New Wormwood - Creatures, Enemies, and Races
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- Steve Conan Trustrum
- Dungeon Crawler
- Posts: 205
- Joined: Sat Sep 30, 2000 1:01 am
- Location: Toronto, On. Canada
- Contact:
New Wormwood - Creatures, Enemies, and Races
Zipbug (animal)
The Zipbug is so named both for the "Ziiiiiiiiiiip" sound it makes when passing someone and due to its great speed. Brought to Wormwood several hundred years ago by an entrepreneurial shifter, the Zipbug has quickly adapted from its jungle homeworld to Wormwood.
Appearing as a giant bug resembling a fiercer looking version of a hornet, the Zipbug is actually a rather docile creature. Covered in a light, sturdy exoskeleton, the bug's best defense is its incredible speed that has made it a favorite war steed amongst the Forces of Light. Used mainly by messengers, scouts and those soldiers who prefer speed instead of protection or offensive ability, the Zipbug is now seeing more and more use. The forces of the Unholy tried incorporating the Zipbug but found its non-violent nature to be counter-productive and thus abandoned their attempts.
The color of the Zipbug ranges from completely black to a mixture of black and metallic green. The Zipbug does not eat the flesh of animals but has acquired a taste for the grubs of Wormwood. Normally very calm and docile, the Zipbug will try fleeing first if attacked (unless it is trained and its rider demands otherwise) and will only fight if there is no other option (or if commanded). In a fight, the Zipbug becomes surprisingly quick and aggressive, a complete reversal of its normal temperament.
A Zipbug that has been trained as a riding animal will become extremely loyal to its rider if it is treated well, going so far as to risk its life for its beloved handler. This loyalty has created a special bond between many riders and their mounts, making many rider in return loyal enough that he would also lay down his life for his Zipbug.
Surprisingly intelligent, the Zipbug can learn to obey simple gestures and oral commands, increasing their value as mounts.
Homeworld Name: Padick Yal
Alignment: Animal, generally equivalent to unprincipled
Attributes: I.Q. High animal or low human intelligence 1D6+2, M.E. 2D6+6, M.A. 3D6, P.S. 3D6+15 (Supernatural), P.P. 2D6+18, P.E. 1D6+14, P.B. 1D8, Spd 1D6x10 crawling on the ground, 6D6x10 flying.
Size: 20 to 30 feet (6.1 to 9.1 m) long and 3 to 5 feet (0.91 to 1.5 m) in diameter. Wingspan ranges from 45 to 50 feet (13.7 to 15.2 m). Weight is 700 to 1,300 lbs (315 to 585 kg) and can accommodate one or two passengers.
M.D.C. By Location:
* Antennae (2) - 10 each
Eyes (2) - 20 each
** Main Body - 2D4x10+50
** Head - 45
Forearms (2) - 45
Legs (4) - 60
Mandibles (1 pair) - 20
Wings (2) - 50 each
* Destroying both antennae will seriously impair the senses of the insect. Penalties: reduce melee attacks by 2, reduce all bonuses to strike, parry, dodge and initiative by half. Loses all antennae abilities.
Note: requires a called shot to hit and even then is with a -3 penalty. This also goes for the eyes and mandibles.
** Depleting either the head or main body kills the insect.
Horror Factor: 12
P.P.E.: 6D6
Average Lifespan: 20 years
Natural Abilities:
1. Antennae:
• Track and Maneuver by Smell Alone 55%; roll once for every 3,000 feet (914.4 m). Double range for scenting other Zipbugs. A failed roll means the trail has been temporarily lost; 2 successful rolls out of 3 means the trail has been rediscovered.
• Identify Common and Known Smells 65% with a 150 foot (45.7 m)range.
• Identify Common Objects by Touch 60% (20% if very uncommon)
• Motion Detection and Track by Motion Detection Alone 50%. Can follow and locate prey by following the air vibrations caused by movement. 750 foot (228.6 m) range.
• Detect Vibrations: can feel the vibrations of large animals and vehicles up to 5 miles (8 km) away and running/walking humans up to 3,000 feet (914.4 m) away.
• Hear Ultrasonic Sounds/Keen Hearing: 3,000 feet (914.4 m).
• Communicate with Ultrasonic Sound: 3,000 feet (914.4 m). Can also communicate with sounds audible to humans.
• Bonuses: initiative +3, and +1 to parry, dodge and strike.
2. Wax Glands: A gland on the abdomen that produces a pliable waxy substance that solidifies within 2D6 minutes. It can be used as putty for holding things together, or in emergencies for sealing wounds. 2 lbs (0.9 kg) of wax can be produced every half hour. The wax has 2 M.D.C. per pound and is commonly used to make candles.
3. Needle Mouth: The ovipositor can be used to drill holes up to 30 inches (76.2 cm) into any material except metal. This takes 3 minutes (females only)
4. Stinger Poison: The poison contained in the stinger, unless saved against with a -2 penalty, will cause paralysis for 3D6 melees in man sized creatures and 1D4 melees in larger creatures.
5. Superior Taste: Recognizes food, fellow Zipbugs, and other substances by nibbling on the object. The nibble may pinch or scratch but does no damage. 80% accuracy.
6. 360 Degree Area of Sight: Cannot be surprised by attacks from above, below or behind. Gets an automatic parry and dodge with a +1 bonus.
Psionic Powers: None.
Magic Knowledge: None.
Attacks per Melee: 6 attacks per melee with legs or forearms plus 1 per melee with the stinger.
Mega-Damage (includes average P.S. range): Mandible bite 3D6, leg kick 3D6, leg claw/forearm claw 2D6, ovipositor strike 2D6, flying body slam 1D6x10 (counts as two attacks), stinger 5D6 plus poison.
Bonuses: Strike +1, parry +3, dodge on ground +2, dodge in air +6, +3 vs horror factor, +4 to save vs poison/drugs/magic, +3 to save vs psionics. These are in addition to attribute bonuses and those listed under Natural Abilities.
Vulnerabilities/Penalties: none
R.C.C. Skills: Sing (buzz and vibrations), Detect Concealment (+15%), Wilderness Survival (+5%), First Aid for insects only, Understand Basics of Spoken Language (select 3), Identify Plants and Animals (+15%), Land Navigation (+10%), Preserve Food (+5%), Swim and Prowl remain at basic level.
Habitat: Zipbugs left on their own in the wilderness gather in hives of 100 to 1000 members and construct enormous hive complexes out of their wax excretions.
Note: A new industry is slowly growing around the use of Zipbug wax for candles, dwellings and similar items.
The Zipbug is so named both for the "Ziiiiiiiiiiip" sound it makes when passing someone and due to its great speed. Brought to Wormwood several hundred years ago by an entrepreneurial shifter, the Zipbug has quickly adapted from its jungle homeworld to Wormwood.
Appearing as a giant bug resembling a fiercer looking version of a hornet, the Zipbug is actually a rather docile creature. Covered in a light, sturdy exoskeleton, the bug's best defense is its incredible speed that has made it a favorite war steed amongst the Forces of Light. Used mainly by messengers, scouts and those soldiers who prefer speed instead of protection or offensive ability, the Zipbug is now seeing more and more use. The forces of the Unholy tried incorporating the Zipbug but found its non-violent nature to be counter-productive and thus abandoned their attempts.
The color of the Zipbug ranges from completely black to a mixture of black and metallic green. The Zipbug does not eat the flesh of animals but has acquired a taste for the grubs of Wormwood. Normally very calm and docile, the Zipbug will try fleeing first if attacked (unless it is trained and its rider demands otherwise) and will only fight if there is no other option (or if commanded). In a fight, the Zipbug becomes surprisingly quick and aggressive, a complete reversal of its normal temperament.
A Zipbug that has been trained as a riding animal will become extremely loyal to its rider if it is treated well, going so far as to risk its life for its beloved handler. This loyalty has created a special bond between many riders and their mounts, making many rider in return loyal enough that he would also lay down his life for his Zipbug.
Surprisingly intelligent, the Zipbug can learn to obey simple gestures and oral commands, increasing their value as mounts.
