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Waste Crawlers

Posted: Thu Jan 20, 2005 10:11 pm
by slappy
Waste Crawlers

N.E.X.U.S. has coldly and methodically exterminated billions of humans, yet there are still threats far greater and far more evil lurking in the shadows of the surface world. The desperate struggle for survival has brought out the best qualities in some humans and the very worst in others. Blood Feuds between the Great Houses and bandit raids from humans in the Retro-Villages show how these horrible times have caused people to prey upon each other. This instinct has always been a weakness of human nature, but there are some surface-dwelling humans that have taken this survival of the fittest mentality to the extreme. They do not just prey upon their fellow man; they hunt them down as prey. The boldest hunters actually track down and kill members of the Resistance in order to strip them of their powerful Bio-Tech gear. The Resistance calls these predatory human bandits Waste Crawlers. They are not affiliated with any Great House or Retro-Village. They live alone or in small tribes in the wilderness or in the ruined cities that cover the surface of the planet. Waste Crawlers have not only learned to survive on the surface, they have learned to thrive. They are experts at skirting the Machine’s hunter/killer patrols (some are even protected by N.E.X.U.S. personalities like Kali and Lilith), and they have become masters at stalking their primary prey, Splicers.

Vulture O.C.C.

Some of the most dangerous human predators are known as Vultures. These highly skilled warriors are like the Special Forces Commandos of bandits. They have excellent training, brilliant tactical minds, and absolutely no mercy. Vultures hunt down and slaughter Splicers in the wild in order to strip them of their equipment. Since Bio-Tech equipment can only be sustained by periodically submersing it in the nutrient pools in the underground havens, Vultures are unable to enjoy the spoils of their victories for long. That is what makes them so dangerous. They are constantly on the prowl for new victims so they can continuously acquire a fresh supply of Bio-Weaponry.

However, Vultures have learned how to tan some pieces of organic technology like Living Armor and melee weapons in order to preserve them indefinitely. Cured Bio-Tech equipment is not nearly as powerful and it no longer regenerates, but it is still far superior to anything else that a human can safely wield. This preserved Bio-Tech gear gives Vultures enough of an edge to take on fully equipped Splicers, but they must still rely on cunning and trickery to take down their more heavily armed opponents. They use hit and fade tactics and set snare traps, pitfalls, and other booby traps to divide and weaken larger forces. Once their prey is sufficiently weakened or separated from the rest of the group, they pounce on their target and try to dispatch him with as little residual damage to the Bio-Tech equipment as possible.

Vultures still need to worry about the Machine, but some N.E.X.U.S. personalities actually protect and support these humans. Kali loves these evil scavengers and will help them in any way she can. She will order robot patrols attacking a known Vulture to stand down, and she will even offer them sanctuary within areas under her control. Lilith also loves the treacherous nature of these humans and offers similar protection. Of course, Lilith can never be completely trusted, so Vultures must be on guard when accepting her aid.

Either way, this protection means Vultures can walk the surface with impunity. They do not need to cower underground like the rest of the vermin, which means some of them live quite comfortably. They are still not allowed in the Ghost Towns or Nature Preserves, but the Machine will often allow them to sneak into these areas since they only do so to hunt down Splicers. Even the N.E.X.U.S. personalities that despise all humans give Vultures a little latitude. They recognize that the efforts of these human predators seriously undermines the Resistance, which only furthers their own genocidal campaign. Of course, once the Resistance is crushed, the Vultures will be the next to fall.

Alignment: Evil only.
Attribute Requirements: I.Q.: 10, M.E.: 10, and P.P.: 12 or higher.
Attribute Bonuses: +2 to I.Q., +2 to M.E., +1D4 to M.A., +2D4 to P.S., +1D6 to P.P., +1D6 to P.E., and +2D6 to Spd.
O.C.C. Bonuses: +1 on initiative, +1 to strike, parry, and dodge, +3 to disarm, and +5 to save vs. horror factor.
Base S.D.C.: 60, plus any from Physical skills.
Common Skills: Standard.
O.C.C. Skill Program: Assassination (+20%, but Disguise is replaced with Trap Construction), Guerilla Warfare (+15%), Man-Hunter (+15%), Hunter/Trapper (+20%), and Outdoorsman (+15%).
Special Skill: Preserve Bio-Tech Equipment: This skill allows Vultures to tan Living Armor and Bio-Tech melee weapons so they will last indefinitely. The cured piece of organic technology has in essence been killed, so it no longer regenerates or produces any of its most powerful effects like acid or high frequency fields. This is why Vultures only tan melee weapons. Bladed weapons at least retain their superior edge, but ranged weapons just become a useless piece of dead tissue. The base skill roll is 45%+5% per level of experience. A successful skill roll means the Bio-Tech device has been preserved at its highest possible quality. However, it is impossible to perfectly preserve the incredible quality of the original. Some of its power and strength is lost in the process, but a skilled Vulture can still create incredibly durable armor and weapons. Living Armor only loses 25% of its M.D.C. value, but it also loses the ability to regenerate and any Bio-Enhancements it may have had (except for blades or spikes). On a positive note, it is now 25% lighter, which reduces prowl and movement penalties by 25% as well. Melee weapons retain their superior edge, but lose any abilities to secrete acid, launch spikes, or generate a high frequency field. Damage is reduced by half, but round up (example: an axe that inflicted 5D6 M.D. will now inflict 3D6 M.D. after it has been tanned). A failed roll means the Bio-Tech device is ruined, but it is still somewhat salvageable. Living Armor loses 80% of its M.D.C. value and it feels heavy and unwieldy, which actually doubles the normal movement and prowl penalties. Melee weapons lose their fine edge and now only inflict their equivalent M.D. damage as S.D.C. damage (example: an axe that inflicted 5D6 M.D. will now only inflict 5D6 S.D.C. after being improperly tanned). Note: This skill does not work on Host Armor or Wing Packs. It can be used to tan the hides of War Mounts and other mega-damage creatures, but it requires more effort than it is worth to form their hides into armor. Vultures find it far easier to just tan suits of Bio-Tech armor that are already shaped for humans.
Elective Skills: Select any one Wilderness Skill and Operate Bio-Equipment, and four Electives from the following list at first level. Select another two Elective Skills at levels 2, 4, 8, and 12. All new skills start at level one proficiency.
Communications: Any (+5%)
Domestic: Any (+10%)
Espionage: Any
Medical: First Aid only.
Military: Any (+15%)
Physical: Any
Rogue: Any (+15%)
Science: Advanced Mathematics only.
Technical: Any
Transportation: Any, except War Mount Combat and Host Armor Combat.
Wilderness Survival: Any (+20%)
W.P.s: Any
Secondary Skills: The character gets to select five Secondary Skills at level one and one additional skill at levels 3, 6, 9, 12, and 15. These are additional areas of knowledge that do not receive any special O.C.C. bonuses.
Bio-Tech Equipment: Vultures start off with one preserved suit of Living Armor, three preserved melee weapons, one light Bio-Weapon of choice and one heavy Bio-Weapon of choice (of course, these weapons are not preserved, so they will be completely useless after one week).
Standard Equipment: Camouflage clothing, survival knife, utility belt, shovel, 100 feet of rope, tinted goggles, one high-quality S.D.C. ceramic pistol and rifle, hatchet for cutting wood, tent, knapsack, backpack, two water skins, two week supply of emergency food rations, and some personal items.
Money: Has 1D4x1000 credits in precious metals, relics or trade items, as well as 8D6x10 in available credits.
The Upside: You are the ultimate hunter with the skills and talent to take down the toughest prey. N.E.X.U.S. personalities like Kali and Lilith love your brutality, treachery, and cruelty and will actually offer you sanctuary within areas under their control. As long as you hunt down the Resistance, they will gladly give you free reign, which means you do not need to cower in some sewer tunnel in order to survive. The surface is your home, and you know the land far better than the Resistance, which gives you the edge.
The Downside: The Machine may sometimes offer you sanctuary, but there is no sanctuary from the Nanobot Plague. The only weapons you can safely wield are weak ceramic guns or powerful Bio-Weapons, and unless you have some functioning Bio-Weapons, you will be seriously outgunned against Splicers or robot patrols under the control of unsympathetic N.E.X.U.S. personalities. You can loot Bio-Tech from fallen Splicers, but the equipment will only last a week before it starves to death, which means you must constantly be on the prowl for new weapons. Of course, if you could ever relieve a Deliveryman of his Extractor (the ultimate prize for Vultures), you would be able to sustain any Bio-Tech equipment for years.

