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Beta-0013 (Template) |
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City
of Paseo, day 06 of the 3rd month of AW 3006
To: Alan Osto, General Director and Chairman
From: Edwin Fizz, Research Director, Genegeneering Dept. Dear
Alan:
In spite of your specific
orders of leaving specimen alfa alone for the time being, one week ago,
Schultz unauthorizedly conducted a gene insertion experiment on 6 palman
mooses. I just got informed about the facts myself, and would have fired
him on the spot if not for the sole fact that the results defied your
very own estimations. However, as much as I would like to discuss the
results on this memo, I'm afraid the security leak from last month force
me to ask you to pay us a visit as soon as you can so you can see for
yourself.
City of Paseo, day 20 of
the 6th month of AW 3006
To: Alan Osto, General Director and Chairman
From: Edwin Fizz, Research Director, Genegeneering Dept. Dear
Alan:
Three months have passed
and not only the test subjects are still alive and kicking (four of them
at least), but they are even improving: subjects A,C, & D already
grown 1 feet taller than their respective genomes dictated, and their
strenght and muscular mass is spectacular, twice this month we had to
replace their bindings, with stronger ones each time. They are becoming
more agressive though.
City of Paseo, day 12 of
the 11th month of AW 3006
To: Alan Osto, General Director and Chairman
From: Edwing Fizz, Research Director, Genegeneering Dept. Dear
Alan:
We triple-checked their
genomes this week, and we still can't figure out what went wrong. Specimen
B died of cancer last month, and specimens A,C & D, lost all body
hair, as well as presenting malformations derived from an uncontrolled
muscular mass. Their levels of agressivity also rose exponentially, we
had to hire a whole group of hunters just to move them to the new observation
wing. What went wrong?.
City of Paseo, day 12 of
the 11th month of AW 3006
To: Alan Osto, General
Director and Chairman
From: Edwing Fizz, Research Director, Genegeneering Dept.
Dear Alan:
I'm so glad you managed
to escape the building on the nick of time, that fire was hell (nuff said).
All wings of our Beloved Genegineering Dept. took severe damage as well.
We could rescue specimens A & C from the fire, but their condition
is very delicate. I'm doing everything in my power to keep them alive,
as I'm quite sure that we may not be able to succesfully clone them should
we loose them. Funny, I didn't figure their looks could be even worse
than they already did.
City of Paseo, day 15 of
the 11th month of AW 3006
To: Alan Osto, General
Director and Chairman
From: Edwing Fizz, Research Director, Genegeneering Dept.
Dear Alan:
You won't believe my words.
Specimens A & C are regenerating all damaged tissue. REGENERATING.
In just 3 days they almost good as new. Also, during two failed attemps
at cloning we found out that they aren't getting any older actually. Could
this be what we were looking for all this time?
City of Paseo, day 18 of
the 2nd month of AW 3007
To: Alan Osto, General
Director and Chairman
From: Edwing Fizz, Research Director, Genegeneering Dept.
Dear Alan:
Agressivity levels in specimens
A & C are still increasing; also, new malformations are presenting
themselves. I'm sure I can root the source of the agressive behavior,
now if I only could find out the source of these malformations this could
be our ticket to immortality in the history of medicine (and possibly
otherwise).
City of Paseo, day 18 of
the 2nd month of AW 3007
To: Alan Osto, General
Director and Chairman
From: Edwing Fizz, Research Director, Genegeneering Dept.
Dear Alan:
Eureka! I think I finally
found out a way to control the malformations. Also, we managed to control
agressivity levels in specimen C. In one month or two we may be ready
for our first human trial.
City of Paseo, day 18 of
the 2nd month of AW 3007
To: Alan Osto, General
Director and Chairman
From: Edwing Fizz, Research Director, Genegeneering Dept.
Dear Alan:
Our first palman patient
suffers from constant fevers and intense pain, but otherwise he is fine.
We made a fine choice in choosing a psionic for our first trials.
The Beta-0013 is a template
that can be applied to any organic creature (refered to hereafter as 'character')
with a Constitution score of 14 or higher, recieving the following adjustments:
- Type: The base character retains his
original type as long as monthly succesful Will saves (DC 18) are
made.
- Statistics and Abilities: +2 to Strenght
and Constitution, hit die becomes d12. Also, regardless of experience
gained, the character gains one extra hit die each passing month,
which may result in size increase.
- Special Attacks: The base character
retains all special attacks, plus he gets a Slam attack (1d6 damage).