Homeworld Name: Padick Yal
Alignment: Animal, generally equivalent to unprincipled
Attributes: I.Q. High animal or low human intelligence 1D6+2, M.E. 2D6+6, M.A. 3D6, P.S. 3D6+15 (Supernatural), P.P. 2D6+18, P.E. 1D6+14, P.B. 1D8, Spd 1D6x10 crawling on the ground, 6D6x10 flying.
Size: 20 to 30 feet (6.1 to 9.1 m) long and 3 to 5 feet (0.91 to 1.5 m) in diameter. Wingspan ranges from 45 to 50 feet (13.7 to 15.2 m). Weight is 700 to 1,300 lbs (315 to 585 kg) and can accommodate one or two passengers.
M.D.C. By Location:
* Antennae (2) - 10 each
Eyes (2) - 20 each
** Main Body - 2D4x10+50
** Head - 45
Forearms (2) - 45
Legs (4) - 60
Mandibles (1 pair) - 20
Wings (2) - 50 each
* Destroying both antennae will seriously impair the senses of the insect. Penalties: reduce melee attacks by 2, reduce all bonuses to strike, parry, dodge and initiative by half. Loses all antennae abilities.
Note: requires a called shot to hit and even then is with a -3 penalty. This also goes for the eyes and mandibles.
** Depleting either the head or main body kills the insect.
Horror Factor: 12
P.P.E.: 6D6
Average Lifespan: 20 years
Natural Abilities:
1. Antennae:
• Track and Maneuver by Smell Alone 55%; roll once for every 3,000 feet (914.4 m). Double range for scenting other Zipbugs. A failed roll means the trail has been temporarily lost; 2 successful rolls out of 3 means the trail has been rediscovered.
• Identify Common and Known Smells 65% with a 150 foot (45.7 m)range.
• Identify Common Objects by Touch 60% (20% if very uncommon)
• Motion Detection and Track by Motion Detection Alone 50%. Can follow and locate prey by following the air vibrations caused by movement. 750 foot (228.6 m) range.
• Detect Vibrations: can feel the vibrations of large animals and vehicles up to 5 miles (8 km) away and running/walking humans up to 3,000 feet (914.4 m) away.
• Hear Ultrasonic Sounds/Keen Hearing: 3,000 feet (914.4 m).
• Communicate with Ultrasonic Sound: 3,000 feet (914.4 m). Can also communicate with sounds audible to humans.
• Bonuses: initiative +3, and +1 to parry, dodge and strike.
2. Wax Glands: A gland on the abdomen that produces a pliable waxy substance that solidifies within 2D6 minutes. It can be used as putty for holding things together, or in emergencies for sealing wounds. 2 lbs (0.9 kg) of wax can be produced every half hour. The wax has 2 M.D.C. per pound and is commonly used to make candles.
3. Needle Mouth: The ovipositor can be used to drill holes up to 30 inches (76.2 cm) into any material except metal. This takes 3 minutes (females only)
4. Stinger Poison: The poison contained in the stinger, unless saved against with a -2 penalty, will cause paralysis for 3D6 melees in man sized creatures and 1D4 melees in larger creatures.
5. Superior Taste: Recognizes food, fellow Zipbugs, and other substances by nibbling on the object. The nibble may pinch or scratch but does no damage. 80% accuracy.
6. 360 Degree Area of Sight: Cannot be surprised by attacks from above, below or behind. Gets an automatic parry and dodge with a +1 bonus.
Psionic Powers: None.
Magic Knowledge: None.
Attacks per Melee: 6 attacks per melee with legs or forearms plus 1 per melee with the stinger.
Mega-Damage (includes average P.S. range): Mandible bite 3D6, leg kick 3D6, leg claw/forearm claw 2D6, ovipositor strike 2D6, flying body slam 1D6x10 (counts as two attacks), stinger 5D6 plus poison.
Bonuses: Strike +1, parry +3, dodge on ground +2, dodge in air +6, +3 vs horror factor, +4 to save vs poison/drugs/magic, +3 to save vs psionics. These are in addition to attribute bonuses and those listed under Natural Abilities.
Vulnerabilities/Penalties: none
R.C.C. Skills: Sing (buzz and vibrations), Detect Concealment (+15%), Wilderness Survival (+5%), First Aid for insects only, Understand Basics of Spoken Language (select 3), Identify Plants and Animals (+15%), Land Navigation (+10%), Preserve Food (+5%), Swim and Prowl remain at basic level.
Habitat: Zipbugs left on their own in the wilderness gather in hives of 100 to 1000 members and construct enormous hive complexes out of their wax excretions.
Note: A new industry is slowly growing around the use of Zipbug wax for candles, dwellings and similar items.
- Steve Conan Trustrum
- Dungeon Crawler
- Posts: 205
- Joined: Sat Sep 30, 2000 1:01 am
- Location: Toronto, On. Canada
- Contact:
Gardalian Horse (animal)
Named after the man responsible for breeding this new, mutant stock, the Gardalian horse is truly a marvel. Having been killed by marauders twelve years ago while on his remote ranch, nobody is sure how Zelek Gardalia did it, but somehow he managed to mutate Earth-born warhorses into what is now commonly called the Gardalian Horse.
Many speculate what it was that could have possibly caused this odd mutation. Some say the mutation is what happens when Earth horses eat grubs and the like long enough, some say it was done by magic, some say by the bio-wizards of Atlantis and some have theories which are even wilder! Most likely, the mysteriousanswer lies somewhere between.
Despite the lacking the knowledge of their origins, the people of Wormwood need not worry for the Gardalian is perfectly capable of breeding and some ranchers have even started raising these horses alone while several herds have also been found proliferating in the wild. It has also been discovered that many of these Gardalians found in the wild have actually taken control of their herds, protecting and providing for them.
The nature of the Gardalian's mutation, aside from the cosmetic differences, are very useful, not only to its own survival but also to those who would use it as a mount. Transformed into an M.D.C. creature, the Gardalia actually has several innate powers which let it commune with the Living Planet and some tamed specimens have shown extreme loyalty to kind masters and actually used these powers for their master's benefit!
Far more intelligent than a standard horse, the Gardalian resembles no horse known to man. Many fragile areas (such as around the eyes, the throat and belly) of the Gardalia have been covered by chitinous protective plates resembling either exoskeletal bones or scales. The Gardalia is also stronger and has more endurance than a standard warhorse, showing that it truly has been adapted to Wormwood.
Obviously, the Gardalia is in great demand and many breeders are beginning to make a name for themselves by supplying these beasts (some even to other dimensions!) Many nobles seek these mounts because of the prestige (and fad) which accompanies their ownership which, unfortunately, makes it harder for warriors (who are the ones who truly need and would benefit from the mounts) to get their hands on one.
Size: Six feet, 2D6 inches (1.88 to 2.13 m) at the shoulder; very powerful build.
Weight: 1,800-2,300 lbs (810 to 1,035 kg)
M.D.C.: 1D6x10+30
P.P.E.: 8D6
Attacks Per Melee: 3
Mega-Damage: Restrained front kick 5D6 S.D., front kick 2D8+4, restrained rear kick 1D8x10 S.D., rear kick 5D6+4, trample 5D6, stomp 1D8, bite 2 points. Note that horses instinctively leap over and run around humanoids and most other animals, but may trample when completely panicked or when its rider makes a domesticated animal to do so.
Bonuses: +1 to initiative, +4 to strike, +1 to dodge, +6 to save vs horror factor, +3 to save vs magic, poison, psionics and disease.
Natural Abilities: Great strength and endurance, can pull as much as 7 tons on a wagon or carry 750 pounds, leap 6 to 7 feet (1.8 to 2.13 m) high or 15 feet (4.5 m) long, swim 10% and can travel three times longer than a normal war horse before the animal needs to pause and rest, high animal I.Q. (about 1D4+2), has all the senses and abilities of a normal horse.
Communion with Wormwood Powers: Create a Fountain of Water (6/24), Heat Point (2), Locate Food & Resources (3)
Speed: 38 (25 mph/40 km) normally, but maximum is 55 (37.5 mph/60 km).