Posted: Thu Jan 20, 2005 10:51 pm
by Rabidredneck
Me Likey! :ok:

Posted: Fri Jan 21, 2005 12:37 pm
by zor_prime1
Very original! I like it! It would make for a good Rifter submission.

Posted: Fri Jan 21, 2005 2:08 pm
by slappy
I have submitted a ton of stuff already. Wayne Smith says he'll give it a look. I'll just have to wait and see. I hope they publish it just so I can see my ideas illustrated (preferrably by Charles Walton, Mike Majestic, and Mark Dudley :-D ).

Posted: Fri Jan 21, 2005 5:13 pm
by slappy
I'm just plain proud of this one. Hope ya like it.

Gene Thief R.C.C.

The most dangerous and feared of all Waste Crawlers are a race of super-powered humans called Gene Thieves. They may look normal (at least until they strike), but their average appearance hides tremendous power. Gene Thieves possess an extremely accelerated metabolism which grants them tremendous speed and reflexes, but more importantly, it gives them incredible regenerative powers. Their bodies can heal damage nearly as fast as it is inflicted. They can completely regenerate severed appendages, and can even repair partially destroyed brain tissue or a severely damaged heart. Their bodies are not nearly as durable as some Bio-Tech creations or the alien predators stalking the Nature Preserves, but Gene Thieves are strong enough to survive small amounts of mega-damage. These powers alone make them dangerous, but what makes Gene Thieves so deadly and so feared is their ability to copy the DNA of others. A Gene Thief can perfectly replicate any natural ability, Bio-Enhancement, or even Bio-Weapon of the subject by devouring some of his flesh.

A Gene Thief needs to eat at least one pound of tissue in order copy someone’s DNA. No one is sure why they must consume so much organic matter, but it seems to be consistent amongst all Gene Thieves. In order to make sure they can quickly consume enough flesh, they will stretch their normal human-looking mouth into a large gaping maw filled with razor sharp teeth. This is the only way to detect a Gene Thief, but at this point it is generally too late.

Another odd limitation of their replication power is that they can only copy one trait (Bio Enhancement) at a time. Despite the fact they have consumed all of the victim’s DNA, they can only analyze and replicate a small percentage at once. However, they can bite the same subject repeatedly in order to copy multiple traits. For some reason the Gene Thief must devour tissue from the specific trait he wants to replicate, even though the DNA is the same in all tissue throughout the body. Many have hypothesized that this is some sort of focusing technique; a way to quickly isolate the DNA they want to replicate. Others suspect the Gene Thieves just do it to deprive their victims of the same weapon they wish to copy. For whatever reason, it seems to hold true for all Gene Thieves. For instance, if a Gene Thief wanted to copy a Bore Cannon mounted on a suit of Host Armor, he would have to tear a chunk of flesh directly from the cannon. If he then wanted to replicate the armor’s Advanced Sight, he would need to bite out one of the eyes and a good deal of the surrounding tissue. This is what makes Gene Thieves so terrifying. In order to garner enough power to survive on this harsh world, a Gene Thief needs to horribly maim Splicers in order to steal their strength. What is even worse is that these replicated changes are only temporary. Their incredible regenerative powers constantly turns over their cells which purges stolen genes. This means Gene Thieves are constantly preying on Splicers in order to maintain their power.

No one is sure how these vile monstrosities came into existence, but it is very apparent that their numbers only continue to grow. Splicers that have examined the DNA of fallen Gene Thieves have concluded that they are human, despite their inhuman abilities. They could be human-like aliens from off-world, but most people believe they were the result of a failed experiment by a Librarian (or a successful one). The presence of the Butcher’s Organ (a Librarian creation) within their bodies seems to confirm that their race was created on this planet. Whatever their origins, they seem to be able to naturally produce offspring. If two Gene Thieves mate, then their offspring will always be a Gene Thief. Further evidence of their human origin is the fact that a Gene Thief can actually mate with a normal human and produce offspring. In this case, there is only a fifty percent chance that the child will be a Gene Thief.

Gene Thieves are not inherently evil, but a lifetime of being hunted by their fellow humans does tend to embitter them. They must steal the strength of others in order to survive, and this parasitic relationship with Splicers is why the Resistance has declared them enemies to be destroyed on sight. However, this bitter rivalry has gained them an unlikely ally. N.E.X.U.S. personalities like Kali, Ishtar, and Lilith actually offer sanctuary and aid to known Gene Thieves. This race absolutely terrifies the Resistance, and the Machine wants to make sure this race never goes extinct (at least until the rest of the humans are gone).