- Special Qualities: The character retains
all special qualities, plus he gains Fast Heal 1 per each hit die
the character has and Darkvision of 18 meters.
- Saving Throws: unchanged.
- Skills and Feats: unchanged.
- Challenge Rating: As base character
+2.
- Advancemente: unchanged.
Degeneration:
Upon a failure on their monthly Will check, the character starts degenerating.
Each failed save grant the character a +2 bonus to Strenght, Constitution,
and Defense, but substract 2 points from his Intelligence, Wisdom, and
Charisma.
...When the character either
looses half his intelligence due to degeneration (if a sentient creature)
or when he fails 3 saves, his type changes either to 'Magical Beast' if
animal (not actually magical, it's just the template) or to 'Monstrous
Humanoid' if humanoid. Upon this change, the character also gains Damage
Reduction equal to twice his hit dice (or level) and his Slam attack causes
1d6 constitution drain. Constitution Points lost to this attack return
at a rate of one per hour, but victims that get their Constitution reducd
to zero are slain. There is a 40% that the character also grows 1d4 additional
extremities (arms whenever possible), in this case, the character also
gains the Multiattack and Multidexterity feats. Add another +3 to CR.
...Finally, when the character
gets his Intelligence, Wisdom, and Charisma reduced to zero, his body
suffers a dramatic change, growing tentacles everywhere and loosing all
form, being reduced to an amorphous, pruple protoplasm. The character's
type changes to Ooze. Upon attaining complete degeneration, he grows 1d100
tentacles, with which he can perform 4 attacks per round, and uses them
to grab anything nearby (reach 2meters) in order to pull targets inside
its blob, where they can be digested (treat this same as the Swallow Whole
special attack). Also, the blob gets a Death Attack, which performs once
a victim is inside its blob (Fort save DC 10+half the character's HD).
Add another +4 to character's Challenge Rating. |
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Elite
Operatives |
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Black
Op. |
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Sniper/Assasin |
Medium-size
Humanoid |
Medium-size
Humanoid |
Hit
Dice: |
5d10+30
(55 Structural Points), 15 Hit Points |
3d10+25
(40 Structural Points), 14 Hit Points |
Initiative:
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+7
(+3 Dex, Improved Initiative) |
+3
(Dexterity) |
Speed:
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8m |
8m |
Defense:
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16(+2
Dexterity, +4 training bonus) OR as per equipment |
18(+4
Dexterity, +4 training bonus) OR as per equipment |
Attacks:
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Unarmed
OR as per weapon, +5 melee/ranged |
Automatic
Rifle +9 Ranged |
Damage:
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Unarmed
1d6 OR as per weapon |
2d12
(Automatic Rifle) or as per weapon |
Face/Reach:
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As
per humanoids |
As
per humanoids |
Special
Attacks: |
Backstab
+3d6 |
Death
Attack, save DC 15 |
Special
Qualities: |
As
per race |
As
per race |
Saves:
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Fort
6 Ref 3 Will 2 |
Fort
1 Ref 4 Will 1 |
Abilities:
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Str
14 Dex 14 Con 15 Int 15 Wis 12 Cha 12 |
Str
14 Dex 14 Con 15 Int 15 Wis 12 Cha 12 |
Skills:
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Bluff
+7, Climb +6, Computer Science +5, Daredevil +8, Demolitions +8,
Disable Device +6. Disguise +6, Escape Artist +8, Gather Information
+5, Hide +6, Intimidate +8, Jump +6, Move Silently +4, Search
+4, Security Protocols +6, Sense Motive +4, Speak Language: (Motavian,
Dezorian), Spot +4, Swim +5, Vehicle Operation +6 |
Climb
+4, Demolitions +8, Disable Device +6. Disguise +8, Escape Artist
+8, Gather Information +5, Hide +8, Move Silently +8, Read Lips
+4, Search +6, Security Protocols +6, Sense Motive +4, Spot +4,
Swim +5, Vehicle Operation +6 |
Feats:
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Dual
Strike, Expert Tactician. Combat Reflexes, Feign Weakness |
Point-blank
Shot, Precise Shot, Far Shot, Shot on the run |
Climate/Terrain:
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Any |
Any |
Organization:
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Team
(4-10) |
Single
ot Team (2+) |
Challenge
Rating: |
6
(base) --- 10 fully equipped and prepared. |
12
(base) --- 14 fully equipped |
Alignment:
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Always
Neutral, often Evil |
Always
Neutral, often Evil |
Advancement:
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6d10
9d1d0 |
4d10
- 5d1d0 |
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Elite Operatives are
specialized units trained either by the government or the underworld
to perform delicate tasks. Black Ops are often the spies, saboteurs,
and otherwise special operatives. While a special operative may
not be inherently evil, the secret service is quite indeed one of
the most de-humanizing occupations: Blackmail, kidnaping, sabotage,
murder, infiltration, etc. People who suffer from moral or ethical
debates about his job end up either quitting or quickly snapping,
and those who try to quit find themselves in a pine box even more
quickly than that.