Lifespan: 10 to 12 years.
Barter Rank: Wild 18; trained 21
Habitat: Global
Behavior: Nearly the same as a normal war horse except it is very loyal and protective of its herd and a master that treats it well and shows it love.
Named after the man responsible for breeding this new, mutant stock, the Gardalian horse is truly a marvel. Having been killed by marauders twelve years ago while on his remote ranch, nobody is sure how Zelek Gardalia did it, but somehow he managed to mutate Earth-born warhorses into what is now commonly called the Gardalian Horse.
Many speculate what it was that could have possibly caused this odd mutation. Some say the mutation is what happens when Earth horses eat grubs and the like long enough, some say it was done by magic, some say by the bio-wizards of Atlantis and some have theories which are even wilder! Most likely, the mysteriousanswer lies somewhere between.
Despite the lacking the knowledge of their origins, the people of Wormwood need not worry for the Gardalian is perfectly capable of breeding and some ranchers have even started raising these horses alone while several herds have also been found proliferating in the wild. It has also been discovered that many of these Gardalians found in the wild have actually taken control of their herds, protecting and providing for them.
The nature of the Gardalian's mutation, aside from the cosmetic differences, are very useful, not only to its own survival but also to those who would use it as a mount. Transformed into an M.D.C. creature, the Gardalia actually has several innate powers which let it commune with the Living Planet and some tamed specimens have shown extreme loyalty to kind masters and actually used these powers for their master's benefit!
Far more intelligent than a standard horse, the Gardalian resembles no horse known to man. Many fragile areas (such as around the eyes, the throat and belly) of the Gardalia have been covered by chitinous protective plates resembling either exoskeletal bones or scales. The Gardalia is also stronger and has more endurance than a standard warhorse, showing that it truly has been adapted to Wormwood.
Obviously, the Gardalia is in great demand and many breeders are beginning to make a name for themselves by supplying these beasts (some even to other dimensions!) Many nobles seek these mounts because of the prestige (and fad) which accompanies their ownership which, unfortunately, makes it harder for warriors (who are the ones who truly need and would benefit from the mounts) to get their hands on one.
Size: Six feet, 2D6 inches (1.88 to 2.13 m) at the shoulder; very powerful build.
Weight: 1,800-2,300 lbs (810 to 1,035 kg)
M.D.C.: 1D6x10+30
P.P.E.: 8D6
Attacks Per Melee: 3
Mega-Damage: Restrained front kick 5D6 S.D., front kick 2D8+4, restrained rear kick 1D8x10 S.D., rear kick 5D6+4, trample 5D6, stomp 1D8, bite 2 points. Note that horses instinctively leap over and run around humanoids and most other animals, but may trample when completely panicked or when its rider makes a domesticated animal to do so.
Bonuses: +1 to initiative, +4 to strike, +1 to dodge, +6 to save vs horror factor, +3 to save vs magic, poison, psionics and disease.
Natural Abilities: Great strength and endurance, can pull as much as 7 tons on a wagon or carry 750 pounds, leap 6 to 7 feet (1.8 to 2.13 m) high or 15 feet (4.5 m) long, swim 10% and can travel three times longer than a normal war horse before the animal needs to pause and rest, high animal I.Q. (about 1D4+2), has all the senses and abilities of a normal horse.
Communion with Wormwood Powers: Create a Fountain of Water (6/24), Heat Point (2), Locate Food & Resources (3)
Speed: 38 (25 mph/40 km) normally, but maximum is 55 (37.5 mph/60 km).
Lifespan: 10 to 12 years.
Barter Rank: Wild 18; trained 21
Habitat: Global
Behavior: Nearly the same as a normal war horse except it is very loyal and protective of its herd and a master that treats it well and shows it love.
- Steve Conan Trustrum
- Dungeon Crawler
- Posts: 205
- Joined: Sat Sep 30, 2000 1:01 am
- Location: Toronto, On. Canada
- Contact:
Sneejee (animal)
Like the humans of any world, those of Wormwood have developed an affinity and like for small, domesticated animals. However, imported cats and dogs do not tend to survive long in the harsh environment of the Living Planet. Only resilient, highly adaptable animals can survive life on Wormwood, even if it is within the cities of man. One such companion of mankind has labeled “Sneejees” and may be seen in the lower left of the bottom panel on page 15 of the Wormwood™ Dimension Book. The homeworld of the Sneejee is unknown, as is the origin of its name; all that is known is that for as long as anyone can remember, the loveable animals have lived side by side with humanity.
Sneejee are essentially the Wormwood equivalent of a cat as it is also small, independent, and very affectionate. Like cats, the Sneejee love to climb and to precariously perch themselves on high objects such as rooftops and walls. The smooth skin of the Sneejee is a light blue and soft to the touch, making them irresistible to pet. Their bright, yellow eyes are large and on the side of their heads, making it difficult for predators to sneak up on them or for their owners to resist their cuteness. The Sneejee is an extremely social animal that loves to be around other creatures, especially humans, and enjoys being petted. Further creating the comparison to Earth's felines, the Sneejee will release a deep, throaty purr when it is content.
Young are born in packs of one to five after a gestation period of six months. After their birth it takes Sneejee young two months to reach their adult stage, until which point both parents take an active role in protecting and providing for them.
The Sneejee’s homeworld was obviously a dangerous place as these animals possess several defensive psychic abilities, small claws on each of its four legs as well as a long tail that is great for whipping opponents. Further, at the end of this tail is a pointed stinger that, if it so much as scrapes a small wound into its target, will cause immediate paralysis. Not content to merely use these devices to their own defense, Sneejee pets are extremely loyal to a loving master, causing the beast to accept such a person as a part of its family and consequently it will defend him or her as best it can.
Not a predator itself, the Sneejee has a small mouth with flat teeth that is perfect for eating grubs. Its long tongue can flicks out to about a foot in length in order to lap up or burrow for food.
Homeworld Name: Unknown
Alignment: Animal, generally equivalent to scrupulous.
Attributes: I.Q. is a low 1D4+1, M.E. 2D6+2, M.A. 3D6+8, P.S. 1D4+1, P.P. 3D6+4, P.E. 2D6+4, P.B. 3D6 (minimum of , Spd 5D6
Size: The body of an adult Sneejee is usually 2 feet (0.6 m) long, 3 feet (0.9 m) if you count the tail. Weight is normally 5 to 7 lbs. (2.25 to 3.15 kg).
M.D.C.: 3D6+8
P.P.E.: 8D6
I.S.P.: 5D6
Average Lifespan: 22 years
Natural Abilities: Nightvision up to 200 feet (61 m), track by scent 45%, prowl 85%, climb 78%, stinger poison: a strike from the stinger requires the victim to save vs non-lethal poisons or be totally paralyzed for 1D4+1 melees. This poison only works with a single strike against creatures around 200 lbs. or less in weight; for each additional 200 lbs. another stinger strike is required within the same melee, either from the same or a different Sneejee.
Psionic Powers: Sixth sense, see aura, sense magic, sense evil (remember Wormwood’s psychic penalties)
Magic Knowledge: None
Attacks per Melee: 4 attacks per melee with claws plus 1 per melee with the stinger or 2 by psionics.
Mega-Damage: Claw 1D4, stinger strike 1D10 plus paralysis poison, tail lash 1D4+2.
Bonuses: Initiative +2, strike +2, parry +2, dodge +4, +3 vs horror factor, +2 vs poison/drugs/magic, +3 vs psionics. These are in addition to attribute bonuses and those listed under Natural Abilities.
Vulnerabilities/Penalties: None
Barter Rank: 6
Habitat: Though Sneejee can be found living in the wild, claiming territories of several square miles and existing in packs ranging from three or four all the way up to fifty or so, they mostly live in or near civilization. The Sneejee has been domesticated for several millennia and prefer to live within (or above) the dwellings of their human masters.