Gene Thieves generally live alone or in small bands of their own kind. Some ally themselves with Vultures and other Waste Crawlers, but most Gene Thieves find these evil humans to be too monstrous to associate with. They generally make their homes in the Nature Preserves to make sure they have plenty of game to hunt. Their accelerated metabolism does not give them much of a choice as to where to settle. If an area does not have enough animal life, Gene Thieves cannot hope to last more than a few days before their bodies devour themselves. Gaia does not appreciate these mutants preying upon her creations, but the other personalities have convinced her that the Resistance is a greater threat to the Nature Preserves and the presence of Gene Thieves may keep them away.

Alignment: Any, but typically evil.
Attributes: I.Q.: 3D6, M.E.: 3D6, M.A.: 4D6, P.S.: 4D6, P.P.: 4D6+3 (minimum of 17), P.E.: 4D6+6 (minimum of 20), P.B.: 3D6, Spd.: 2D4x10+20
R.C.C. Bonuses: +1 attack per melee round, +4 on initiative, +1 to strike and parry, +4 to automatic dodge, and +4 to save vs. horror factor.
Base S.D.C.: 1D6x100, plus any from Physical skills.
Base H.P.: 4D4x10+3D6 per level of experience.
Horror Factor: 15
Gene Thief R.C.C. Powers:
1. Hyper-Metabolic Rate: The Gene Thief possesses a hyperactive metabolism that gives the character enhanced speed and reflexes and an increased healing rate. It is the source of his formidable powers, but it also means that the character needs to eat one fourth his body weight in protein every day in order to stay healthy. Reflex and speed bonuses are already factored into the Attributes and R.C.C. bonuses above.
2. Super Regeneration: The character bio-regenerates 2D4x10 S.D.C. or H.P. every melee round. A severed limb will completely regenerate within 2D4 hours, and even a partially destroyed brain or heart will regenerate within 1D4 hours. The Gene Thief can still function even when H.P. has been reduced to -40. However, at -41 H.P. the character is dead and cannot be revived by any means. When the Gene Thief copies the DNA of an M.D.C. being, he copies their M.D.C. hide as well. He maintains his own formidable regenerative powers, but this ability is slowed slightly when it has to repair the thicker hide. M.D.C. is regenerated at a rate of 2D6 per melee round.
3. Butcher’s Organ: The Gene Thief possesses the same genetic memory cannibalism organ available to the Host Armor and War Mounts of the Resistance. The character can relive the last 1D6x10 minutes of a victim’s life by eating the flesh of a person who has died with the last 24 hours. However, the Gene Thief is helpless for the full duration while reliving the last moments of the dead person’s life.
4. Steal and Replicate DNA: This is the most formidable power of the Gene Thief. By consuming one pound of flesh from any human, creature, or Bio-Tech device, the character can perfectly replicate one of the subject’s natural abilities, powers, Bio Enhancements, or even appendages. Even though any tissue from the subject contains all the DNA the character needs, the Gene Thief must consume the tissue directly from the trait he wants to copy. This means that if the character wants to copy a Gore Cannon, he must attack the cannon directly. If he wants to copy Plasma Breath, he must consume flesh from the target’s mouth or throat. The new power, limb, or ability is identical to that of the subject. It has the same payload, M.D.C., range, and damage capacity as the original, and it grows in the exact same location.
As a side effect, the Gene Thief also copies some of the subject’s strength and vitality. No matter what trait the Gene Thief is trying to replicate, he will also gain one fourth of the subject’s S.D.C. and H.P. or M.D.C. (for the purpose of determining total M.D.C., do not convert S.D.C. and H.P. to M.D.C., just add the new mega-damage protection on top as if the character is wearing body armor). The Gene Thief also gains 1D6 to P.S (assuming the subject has P.S., this does not occur when copying the traits of an inanimate Bio-Tech device). If the subject has Robotic/Splicer Strength or Supernatural Strength, then the character replicates this as well. The Gene Thief can copy multiple traits from one subject, but this can only be done through repeated attacks at the site of each individual characteristic. However, the P.S. and M.D.C. bonus is only a one time bonus per subject. The Gene Thief will receive multiple strength and vitality bonuses when attacking multiple opponents, but even if he copies 5 separate traits from one subject, he will only receive the P.S. and M.D.C. bonus once.
In order to consume enough flesh for replication, the Gene Thief must first stretch his normal mouth into an enormous maw filled with razor sharp teeth. Each powerful bite inflicts 3D6 S.D.C. or M.D. depending on the nature of the subject. The Gene Thief must inflict a total of 12 points of damage in order to consume enough tissue to analyze it for replication. For example, a Gene Thief is trying to copy a Casting Cannon mounted on a suit of Host Armor. His first bite inflicts 10 points of mega-damage, which is insufficient to copy the Bio-Weapon. On his next attack, his bite inflicts 6 more points of mega-damage for a total of 16. This is more the enough tissue to analyze the subject’s DNA, and a new Casting Cannon quickly begins to grow on the Gene Thief’s shoulder.
Once enough tissue has been consumed, it only takes 1D4 melee rounds to analyze and isolate the desired DNA. After the proper genes have been found, the Gene Thief’s body begins to grow an exact duplicate of the trait. Simple traits and natural abilities develop within 1D4 melees. Complicated characteristics like extra limbs, exoskeletons, and Bio-Weapons grow at a rate of 5D4 M.D.C. per melee round. Once the new limb reaches the total M.D.C. of the subject’s limb, it is completely functional, fully loaded, and ready for use. After this period of rapid growth, the regeneration rate slows to the Gene Thief’s normal 2D6 M.D.C. per melee round. Unfortunately, these stolen characteristics cannot be maintained indefinitely. The Gene Thief’s rapid metabolism actually purges the stolen DNA after twenty minutes. When the duration elapses, replicated Bio Enhancements instantly disappear, as do the strength and M.D.C. bonuses. Extra limbs, weapons, and armor reinforcements actually dry up and fall off once the stolen genes are expelled. However, as the character grows in power, he learns how to hold on to these stolen genes for longer periods of time. The length of time the Gene Thief can maintain each replication increases by 10 minutes with every additional level of experience.
Another limitation is that a Gene Thief can only copy three traits, limbs, powers, or Bio Enhancements at any one time. The character can continue to acquire new DNA, but the oldest replication will always be replaced with the newest one. As the character gains experience, he learns to how harness more replications at one time. The Gene Thief can copy one additional trait at levels 1, 3, 6, 9, 12, and 15.
Penalties: The Gene Thief is a carnivore with a tremendous appetite. The character must eat one fourth his body weight in protein every day in order to stay healthy. If the character goes longer than 24 hours without eating, he immediately begins to weaken. Replicated genes can only be maintained for half the usual time and he can no longer bio-regenerate. After 36 hours, the character feels weak and suffers penalties of -3 to strike, parry, and dodge, and a -4 to P.S., -3 to P.P., -3 to P.E., and Speed is half. After 48 hours, his body begins to feed upon itself. The Gene Thief is -6 to strike, parry, and dodge, P.S., P.P., and P.E. are divided by half, Speed is reduced to a mere 5, and he takes 1D6 points of damage every five minutes. Once H.P. reaches zero, the character falls into a coma and finally dies after H.P. reaches -40. The dramatic effects of hunger cause must Gene Thieves to feed constantly. Most will even keep a hidden sanctuary stocked with dozens of living animals to snack upon when food is scarce.
Common Skills: Standard.
O.C.C. Skill Program: Man-Hunter (+20%), Outdoorsman (+10%), Hunter/Trapper (+10%), and one of the following skill programs: Athletics, Survivalist, Bio-Technology, or Reconnaissance/Scout.
Elective Skills: Select any one Wilderness Skill and Operate Bio-Equipment, and four Electives from the following list at first level. Select another Elective Skill at levels 2, 4, 8, and 12. All new skills start at level one proficiency.
Communications: Any (+5%)
Domestic: Any (+10%)
Espionage: Wilderness Survival only.
Medical: None.
Military: Any (+5%)
Physical: Any
Rogue: Any
Science: Advanced Mathematics only.
Technical: Any
Transportation: Any, except War Mount Combat and Host Armor Combat.
Wilderness Survival: Any (+5%)
W.P.s: Any
Secondary Skills: The character gets to select five Secondary Skills at level one and one additional skill at levels 3, 6, 9, 12, and 15. These are additional areas of knowledge that do not receive any special O.C.C. bonuses.
Standard Equipment: Layered robes, survival knife, utility belt, tinted goggles, hatchet for cutting wood, tent, knapsack, backpack, two water skins, two day supply of emergency food rations (it is difficult to carry enough food), and some personal items.
Money: Has 1D6x100 credits in precious metals, relics or trade items, as well as 1D6x10 in available credits.
The Upside: You are one of the most powerful humans on the planet. You can copy the genetic structure from any of the Splicer’s most powerful creations and incorporate it into your own body. You are a living weapon capable of taking on anything the Resistance or N.E.X.U.S. has to offer. You may be hated by your fellow humans, but you are loved by the Machine. Many N.E.X.U.S. personalities will offer you protection to ensure that you continue to hunt the humans of the Resistance. All the robots and drones are programmed to recognize your powerful biting mouth as a sign that you are a Gene Thief. By simply flashing this gaping maw, you may get robot patrols to stand down. Of course, human sympathizers like the Eve personality will still order her robots to gun you down where you stand, so it is best to use this technique as a last resort.
The Downside: The life of a Gene Thief is a solitary one. Unless you can find another of your kind, you can expect to live the rest of your life alone in the wilderness. Most humans see you as a monster, and Splicers from the Resistance will try to kill you on sight. Only the most despicable Waste Crawlers will ever call you friend, but they are often greater monsters than you will ever be. The Machine may offer you sanctuary, but the psychotic N.E.X.U.S. is not much of a companion. Only the luckiest Gene Thieves find companions with any shred of humanity. In addition, your accelerated metabolism means you must be constantly hunting down food. The effects of hunger are devastating, so it seems like you are always trying to stay one step ahead of starvation.

