
Armour Plating (2)
Auto-Stabilized
Mechanized Turret - Both of the Roarmulus Twins are immobile, so they cannot use actions with the Movement Subtype.
Machine (2)
Mindless
Mouth-Gun - The Roarmulus Twin's guns are hard-wired into them. As such, they cannot be disarmed of their weapons.
Skills
Academic Lore
Ballistics
Crafts
Perception
Tech-Use
Feats
Crack Shot
Sound Constitution II
True Grit
Weapon Focus (equipped weapon)
Weapon Proficiency (equipped weapon)
Gear
MP Lascannon OR Plasma Gun OR Boltgun OR Heavy Bolter
Size 8
Static Defense 30
Hit Points 22
Initiative 6
Resilience 7
The Snarbolax
Said to be a massive beast draped in living shadows, this dark predator enjoys toying with its prey before delivering the final blow. It is said to live in the gloom-shrouded Gloaming Wildwoods, where incredible monsters live and only the most intrepid adventurers dare tread.
Level 4 Animal
POW 4
FIN 4
RES 5
Traits
Dark Sight
Fear 2
Quadruped
Snarbolax' Fur - The Snarbolax is immune to all damage and effects except effects that cause stunning. The Snarbolax automatically fails all tests to resist effects that cause stunning. While the Snarbolax is stunned, it loses the bonuses from this trait.
Skills
Acrobatics
Athletics
Brawl
Perception
Stealth
Feats
Unarmed Master
Unarmed Warrior
Attacks
Bite [1k1 R; Melee; Brawling, Natural Weapon]
Size 6
Static Defense 20
Hit Points 20
Mental Defense 30
Resolve 10
Speed 8
Initiative 9
Resilience 6
Level 4 Animal
POW 4
FIN 4
RES 5
Traits
Dark Sight
Fear 2
Quadruped
Snarbolax' Fur - The Snarbolax is immune to all damage and effects except effects that cause stunning. The Snarbolax automatically fails all tests to resist effects that cause stunning. While the Snarbolax is stunned, it loses the bonuses from this trait.
Skills
Acrobatics
Athletics
Brawl
Perception
Stealth
Feats
Unarmed Master
Unarmed Warrior
Attacks
Bite [1k1 R; Melee; Brawling, Natural Weapon]
Size 6
Static Defense 20
Hit Points 20
Mental Defense 30
Resolve 10
Speed 8
Initiative 9
Resilience 6
Leviathan-Class Predators
From the Alterra Corporation Transplanetary Survival Catalogue, which describes itself as "a widely-used, scientifically-researched electronic document considered by many to be an essential tool for the discerning adventurer": "Leviathan-class species are vast organisms which occupy the top of their respective food chains. Some approach the size limit for purely material species. Some exceed this limit and are, as a result, partially Immaterial, deriving sustenance and integrity from the powers of the Warp."
Reaper Leviathan
Reaper Leviathans are a rare, predatory, aquatic species, which use echolocation to detect prey, then their four eyes to home in on it and their four mandibles to crush it and draw it into their jaws. They have been described as being longer than some submersible vehicles. They have also been described as being capable of destroying submersible vehicles longer than they are by terrified survivors and/or observers.
NOTE: They may be little more than huge dumb animals, but they're still very capable of sneaking up on you. If you find yourself in a known Reaper Leviathan habitat, watch your back.
Skills: Perception 4, Athletics 4, Brawl 5
Speed: 12
Size/Resilience: 22/14
Static Defense: 2
Hit Points: 22
Feats: Blind Fighting, Danger Sense, Heightened Senses (Sound)
Attacks: Bite (3k4 R; Tearing); Mandibles (-; can be used to grapple)
Traits: Aquatic
Level: 4
Ghost Leviathan
While Ghost Leviathans approach the size limits of viable organisms which are both purely organic and purely Material, this does not mean that they should be taken to be fragile in any way.
Juvenile Ghost Leviathan
At a massive 67 metres in length, juvenile Ghost Leviathans are terrifying predatory monstrosities. Before they abandon their cave-based hatching grounds, juvenile Ghost Leviathans attack and attempt to consume almost anything they see.