Like the humans of any world, those of Wormwood have developed an affinity and like for small, domesticated animals. However, imported cats and dogs do not tend to survive long in the harsh environment of the Living Planet. Only resilient, highly adaptable animals can survive life on Wormwood, even if it is within the cities of man. One such companion of mankind has labeled “Sneejees” and may be seen in the lower left of the bottom panel on page 15 of the Wormwood™ Dimension Book. The homeworld of the Sneejee is unknown, as is the origin of its name; all that is known is that for as long as anyone can remember, the loveable animals have lived side by side with humanity.
Sneejee are essentially the Wormwood equivalent of a cat as it is also small, independent, and very affectionate. Like cats, the Sneejee love to climb and to precariously perch themselves on high objects such as rooftops and walls. The smooth skin of the Sneejee is a light blue and soft to the touch, making them irresistible to pet. Their bright, yellow eyes are large and on the side of their heads, making it difficult for predators to sneak up on them or for their owners to resist their cuteness. The Sneejee is an extremely social animal that loves to be around other creatures, especially humans, and enjoys being petted. Further creating the comparison to Earth's felines, the Sneejee will release a deep, throaty purr when it is content.
Young are born in packs of one to five after a gestation period of six months. After their birth it takes Sneejee young two months to reach their adult stage, until which point both parents take an active role in protecting and providing for them.
The Sneejee’s homeworld was obviously a dangerous place as these animals possess several defensive psychic abilities, small claws on each of its four legs as well as a long tail that is great for whipping opponents. Further, at the end of this tail is a pointed stinger that, if it so much as scrapes a small wound into its target, will cause immediate paralysis. Not content to merely use these devices to their own defense, Sneejee pets are extremely loyal to a loving master, causing the beast to accept such a person as a part of its family and consequently it will defend him or her as best it can.
Not a predator itself, the Sneejee has a small mouth with flat teeth that is perfect for eating grubs. Its long tongue can flicks out to about a foot in length in order to lap up or burrow for food.
Homeworld Name: Unknown
Alignment: Animal, generally equivalent to scrupulous.
Attributes: I.Q. is a low 1D4+1, M.E. 2D6+2, M.A. 3D6+8, P.S. 1D4+1, P.P. 3D6+4, P.E. 2D6+4, P.B. 3D6 (minimum of , Spd 5D6
Size: The body of an adult Sneejee is usually 2 feet (0.6 m) long, 3 feet (0.9 m) if you count the tail. Weight is normally 5 to 7 lbs. (2.25 to 3.15 kg).
M.D.C.: 3D6+8
P.P.E.: 8D6
I.S.P.: 5D6
Average Lifespan: 22 years
Natural Abilities: Nightvision up to 200 feet (61 m), track by scent 45%, prowl 85%, climb 78%, stinger poison: a strike from the stinger requires the victim to save vs non-lethal poisons or be totally paralyzed for 1D4+1 melees. This poison only works with a single strike against creatures around 200 lbs. or less in weight; for each additional 200 lbs. another stinger strike is required within the same melee, either from the same or a different Sneejee.
Psionic Powers: Sixth sense, see aura, sense magic, sense evil (remember Wormwood’s psychic penalties)
Magic Knowledge: None
Attacks per Melee: 4 attacks per melee with claws plus 1 per melee with the stinger or 2 by psionics.
Mega-Damage: Claw 1D4, stinger strike 1D10 plus paralysis poison, tail lash 1D4+2.
Bonuses: Initiative +2, strike +2, parry +2, dodge +4, +3 vs horror factor, +2 vs poison/drugs/magic, +3 vs psionics. These are in addition to attribute bonuses and those listed under Natural Abilities.
Vulnerabilities/Penalties: None
Barter Rank: 6
Habitat: Though Sneejee can be found living in the wild, claiming territories of several square miles and existing in packs ranging from three or four all the way up to fifty or so, they mostly live in or near civilization. The Sneejee has been domesticated for several millennia and prefer to live within (or above) the dwellings of their human masters.
- Steve Conan Trustrum
- Dungeon Crawler
- Posts: 205
- Joined: Sat Sep 30, 2000 1:01 am
- Location: Toronto, On. Canada
- Contact:
Dargin (animal)
If the Sneejee is Wormwood's answer to the cat then Dargin are its replacement for the dog. These squat, thick skinned lizards look somewhat like a miniature dinosaur (as pictured on page 15, in the bottom right panel of the Wormwood™ book) and are as powerful as their low-slung, muscular bodies suggest.
Dargin are extremely social creatures and are loyal if treated well, making them more than willing to lay down their lives for their master whether such a sacrifice is commanded or not. Popular pets among the nobility and Cathedral elite, the Dargin are also commonly used in battle by the Forces of Light by adapting them into attack animals. In a bind, a Dargin can even be used as a beast of burden so long as the load isn’t too great.
Often born in broods of two to six eggs, Dargin are a popular beast and there is never a shortage of demand for newborns.
Homeworld Name: Unknown
Alignment: Animal, generally equivalent to scrupulous or unprincipled.
Attributes: I.Q. High animal or low human intelligence 1D6+1, M.E. 2D6+4, M.A. 3D6+2, P.S. 3D6+8, P.P. 2D6+1, P.E. 5D6+2, P.B. 2D4, Spd. 4D6
Size: The body of an adult Dargin is usually 5 to 7 feet (1.5 to 2.13 m) long, up to 10 feet (3 m) if you count the tail. Weight is normally 250 to 400 lbs. (112.5 to 180 kg).
M.D.C.: 1D4x10+30
P.P.E.: 3D6
I.S.P.: None
Average Lifespan: 40 years
Natural Abilities: Nightvision up to 60 feet (18.3 m), track by scent 82%, prowl 56%, climb 20%, detect concealment 45%, detect ambush 52%.
Psionic Powers: None
Magic Knowledge: None
Attacks per Melee: 2 attacks per melee with claws plus 1 by bite
Mega-Damage: Claw 2D4, bite 1D4.
Bonuses: Initiative +1, strike +1, dodge +2, +5 vs horror factor, +3 vs poison/drugs/magic, +1 vs psionics, +10% vs coma/death. These are in addition to attribute bonuses and those listed under Natural Abilities.
Vulnerabilities/Penalties: None
Barter Rank: 8, 10 if trained
Habitat:
If the Sneejee is Wormwood's answer to the cat then Dargin are its replacement for the dog. These squat, thick skinned lizards look somewhat like a miniature dinosaur (as pictured on page 15, in the bottom right panel of the Wormwood™ book) and are as powerful as their low-slung, muscular bodies suggest.
Dargin are extremely social creatures and are loyal if treated well, making them more than willing to lay down their lives for their master whether such a sacrifice is commanded or not. Popular pets among the nobility and Cathedral elite, the Dargin are also commonly used in battle by the Forces of Light by adapting them into attack animals. In a bind, a Dargin can even be used as a beast of burden so long as the load isn’t too great.
Often born in broods of two to six eggs, Dargin are a popular beast and there is never a shortage of demand for newborns.
Homeworld Name: Unknown
Alignment: Animal, generally equivalent to scrupulous or unprincipled.
Attributes: I.Q. High animal or low human intelligence 1D6+1, M.E. 2D6+4, M.A. 3D6+2, P.S. 3D6+8, P.P. 2D6+1, P.E. 5D6+2, P.B. 2D4, Spd. 4D6
Size: The body of an adult Dargin is usually 5 to 7 feet (1.5 to 2.13 m) long, up to 10 feet (3 m) if you count the tail. Weight is normally 250 to 400 lbs. (112.5 to 180 kg).
M.D.C.: 1D4x10+30
P.P.E.: 3D6
I.S.P.: None
Average Lifespan: 40 years
Natural Abilities: Nightvision up to 60 feet (18.3 m), track by scent 82%, prowl 56%, climb 20%, detect concealment 45%, detect ambush 52%.
Psionic Powers: None
Magic Knowledge: None
Attacks per Melee: 2 attacks per melee with claws plus 1 by bite
Mega-Damage: Claw 2D4, bite 1D4.
Bonuses: Initiative +1, strike +1, dodge +2, +5 vs horror factor, +3 vs poison/drugs/magic, +1 vs psionics, +10% vs coma/death. These are in addition to attribute bonuses and those listed under Natural Abilities.