Posted: Fri Jan 21, 2005 5:59 pm
by NMI
Keep it coming slappy!!!

Posted: Sat Jan 22, 2005 11:08 am
by slappy
Previously submitted an entire 200 page (single space) world setting. Never heard anything back.

I did get a reply from Wayne Smith on my Splicers stuff. Hopefully he likes it.

Posted: Sun Jan 30, 2005 6:10 pm
by demos606
We "infected" a scarecrow with the gene thief "virus" today.... I'll let you know how it turns out :twisted:

Posted: Thu Feb 10, 2005 9:38 pm
by slappy
Mount Rustler O.C.C.

Splicers designed their powerful War Mounts to be living tanks, combat aircraft, and military transports. They give the frail humans of the Resistance the strength to go toe-to-toe with the Machine’s legions of metallic monstrosities. They were built to be brutally effective war machines, but they were also genetically programmed to be loyal to humans. This is necessary to make sure these monsters never turn on their masters. It keeps the War Mounts fighting on the side of humanity, but unfortunately, not all humans fight on the same side.

The vile Waste Crawlers known as Mount Rustlers prey on Splicers from the Resistance in order to relieve them of their War Mounts. These powerful war machines will fight for any human that sits in their War Saddles, so these stolen beasts make Mount Rustlers absolute powerhouses among the Waste Crawlers. Of course, without a War Mount, they are as helpless as any human. They are reliant on other Mount Rustlers and Vultures to help them steal their first War Mount, but when they finally land one of these Bio-Tech beasts, they become incredibly dangerous. The power they gain from their War Mount is intoxicating, and they will go to any lengths to make sure they are never powerless again. Once they have their own War Mount to pilot, Mount Rustlers go on an endless crusade to collect as many of these war beasts as possible. On this harsh world, it is inevitable War Mounts will die in battle, so Rustlers want to make sure they have plenty in reserve (of course, figuring out where to hide them is another problem).

Much like the Outriders they prey upon, Mount Rustlers live for the thrill of heavy frontline combat. While they mainly target humans from the Resistance, they often test their skills against the Machine. Of course, they really do not have a choice. Mount Rustlers are not offered the same protection by the Machine that other Waste Crawlers receive. Even those Rustlers that solely hunt the Resistance are rarely spared. War Mounts are such a high priority target, that all N.E.X.U.S. robots will destroy them on sight. They are simply too great a threat to the Machine for her to ever let one escape. This is the sole reason why Vultures never pilot War Mounts.

Vultures do appreciate the power of these Bio-Tech creatures, so they will sometimes work with Mount Rustlers in order to “acquire” new equipment from the Resistance. Mount Rustlers bring some serious firepower to the mix, and the Vultures’ skill, tactical brilliance, and ability to preserve Bio-Tech armor and weapons make them invaluable. Together they make a formidable team, but the two generally team up out of necessity rather than out of any kind of respect or friendship. Vultures do not like to stay around Mount Rustlers too long because the presence of War Mounts will likely damage their tenuous truce with the Machine. In addition, their preference for head-on combat does not work well with the Vulture’s usual methods. Rustlers in turn, recognize how dangerous Vultures truly are. They try to act tough in front of Vultures, but the truth is they are terrified of these warriors. Vultures routinely take on squads of heavily armed Resistance fighters on their own, which means they could easily strip a Mount Rustler of his prized possessions (and his life) with little effort. In reality, this is always a concern when Waste Crawlers team up. They all survive on this harsh world by preying on other humans, so nearly all alliances among these despicable scavengers eventually ends in betrayal.