Skills: Perception 2, Athletics 3, Brawl 3
Speed: 13
Size/Resilience: 24/15
Static Defense: 1
Hit Points: 20
Attacks: Bite (4k4 R; Tearing)
Traits: Aquatic
Level: 3
Adult Ghost Leviathan
Adult Ghost Leviathans, having left their cave-based hatching grounds, head for the open ocean, where they abandon their aggressively predatory ways and become intensely territorial filter-feeders. It is not yet known how they manage to lay their eggs in these caves, given their demonstrable inability to enter them.
Skills: Perception 3, Athletics 4, Brawl 3
Speed: 17
Size/Resilience: 28/17
Static Defense: -4
Hit Points: 26
Attacks: Bite (4k4 R; Tearing)
Traits: Aquatic
Level: 4
Reaper Leviathan
Scan of Reaper Leviathan obtained at great cost to the Alterra Corporation. Royalties may be paid to [DATA CORRUPTED] |
Reaper Leviathans are a rare, predatory, aquatic species, which use echolocation to detect prey, then their four eyes to home in on it and their four mandibles to crush it and draw it into their jaws. They have been described as being longer than some submersible vehicles. They have also been described as being capable of destroying submersible vehicles longer than they are by terrified survivors and/or observers.
NOTE: They may be little more than huge dumb animals, but they're still very capable of sneaking up on you. If you find yourself in a known Reaper Leviathan habitat, watch your back.
STR | 7 | CHA | 1 | INT | 1 |
DEX | 6 | FEL | 1 | WIS | 6 |
CON | 8 | CMP | 1 | WIL | 3 |
Speed: 12
Size/Resilience: 22/14
Static Defense: 2
Hit Points: 22
Feats: Blind Fighting, Danger Sense, Heightened Senses (Sound)
Attacks: Bite (3k4 R; Tearing); Mandibles (-; can be used to grapple)
Traits: Aquatic
Level: 4
If this is what you can see right now, we hope that your imminent death is relatively painless. |
Ghost Leviathan
While Ghost Leviathans approach the size limits of viable organisms which are both purely organic and purely Material, this does not mean that they should be taken to be fragile in any way.
Juvenile Ghost Leviathan
Juvenile Ghost Leviathan, observed in its natural environment. Fossilised remains belong to unknown species, assumed extinct. |
At a massive 67 metres in length, juvenile Ghost Leviathans are terrifying predatory monstrosities. Before they abandon their cave-based hatching grounds, juvenile Ghost Leviathans attack and attempt to consume almost anything they see.
STR | 7 | CHA | 1 | INT | 1 |
DEX | 9 | FEL | 1 | WIS | 4 |
CON | 7 | CMP | 1 | WIL | 3 |
Speed: 13
Size/Resilience: 24/15
Static Defense: 1
Hit Points: 20
Attacks: Bite (4k4 R; Tearing)
Traits: Aquatic
Level: 3
Adult Ghost Leviathan
Structure for simulation of adult Ghost Leviathan extrapolated from scan of juvenile of the species, alongside visual records of adults. |
Adult Ghost Leviathans, having left their cave-based hatching grounds, head for the open ocean, where they abandon their aggressively predatory ways and become intensely territorial filter-feeders. It is not yet known how they manage to lay their eggs in these caves, given their demonstrable inability to enter them.
STR | 8 | CHA | 1 | INT | 1 |
DEX | 9 | FEL | 1 | WIS | 5 |
CON | 7 | CMP | 1 | WIL | 6 |
Speed: 17
Size/Resilience: 28/17
Static Defense: -4
Hit Points: 26
Attacks: Bite (4k4 R; Tearing)
Traits: Aquatic
Level: 4
The Kir'ko
The Kir'ko are a loose coalition of escaped (and rescued) arthropoid slaves and test subjects. While many Kir'ko are quite happy in the racial forms they were hatched (or metamorphosed) into, more specialised or mutilated forms have been seen.