Vulnerabilities/Penalties: None
Barter Rank: 8, 10 if trained
Habitat:
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Quarn-Bar Beast (animal)
Hulking, brutish animals of unknown origin, the Quarn-Bar beasts, or “bars” for short, are prized as war mounts and as beasts of burden. Besides their value as beasts of war or labor, the Quarn-Bar are best noted for their incredible stubbornness and refusal to do as they are ordered. In fact, this resistance to just about any command has required that an entire specialist of trainer and breeder be developed just to deal solely with this troublesome species.
Their heads, which poke out from between two upthrust, muscular shoulders, are squat and flattened, giving them an indifferent, almost mean, appearance that matches their temperament and is enhanced by the menacing pair of short tusks that thrust out from either side of its mouth. Long hair flows in tangled messes from their heads, shoulders, chin, and lower legs with the remainder of their powerful bodies being covered in a tough, leather-like hide. This durable hide is heavily desired for the making of leather armor, riding gear, and similar equipment.
Homeworld Name: Unknown
Alignment: Loyal animal, generally equivalent to scrupulous or unprincipled.
Attributes: I.Q. Animal; 1D4+2, M.E. 3D6+6, M.A. 2D6+2, P.S. 3D6+16 (Supernatural), P.P. 2D6+2, P.E. 6D6+6, P.B. 2D6, Spd 3D6+4. Can gain a brief burst of speed for charging; double speed for 2 melee rounds after which the beast cannot charge again for 1D4+1 minutes.
Size: Typically 16 to 20 feet (4.88-6.1 m) long, 8 feet (2.44 m) wide and up to 12 feet (3.66 m) tall. Weight is normally 3 to 4 tons.
M.D.C.: 3D6x10+100
P.P.E.: 4D6
I.S.P.: 1D6
Average Lifespan: 50 years
Piloting: Because these tenacious beasts are so stubborn and resistant to commands, all skill rolls made by the rider to command this beast are done at -10%.
Natural Abilities: Nightvision up to 90 feet (27.4 m), track by scent 15%, prowl 25%, can go for up to a week without food or water. Quarn-Bar beasts are highly resistant to horror, magic, psionics and poison, all thanks to their stubborn reaction to just about everything. Can pull as much as 16 tons on a wagon or carry 2.4 tons
Magic Knowledge: none
Attacks per Melee: 3 attacks per melee or 1 plus a charge attack.
Mega-Damage: Tusk gore 2D6+10, bite 2D4. Quarn-Bar beasts are likely to charge if provoked (an additional -5% on piloting roll for a rider to stop this instinct), causing 4D6+20 damage from the ram or 2D4x10 from a trample. Riders often use blinders on their beast to stop it from instinctively charging.
Bonuses: Strike +1, dodge +2, +6 vs horror factor, +4 vs poison/drugs/magic, +3 vs psionics. These are in addition to attribute bonuses.
Vulnerabilities/Penalties: None
Barter Rank:
Habitat: Non-domesticated Quarn-Bar beasts are often found in the wide open tracts of wilderness between cities although it is not unheard of for herds (typically 8 to 30 beasts) to approach the outskirts of human settlements, even the larger cities, to graze on food caves and fields.
Hulking, brutish animals of unknown origin, the Quarn-Bar beasts, or “bars” for short, are prized as war mounts and as beasts of burden. Besides their value as beasts of war or labor, the Quarn-Bar are best noted for their incredible stubbornness and refusal to do as they are ordered. In fact, this resistance to just about any command has required that an entire specialist of trainer and breeder be developed just to deal solely with this troublesome species.
Their heads, which poke out from between two upthrust, muscular shoulders, are squat and flattened, giving them an indifferent, almost mean, appearance that matches their temperament and is enhanced by the menacing pair of short tusks that thrust out from either side of its mouth. Long hair flows in tangled messes from their heads, shoulders, chin, and lower legs with the remainder of their powerful bodies being covered in a tough, leather-like hide. This durable hide is heavily desired for the making of leather armor, riding gear, and similar equipment.
Homeworld Name: Unknown
Alignment: Loyal animal, generally equivalent to scrupulous or unprincipled.
Attributes: I.Q. Animal; 1D4+2, M.E. 3D6+6, M.A. 2D6+2, P.S. 3D6+16 (Supernatural), P.P. 2D6+2, P.E. 6D6+6, P.B. 2D6, Spd 3D6+4. Can gain a brief burst of speed for charging; double speed for 2 melee rounds after which the beast cannot charge again for 1D4+1 minutes.
Size: Typically 16 to 20 feet (4.88-6.1 m) long, 8 feet (2.44 m) wide and up to 12 feet (3.66 m) tall. Weight is normally 3 to 4 tons.
M.D.C.: 3D6x10+100
P.P.E.: 4D6
I.S.P.: 1D6
Average Lifespan: 50 years
Piloting: Because these tenacious beasts are so stubborn and resistant to commands, all skill rolls made by the rider to command this beast are done at -10%.
Natural Abilities: Nightvision up to 90 feet (27.4 m), track by scent 15%, prowl 25%, can go for up to a week without food or water. Quarn-Bar beasts are highly resistant to horror, magic, psionics and poison, all thanks to their stubborn reaction to just about everything. Can pull as much as 16 tons on a wagon or carry 2.4 tons
Magic Knowledge: none
Attacks per Melee: 3 attacks per melee or 1 plus a charge attack.
Mega-Damage: Tusk gore 2D6+10, bite 2D4. Quarn-Bar beasts are likely to charge if provoked (an additional -5% on piloting roll for a rider to stop this instinct), causing 4D6+20 damage from the ram or 2D4x10 from a trample. Riders often use blinders on their beast to stop it from instinctively charging.
Bonuses: Strike +1, dodge +2, +6 vs horror factor, +4 vs poison/drugs/magic, +3 vs psionics. These are in addition to attribute bonuses.
Vulnerabilities/Penalties: None
Barter Rank:
Habitat: Non-domesticated Quarn-Bar beasts are often found in the wide open tracts of wilderness between cities although it is not unheard of for herds (typically 8 to 30 beasts) to approach the outskirts of human settlements, even the larger cities, to graze on food caves and fields.
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Krikton Slinger Parasite
One of the newest and largest creations of Lord Krikton is the Slinger, so named because of its whipping tail attack. The Forces of Darkness and Light have taken advantage of this by adapting this natural attack into a method for "slinging" projectiles at the enemy, in effect turning the parasite into a portable siege platform.
The slinger’s immense weight and size make it relatively slow and cumbersome but its strength and durability is compensation enough. The large, powerful legs of the slinger are capable of stomping smaller enemies and delivering powerful kicks thanks to the balancing properties of its tail.
Slinger parasites have long claws attached to the pair of stubby arms found just below the carapaced head, each of which is capable of tearing through a knight's armor with ease. Still, the creature’s most devastating attack is its massive barbed tail. In order to use the tail to its full effectiveness, the slinger must sit down quickly to thrust the spike in the middle of its hindquarters into the ground as an anchor. When so anchored the slinger can whip its tail about with incredible strength without its momentum spinning the entire body about on the follow through. The parasite can make such an attack more quickly without anchoring itself first but such quick strikes tend to throw the slinger momentarily off balance.
Lastly, by using the barbs of the slinger's tail to hang a sling full of rocks or blocks of resin from, the operator can command the parasite to throw its tail upwards across its own back, thereby hurling the contents of the sling.
Class: Wormwood organism: Krikton Slinger Parasite.
M.D.C. by Location:
Head (1) - 350
Eyes (2; one per side of the 'head') - 25 each
Feet (2) - 400 each
Legs (2) - 200 each
Anchor Spike - 150
Tail - 275
Barbed Tail Head - 175
* Main Body - 800
* Depleting the main body will kill the parasite and cause it to slip back into the ground.
Statistical Data
Height: 25 to 35 feet (7.6 to 9.1 m) tall and up to 60 feet (18.3 m) long from head to the end of its tail.