Alignment: Evil only.
Attribute Requirements: M.A.: 10, P.S.: 10, and P.P.: 10 or higher.
Attribute Bonuses: +1D6 to P.S., +1D4 to P.P., +1D6 to P.E., and +1D6 to Spd.
O.C.C. Bonuses: +1 to save vs. horror factor.
Bonuses When Piloting a War Mount: +1 attack per melee round, +1 to strike, parry, and dodge, +2 to disarm, and +5 to save vs. horror factor.
Base S.D.C.: 60, plus any from Physical skills.
Common Skills: Standard.
O.C.C. Skill Program: War Mount Rider (+15%), Survivalist (+10%), and Outdoorsman (+15%), plus any one of the following: Weapons Training (+5%), Athletics, or Scavenger (+10%).
Elective Skills: Select Operate Bio-Equipment, and four Electives from the following list at first level. Select another two Elective Skills at levels 2, 4, 8, and 12. All new skills start at level one proficiency.
Communications: Any (+5%)
Domestic: Any (+10%)
Espionage: Any
Medical: First Aid only.
Military: Any (+5%)
Physical: Any
Rogue: Any (+5%)
Science: Advanced Mathematics only.
Technical: Any
Transportation: Any, except Host Armor Combat.
Wilderness Survival: Any (+10%)
W.P.s: Any
Secondary Skills: The character gets to select five Secondary Skills at level one and one additional skill at levels 3, 6, 9, 12, and 15. These are additional areas of knowledge that do not receive any special O.C.C. bonuses.
Bio-Tech Equipment: Mount Rustlers start off with one preserved suit of Living Armor and two preserved melee weapons. New Bio-Tech equipment can be stolen from the Resistance, but all equipment will eventually starve to death and become useless unless the character can convince a Vulture to tan the item.
Pirated War Mount: Mount Rustlers start with one War Mount. Any future Mounts must be appropriated by the character. GM’s can either determine what Bio-Enhancements the stolen beast possesses or let characters roll on the following table to randomly determine enhancements:
Step One: Determine number of Bio-Enhancements. Every stolen War Mount starts off with 1D6+1 Bio-Enhancements. Unless the Mount Rustler can find a corrupt Engineer or somehow barter enhancements from one of the Great Houses, this number will never increase.
Step Two: Randomly Choose Bio-Enhancements: For each Bio-Enhancement available, roll on the following chart to determine which category to select from. Then either the GM or the player can select any Bio-Enhancement from that category. This table allows for randomization, but it does let characters (or Game Masters) customize War Mounts according to their preferences.
01-10% Eyes and Vision Enhancement
11-20% Other Sensory Enhancements
21-30% Biological Defenses
31-40% Anatomical and Physiological Features
41-50% Additional Limbs and Enhanced Arms and Hands
51-60% Legs and Feet
61-70% Flight Appendages
71-80% Prehensile Appendages
81-90% Offensive Bio-Weapons
91-00% Ranged Bio-Weapons
Standard Equipment: Camouflage clothing, survival knife, utility belt, shovel, 100 feet of rope, tinted goggles, one high-quality S.D.C. ceramic pistol and rifle, hatchet for cutting wood, tent, knapsack, backpack, two water skins, two week supply of emergency food rations (one week for the rider and one week for the War Mount), and some personal items.
Money: Has 1D8x100 credits in precious metals, relics or trade items, as well as 8D6x10 in available credits.
The Upside: The power of your War Mount makes you a virtual juggernaut compared to the other Waste Crawlers prowling about the surface, and you are nearly as skilled a pilot as the Outriders you stole it from. You never feel more alive than when you are in the thick of battle, and the Machine and the Resistance give you plenty of chances to test your skill.
The Downside: Outriders may be weaker without their War Mounts, but you are absolutely powerless without yours. You remember how scared and helpless you felt on this harsh world without your War Mount, and you never want to experience that again. Your War Mount gives you the power to survive, but that power comes at a price. You are truly alone against the world. The two largest factions on the planet, the Machine and the Resistance, want you dead, and both are willing to do whatever it takes to get you. Your only option is to ally with other Waste Crawlers. Unfortunately, just like you, they prey on other humans in order to survive, so they do not make the most trustworthy allies.

Posted: Sat Feb 26, 2005 3:58 am
by slappy
Waste Crawler Hook, Line, and Sinker Adventures

Introduction: Just Taking My Missile for a Walk
Long-range scouts have reported that the Machine is mobilizing a massive army near one of the Nature Preserves. There are no Resistance strongholds or human settlements of any kind within 100 miles of this staging point, so it is unclear what the Machine is up to. What is clear is that N.E.X.U.S. has already assembled an enormous force, and it only continues to grow. Multiple Deliverymen have confirmed that there are currently over 100,000 robots in the assault force, including five Land Dominators. This army could wipe out any Great House with ease, and the Resistance does not want to wait and see what the Machine plans to do with it. Dozens of Great Houses have decided to combine their forces and make a coordinated assault against this enormous horde. Obviously, attacking this army directly would be suicide, but the Resistance has a plan that should inflict significant damage with minimal losses.
Great Houses from all across the area plan to dispatch over one thousand Splicers in small squads of six to ten. Each squad will be entrusted with one Kamikaze Cruise Missile that they will need to escort to the Machine’s staging area. Once all the teams are in place, they will remove the restraints to their Kamikazes and let their psychotic War Mounts plunge into the heart of the Machine’s forces. These living cruise missiles have been genetically programmed to seek out and destroy the largest, most powerful robot it sees, but each team is also carrying a few Squealers in case they want to direct their Kamikaze to a specific target (it only takes one Squealer, but it is always good to have back ups). Even a few dozen of these cruise missiles should devastate the assault force, but if the majority of these Kamikazes make the rendezvous point, the Resistance might be able to completely shatter this enormous army. However, even if the missiles do their job, none of these attack squads believe this mission is going to be as simple as the Resistance leaders say. Hitting this army is going to be like throwing rocks at a bee hive. This assault is really going to hurt the Machine, and N.E.X.U.S. is not going to just let these strike teams walk away. This plan may not be a suicide mission, but it is going to be close.
The player characters should be part of one of these strike teams. Their mission is to escort their Kamikaze Cruise Missile through the nearby Nature Preserve and attack the Machine’s assault force from the edge of the forest. If the player group has a War Mount, then they can haul the missile on its back, but if they do not, they will have to lead the Kamikaze through the forest like an ornery dog on a leash. Either way, this crazy organic cruise missile will make the player character’s job much more difficult. Kamikazes are somewhat mentally unstable, and even though they are bound and blindfolded, they still have a tendency to thrash about and grunt in anger and frustration. This makes stealth nearly impossible, and they will likely draw a lot of attention. While traveling through the Nature Preserve does ensure the player characters will not have to worry about robot patrols, there are many other dangers lurking in the forest that are just as deadly. (Note: This adventure is incredibly challenging and low level player characters are unlikely to survive. Of course, Game Masters should feel free to decrease the level of opposition to better fit their player group).