NOTE:
Black Ops and Assasins can have more skills (or less) according
to the type of operatives.
Combat
Black Ops fight with
uncanny coordination that is only achieved through years of training.
A raid on a group or place usually begins with a planned ambush
followed by a merciless and coordinated attack. As soon as the leader
of an oposing group is found, the Black Op team proceed to neutralize
him first, then dispose of the rest of oponents with coordinated
attacks, carefuly placed backstab attacks, and teamwork. A character
party facing Black Ops should be prepared to deal with all kind
of dirty tricks.
Yes,
this means that GMs using Black Ops against a player character party
has charte blanche and MY personal fiat to play as dirty and low
as he wants, and the players shouldn't be offended.
Black
Ops have the same training in weapons and armor as a Combat Specialist.
Snipers/Assasins
Snipers are operatives
extensively trained to become the ultimate assasins. A sniper can
also be trained in the use of posion, explosives, and any other
means to cause people to drop dead.
Combat
Let´s state this,
characters aren't supposed to fight with a sniper face-to-face,
mainly because they are trained NOT to be seen (and to try not to
get caught). If a sniper is ever caught (or worse, forced to defend
himself in combat) then here we have a sniper who is NOT doing his
job right. Snipers have the same training in weapons and armor as
an Outlaw, plus the Energy Weapons Proficiency.
Death
Attack: Let's state another
thing, snipers are trained to kill... to kill in one single shot...
and that is a thing they know how to do right for sure. After studying
their prey for a minimum of 3 turns, a Sniper can do a Death Attack
with any weapon normally intended for killing (ie NO blunting or
stun weapons). The victim of a Death attack must succeed a Fortitude
saving throw DC 15 or be slain inmediately. Only living beings with
discernible anatomies are subject to Death Attacks: robots, androids,
and some bio-monsters are immune. Alternatively, the Sniper can
use a Death Attack with a sap, or other blunt weapon to make an
attack that merely disables the victim without killing it. |
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FOren
Tac-Support
Unit |
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FOren |
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Medium-size
Construct |
Hit
Dice: |
8HD+24
(50 Structural Points), 20 Hit Points |
Initiative:
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+3
(+2 dexterity, +1 sensors) |
Speed:
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10m |
Defense:
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18
(+2 dexterity, +6 natural) |
Attacks:
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Slam,
+7 Melee or by weapon, +7 Ranged |
Damage:
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Slam
1d6+2 or by weapon |
Face/Reach:
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As
humanoids |
Special
Qualities: |
Construct,
Micro-Radar, Enhanced Sensors, Micro-Computer&Microwave modem/transciever,
Damage Reduction 6 |
Saves:
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Fort
5 Ref 7 Will 10 |
Abilities:
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Str
14 Dex 14 Con 16 Int 16 Wis 16 Cha 14 |
Skills:
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Climb
+4, Computer Science +10, Demolitions +8, Diplomacy +6, Disable
Device +8, Gather Information +6, Knowledge(Military Intelligence)
+10, Navigation +8, Jump +8, Listen +9, Repair +10, Search +12,
Spot +8, Security Protocols +10, Treat Injury +8, Vehicle Operation
+10 |
Feats:
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-- |
Climate/Terrain:
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Found
within Motherbrain-era ruins only. |
Organization:
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Single |
Challenge
Rating: |
10
(base) |
Alignment:
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Lawful
Neutral |
Advancement:
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None |
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Along
with WARren units, FOren units were Palma's incursion into androids. FOren
were designed as coordinators/tactical support for large units of WARren
soldiers of the long-lost Motherbrain army. While comparably less armored
and combative than WARren, the versatility of FOren makes them more useful
and desirable for any military unit. A single FOren unit can take the
functions of logistics and intelligence, pilot, communications, and tech-op.
When found within ancient palman ghost ships, shipwrecks, or facilities,
the FOren unit is most likely the ship's helmsman (or facility's manager).