Width: about 15 (4.5 m) to 20 feet (7.6 m).
Weight: 35 to 45 tons.
Speed: Running/loping at a speed of 27 (18.5 mph.)
Leap: 20 feet (6.1 m) high or lengthwise; the slinger is not a great jumper.
Supernatural Physical Strength: 75
Mega-Damage:
Restrained Punch/Claw - 2D6 M.D.
Full Strength Punch/Claw - 1D6x10 M.D.
Power Punch/Claw (2 attacks) - 3D6x10 M.D.
Kick - 2D6x10 M.D.
Stomp (target must be 8 feet or smaller) - 6D6 M.D.
Head Butt - 2D6 M.D.
Ram Attack (2 attacks) - 4D6 M.D. and has a 1-65% chance of knocking its opponent off its feet. The victim loses initiative and one melee attack/action.
Quick Tail Strike - 2D4x10 M.D. though it puts the slinger off balance, granting it a penalty of -2 to all of its combat rolls for its next attack/action.
Anchored Tail Strike (2 attacks) - 3D6x10 M.D.
Number of Attacks: Four.
Bonuses: +1 on initiative, +3 to strike, +4 to parry, +1 to dodge, +1 to roll with impact, +7 vs magic, +4 to save vs the priest's magic to repel, control and summon parasites.
Horror Factor: 17
Other Attributes of Note: I.Q., M.E., M.A. and P.E.: Not applicable, P.P. 2D4 + 8, P.B. 2.
Abilities of Note: Prowl 15%, swim 50%, track by smell 45%, track by blood scent 55%, and bio-regenerate 2D6x10 M.D.C. once every hour. The parasite does not fatigue, is impervious to horror factor (completely fearless), is impervious to poisons, drugs, gases, normal fire, cold, possession, mind control, illusions and ordinary S.D.C. weapons. Mega-damage weapons, energy attacks, magic and psionics inflict full damage.
Magical Powers: None
Psionic Powers: None.
Note: Slingers are solitary creatures and tend to travel alone or in pairs.
Siege Sling: This has a Barter Rank of 10 and acts as a heavy catapult with a range of 1,000 feet (304.8 m).
One of the newest and largest creations of Lord Krikton is the Slinger, so named because of its whipping tail attack. The Forces of Darkness and Light have taken advantage of this by adapting this natural attack into a method for "slinging" projectiles at the enemy, in effect turning the parasite into a portable siege platform.
The slinger’s immense weight and size make it relatively slow and cumbersome but its strength and durability is compensation enough. The large, powerful legs of the slinger are capable of stomping smaller enemies and delivering powerful kicks thanks to the balancing properties of its tail.
Slinger parasites have long claws attached to the pair of stubby arms found just below the carapaced head, each of which is capable of tearing through a knight's armor with ease. Still, the creature’s most devastating attack is its massive barbed tail. In order to use the tail to its full effectiveness, the slinger must sit down quickly to thrust the spike in the middle of its hindquarters into the ground as an anchor. When so anchored the slinger can whip its tail about with incredible strength without its momentum spinning the entire body about on the follow through. The parasite can make such an attack more quickly without anchoring itself first but such quick strikes tend to throw the slinger momentarily off balance.
Lastly, by using the barbs of the slinger's tail to hang a sling full of rocks or blocks of resin from, the operator can command the parasite to throw its tail upwards across its own back, thereby hurling the contents of the sling.
Class: Wormwood organism: Krikton Slinger Parasite.
M.D.C. by Location:
Head (1) - 350
Eyes (2; one per side of the 'head') - 25 each
Feet (2) - 400 each
Legs (2) - 200 each
Anchor Spike - 150
Tail - 275
Barbed Tail Head - 175
* Main Body - 800
* Depleting the main body will kill the parasite and cause it to slip back into the ground.
Statistical Data
Height: 25 to 35 feet (7.6 to 9.1 m) tall and up to 60 feet (18.3 m) long from head to the end of its tail.
Width: about 15 (4.5 m) to 20 feet (7.6 m).
Weight: 35 to 45 tons.
Speed: Running/loping at a speed of 27 (18.5 mph.)
Leap: 20 feet (6.1 m) high or lengthwise; the slinger is not a great jumper.
Supernatural Physical Strength: 75
Mega-Damage:
Restrained Punch/Claw - 2D6 M.D.
Full Strength Punch/Claw - 1D6x10 M.D.
Power Punch/Claw (2 attacks) - 3D6x10 M.D.
Kick - 2D6x10 M.D.
Stomp (target must be 8 feet or smaller) - 6D6 M.D.
Head Butt - 2D6 M.D.
Ram Attack (2 attacks) - 4D6 M.D. and has a 1-65% chance of knocking its opponent off its feet. The victim loses initiative and one melee attack/action.
Quick Tail Strike - 2D4x10 M.D. though it puts the slinger off balance, granting it a penalty of -2 to all of its combat rolls for its next attack/action.
Anchored Tail Strike (2 attacks) - 3D6x10 M.D.
Number of Attacks: Four.
Bonuses: +1 on initiative, +3 to strike, +4 to parry, +1 to dodge, +1 to roll with impact, +7 vs magic, +4 to save vs the priest's magic to repel, control and summon parasites.
Horror Factor: 17
Other Attributes of Note: I.Q., M.E., M.A. and P.E.: Not applicable, P.P. 2D4 + 8, P.B. 2.
Abilities of Note: Prowl 15%, swim 50%, track by smell 45%, track by blood scent 55%, and bio-regenerate 2D6x10 M.D.C. once every hour. The parasite does not fatigue, is impervious to horror factor (completely fearless), is impervious to poisons, drugs, gases, normal fire, cold, possession, mind control, illusions and ordinary S.D.C. weapons. Mega-damage weapons, energy attacks, magic and psionics inflict full damage.
Magical Powers: None
Psionic Powers: None.
Note: Slingers are solitary creatures and tend to travel alone or in pairs.
Siege Sling: This has a Barter Rank of 10 and acts as a heavy catapult with a range of 1,000 feet (304.8 m).
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Brood O.C.C. (NPCs only)
Usually the only recourse for a human slave struggling for survival in a demon city is to join the armies of their cruel masters. Some of these men and women fight to be free of the sprawling destitution and depravity of the slave ghettos while others do so out of a genuine maliciousness and evil that is a pale shadow of their masters’ darkness. There are also a fair share of humans who are forced to fight because there is never a shortage of a need for fodder, most of which are merely intended to soak up damage on the front lines rather than more valuable and useful demon minions. Of the latter, some are seen as innately dangerous and instinctively brutal enough to undergo the process of being changed into brood. Uncooperative prisoners are often subjected to this tormenting process as well.
A brood is a human that, through the application of an insidious Dyre machine constructed from hand pumps, evil gears and slime-filled hoses, has had all of his blood replaced by the foul ichor of a Life Force Cauldron. Only brood may be created per cauldron before it is drained and must be replenished with another prayer of communion. This malign process transforms the victim into a brutish, aggressive warrior with enough intelligence to follow the orders of his lash-wielding masters but not enough to contemplate disloyalty. The altered slave’s exterior becomes just as corrupt; the victim’s discolored skin becomes covered in blemishes as milky-white irises stare out spitefully, always seeking out opportunities for cruelty and violence.
Lacking the intelligence, wisdom or self-control to be used as anything except front line soldiers or shocktroops, brood do not have the mentality or capacity in any way to be leaders, thinkers, or even bodyguards; brood just don’t have the capacity for anything other than hands-on war. As a plus, the odd abilities granted by the brood creation process and their immunity to pain allows them to cut swathes through champions of the Light before being cut down themselves.
Alignment: Diabolic or miscreant
Attributes: -25% of original I.Q. (minimum of 5), M.E. -1D6, M.A. -2D6, P.S. +1D6+1 (Supernatural), P.P. +1D4+1, P.E. +2D6, P.B. -2D6, Spd +3D6. Typically I.Q. 8 or 9, M.E. 8, M.A. 5, P.S. 20, P.P. 17, P.E. 21, P.B. 5, Spd .34
Size: As previous; 6 feet ( m) or so
M.D.C.: +20 (typically total)
Hit Points (in an S.D.C. environment): (typically )
Horror Factor: 13
P.P.E.: (typically )
Average Lifespan: Cuts expected lifespan in half.