Abyssian
Tormented
Abyssian
Kir'ko fighters come in a wide variety of forms, and Abyssians are one of the more esoteric forms. Originally intended as an adaptation for those intending to support the Kir'ko movement by digging or building, their useful ability to burrow under the battlefield unimpeded by uneven terrain and enemy fire and their equally useful ability to spit both a mildly corrosive, quick-setting natural cement and their viciously acidic stomach acid make them potent adversaries. They sometimes act as mounts for other Kir'ko, and their natural toughness and thick carapaces give them defenses both against cave-ins and weapons fire.
Skills: Athletics 3, Ballistics 4, Crafts 3, Stealth 2
Speed: 6
Size/Resilience: 5/5
Static Defense: 15
HP: 18
Feats: None
Armour: Natural Armour (7 AP; All)
Attacks: Corrosive Bile (5 m; S/-; 4k3 E; Pen 5; Clip 1; Reload Free; Natural Weapon), Wax Cement (5 m; S/-; 2k1 E; Pen 0; Clip 1; Reload Full; Natural Weapon, Snare)
Abilities: Rapid Fortification - By spending an extended action, an Abyssian can "construct" fortifications using their natural cement without any need for other materials or even the simplest of tools.
Burrower - It might not be as fast as their "standard" mode of transportation, but thanks to their highly acidic stomach acid and their specialised digging limbs, Abyssians can burrow through almost any material short of metal. Abyssians can burrow through soil and rock as a Full action at a Speed of 3.
Traits: Armour Plating (7), Dark Sight
Gear: None
Level: 3
STR | 3 | CHA | 1 | INT | 2 |
DEX | 3 | FEL | 1 | WIS | 2 |
CON | 5 | CMP | 3 | WIL | 4 |
Speed: 6
Size/Resilience: 5/5
Static Defense: 15
HP: 18
Feats: None
Armour: Natural Armour (7 AP; All)
Attacks: Corrosive Bile (5 m; S/-; 4k3 E; Pen 5; Clip 1; Reload Free; Natural Weapon), Wax Cement (5 m; S/-; 2k1 E; Pen 0; Clip 1; Reload Full; Natural Weapon, Snare)
Abilities: Rapid Fortification - By spending an extended action, an Abyssian can "construct" fortifications using their natural cement without any need for other materials or even the simplest of tools.
Burrower - It might not be as fast as their "standard" mode of transportation, but thanks to their highly acidic stomach acid and their specialised digging limbs, Abyssians can burrow through almost any material short of metal. Abyssians can burrow through soil and rock as a Full action at a Speed of 3.
Traits: Armour Plating (7), Dark Sight
Gear: None
Level: 3
Tormented
Not all those the Kir'ko rescue from cruel masters escape whole. Some of them, used as conveniently fast-breeding test-stock, are the subjects of brutal biological experimentation, frequently bearing hideous mutations, ragged amputations and experimental augmentations. These Kir'ko are considered to be Tormented, and frequently display sorcerous abilities.
Skills: Academic Lore 2, Arcana 4, Ballistics 3, Forbidden Lore 3
Speed: 3
Size/Resilience: 3/4
Static Defense: 22
HP: 18
Feats: Greater Spell Focus, Spell Focus, Touch Spell Specialization
Armour: Natural Armour (AP 2; All)
Attacks: None (except those gained as spells)
Abilities: Power Through Torment - Tormented are all psychically-active, thanks to the biological torture they've undergone. They know 1 each of a level 1, 2 and 3 spell in a single Spell School and a level 1 spell in a different Spell School.
Traits: Caster (3 ranks in one school, 1 rank in another school)
Gear: None
Level: 3
STR | 1 | CHA | 1 | INT | 4 |
DEX | 2 | FEL | 2 | WIS | 4 |
CON | 4 | CMP | 4 | WIL | 5 |
Speed: 3
Size/Resilience: 3/4
Static Defense: 22
HP: 18
Feats: Greater Spell Focus, Spell Focus, Touch Spell Specialization
Armour: Natural Armour (AP 2; All)
Attacks: None (except those gained as spells)
Abilities: Power Through Torment - Tormented are all psychically-active, thanks to the biological torture they've undergone. They know 1 each of a level 1, 2 and 3 spell in a single Spell School and a level 1 spell in a different Spell School.
Traits: Caster (3 ranks in one school, 1 rank in another school)
Gear: None
Level: 3