Also, there is a 35% chance that the unit has managed to keep the facilities
fully operational (when such a thing is possible) or a 75% that the facility
is at least at 1/3 of its operational capacity.
Combat
While
a FOren's functions are mostly away from the frontlines, it is more than
capable of holding its own should it be pressed into combat. Its natural
durability also comes with competent physical prowess that equals it with
any soldier. FOren are proficient in the same weapons as WARren. Also,
in any palman instalation where a FOren resides, there are also 1d4+2
WARren units as a minimun that must be passed through before getting to
the FOren.
Multi-Optic
Eye: Same as the Android character's
built-in system.
Micro
Radar: Same as the Android character's
built-in system.
Enhanced
Sensors: Same as the Android character's
built-in system.
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Guardian
EYES |
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Guardian
EYES |
Large
Construct |
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Hit
Dice: |
Always
30 Structural points, Assumed 7HD, 18 Hit Points |
Initiative:
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+0 |
Speed:
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8m |
Defense:
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17
(-1 size, +8 natural) |
Attacks:
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Laser
Blaster, +5 Ranged |
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Slam,
+8 Melee |
Damage:
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Blaster
4d8 |
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Slam
1d8+3 |
Face/Reach:
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2m
by 1m / 0.8m or by weapon |
Weapon
Systems: |
Net
Launcher, Stun Blaster, Shock |
Special
Qualities: |
Construct,
Multi-Optic Eye, Micro-Radar, Enhanced Sensors, Computer Sight,
Hover Jets, Damage Reduction 8 |
Saves:
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Fort
7 Ref 3 Will 3 |
Abilities:
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Str
18 Dex 10 Con 18 Int - Wis - Cha - |
Skills:
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Demolitions
+5, Intimidate +4, Listen +4, Search +10, Sense Motive +4, Speak
Language: (Motavian, Dezorian), Spot +4 |
Feats:
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Point-blank
shot, Precise Shot |
Climate/Terrain:
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Any |
Organization:
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Single
with access to reinforcements |
Challenge
Rating: |
10
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Alignment:
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Lawful
Neutral |
Advancement:
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-60
Structural Points (Military EYES, add a Bantam Launcher to the
Weapon Systems, +5 to Damage Reduction, and +1d8 to the damage
of the Laser Blaster)
-48
Structural Points (Motherbrain's era EYES, add +2 to Damage Reduction
and +6 to all rolls. Found only in ruins). |
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The infamous Guardian
EYES are the robotic units manufactured by Thermi Robotics responsible
for public security in ¾ parts of Palman districts. EYES
come in two varieties, the urban variety (the most common) is
a heavily armored, humanoid robot with a bulbous head with an
ominous, huge red eye, and massive hands and extremities; the
second variety is for vehicular and traffic control in the airways,
which resemble a large UFO.
Combat
Guardian EYES are
programmed to engage in combat 2 rounds after warning an arrest
or if the target oposes resistance. Against unarmed or fleeing
targets, each EYES will either fire its stun gun if a single target,
or use a Net for groups. If the target is armed, the EYES unit
will throw a final warning for the target to drop the weapon and
surrender, if the target opens fire after this last warning, the
EYES unit engages in combat with its laser blaster and doesn't
stop until anihilation of the target. If targets escape or the
EYES unit percieves itself at tactical disadvantage at any time,
it calls for reinforcements, who arrive in 1 minute in the form
of 2d6 additional EYES units. Targets that escape capture by the
Guardian EYES have a price put on their heads in the Hunters Guild
within the next 6 hours (either Wanted Alive or DoA
according to circumstances).
Guardian
EYES are under immediate subservience of any Government Agent
present in the area, and proceed as indicated by the agent.
Multi-Optic
Eye: Same as the Android
character's built-in system.
Micro Radar: Same
as the Android character's built-in system.
Enhanced Sensors:
Same as the Android character's built-in system.
Computer Sight:
An EYES unit can fire any
of its weapon systems to maximum range without increment penalty.