Abilities/Powers: All Brood can remain conscious and fighting up to the point of death when their Hit Points/M.D.C. go as far into the negative as they have P.E.
Brood Powers: Each Brood comes through the process with a randomly determined ability, as determined using the following table.
01-08% Enhanced Senses. Double sight range, nightvision 1,000 feet ( m), track by scent 38%, track by sound 25%, +2 to initiative.
09-15% Giant. Increase size by 2 to 4 feet (0.61 to 1.22 m); +50 lbs (22.5 kg), +2 to P.S., +1 to P.E., +15 M.D.C. and -1 P.P. per foot.
16-22% Speedster: Triple speed, +1 P.P.
23-29% Regeneration: Heals 1D4 hit points/M.D.C. per melee round.
30-36% Scaled: +15 M.D.C. and increase natural A.R. or that of any armor worn by +1.
37-43% Ballistic Resistance. Damage from physical attacks and any chance of knock-down is half normal.
44-50% Agile: +1D4+1 P.P, +1D6 Spd.
51-57% Berserker. +1 attack in melee, +3 to damage, +2 to strike, -3 to parry and dodge. Only applies to melee or hand to hand combat; no missile weapons. Will lash out at anything in its path once combat is joined, be it a friend or foe.
58-64% Magic Resistance. +4 to save vs magic and may attempt saves versus spells and enchantments that normally do not allow saving throws.
65-71% Leathery Skin: +10% to M.D.C.
72-78% Brutally Strong: +3D6 P.S., +1 P.E.
79-85% Dwarf: Decrease size and weight by 25%; -50 lbs (22.5 kg), -2 to P.S., -1 to P.E., -15 M.D.C., +1 P.P. and +3 Spd per foot (rounded off).
86-00% Roll for Two Abilities. Re-roll any further rolls of % or greater. If the same ability is rolled twice it is up to the GM if he wants to allow the power to be compounded or if he will demand a re-roll.
Other Abilities: Brood are immune to pain (automatically save)
Experience Level: 2nd to 5th (typically 3rd)
Psionic Powers: None; any previous abilities are lost.
Magic Knowledge: None; any previous abilities are lost.
Combat: As previous.
Bonuses: Initiative +, strike +, dodge +, parry +, roll with impact +, pull punch +, save vs horror factor +, save vs psionics +, save vs insanity +, save vs magic +. Plus attribute or previous bonuses apply.
Damage:
Vulnerabilities/Penalties: Fire causes double damage.
Skills: Loses half of all skills previously possessed.
Weapons:
Body Armor:
Alliances & Allies:
Usually the only recourse for a human slave struggling for survival in a demon city is to join the armies of their cruel masters. Some of these men and women fight to be free of the sprawling destitution and depravity of the slave ghettos while others do so out of a genuine maliciousness and evil that is a pale shadow of their masters’ darkness. There are also a fair share of humans who are forced to fight because there is never a shortage of a need for fodder, most of which are merely intended to soak up damage on the front lines rather than more valuable and useful demon minions. Of the latter, some are seen as innately dangerous and instinctively brutal enough to undergo the process of being changed into brood. Uncooperative prisoners are often subjected to this tormenting process as well.
A brood is a human that, through the application of an insidious Dyre machine constructed from hand pumps, evil gears and slime-filled hoses, has had all of his blood replaced by the foul ichor of a Life Force Cauldron. Only brood may be created per cauldron before it is drained and must be replenished with another prayer of communion. This malign process transforms the victim into a brutish, aggressive warrior with enough intelligence to follow the orders of his lash-wielding masters but not enough to contemplate disloyalty. The altered slave’s exterior becomes just as corrupt; the victim’s discolored skin becomes covered in blemishes as milky-white irises stare out spitefully, always seeking out opportunities for cruelty and violence.
Lacking the intelligence, wisdom or self-control to be used as anything except front line soldiers or shocktroops, brood do not have the mentality or capacity in any way to be leaders, thinkers, or even bodyguards; brood just don’t have the capacity for anything other than hands-on war. As a plus, the odd abilities granted by the brood creation process and their immunity to pain allows them to cut swathes through champions of the Light before being cut down themselves.
Alignment: Diabolic or miscreant
Attributes: -25% of original I.Q. (minimum of 5), M.E. -1D6, M.A. -2D6, P.S. +1D6+1 (Supernatural), P.P. +1D4+1, P.E. +2D6, P.B. -2D6, Spd +3D6. Typically I.Q. 8 or 9, M.E. 8, M.A. 5, P.S. 20, P.P. 17, P.E. 21, P.B. 5, Spd .34
Size: As previous; 6 feet ( m) or so
M.D.C.: +20 (typically total)
Hit Points (in an S.D.C. environment): (typically )
Horror Factor: 13
P.P.E.: (typically )
Average Lifespan: Cuts expected lifespan in half.
Abilities/Powers: All Brood can remain conscious and fighting up to the point of death when their Hit Points/M.D.C. go as far into the negative as they have P.E.
Brood Powers: Each Brood comes through the process with a randomly determined ability, as determined using the following table.
01-08% Enhanced Senses. Double sight range, nightvision 1,000 feet ( m), track by scent 38%, track by sound 25%, +2 to initiative.
09-15% Giant. Increase size by 2 to 4 feet (0.61 to 1.22 m); +50 lbs (22.5 kg), +2 to P.S., +1 to P.E., +15 M.D.C. and -1 P.P. per foot.
16-22% Speedster: Triple speed, +1 P.P.
23-29% Regeneration: Heals 1D4 hit points/M.D.C. per melee round.
30-36% Scaled: +15 M.D.C. and increase natural A.R. or that of any armor worn by +1.
37-43% Ballistic Resistance. Damage from physical attacks and any chance of knock-down is half normal.
44-50% Agile: +1D4+1 P.P, +1D6 Spd.
51-57% Berserker. +1 attack in melee, +3 to damage, +2 to strike, -3 to parry and dodge. Only applies to melee or hand to hand combat; no missile weapons. Will lash out at anything in its path once combat is joined, be it a friend or foe.
58-64% Magic Resistance. +4 to save vs magic and may attempt saves versus spells and enchantments that normally do not allow saving throws.
65-71% Leathery Skin: +10% to M.D.C.
72-78% Brutally Strong: +3D6 P.S., +1 P.E.
79-85% Dwarf: Decrease size and weight by 25%; -50 lbs (22.5 kg), -2 to P.S., -1 to P.E., -15 M.D.C., +1 P.P. and +3 Spd per foot (rounded off).
86-00% Roll for Two Abilities. Re-roll any further rolls of % or greater. If the same ability is rolled twice it is up to the GM if he wants to allow the power to be compounded or if he will demand a re-roll.
Other Abilities: Brood are immune to pain (automatically save)
Experience Level: 2nd to 5th (typically 3rd)
Psionic Powers: None; any previous abilities are lost.
Magic Knowledge: None; any previous abilities are lost.
Combat: As previous.
Bonuses: Initiative +, strike +, dodge +, parry +, roll with impact +, pull punch +, save vs horror factor +, save vs psionics +, save vs insanity +, save vs magic +. Plus attribute or previous bonuses apply.
Damage:
Vulnerabilities/Penalties: Fire causes double damage.
Skills: Loses half of all skills previously possessed.
Weapons:
Body Armor:
Alliances & Allies:
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The Dyre R.C.C. - War Smiths of the Host
This hulking race was encountered long before the Unholy’s imprisonment and continued to worship the evil being throughout its confinement. After its release and invasion of Wormwood, the Unholy spent almost a thousand years claiming its territory and buildings its power before it could reach across the dimensions to contact its servants of old.
In the nearly two centuries since, the Dyre have worked the anvils and laboratories that fuel the sprawling war machine of the Host. It are the Dyre who mold the Host’s cannons, construct their firearms, build their armor and device every other devilish mechanism of death with which the armies of Darkness are armed. Most frightening of all are the items and weapons that the Dyre reserve for their use alone.