Part 1: I Think Someone’s Following Us
Hook: The first few days of the journey are relatively uneventful. The writhing Kamikaze will attract the attention of a few alien predators, but it should not be more than a minor distraction for the strike team. Eventually one of the player characters catches a quick glimpse of a humanoid figure following the strike team off in the distance. Whether the player group tries to ignore him for now or turns to confront him, they quickly realize that their pursuer is not alone.

Line: Within minutes, the player characters stumble into a Vulture’s booby trap. This non-lethal pitfall catches 1D4 of the player characters. The fall does no damage to the heavily armored player characters, but it succeeds in quickly dividing the strike team. While the trapped player characters work to regain their footing and climb out of the pit (takes 1D4 melees), the Vulture and the rest of his gang descend upon the remaining team members. The Waste Crawlers have the element of surprise, so they automatically have initiative. Luckily for the player characters, these scavengers want to capture their Bio-Tech weapons and armor intact. At first they will try to incapacitate the strike team, but if the player group offers too much resistance, they will quickly change strategies. They may not be able to salvage as much Bio-Tech gear from corpses, but they figure something is better than nothing. The group consists of three Mount Rustlers, an additional Vulture, and two Gene Thieves. Game Masters should feel free to adjust the strength of this raiding party based on the skill and power of the player characters.

Sinker: Whether the momentum of the battle is going with or against the player characters, an unexpected defection will abruptly swing the fight their way. One of the Mount Rustlers that was providing heavy weapons support from the rear suddenly opens fire upon her fellow Waste Crawlers. The rest of the gang is thrown into disarray by this treachery and they try to make a run for it. The remaining Waste Crawlers realize that they have not only lost their advantage, but they are now surrounded. The gang will fight on for a few more minutes out of desperation, but even if they try to surrender, the player characters’ new ally will cut them down where they stand. If the player group protests this brutal display, she will cut them off and tell the strike team that they do not have time to take prisoners. She quickly explains that she was trying to infiltrate and destroy an enormous gang of Waste Crawlers operating in this area when she discovered a far more significant threat. She tells the strike team that she needs their help to take down this menace before it is too late. The strike team will likely assume this is the enormous army the Machine has assembled at the edge of the Nature Preserve, but they are very wrong. Even if they wanted to, the player characters do not get the chance to share what they know before she reveals the shocking news that she not only knows about the Resistance’s plan, but she knows that the Machine’s army is only a diversion. The real threat is below.

Part 2: It’s Much Worse Than You Think
Hook: Your mysterious ally introduces herself as Sara. She strikes quite an opposing figure in her tanned suit of Dragon Scale Armor, sitting atop her pirated Tunnel Rat War Mount, but when she removes her helmet, she reveals a stunningly beautiful face with electric blue eyes and long blonde hair (P.B.: 24). Sara briefly explains that she was sent from one of the Great Houses nearly six months ago to infiltrate this Waste Crawler gang. She will refuse to answer any other questions about her background or her mission, but she does tell the player characters that she was one of the first Resistance agents to sound the alert about the Machine’s rapidly growing assault force. N.E.X.U.S. has given her gang free reign in this area, so she was able to do a great deal of reconnaissance around the assault force without drawing any attention to herself. She discovered that this enormous army is not an assault force it all, it is a defensive encampment. N.E.X.U.S. gathered thousands of robots to this area to guard the site and act as a distraction while the Machine builds a new Computer Core right beneath their feet.

Line: The Computer Core actually went online a month ago, and now the machine is focusing on finishing all the defensive fortifications. It is currently quite vulnerable to attack, but this will not be true for long. N.E.X.U.S. realized that such a massive construction project was bound to attract some attention, and she correctly assumed that if she created a large enough diversion, the Resistance would focus all their efforts against the wrong target. Sara goes on to say that the Machine personality Ishtar is actually in control of the entire assault force. She is unsure if the Machine knows about the impending Resistance attack, but she knows that Ishtar is more than prepared for them. Even if the attack goes as planned, Ishtar has the tactical brilliance to slaughter all the strike teams before they can retreat (no matter how many robots they successfully destroy). Once again, Sara will quickly dismiss any questions if the player characters ask how she could possibly know this.

Sinker: If the player characters suggest that they need to warn the Resistance strike teams, Sara will explain that the attack must proceed as planned. The tunnels leading to the vulnerable Computer Core are heavily guarded, and it will take a significant diversion to draw away the defenders. Once the Resistance strikes, the majority of the robots patrolling the tunnels will rush to the tunnel entrances in order to fortify these points from enemy incursions. Sara knows a secret path into the tunnels that bypasses these entranceways. It should be clear while the patrols are spread throughout the complex, but once the attack begins, the Machine may reinforce this passageway as well. If they can slip into the complex before the attack and hide until the assault, they should be able to circumvent any opposition. Once the Resistance attacks, the Machine will lock down the complex, which will actually make it easier to penetrate the main chamber. Unfortunately, they do not have much time, and it is not going to be easy to reach the tunnels. The Machine may not have a presence in the Nature Preserve, but there are dozens of Waste Crawler teams prowling the forest.

Part 3: Mixed Signals
Hook: If the player characters make it to the secret passageway before the Resistance assault, they will be able to slip into the underground tunnels without having to fire a shot. If they arrive too late, they will have to fight their way past a rather sizeable defense force. There will be at least two robots for every member of the strike team. Luckily for the player characters, the Machine has not installed the communications relay network throughout the tunnels yet, so the thinly stretched patrols will have difficulty radioing for reinforcements in the underground passageways (only a 25% chance of successfully contacting N.E.X.U.S. or another robot patrol). Even after the assault, the tunnels are by no means empty, but it should not be more than the strike team can handle. It is still best to try to avoid combat since the players would not want a stray shot to kill their Kamikaze Cruise Missile. Unless the player characters can safely deliver their Kamikaze to the main chamber, they will not have enough power to shatter the Computer Core by themselves.
At first it seems as though the twisting labyrinth of tunnels is going to further complicate the mission, but Sara seems to know exactly where she is going. Once again, the player characters’ mysterious companion will ignore or silence any inquiries. She has proven herself as trustworthy so far, but her intimate knowledge of the Machine should raise some suspicion. As they make their way deeper into the complex, the filthy sewer tunnels are replaced by pristine, mega-damage steel passageways. The freshly constructed tunnels are a sign they are close, but it also poses a serious problem for the strike team. Every surface from this point forward is entirely composed of metal. This means the player characters will trigger a Nanobot Plague response anytime they rest for more than a minute. They must remain in constant motion, which makes stealth nearly impossible. If that were not bad enough, the team continues to encounter greater opposition as they penetrate deeper into the complex. By now the player characters are likely exhausted and low on ammo, but the worst is yet to come. They are closing in on their objective, but it seems that N.E.X.U.S. has a few surprises in store for them.

Line: The player characters spy the Computer Core off in the distance, and they realize that they are just moments away from victory. All they need to do is prepare the cruise missile for its final run. In order to guide the Kamikaze into the Computer Core, the player group will need to use a Squealer. After they put the special helmet on the creature’s head so it can track the Squealer’s signal, it begins freaking out and desperately trying to break its bounds. It is pulling with all its might in the wrong direction as if it is trying to follow the signal from another Squealer. While the player characters work to control the beast, a strange voice comes in over their Bio Comms. He introduces himself as the leader of the Waste Crawler gang. He politely explains to the strike team that he cannot allow them to hurt his allies.
He mockingly tells the player characters, “Sounds like you’re having a little trouble with your pet there. He must be confused by this Squealer I have in my pocket. Sorry about that, but Ishtar was very insistent that I don’t let your dog trash the place. Luckily, one of your Resistance friends was nice enough to ‘give’ me his Squealer before he died. That was so nice of him, I almost felt bad that I gutted him. I suppose you can try your Squealer anyway and see if your puppy can figure it out the right way to go, but I’m guessing it’s not quite that smart. Tell you what, if you want this one back, just have your doggy follow his nose to me. I promise I’ll give it back if you ask me nicely. I’m a little busy today, so don’t keep me waiting. Don’t worry though, if you can’t find me, I’ll find you.”

Sinker: The player characters only have moments to digest the situation, when a mixed group of Waste Crawlers and N.E.X.U.S. robots attack their position. This latest assault squad is too large to fight and the strike team is forced to beat a hasty retreat. As they flee for cover, Sara takes a plasma blast in the shoulder that punches through her armor and sears her flesh to the bone. She does not even break stride and continues to run at full speed. She leads the strike team down a series of corridors and manages to lose their pursuers. This gives them a moment to gather their thoughts, but the team is distracted by the gaping hole in Sara’s shoulder and more importantly, the metallic endoskeleton that is now exposed.

Part 4: What the Hell Are You? (Secrets Revealed)
Hook: Sara’s charade is shattered, and she quickly tries to calm the rest of the strike team before they attack her. She explains that she is an assassin robot built by N.E.X.U.S., but reprogrammed by Eve to be a protector of mankind. Eve learned about her sister’s plans to construct a new Computer Core, so she programmed Sara with all the information the Siren would need to infiltrate and destroy this construction site before it could be completed. She tells them she understands if they do not trust her, but they have no choice. The Resistance forces are being slaughtered on the surface and if they do not shut down this Computer Core, none of them will survive.

Line: Sara tells the player characters there are two ways to destroy the Computer Core. They can either track down the Vulture and destroy his Squealer, or she can jump into the core and overload her fusion power cell. The resulting explosion should be more than enough to shatter the core. She tells the group she would rather live, but she is willing to make the ultimate sacrifice to complete her mission.

Sinker: The player characters may be tempted to take the easy way out and let Sara make a suicidal run at the core, but this strategy has consequences as well. Without Sara, the strike team will be lost within the maze-like tunnels of this enormous underground complex for days, possibly even weeks. Sara would be able to lead them out with only minimal conflict, but without her, the player characters can expect a long, difficult journey before they finally reach the surface. On the other hand, the Vulture that has derailed their plans to use the Kamikaze Cruise Missile is not going to go down easy either. However, they can track him easily using the Kamikaze. As long as the player characters do not remove the restraints on its wings, the beast will lead them right to their prey. Of course, the Vulture is not really trying to hide his presence anyway. On a positive note, now that Sara no longer has to conceal her abilities, she will be an incredible asset against the Waste Crawlers. It is up to the player characters to determine how to complete their mission. Which ever strategy they choose, the player characters will become legends throughout the Resistance if they succeed in destroying the Computer Core.

Posted: Thu May 12, 2005 1:59 am
by slappy
Communing with Nature HLS

Hook: A Deliveryman made an interesting discovery while traveling through one of the nearby Nature Preserves. He came across a fearsome alien predator that was tangled in the vines of a strange plant. At first, it just seemed that the beast was struggling to break free, but the Deliveryman watched as the powerful tendrils quickly contracted and actually crushed the creature within minutes. The Librarians want to analyze the DNA of this deadly plant, and they have ordered the Deliveryman to escort a strike team back to the site so that they can retrieve the specimen. The borders around the Nature Preserves are heavily guarded, and the Librarians want to make sure this sample makes it back to them undamaged. They even assigned two Scarecrows to the team to ensure the mission succeeds. Game Master Note: This adventure provides an excellent opportunity to introduce a Scarecrow to the player group.

Line: Piercing the borders of the Nature Preserve is a difficult, but not impossible task. No matter where the player characters attempt to break through, they will have to deal with a robot patrol that is at least twice the size of their group. Luckily, they do not have to defeat this force; they just have to get past it. Stealth would be ideal, but for those characters not inclined to sneaky tactics, they can attempt to blast their way through. This strategy is not as foolish as it sounds. If the player characters can make it into the Nature Preserve, the robot patrols will break off their attack and will not under any circumstance fire into the preserve (even if the players are only a few feet away). Just another example of the Machine’s insanity at work.
Once the group makes it through the border, the Deliveryman leads them straight to the plant. Their guide informs them that it looks like the Strangle Vine (his name for it) has been busy. It seems that the predator it killed earlier attracted a few scavengers that also met the same, gruesome end. The group will have to be careful collecting tissue samples so that they do not join them. The Librarians ordered the team to collect multiple samples from different locations on the plant in case that it is an amalgam of different creatures. The process will take some time. They will have to work carefully so that they can safely navigate the plant’s defenses, plus the player characters are about to discover some defenses that they did not expect.

Sinker: It seems that a tribe of four Gene Thieves has taken up residence around the Strangle Vine. They have been periodically feasting on the plant and any alien predator that it brings down. The continuous diet of super powerful creatures has all four Gene Thieves at peak strength. The Strangle Vine has been an absolute boon to these mutants and they are not about to let anyone harm it.
GM’s should feel free to equip the Gene Thieves with whatever manner of organic weaponry they would like. Spikes, blades, razor-sharp teeth, hyper-speed, supernatural strength, or thick natural armor are all likely choices, but any reasonable trait would work (no refined Bio-Tech weapons like firearms though), plus all of the Gene Thieves will have multiple tendrils (2D4) that they copied from the plant. Each tendril does 3D6 M.D. on a crushing attack, and up to three tendrils can combine their attacks against the same target for an impressive 9D6 M.D.
This gang of Gene Thieves is feeling bold from their continuous diet of super-powered DNA, and they will not be satisfied with simply driving the player characters away. They want the group’s weapons and armor (they would not mind snacking on a few Scarecrows either), but the Deliveryman is the primary target. If these Waste Crawlers can get a hold of his Extractor, they will be able to maintain a stockpile of Bio-Tech weaponry indefinitely. If the group proves to be too difficult an adversary, the Gene Thieves will retreat into the forest and begin using hit and fade tactics to wear down their prey. They know the territory far better than any of the Resistance warriors, and they use this knowledge to their advantage. They will not pursue the player characters beyond the border of the Nature Preserve, but they definitely will not make it easy for them to escape.

Strangle Vine Quick Stats:
Gaia discovered this mega-damage plant within one of her Cryo Zoos and thought it would be the perfect deterrent to keep humans from polluting her Nature Preserves. She has planted dozens of Strangle Vines throughout the various preserves, and so far she is pleased with the results. Their impact on the local wildlife has been minimal, yet they have already slaughtered dozens of careless Splicers and Waste Crawlers (mainly as the try to scavenge tissue samples from the fallen beasts).
The plant has a large central bulb that looks like an enormous closed flower with dozens of long vines snaking out across the ground in all directions. These vines are pressure sensitive, and have multiple trigger points near the central bulb that cause them to quickly curl around the target whenever they are touched. They are close to the center of the plant to ensure that multiple vines can wrap around the prey. Within seconds of securing the prey, the vines begin to constrict. Even the strongest supernatural predators will eventually be crushed within these powerful tendrils. Victims trapped by a Strangle Vine are doomed to a slow and gruesome death unless they have friends nearby that can cut them free. There are few beings that are strong enough to break free on their own.
The Strangle Vine grows a rather delicious fruit at the base of its central bulb in order to attract herbivores and omnivores. These animals are the first to fall, and then their corpses attract larger and larger scavengers and predators. The Strangle Vine does not feed on these creatures directly, but rather it is nourished by the nutrient rich soil once these animals decompose. However, the plant does speed up this process by introducing microbes into the corpse through tiny thorns. They can breakdown living tissue within 2D4 days, but luckily they are harmless to living targets (an active immune system can easily suppress the microbes).

M.D.C. by Location:
• Central Bulb: 8D8+20 plus additional 2D6 every year.
• Constricting Vines (6D6): 4D6 each
• Underground Roots: 5D6+15*

*Depleting the M.D.C. of the roots will actually kill the plant. Destroying any other part of the plant does not harm the Strangle Vine and any damage is regenerated at a rate of 1D6 M.D.C. per day.

Strangle Vine Attack: When within 20 feet of the central bulb, there is a 35% chance of triggering a vine attack with every step. When within 8 feet of the central bulb, there is a 75% chance of triggering a vine attack with every step. Once triggered, 2D4 vines wrap around the target. If the prey can make a save of 12 or higher (including any P.P bonuses) then he breaks free before the vines can completely incapacitate him. If the target fails his saving throw, then he is completely immobilized and will suffer 3D6 M.D. damage per vine every melee round until the target either escapes or dies. It requires a Splicer P.S. of 50 to break free of the Strangle Vine Attack or a Supernatural P.S. of 38.

Posted: Thu Jul 27, 2006 7:45 am
by abtex
Had very dumb and/or scary thought.

What happens if the Waste Crawlers get hold of a Saint?
Could the Saint or juvenile Gene-Pool creature be turned to the 'Dark Side'?
The Saint can repair Bio Tech devices and heal. Could they increase the life span of tanned equipment?

Or would #3 under their Saint O.C.C. Powers: Hands Off Status be enforced.
Did a Cowardly Saint help create the Waste Crawlers?

Posted: Thu Jul 27, 2006 11:14 pm
by slappy
You seem to disagree with most of my assumptions. Ain't no thang, different strokes and all. :D

Let me offer my usual defenses though.

First off, I never said all the Machine personalities cover for them. They are tough and rugged warriors that have learned to survive on their own. The surface is their home turf. They have learned it inside and out in order to avoid Machine patrols, duck Splicer hunting teams, and set ambushes.

You're right that these guys couldn't survive a concerted attack by Dreadguard and Outriders, but the Splicers also couldn't survive a concerted attack by the Machine. Waste Crawlers need to employ the same types of guerilla tactics in order to survive. Like I said, what they lack in raw destructive power, they make up for with deception, sneak attacks, booby traps, and knowledge of the surface (their home turf).

Just think about it logically for a second. The Great Houses train their people from birth to be warriors. A lot of people that commit crimes in the Underground Havens are banished to the surface (where it is presumed they will be killed), but doesn't it make sense that some of these trained warriors that regularly make surface raids and have learned how to avoid the Machine might just have the skills to survive? I don't think it's much of a stretch to assume that these people that are able to survive might have a bit of a grudge against other Splicers.

Anyway, like I said, different strokes for different folks. I still think it's a good idea, and I bet that something similar will eventually appear in a Splicer sourcebook.

Posted: Fri Jul 28, 2006 11:40 am
by abtex
slappy wrote:You seem to disagree with most of my assumptions. Ain't no thang, different strokes and all. :D

If you don't like them. Don't use them, unless you just need some boogy men to add to the fear faction of the Splicer worldscape. But never twist them so they were created by a dead Great House and they now roam the world. Surviving in raided outposts of other Great Houses or remains of their own.

slappy wrote:Anyway, like I said, different strokes for different folks. I still think it's a good idea, and I bet that something similar will eventually appear in a Splicer sourcebook.

Written by slappy :D
or rewritten by KS because he knows a great idea when he reads it.

Posted: Fri Jul 28, 2006 3:02 pm
by demos606
Yes the Resistance is pretty screwed without new enemies but Carmen went as far as giving Saints a special protected status due to House wars. As I see it, bands of human outcasts aren't functionally any different a threat than a rival House would be; easier to destroy if you can catch them perhaps but thats about it.

Posted: Thu Dec 28, 2006 7:56 pm
by Vladamir Krophski
real cool keep up the good work 8)