Hover
Jets: Guardian EYES can't
run. Instead, the hover half a meter above the ground, moving
at four times their speed. |
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Insecta |
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Insecta,
queen |
Meduim-size
Vermin |
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Large
Vermin |
Hit
Dice: |
4d8+4
(18 Structural points), 10 Hit points |
7d8+4
(30 Structural points), 13 Hit points |
Initiative:
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+0 |
+0 |
Speed:
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10m |
5m |
Defense:
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14
(+4 natural) |
19
(+9 natural) |
Attacks:
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Bite
+1 melee |
Bite
+5 melee |
Damage:
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1d4+1 |
1d4+4 |
Face/Reach:
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2m
by 1.5m / 0.5m |
3m
by 4m / 0.5m |
Special
Attacks: |
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Special
Qualities: |
Vermin |
Vermin |
Saves:
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Fort
3 Ref 3 Will 0 |
Fort
6 Ref 0 Will 0 |
Abilities:
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Str
12 Dex 10 Con 13 Int - Wis 10 Cha 1 |
Str
18 Dex 10 Con 13 Int - Wis 10 Cha 1 |
Skills:
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Climb
+8, Listen +5, Spot +5 |
Listen
+8, Spot +8 |
Feats:
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Climate/Terrain:
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Any
undergroud |
Any
undergroud |
Organization:
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Colony
(1d4x100 insectas + 1 queen) |
1 |
Challenge
Rating: |
1 |
2 |
Alignment:
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Always
Neutral |
Always
Neutral |
Advancement:
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5d8-7d8 |
8d8-13d8 |
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Insecta are a brood
of oversized termite-like creatures that make their hives underground.
Insecta have round, massive bodies completely white and sturdy
shells that provides them reasonable protection.
Combat
Insecta
are not agressive by nature, but they are gatherers, and anything
short of large size is considered a fair catch... and they can
eat anything. If a group of gatherers encounter a living being
while gathering, they'll attemp to grab it and take it to the
colony unharmed. Targets are only attacked in self defense. Queen
Insecta can barely move, but are alawys surrounded by 2d6 insecta
as minimum. |
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Insect,
Monstrous |
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A
bit of data GMs should have in mind is that, for some reason, all the
different breeds of monsters that have been plaguing Palma for millenia,
are in fact, insects. This appendix depicts some of the most popular monsters
(and also the most alien), but the GM should feel free to use any and
all monsters appearing under the "Vermin" section of the DnD
Monster Manual with the following adjustments: starting with 'small' size,
all vermin has 10 hit points plus another 2 for each extra size (treat
the monster's original hit points as Structural Points). Also, lower the
monster's Challenge Rating from 2 to 4 ranks at GMs discretion (heroes
facing a giant mantis with sticks and stones doesn't face the same challenge
as heroes fighting the same mantis with energy weapons and cermet armor). |
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Locust |
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Locust |
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Locusta |
Large
Aberration |
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Large
Aberration |
Hit
Dice: |
6d8+18
(45 Structural points), 16 Hit points |
12d8+36
(80 Structural points), 16 Hit points |
Initiative:
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+1
(Dex) |
+4
(3 Dex, 4 Improved Initiative) |
Speed:
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15m |
15m |
Defense:
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16
(-1 size, +1 Dex, +6 natural) |
18
(-1 size, +3 Dex, +6 natural) |
Attacks:
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Slam
+7/+7 |
Claw
+12/+12 |
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Ram
+9 |
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Damage:
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Slam
1d6+3 / 1d6+3 |
Slam
2d6+3 / 2d6+3 (Critical 18-20) |
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Overrun
1d6+5 |
3m
by 2m / 1.5m |
Face/Reach:
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3m
by 2m / 1.5m |
Paralysis |
Special
Attacks: |
Goo
+5 Ranged |
Backstab
+4d6 |
Special
Qualities: |
Low-light
vision 18m |
Low-light
vision 18m |
Saves:
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Fort
8 Ref 3 Will 8 |
Fort
11 Ref 7 Will 8 |
Abilities:
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Str
16 Dex 12 Con 16 Int 4 Wis 10 Cha 10 |
Str
16 Dex 16 Con 16 Int 13 Wis 10 Cha 4 |
Skills:
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Listen
+8, Search +3, Spot +5 |
Hide
+9 Jump +9, Listen +6, Move Silently +10, Search +7, Spot +6 |
Feats:
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Run |
Improved
Initative, Improved Grab, Spring Attack |
Climate/Terrain:
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Temperate
to cold hills and mountains |
Jungle |
Organization:
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Solitary
or pair |
Pair,
or hunting pack (4-6) |
Challenge
Rating: |
2 |
10 |
Alignment:
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Always
Neutral |
Always
Neutral |
Advancement:
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7d8-11d8 |
13d8-23d8 |
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Locusts
are insectoid creatures whose origins date to the first bio-monster
types. Its four legs can take it quite fast for an animal of its
size and its bulging red eye has an amazing sight. Locusts range
from green to blueish green.
Combat
Locusts
are very aggresive, and will attack any creature not belonging
to its territory who approaches. If facing three or lesser invaders,
it will attack with its battering, barbed mantis arms every round,
its long reach automatically entitles the locust with an attack
of opportunity against the fist oponent that approaches. When
hunting for food, the locust will resort to its Goo attack (see
below). If the locust feels itself outnumbered or overpowered
at any moment, it will attemp to overrun the oponent the locust
percieves as the weakest target and flee. Targets of an overrun
suffer 1d6+5 points of damage from the locust's ramming head.
Goo:
When facing lone oponents or small, tight-packed groups, a locust's
first attack will be spitting a gooish secretion at the oponents'
feet. Attacking with the goo is a ranged touch attack and produces
a gooish splat of 1 meter in radius. Characters caught in the
goo are effectively stuck until the goo disolves (1d4 hours) or
until they succeed a Strenght check with a Burst DC of 20, bursting
out of the goo is a full-round action that draws an attack of
oportunity. Once the victims are stuck, the locust will proceed
to smash targets into unconsciousness with its long arms from
a safe distance.
Locusta
Locusta
are a tropical variation of the regular Locust which managed to
adapt to the cold climate that now plagues algo. Locusta are similar
to Locusts, except for a bit bluntier heads, wickedly sharp blade
arms, and they are copper in color.
Combat
Locusta are furtive
hunters. Locusta's modus operandi is shadow its prey, Backstab,
and fight only long enough to be able to capture a single creature,
then flee. After shadowing its prey for no less than 1d4 minutes
(victims are entitled oposed Spot checks versus the Locusta's
Move Silently check every minute), the first locusta strikes its
prey with a backstab attack (and attempts to grab). Locusta have
three attacks per melee, In combat, the locusta uses his viciously
sharp mantis arms to slash oponents, after each succesful strike,
a locusta gets an attemp to grab the oponent (which in locusta
terms means piercing a target and lifting it so it can't escape).
If the grab attemp succeeds, the locusta flees with the prey and
paralyses it halfway across the escape; if no grab attacks have
been succesful after using its two arms, it attacks with its paralysis
breath. Each round after the first locusta entered combat, another
locusta of the pack enters combat with a Backstab.
Paralysis:
The locusta releases
a breath with the same agents of nerve gas. Targers in a 3m cone
in front of the locusta need to suceed a Fortitude save DC 16
or be paralized for 2d6 rounds, the breath's toxic agents can
act through a target's pores, so nothing short of a full environmental
suit will provide protection against it. A locusta can only use
its paralysis breath 1d4+1 times per day. |
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Locustoid |
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Locustoid |
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Large Monstrous
Humanoid |
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Hit
Dice: |
23d10+115
(260 Structural Points), 40 Hit Points |
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Initiative: |
+7 (+3 dexterity, +4
Combat Reflexes) |
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Speed: |
20m |
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Defense: |
20 (+8 natural,
+3 dexterity, -1 size) |
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Attacks: |
Slam +23/+18/+13/+8 |
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Damage: |
Slam 2d6+5/2d6+5/2d6+5/2d6+5
Critical 19-20 |
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Special Attacks: |
Arm Sweep, Summon Swarm |
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Face/Reach: |
1mx2.8m / 2m |
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Special Qualities: |
Vermin, Low-light vision
20m, Tremor Sense, limited psionics, DR 12, Fast Heal 6 |
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Saves: |
Fort +17 Ref +15
Will +6 |
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Abilities: |
Str 18 Dex 16
Con 20 Int 6 Wis 10 Cha 8 |
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Skills: |
Listen +8 Search
+8 Spot +8 |
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Feats: |
Combat Reflexes, Improved
Trip, Knockdown, Large and in Charge, Run |
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Climate/Terrain: |
Tropical to cold |
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Organization: |
Single |
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Challenge
Rating: |
17 |
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Alignment: |
neutral |
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Advancement: |
11-19HD |
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<<Extracted from Celine Rinale's live broadcast for the HBN during
Paseo's monster outbreak, 12th month of AW 3010>>
"...we finally managed
to get past the military barricade around the Viridia district, where
my sources claim an unending swarm of monsters have been pouring out to
the rest of Paseo, if he's right, we may have found the source of this
pandemonium...
...This is Celine Rinale
for HBN, my camera man and I have found shelter in one of the now evacuated
office buildings; we have positioned the camera in a window to give you
all a full view of the situation. Monsters flood every single street,
way worse than the situation in the other districts; the army is hard-pressed
to keep the monsters at bay, but their lines keep loosing terrain with
each passing second. If my estimations are correct, the barricade is targeting
a possibly small area near to the Hannonberg complex, we are trying to
figure out a way to travel over the empty rooftops so we can give you
the complete story...
...This is unbelievable!
All of the monsters are literaly pouring out of the Hannonberg complex
building!. Look! there are still a small gathering of soldiers entrenched
near the entrance fighting an unidentified breed of humanoid monster.
The brownish monstrosity is nearly 3 meters high, and is slaughtering
the soldiers one by one with barbed, long mantis-like arms, the soldiers'
bullets literally bounce off the exoskeleton that seems to cover its skin.
Leo, can you zoom in for a second on that huge, locusta-like head?. Hey,
who's there? wait, I know who you are!. No, wait, please... No! LEO!"
Combat
Like a walking
tac-nuke, a locustoid engages any non-monster targets on sight (or just
all targets when hungry). A feature that makes a locustoid specially scary
is its cunning: a locustoid recognizes armed targets and gives top priority
to targets with the larger weapons. When faced by multiple attackers or
by firearms of any sort, on the first round of combat, the beast dashes
towards oponents at an astonishing speed then try to hit as many targets
as possible on a dashing arm sweep, and on following rounds it
will either attemp subsequent sweeps if attackers are close enough to
one another, or attack each target individually. When facing oponents
with melee weapons, it resorts to waiting while attackers aproach, then
lashing furiously at each one with blinding speed to keep them at bay.
Its long, mantis-arms easily swat oponents away, leaving them open to
relentless attacks while prone (locustoids always get a free attack against
an oponent upon a succesful knock down). Whenever a locustoid feels itself
at disadvantage, it resorts on its summon swarm ability to drive
offenders away.
Arm Sweep:
On a succesful attack roll, the locustoind gets a free attack against
an oponent up to 90 degrees away from the former target (one on an adjacent
hex).
Summon
Swarm: Once per
day, a locustoid can emit an ear-piercing, high-pitched monstrous shriek
that summons all insect monsters (namely, all monsters) in a
radius of 30 meters for every Hit Die of the locustoid. Nearby monsters
hurry to the place to the best of their abilities and finish gathering
within 2d4 rounds, then attack all enemies of the locustoid to death or
until driving them away. The locustoid's Summon Swarm is a psionic ability.
Vermin:
Immune to all mind-influencing effects. |
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Ruin
Sentry Probe |
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Sentry
Probe |
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Tiny
Construct |
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Hit
Dice: |
2HD+6
(12 Structural Points), 6 Hit Points |
Initiative:
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+7
(+3 sensors, Improved Initiative) |
Speed:
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8m |
Defense:
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23
(+4 size, +6 natural, +3 dexterity) |
Attacks:
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Ion
Blaster, +5 Ranged |
Damage:
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Blaster
2d8 |
Face/Reach:
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.5m
radius or by weapon |
Weapon
Systems: |
Directed
Sonic Attack |
Special
Qualities: |
Construct,
Multi-Optic Eye, Micro-Radar, Enhanced Sensors, Computer Sight,
Antigravity Flight, Force Field, Always Sneaky. |
Saves:
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Fort
5 Ref 6 Will 4 |
Abilities:
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Str
-- Dex 16 Con 16 Int - Wis - Cha - |
Skills:
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Listen
+8, Move Silently +6, Search +10, Spot +8 |
Feats:
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Point-blank
shot, Precise Shot, Shot on the Run, improved initiative |
Climate/Terrain:
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Found
within motherbrain-era ruins only |
Organization:
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Single
with access to reinforcements |
Challenge
Rating: |
7 |
Alignment:
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Lawful
Neutral |
Advancement:
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--- |
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Sentry
Probes are spherical, black robotic units that were used in military bases
and ships in the times of the Motherbrain. Motherbrain's lost technollogy
allowed for small units that provided maximum effectivity within small
size. In addition, the probes' penchant for almost immediate resources
turn them into most dangerous sentinels.
Combat
The
moment a probe detects intruders, it immediately engages and calls for
reinforcements which arrive in a matter of 1d4 rounds. If the intruders
are unarmed, it will demand to escort the intruders to the facility's
prison or threaten them to face the consecuences, then engage in combat
if the intruders don't obey in 15 seconds. If the targets are armed, it
immediately delivers a Directed Sonic Attack, then follows with
its ion blaster if the targets are not yet disabled. The moment the reinforcements
arrive (1d8+2 probes) they attack one unit per individual intruder. Should
there be more probes than intruders, all the remaining probes help a single
unit, all focusing on a single oponent, then moving on to gang-up on a
new oponent once their current target is disabled. Once all targets are
disabled, or whenever the probes suffer losses equaling half of its group,
a unit of 1d4+1 Guardian EYES arrive in 2d6 rounds.
Multi-Optic
Eye: Same as the Android character's
built-in system.
Micro
Radar: Same as the Android character's
built-in system.
Enhanced
Sensors: Same as the Android character's
built-in system.
Directed
Sonic Attack: The area of a directed
sonic attack is a 4m. Cone, in which all targets must succeed a Fort save
DC 15 or suffer 2d6 Dexterity damage. Targets that have their Dexterity
reduced to zero are rendered disabled and become helpless targets.
Force
Field: A minor energy force field
endows all probes with Damage Reduction 12.
Always
Sneaky: Due to their constant flying,
sentry probes can only be heard by the low humming they emmit, being considered
to always be 'taking 10' in Move Silently, requiring characters to succeed
a Listen roll DC 18 to spot them by their humming, and still, only androids
and numans with augmented senses could normally pinpoint the source of
the humming (add +5 to the Listen DC to do so).
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Thug,
Generic |
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Underworld
Thug |
Medium-size
Humanoid |
Hit
Dice: |
1d8+1
(4 Structural Points), 12 Hit Points |
Initiative:
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+0 |
Speed:
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8m |
Defense:
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10 |
Attacks:
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By
weapon, +1 attack |
Damage:
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1d4
subdual or by weapon |
Face/Reach:
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As
humanoid |
Special
Attacks: |
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Special
Qualities: |
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Saves:
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Fort
3 Ref 0 Will 0 |
Abilities:
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Str
12 Dex 12 Con 12 Int 9 Wis 11 Cha 9 |
Skills:
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Appraise
+1, Bluff +4, Intimidate +3, Knowledge (Streetwise) +5 |
Feats:
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Climate/Terrain:
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Any |
Organization:
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Single,
gang (1-4), or mob (2-12) |
Challenge
Rating: |
1/4 |
Alignment:
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Always
Chaotic, often Evil |
Advancement:
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--- |
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Combat
In
combat, thugs are proficient with the same weapons as the Outlaw character. |
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WARren
Infantry
Unit |
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WARren |
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Medium-size
Construct |
Hit
Dice: |
10HD+40
(d10) (95 Structural Points), 30 Hit Points |
Initiative:
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+5
(+4 dexterity, +1 sensors) |
Speed:
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10m |
Defense:
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23
(+4 dexterity, +9 natural) |
Attacks:
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Laser
Rifle, +14/+9 Ranged (short bursts) |
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Slam,
+10/+5 Melee |
Damage:
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Laser
Rifle 3d10 |
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Slam
1d6+4 |
Face/Reach:
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As
humanoids |
Special
Qualities: |
Construct,
Light-Beam Eye, Damage Reduction 10 |
Saves:
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Fort
11 Ref 7 Will 4 |
Abilities:
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Str
18 Dex 18 Con 18 Int 12 (semi-autonomous) Wis 10 Cha 10 |
Skills:
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Climb
+8, Demolitions +5, Jump +8, Listen +5, Search +5, Spot +4, Security
Protocols +3, Use Rope +4, Vehicle Operation +6 |
Feats:
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-- |
Climate/Terrain:
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Found
within Motherbrain-era ruins only. |
Organization:
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Single,
small group (1d4, ruins mostly), or large group (1d8+2, only in
the abandoned Zelan complex and VERY specific places). |
Challenge
Rating: |
14 |
Alignment:
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Lawful
Neutral |
Advancement:
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None |
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WARren
and FOren units were Palma's first incursion into adroids. Originally
mass-produced as the backbone of Motherbrain's army in Palma, the remaining
WARren are now scattered among the remnants of millenia-old palman ghostships,
shipwrecks, and palman ruins in Motavia. Contrary to FOren units, WARren
are semi-autonomous only, and are programmed to do nothing but to follow
the orders of FOren units and/or high-ranking military officers.
Combat
In
combat, WARren carry on with wathever tactics and objectives their designated
FOren unit or officer imparted on them. If the WARren's coordinator goes
missing, the WARren unit follows its last course of action until new orders
and objectives are issued. WARren are proficient in all simple, martial,
energy, and heavy weapons, as well as with all kinds of explosives.
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