Towering above even the tallest man, Dyre have long, tapering snouts that jut out from their upper lip, rimmed by protruding canines. Their small, slitted eyes look out from the forward sides of their heads, making them aware of almost everything in their smoky workshops, while their leathery-scaled, pale green skin offers them protection from wayward sparks from the anvil as well as weapons.
Alignment: Any, but those allied with the Host are always evil or anarchist. Player characters can be any alignment, although those working with the Forces of Light are typically good or selfish.
Attributes: I.Q. 3D6+4, M.E. 2D6+2, M.A. 1D6+1, P.S. 3D6+10 (Supernatural), P.P. 2D6+2, P.E. 4D6, P.B. 2D4, Spd 2D6+1. Typically I.Q. 16, M.E. 9, M.A. 4, P.S. 26, P.P. 8, P.E. 18, P.B. 5, Spd 8.
Size: 7 to 9 feet (2.13 to 2.74 m) tall; 350 to 500 lbs (157.5 to 225 kg).
M.D.C.: 2D6x10+50 (130 typically )
Hit Points (in an S.D.C. environment): 2D6x10, plus 6D6x10 S.D.C. typically 80 and 250)
Horror Factor: 11
P.P.E.: 4D6x10 (typically 160)
Average Lifespan: 120 years
Natural Abilities: Instinctive understanding of machines: A Dyre has an innate ability to learn about, fix and operate just about any machine, mundane or mystical, that it has a chance to study. This typically takes 1 to 3 hours of observation and tinkering, depending upon the machine and will grant a working knowledge but not necessarily comprehensive knowledge concerning the purpose and principles between all of the components and mechanics of the design. 35%+3% per level of experience. Add a bonus for an exceptional I.Q. and GMs may wish to grant penalties or bonuses for more complex or simple mechanisms.
Inventiveness: Dyre can design, create and operate techno-wizardry items as can a techno-wizard O.C.C.
Experience Level: 2nd to 4th (typically 2nd)
Psionic Powers: None
Magic Knowledge: Starts with the following spells: Telekinesis, Cloud of Smoke, Blinding Flash, Fuel Flame, Fire Bolt, Energy Bolt, and Energize Spell (Federation of Magic™). Every level afterwards the Dyre chooses one spell equal to or lower than his level of experience. New spells cannot be learned in any other way nor can the spells be cast for any purpose other than the creation of TW items.
Combat: Three attacks per melee round (add one additional attack at levels three, six, nine, twelve, and fifteen).
Bonuses: Initiative +, strike +, dodge +, parry +, roll with impact +, pull punch +, save vs horror factor +, save vs insanity +, save vs magic +. Plus attribute bonuses.
Damage:
Vulnerabilities/Penalties: Fear of psychics: Treat minor psychics as if they have a Horror Factor of 10, major as Horror Factor 12, and master psychics as Horror Factor 14. If the psychic creature already has a Horror Factor then increase it by 2 or use those previously given, whichever is higher. Psychic weakness: -3 to save vs psionics and suffers double damage/effect from them.
Skills: Speak Demongogian 98%, Read/Write Demongogian (+20%),
Weapons: Dyre prefer weapons as evil as they are, such as kukri knives, jagged swords, battle and 2-headed axes, tridents, and scythes. Preferred firearms tend to be large bore, such as widowmaker pistols, shotguns and even the odd harpoon gun if strong enough; Dyre love anything that makes a big boom and lots of smoke.
Body Armor: Dyre prefer half suits of the heavier armor types.
Alliances & Allies:
This hulking race was encountered long before the Unholy’s imprisonment and continued to worship the evil being throughout its confinement. After its release and invasion of Wormwood, the Unholy spent almost a thousand years claiming its territory and buildings its power before it could reach across the dimensions to contact its servants of old.
In the nearly two centuries since, the Dyre have worked the anvils and laboratories that fuel the sprawling war machine of the Host. It are the Dyre who mold the Host’s cannons, construct their firearms, build their armor and device every other devilish mechanism of death with which the armies of Darkness are armed. Most frightening of all are the items and weapons that the Dyre reserve for their use alone.
Towering above even the tallest man, Dyre have long, tapering snouts that jut out from their upper lip, rimmed by protruding canines. Their small, slitted eyes look out from the forward sides of their heads, making them aware of almost everything in their smoky workshops, while their leathery-scaled, pale green skin offers them protection from wayward sparks from the anvil as well as weapons.
Alignment: Any, but those allied with the Host are always evil or anarchist. Player characters can be any alignment, although those working with the Forces of Light are typically good or selfish.
Attributes: I.Q. 3D6+4, M.E. 2D6+2, M.A. 1D6+1, P.S. 3D6+10 (Supernatural), P.P. 2D6+2, P.E. 4D6, P.B. 2D4, Spd 2D6+1. Typically I.Q. 16, M.E. 9, M.A. 4, P.S. 26, P.P. 8, P.E. 18, P.B. 5, Spd 8.
Size: 7 to 9 feet (2.13 to 2.74 m) tall; 350 to 500 lbs (157.5 to 225 kg).
M.D.C.: 2D6x10+50 (130 typically )
Hit Points (in an S.D.C. environment): 2D6x10, plus 6D6x10 S.D.C. typically 80 and 250)
Horror Factor: 11
P.P.E.: 4D6x10 (typically 160)
Average Lifespan: 120 years
Natural Abilities: Instinctive understanding of machines: A Dyre has an innate ability to learn about, fix and operate just about any machine, mundane or mystical, that it has a chance to study. This typically takes 1 to 3 hours of observation and tinkering, depending upon the machine and will grant a working knowledge but not necessarily comprehensive knowledge concerning the purpose and principles between all of the components and mechanics of the design. 35%+3% per level of experience. Add a bonus for an exceptional I.Q. and GMs may wish to grant penalties or bonuses for more complex or simple mechanisms.
Inventiveness: Dyre can design, create and operate techno-wizardry items as can a techno-wizard O.C.C.
Experience Level: 2nd to 4th (typically 2nd)
Psionic Powers: None
Magic Knowledge: Starts with the following spells: Telekinesis, Cloud of Smoke, Blinding Flash, Fuel Flame, Fire Bolt, Energy Bolt, and Energize Spell (Federation of Magic™). Every level afterwards the Dyre chooses one spell equal to or lower than his level of experience. New spells cannot be learned in any other way nor can the spells be cast for any purpose other than the creation of TW items.
Combat: Three attacks per melee round (add one additional attack at levels three, six, nine, twelve, and fifteen).
Bonuses: Initiative +, strike +, dodge +, parry +, roll with impact +, pull punch +, save vs horror factor +, save vs insanity +, save vs magic +. Plus attribute bonuses.
Damage:
Vulnerabilities/Penalties: Fear of psychics: Treat minor psychics as if they have a Horror Factor of 10, major as Horror Factor 12, and master psychics as Horror Factor 14. If the psychic creature already has a Horror Factor then increase it by 2 or use those previously given, whichever is higher. Psychic weakness: -3 to save vs psionics and suffers double damage/effect from them.
Skills: Speak Demongogian 98%, Read/Write Demongogian (+20%),
Weapons: Dyre prefer weapons as evil as they are, such as kukri knives, jagged swords, battle and 2-headed axes, tridents, and scythes. Preferred firearms tend to be large bore, such as widowmaker pistols, shotguns and even the odd harpoon gun if strong enough; Dyre love anything that makes a big boom and lots of smoke.
Body Armor: Dyre prefer half suits of the heavier armor types.
Alliances & Allies:
- Steve Conan Trustrum
- Dungeon Crawler
- Posts: 205
- Joined: Sat Sep 30, 2000 1:01 am
- Location: Toronto, On. Canada
- Contact:
- Steve Conan Trustrum
- Dungeon Crawler
- Posts: 205
- Joined: Sat Sep 30, 2000 1:01 am
- Location: Toronto, On. Canada
- Contact: