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All the life forms included in this package are considered populous in the ecosystem in which they
thrive, unless stated otherwise. This helps support some of the Reputation and Distinctive
Feature disadvantages in the individual write-ups.
It should be pointed out that if a life form is well-known (Distinctive Features, Reputation, etc.),
then its weaknesses could also be general knowledge. This is reflected in the life forms
disadvantages and not as a specific knowledge skill of any individual. Life forms that possess the
disadvantage "Distinctive Features" are particularly well known since they may be recognized on
sight (maybe with a successful INT roll by the observer). The knowledge gained by an individual
about a certain life form should only be very general, unless a proper Knowledge Skill is
possessed showing further knowledge of the subject. The type of information may also be false,
and sometimes exaggerated as to the abilities and weaknesses of the subject.
All stats given are suggested averages for the genotype in its prime. A good GM will exploit the
possibilities given in the diversity of a single species. Characteristics and Powers can be altered
to reflect age, overall health, environmental pressures such as food availability and, of course,
experience. In terms of points, the creatures have been built off of a 75 point "human" model and
all changes and disadvantages are gleaned from this prototypical structure.
I have attempted to retain a good amount of the original Gamma World 3rd edition statistics to all
write-ups. In some cases I took liberties on modifying species, especially to make mutations fit
better together when necessary. I have also divided several species to sub-species to give more
character possibilities to some of the favorites.
I was fortunate to get several original pictures from the Internet (thanks James), but unfortunately
many have no illustration.
ANDROID
Stock: Artificial Human
Number: See below
Size: 2 m tall
Habitat: Any
Diet: N/A
Thinker
Number: 1-4
Score Cost
STR 14 4
DEX 14 12
CON 14 8
BOD 10 0
INT 18 8
EGO 18 16
PRE 15 5
COM 8 -1
PD 5 2
ED 5 2
SPD 3 6
REC 10 8
END 28 0
STN 24 0
Powers/Skills/Talents
9 Skills: 3 INT / PRE
3 Lightning Calculator
10 Eidetic Memory
3 SC: Choose one
1 WF: Choose one
11 KS: Various
3 Microscopic Vision
6 Mental Def (10 pts tot)
0 Everyman Skills
2 Lang: Anglo 5 pts / Lit.
Warrior
Number: 1-6
Score Cost
STR 18 8
DEX 18 24
CON 18 16
BOD 15 10
INT 14 4
EGO 14 8
PRE 18 8
COM 8 -1
PD 15 11
ED 15 11
SPD 4 12
REC 18 20
END 40 2
STN 35 2
Powers/Skills/Talents
9 Skills: 3 DEX or GEN
3 Fast Draw
3 Combat Sense
10 Find Weak. (one) 116 WF: 3 groups
10 Combat Skill Levels
5 UV Vision
0 Everyman Skills
0 Lang: Anglo 4 pts
Worker
Number: 3-18
Score Cost
STR 18 8
DEX 10 0
CON 18 16
BOD 10 0
INT 7 -3
EGO 10 0
PRE 7 -3
COM 8 -1
PD 10 6
ED 10 6
SPD 2 0
REC 18 20
END 86 25
STN 28 0
Powers/Skills/Talents
4 TF: Various
3 Absolute Time Sense
3 Bump of Direction
2 WF: Common melee
12 KS/AK: various
4 Running +2"
15 Radar sense
0 Everyman Skills
0 Lang: Anglo 4 pts
CHAR cost: 40
Powers cost: 140
Total 180
Disadvantages 180
Description:
These intelligent man-dogs grow up to 2.5 m tall (standing on their hind legs). They are ferocious
enemies, but have a deathly fear of large winged creatures. Arks carry Tech Level I weapons and
most wear Leather of Studded Leather armor and carry shields. Their coarse, heavy fur also
offers substantial protection. Arks hunt all other species as food. They consider human (or
humanoid) hands to be a particular delicacy.
For alternative race characters, see the Guide to Alternative Races.
REC 6 4
END 40 9
STN 20 5
Powers/Skills/Talents
20 Flight 15", 2 x NCM, 1/2 END (+1/4), OAF - Wings (fragile), requires a 2 hex radius to begin
and maintain flight (-1/4) (44)
3 STR +10 for lifting only (-1) OAF - Wings (fragile) linked to flight (-1/2) (10)
25 HKA 1.5D6 - mandibles
5 Extra Limbs (6 legs)
15 Armor +20 rED vs light and heat attacks only (-1) (30)
10 360o Vision
8 PER +4 for sight
3 Simulate Death
6 Combat levels +3 with Flight
0 AK: Region
0 Survival: Region
75+ Disadvantages:
10 Phys: Wings are loud and require space (freq, slight)
15 Phys: No manipulation (freq, great)
5 Phys: Mute (x 1/2) (infreq, slight)
15 Psych: Trainable for reward (comm, strong)
10 Psych: Animal Instincts (comm, mod)
CHAR cost: 28
Powers cost: 100
Total 128
Disadvantages 130
Description:
These 1 to 2 meter long mutated dragonflies can carry loads weighing up to twice their STR while
airborne, but not while crawling along the ground. They are often captured and domesticated as
flying steeds by small Humanoids and New Animals, they must be caught young to be trainable.
They live about three years and are only trainable for up to the first 6 months of their lives.
2 u Telepathy 5D6 (no sending, only recieving- noncommunication, only to gather thoughts) (-1/2) (25)
4 u Detect inorganic beings (sense) at range 360o (20)
25 Discriminatory Smell, Targeting
25 Tunnelling 5"/Phase 5 DEF, 2 x NCM
4 Running +2"
12 HKA 1D6 w/ Reduced Penetration (-1/4) - bite
3 Bump of Direction
2 WF: Common melee
1 WF: One missle weapon
3 Skill (Trading or thieving related)
1 FAM: Badder Society
1 One familiarity (humanoid list)
0 Everyman Skills
0 LANG: Badder (native)
75+ Disadvantages:
10 Enraged in battle (vc, 11-, rec. 11-)
15 Psych: bully mentality (very com, mod)
15 Psych: always obeys orders from superiors (vc, mod)
15 Phys: Hearing PER roll only 8- (freq, great)
10 REP: ruthless marauders 1110 DF: Badger-man, easily conc., major prejudice
CHAR cost: 45
Powers cost: 105
Total 150
Disadvantages 150
Description:
These 1.5 m tall mutated badgers inhabit teperate areas. They are organized into Tech Level II
type societies run by their "nobility." Badders are of evil disposition, given to raiding their
neighbors and gleefully engaging in wanton destruction. They almost always have Tech Level II
weapons. There is a 10% chance of each Badder in a party having one Tech Level II weapon in
addition. Badders favor Chainmail and Ringmail Aromor. They walk erect. Badder villages and
steadings consist of underground earthen tunnel complexes, containing 10d10 males of fighting
age, an equal number of females (who will fight with or without weapons) and 1 child per female.
For every 20 Badders, there will be one noble.
For alternative race characters, see the Guide to Alternative Races.
COM 2 -4
PD 6/6r 4
ED 10/6r 9
SPD 5 33
REC 5 4
END 20 5
STN 21 0
Powers/Skills/Talents
8 LS: Breathe underwater, immune to high pressure effects
20 Swimming 12"
48 HKA 4D6 Reduced Penetration (-1/4) - bite (60)
40 RKA 3D6 - radioactive oil, NND (+1) (vs total coverage by radioactive shielded covering,
Explosion (+1/2), Only in water (-1), 1 continuous (10 min) charge recoverable after 30 hours (3/4) * (112)
8 Combat levels +4 with bite
20 Spatial Awareness, 360o, in water only (-1 1/2), all PER (50)
6 Damage Resistance (6 rPD, 6 rED)
3 Navigation 113 Shadowing 110 AK: Home waters
* Special effects of radiation
60 Drain CON 3D6, depends on a successful "hit" by oil (-1/2), all advantages and disadvantages
of RKA above (+1 1/2) (- 1 3/4) delayed 1D6 turns +/- CON roll difference, fade 5 pts/month with
proper treatment only (+3) (195)
38 Transform: 2D6 Cosmetic (all characters, burns) and 2D6 Major (non-humans only, mutagenic
effect), all advantages and disadvantages of RKA above (+1 1/2) (- 1 3/4), Cumalative (+1/2),
Change physical morphology (+1/4), Linked to RKA oil (-1/2) (130)
75+ Disadvantages:
15 Phys: No manipulation
5 Phys: Mute
30 DEP: water 3D6/Segment (very common)
CON 15 10
BOD 10 0
INT 2 -8
EGO 5 -10
PRE 8 -2
COM 2 -4
PD 4 (25%) 1
ED 3 0
SPD 1 -3
REC 8 4
END 12 -9
STN 18 -7
Powers/Skills/Talents
3 LS; No need to eat, sleep or excrete (req fresh soil, sunlight and fresh water every 12 hours) (1/4) (5)
13 Regeneration 2 BOD/Turn (req sunlight (-1/2) (20)
10 Damage Reduction - Physical 25% (nonresistant)
6 Combat levels +3 with Grab (triggered by pad (-1/2)) (9)
31 HKA - Phys. (Acid), NND does BOD (vs acid resist.) (+2), Penetrating (+1/2), Trigger - victim
MUST step in center of pad (-2), Continuous (+1), only in water (-1), Personal immunity (+1/4),
AE - 1 Hex (+1/2) (victim takes damage every segment w/ continuous advantage), Sticky (+1/2),
(- 2x victims BOD means victim has been dissolved) (125)
7 Mind Control 2D6 (attracts prey to center of pad only (-1)), must be smelled (victims must have
smell perception)
(-1/4), Invisible to all but smell group (+3/4), Explosion (+1/2), Continuous (+1), 0 END (+1/2),
Always on (-1/2), Cumalative (+1), Subject to wind, rain, competing scents, and temperature (-1),
No Concious Control (-2) (37)
16 Danger Sense 149 Teleport 10", random direciton 1d6 for hex, clockwise, 1d10 for distance in inches, linked to
Danger Sense (-1/2), Trigger - Danger Sense (+1/4), Only to another water hex (-3/4), 1 floating
location (nearby area in range) (31)
3 Swimming 6", only towards surface of water (-1), 0 END, Persistant (+1), Always on (-1/2)
(bouancy)
0+ Disadvantages:
5 Phys: No senses but touch and taste (infreq, slight)
2 Phys: 0" Swimming (only floats)
12 Phys: Land movement 0"
10 VULN: 2 x BOD form cold (uncommon)
30 VULN: 2 x BOD form fire (very common)
CHAR cost: -44
Powers cost: 98
Total 54
Disadvantages 54
Description:
This 2 meter diameter, free-floating aquatic plant rests on the surface of the water much like a lily
pad (which it is originated from). It will support the weight of a normal human, but pressure on the
center of the pad causes it to snap shut around the trespasser. The pant secretes a sweetsmelling acid which attracts and gradually dissolves its prey. Its leathery pad isnt affected by the
acid.
(Built on 0 points since (a) it is such a passive life-form, and (b) it didnt exceed 75 points to begin
with)
BIGOON
Stock: Mammal - Raccoon
Number: 1-6
Size: 2.3 m
Habitat: Forests, grasslands
Diet: Herbivore
Score Cost
STR 30 20
DEX 12 6
CON 10 0
BOD 15 10
INT 8 -2
EGO 3 -14
PRE 10 0
COM 10 0
PD 6 0
ED 2 0
SPD 4 20
REC 8 0
END 20 0
STN 35 0
Powers/Skills/Talents
30 HKA 1D6, Continuous (+1) - bite (2D6 with STR)
5 UV Vision
5 Tunnelling 1", DEF 1
4 Running +2" (8" total)
3 Swimming +3" (5" total)
6 PER +2 for all senses
3 Climbing 113 Stealth 111 FAM: Security Systems
75+ Disadvantages:
15 Psych: Animal instincts (common, strong)
ED 2 0
SPD 2 3
REC 5 4
END 20 0
STN 22 3
Powers/Skills/Talents
5 Flight 5" (OAF- Wings (-1)) (10)
5 Extra Limbs (six legs)
22 HKA 1D6, Armor Piercing (+1/2)
85 Drain 3D6 from STR (radiation), AE - 4" Radius (+1), Personal Immunity (+1/4), 0 END,
Persistent (+1), Always on (-1/2), Returns at 5 pts / Day (+1 1/4) (127)
79 Drain 3D6 from CON, linked to STR Drain, AE - 4" Radius (+1), Personal Immunity (+1/4), 0
END, Persistent (+1), Always on (-1/2), Delayed 1D6 turns modified by amount of CON roll, Fade
5 pts / Month only with proper treatment (+3) (127)
71 Transform: 2D6 Cosmetic (all characters, burns) and 2D6 Major (non-humans only, mutagenic
effect), Cumalative (+1/2), Change physical morphology (+1/4), Linked to STR Drain, AE - 4"
Radius (+1), Personal Immunity (+1/4),
0 END, Persistent (+1), Always on (-1/2), Fade 5 pts / Day (+1 1/4) (160)
28 Damage Resistance 30 rED vs radiation only (-1), Hardened (+1/4) (56)
3 LS: vs. Radiation
3 Stealth 103 Navigation 1175+ Disadvantages:
10 Phys: Running 1"
15 Phys: Mute (infreq, fully)
5 Phys: No fine manipulation (freq, slight) (x1/2)
15 Psych: Fearless (very common, moderate)
20 Psych: Animal instincts (eats kill immediately, unless distracted sufficiently) (very common,
strong)
5 Psych: Attracted to bright lights (common, moderate) (x1/2)
25 DF: Glowing abdomen (concealable in daylight, causes fear)
PRE 18 8
COM 2 -4
PD 8 / 6r 3
ED 4 2
SPD 2 0
REC 7 0
END 24 1
STN 35 0
Powers/Skills/Talents
30 Spider Multipower (30 pts)
3 u Sense minor vibrations, Targeting +6 PER 163 u Entangle 3D6, Sticky (+1/2), Impervious to sight group, linked to successful grab maneuver (1/2), 4 continuous charges lasting 1 day each (+1/4), common knowledge that fire and acid
destroys (-1) (32)
2 u EB 3D6 NND vs insulators - Electrical sting, Max range = 1hex (-1/2) (30)
6 Damage Resistance 6rPD, Act 11- (-1) (12)
15 HKA 1D6 - fangs
5 Extra Limbs (eight legs)
20 Mental Defense 25 pts, not vs illusions (-1/4)
10 Clinging (self +21 STR)
16 360o Vision +2 Sight PER
10 Running +5" (11" total)
7 Flight 11", Extra Time (1 Phase) to prepare (-1/4), Straight line only, must follow web line (-1),
OAF webline (-1)
10 Combat levels +1 Overall
3 Combat levels +1 with NND
3 Navigation through web 113 Stealth 113 Shadowing 11-
STR 25 5*
DEX 12 6
CON 15 10
BOD 14 4*
INT 7 -3
EGO 10 0
PRE 14 4
COM 2 -4
PD 2 -1
ED 3 (33r) 0
SPD 2 0
REC 6 0
END 30 0
STN 30 1* *Effects from Growth
Powers/Skills/Talents
16 Growth (10 pts), 3 m long, 400 kg, -2" KB, +10 STR, +2 BOD, +2 STN, 0 END, Persistent (+1),
Always on (-1/2) (20)
12 HKA, 1D6, Reduced Penetration (-1/4) - bite (15)
13 STR +25 for Grab and Squeeze only (-1) = 10D6 for squeezing prey <2.5 m: -2D6 per .5 over
2.5 m (25)
26 Armor +30r ED vs radiation, heat and sonics only (-3/4) (45)
6 Flight 6" OAF - Wings (-1) (12)
20 Light Manipulation Multipower (20)
2 u Invisibility to normal and UV sight, IIF - oil coating, washed away by rain, takes 1 day to
replenish (-1/4) (25)
2 u Flash 2D6 vs sight group
40 EB 4D6 ALVD - Flash Defense (+1 1/2), Linked to Flash MP Slot (-1/2), 0 END (+1/2), AE Cone (+1), not vs inorganics, blind or beings without eyes (-1/4) (80)
8 LS: Intense heat, Radiation
4 Combat levels: +2 with bite
3 Shadowing 112 AK: Home area 116 Combat levels +3 with Flight
4 Combat levels +2 with Radiation attacks
2 Combat levels +1 with bite
75+ Disadvantages:
20 DF: Bright red plumage, 1 meter tall bird (not conc, major)
15 Phys: No fine manipulation (Inf, fully)
8 Phys: Ground movement 2"
20 Psych: Animal instincts (very common, strong)
5 Psych: Afraid of larger winged predators (very comm, mod)
CHAR cost: 11
Powers cost: 132
Total 143
Disadvantages 143
Description:
This mutated scarlet tanager emits low levels of radiation (low enough as not to induce burns or
mutations), and those within range must make a CON roll to avoid any onset of radiation
poisoning. It is resilient to mental attacks. The blood bird has retained the startling red plumage of
its ancestor, but is much larger standing at almost one meter tall. Blood birds survive off of the
carrion of decaying organic matter, but have been known to attack a weak looking target in order
to provide sustinance during hard times. Blood birds are the constant companions to Carrins (see
below) and will generally be found on or around Carrin strongholds.
BRUTORZ
Stock: Mammal - Horse, Percheron
Number: 2-12 (wild)
Size: 2 m at shoulder, 3.6 m at ear
Habitat: Grasslands
Diet: Herbivore
Score Cost
STR 25 / 32 0* / **
DEX 10 0
CON 13 6
BOD 14 2*
INT 13 3
EGO 12 4
PRE 13 3
COM 6 -2
PD 9 / 4r 0
ED 5 / 2r 0
SPD 4 20
REC 16 16
END 50 / 70 12 / ***
STN 35 2* * Effects from Growth
Powers/Skills/Talents
20 Growth (15 pts), 3.6 m tall, 2 m wide, 800 kg, +15 STR,
+3 BOD, +3 STN, +1 hex reach, -2 DCV, +2 PER vs. -3" KB, 0 END, Persistent (+1), Always on (1/2) (30)
16 HKA 1D6 +1 (2-1/2 D6 with STR) - bite (16)
9 HA +3D6 - kick (8D6 total)
15 Combat levels +3 with natural attacks
8 PER +4 hearing
35 Running +14" (20" total), 1/2 END (+1/4) (normal END for 6")
9 Armor +4 rPD / +2 rED
4 STR +7 for lifting only (-1) (7) (**)
5 END +20 for running and carrying only (-1) (10) (***)
15 Mental Multipower (15)
1 u Mind Link with Rider
1 u Telepathy 2D6
2 u Precognition (sight), Unconscious Control (-2)
75+ Disadvantages:
15 Phys: No fine manipulation (Infreq, great)
15 Phys: Bulky, movement limited in enclosed areas, have difficulty climbing stairs, weight in an
endangerment, etc. (Infreq, full)
15 Enraged when master is hurt (has taken 3/4 of total body, or has been knocked out), (very
common, 14- rec 11-)
10 Berzerk when treated cruelly (uncommon, 8-, rec 11-)
15 Psych: Trusts humans (very common, moderate)
20 Psych: Loyalty to master (very common, strong)
6 Psych: Claustrophobic (Uncommon, total) (x 1/2)
10 SUSC: 2D6 when master takes mental damage (uncommon, Instant)
10 Hunted: valued as steeds, wild or tame (enslave, as pwr, 8-)
5 VULN: 1 1/2 x STN from sonics (uncommon)
10 Battle experience (honed mental abilities when experienced)
CHAR cost: 66
BUGGEM
Stock: Insect - Termite
Number: 1-10 (10-100 in the nest)
Size: 1.7 to 2.0 m tall
Habitat: Forests (mostly)
Diet: Wood, fungi
Score Cost
STR 10 0
DEX 9 -3
CON 10 0
BOD 6 -8
INT 5 -5
EGO 10 0
PRE 12 2
COM 2 -4
PD 5 / 2r 3 hardened
ED 2r 0 hardened
SPD 3 10
REC 5 2
END 30 5
STN 22 6
Powers/Skills/Talents
12 HKA 1D6, Reduced Penetration (-1/4) - hooked legs (15)
10 HA +4D6, Concentrate 1/2 DCV (-1/4) - bite (12)
5 Hardened 5 PD and 2 ED
2 Damage Resistance 2r PD, 2r ED
30 Tunnelling 3", DEF 3
10 Superleap +10" (12" total)
10 Clinging
5 UV Vision
5 LS: Breathe noxious fumes
10 Combat levels +2 in combat
9 Double Jointed, Lightsleep, Simulate Death
6 AK: Hive burrows 11-, KS: Brood activities and society 111 FAM: Swarm tactics
Nobles (1 in 20 Buggems have the following in addition to above):
Roll Pts Power*
3-8 10 Darkness to sight group 2"r - opaque gas* (20)
9-15 10 RKA 1D6+1 - acid spray * (20)
16-18 10 EB 2D6 NND vs CON roll (+1) - toxic gas* (20)
*3 Cont. Charges / Day (5 min), Retriev. after 24 hours (+0), 3 x END (-1)
Dukes (at least 1 per Nest)
Pts Powers/Skills/Talents
7 STR -3, DEX +3, CON -2, INT +5
10 Mind Link with any Buggem
10 Telepathy 3D6, Concentrate 0 DCV (-1/2)
1 WF: Common melee weapons (may train others)
10 One power from the "Noble" list
75+ Disadvantages (all Buggems):
15 DF: Nasty insectoid-man (not conc, major)
15 Psych: Militant, will die for the hive (uncomm, total)
10 SUSC: Insecticides 1D6 / Turn (common)
5 VULN: 1-1/2 x STN from cold attacks (uncommon)
Nobles: +10 Psych: Protects Dukes (common, strong)
Dukes: +15 Expeience
Soldier Noble Duke
CHAR cost: 8 8 15
Powers cost: 112 122 153
Total 120 130 168
Disadvantages 120 130 130
Description:
It is rumored that buggems appeared even before the Shadow Years, having been spawned
decades earlier by radioactive fallout. The creatures are bipedial and have four limbs. Their
streamlined body is connected to an elongated head complete with fern-like antennae and sharp
mandibles. Buggems may use crude weapons with their "hands".
Buggems live within nests made up of a myriad of burrowed passages and chambers. They
operate almost totally in the dark. Buggem nests are found in almost all climes and are easily
recognizable by the prominent mound of dirt formed over the opening into their chambers. They
are primarily fungus eaters, keeping fungal gardens deep within their burrows. Their larvae are
parasitic and require fresh hosts to feed.
CAL THEN (Flying Ripper)
Stock: Insect - Beetle
Number: 1-3
15 KS: Appraisal, Bartering, Business, Contracts, Economics all (30 INT) 1510 Bribery 13-, Gambling 129 Bureaucratics 12-, Streetwise 12-, Trading 122 WF: One uncommon weapon (Pole arm or staff common)
6 LANG: Trade tongue (3), Wardent (2), Badder (1), Carrin (n)
38 Followers: Blood Birds, 1-6 (142 point base)
0 Everyman Skills
75+ Disadvantages:
10 DNPC: Blood birds (as pwr, 14-)
15 DF: Tall vulture-man (not conc, noticed)
15 Watched by Carrins (14-, more pwr, NCI)
20 Hunted by Knights of Genetic Purity (11-, as pwr, NCI)
6 Phys: Ground movement 3"
15 Psych: Disdain for all other races (tolerate) (comm, mod)
10 Psych: Vengeful (uncommon, strong)
15 Psych: Avoids physical contact with other races (very common, total) (x1/2)
5 REP: Saavy businessmen (8-)
20 VULN: 2 X Effect from Drains and Transfers (group uncom)
5 VULN: 1 1/2 x STN from Armor Piercing attacks (uncommon)
57 Life experience (live for 150 years, skills, birds gained late)
CHAR cost: 58
Powers cost: 210
Total 268
Disadvantages 211
Description:
Carrins are three meter tall mutated vultures weighting only about 50 kg. Each Carrin has 1d4
Blood Birds (see above) as followers. They are highly intelligent. Their quills are coated with a
contact poison to which they are immune. Carrins are extreme bigots and desire to leave all other
races at arms length, barely tolerating their presence for reasons of business, which is of highest
priority to them. Players are discouraged from playing Carrin characters due to their lack of desire
Disadvantages 255
Description:
Centisteeds are mutated horses of insectoid appearance. Each has between 12 and 18 legs and
can carry 2 human-sized characters. One rider must concentrate at all times on controlling the
mount or it will try to throw (and then trample) the riders.
PD 7 4
ED 4 3
SPD 2 5
REC 6 4
END 18 2
STN 22 2
Powers/Skills/Talents
8 Life Support: Amphibious, High Pressure Tolerance
10 Swimming +10" (12" total)
9 HA +3D6 (6D6 total) - toothless bite
8 Lack of Weakness (8 pts)
35 Shapeshift - 1 Continuous Charge lasting up to 24 hours, recoverable after an equal amount of
time elapses (+1/4), change shape to any other lizard, 0 END (+1/2), Side effect takes 1D6 STN
initally (see VPP below)
100 VPP - Replicated lizard natural abilities, linked to shapeshift (-1/2), must "buy off" mimicked
powers with species disadvantages (-1), mimic powers in order of decreasing active cost (-1/2),
only to mimic targets natural abilities including mutations (-1/2) 100 point pool
14 Replication 14- (50)
3 Combat Levels +1 with natural abilities
3 Concealment 104 Mimicry (lizards only (-1)) 14- (8)
9 Navigation (to and from water) 145 Shadowing 1175+ Disadvantages:
15 Psych: Drawn to shiny objects (common, strong)
15 Psych: Greedy (hit and run) (common, strong)
5 Psych: Avoids mutated animals and plants, targets humans and humanoids (common,
moderate) x1/2
15 SUSC: 1D6 STN from initial shape change, instantaneous
30 SUSC: 3D6 STN / Turn from smoke (very common)
CREP PLANT
Stock: Plant - Annual Flower, Poinsettia
Number: 1-4
Size: 1-3 m diameter, roughly hemispherical
Habitat: Pink Crep - Fresh Water, Red Crep - Grassland, Forest
Diet: Carnivore, energy leech
Score Cost
STR 5 -5
DEX 7 -9
CON 15 10
BOD 12 4
INT 2 -8
EGO 14 8
PRE 14 4
COM 2 -4
PD 4 3
ED 7 4
SPD 2 3
REC 4 0
END 30 0
STN 22 0
Powers/Skills/Talents
9 STR - Indirect (+3/4) (tunnelling vines, any direction)
4 LS: Reduced need to eat, sleep and excrete (provided necessary soil, water and sunlight -1/4)
(5)
5 Extra Limbs (6-8 vines, underground or underwater)
20 Stretching 4" on all Extra Limbs
13 Tunnelling 4", DEF 4 (Limbs only -1/2) (20)
24 Mind Control 8D6, No Range (-1/2), 1 Continuous Charge per 24 hours, Recoverable (+1/2),
Attaches to host - has access to hosts defenses (+1/2), Conc. 0 DCV (-1/2), Takes 3 Phases to
separate, if host dies, Plant takes 3D6 ERKA (-1) - symbiosis (60)
35 Spatial Awareness, 360o
25 Drain 4D6 from STN, linked to Mind Control (-1/2), only when Mind Control is broken (-1), rec.
5 pts/Turn, 1 recoverable charge (-1-1/4), 0 END, Persistent (+1)
75 Multipower (75 pts)
7 u HKA 4D6, Explosion, AALD (Power Defense) (+1-1/2), Personal Immunity (+1/2), 2 x END (1/2), Concentrate 0 DCV (-1/2), Takes Full Phase to throw (-1/2), Gestures - vines meet above
top of plant, plant glows dimly red (-1/4) (39 END, will cost plant STN in any case) (195)
7 u Transfer: 4D6 STN to BOD and STN (+1/4), BOD first, Explosion (+1/2), 24 Pts Max, only to
restore lost pts (-1/4), Concentrate 1/2 DCV (-1/4) - power leeching leaves (70)
7 u Transform matter to ash (disintegrate) 4D6 Major, all or nothing, Indirect (originates from any
direction) (+3/4), reintegrated by time phasing, Ultra Tech reintegrator, etc. ALL dust must be
collected (70)
17 Concealment 167 Stealth 1214 Climbing 12-, Contortionist 1275+ Disadvantages:
35 SUSC: Herbicides 3D6/Segment (common)
5 SUSC: Lack of sunlight 3D6 / 5 hours (common)
20 Hunted: Kamodos 11- (eat), limited area, more pwr
20 Hunted: Grens 11- for food and medicine, limited area, NCI
20 REP: Extremely dangerous 1415 Phys: Mute (always, slight)
8 Phys: 2" ground movement
7 Phys: No fine manipulation (Infreq, great) (x1/2)
25 Psych: Wont size up opponent before attacking (total, vc)
20 Psych: Primal preditor (strong, vc)
20 VULN: 2 x BOD from heat (common)
10 VULN: 2 x STN from cold (uncommon)
CHAR cost: 10
Powers cost: 269
Total 279
Disadvantages 280
Description:
Creps come in two varieties, the water crep (pink), and the land crep (red). Water creps live totally
submerged and land creps grow under a mat of other foliage. Both are carnivourous, using their
broad flat leaves to feed by leeching those with whom they come into contact with. Leaves that
have been used to feed drop off once the victim escaps or dies, eventually sprouting new plants.
DABBER (Brown Beggars)
DEATHMOSS
Stock: Plant - Moss
Number: 1 patch
Size: Varies, at least 1 square meter
Habitat: Forests, grasslands, ruins, deathlands
Diet: Carrionivore
Score Cost
STR 5 -5
DEX 0 -30
CON 10 0
BOD 3* -21
INT 4 -6
EGO -- -10 (Automaton)
PRE 2 -8
COM 1 -5
PD 1 0 50% D.R.
ED 3 1
SPD 1 0
REC 3 0
END 20 0
STN -- -- (Automaton)
*3 BOD per square meter
Powers/Skills/Talents
60 Takes no STN, suffers no loss of ability (Automaton)
PRE 6 -4
COM 2 -4
PD 4 2
ED 8 / 25%r 7 / **
SPD 3 15
REC 3 0
END 14 0
STN 16 0
Powers/Skills/Talents
13 Shrinking (10 pts) 1 m long, 12,5 kg, -2 PER, +2 CV, +3" KB, 0 END, Persistent (+1), Always
on (-1/2) (20)
9 Swimming +4" (6" total), 2 x NCM
5 LS: Breathe underwater only (-1), immune to high pressure
20 HKA 1-1/2 D6, Concentrate 1/2 DCV (-1/4) - bite (25)
48 EB 6D6 - Fire, No Range (-1/2), Always on (-1/2), Extra Time: Full Phase (-1/2), Personal
Immunity (+1/4), Uncontrolled (+1/2), 0 END, Persistant (+1), Trigger: remove fish from water
(+1/4), Continuous (+1), if fish is dropped, it swims away at 12"/Phase (120)
48 HKA 3D6 - Fire, Explosion (+1/2), Always on (-1/2), Extra Time: 1-3 Turns out of water (+1/4),
kills fish (-3), 0 END, Persist. (+1), Trigger: remove fish from water (+1/4) (135)
15 **Damage Reduction 25% Energy - resistant
7 *STR +13 vs grabs only (-1) (13)
3 Bump of Direction
11 Navigation 1575+ Disadvantages:
5 Phys: No manipulation (other than bite) (infreq, slight)
15 Hunted as weapon 8-, (NCI) limited area, more powerful
10 Psych: Animal instinct (uncommon, strong)
10 DEP: Water 1D6 / Phase (very common)
CHAR cost: -33
Powers cost: 148
Total 115
Disadvantages 115
Description:
This one meter long fish lives in backwaters and marshes. It secrets a substance which makes it
burst into flame several seconds after being removed from water and exposed to air. The superheated fish does damage to those within 30 meters when it bursts into flame, it will use this
distraction as a means of escape provided that it is dropped back into the water. If left out of
water for longer than the initial burst, the fish will explode like a grenade and cause even more
damage to its surroundings. Some species (notably the Grens) stock ponds inside their villages
with these fish and use them as catapult ammunition.
6 Animal Handler (fish, crustaceans) 112 Shadowing 104 Stealth (in water only +2, (-1)) 134 Survival (coastal / lake areas) 112 KS: Fish 112 KS: Crustaceans 1110 Combat Levels +2 with HTH
2 WF: Primitive (Tech I) common melee weapons
1 FAM: Primitive technology
0 LANG: Fen (native)
0 Everyman Skills
75+ Disadvantages:
0 DEP: Water 3D6/Day (common)
10 DF: Man-fish (concealable, noticed)
6 Phys: Ground movement 3"
25 Psych: Excessively protective of home (vc, total)
15 Psych: Tribal race (superstitious and gullible) (vc, mod)
10 VULN: 1-1/2 x STN from poisons/absorbed gases (gr unc)
CHAR cost: 18
Powers cost: 122
Total 140
Disadvantages 140
Description:
These intelligent humanoids are adapted for living both on land and in water, having fish-like tails,
stubby legs and both lungs and gills. They can remain out of water for only about a day. They are
not affected by attacks involving heat or lasers during the first minute or so of such an attack in
combat. Fens can shapechange ino a formof a bird of their own size. They carry Tech Level I
weapons (metal rusts in water) and wear fishskin armor (2r DEF).
For alternative race characters, see the Guide to Alternative Races.
50 HKA 1-1/2D6, Armor Piercing (+1/2), Damage Shield (+1/2), 0 END, Persistant (+1), Always
On (-1/2) - spines (75)
10 Range for spines (+1/2) on 1-1/2D6 HKA, 6 recoverable charges (-1/4) (12)
34 Entangel 4D6, 4 DEF, No Range (-1/2), relies on HKA BOD damage (-3/4), Brittle (1 BOD) (1/2), no damage from attacks (+1/2), 0 END, Persistant (+1), Always On (-1/2), Personal
Immunity (+1/4) - Paralytic poison (110)
15 Active Sonar
2 Damage Resistance 3r PD / 1r ED
10 Power Defense 10 pts
9 Combat levels +3 with HKAs
6 Combat levels +2 with Flight
5 Stealth 117 Navigation 133 Bump of Direction
35 Multiform: Sleeth (based on 175 points, see write-up)
75+ Disadvantages:
15 Accidental Change into Sleeth if out of water for more than an hour (uncommon, 14-)
15 Berzerk at the sight of blood (common, 11-, rec 8-)
20 DF: Flying Fish (not concealable, defend), Extreme
10 DF: Get ringing in ears when employing sonar (night) (easily concealable, major)
12 Phys: No ground movement
15 Phys: No fine manipulation (Infrequently, Great)
20 Psych: Animal instinct (very common, strong)
15 Psych: Overconfident (very common, strong)
20 SUSC: 2D6/Minute from oil (very common)
10 2 x STN from cold (uncommon)
5 1-1/2 x BOD from sonics (uncommon)
CHAR cost: -8
Powers cost: 241
Total 233
Disadvantages 233
Description:
These two meter long fish are found only in large bodies of water, however they are able to leap
into the air and glide from thermal to thermal using their broad pectoral fins as wings. They can
spend an unlimited amount of time gliding (thus Flight vs Superleap and Gliding). They are
carnivorous and will sometimes attack PC parties while hunting. Their Spines contain poison (to
which they are immune). Fleshins may Shapechange, but only into Sleeths. They have the
Sleeths special mutational abilities when transformed.
END 28 0
STN 20 1
Powers/Skills/Talents
5 Extra Limbs (tail, two tenticles on head w/ manipulation)
6 Damage Resistance 6r PD / 6r ED
12 Armor +30r ED, Hardened (+1/4), vs radiation only (-1) (25)
48 HKA 2D6, Concentrate 1/2 DCV (-1/4), Continuous (+1), must retain for tailslap attack - bite
(60)
26 HA +5D6 (8D6 total), Double Knockback (+3/4) - tailslap
39 Entangle DEF 5 (5D6), Brittle (1 BOD) (-1/2), No damage from attack (+1/2), No Range (-1/2),
0 END, Persistant (+1), Always On (-1/2), Personal Immunity (+1/4), OAF - Tenticles (-1) Paralysis (137)
15 Combat levels +5 with bite, tailslap and/or paralysis attack
8 Swimming +8" (10" total)
5 LS: Hold breath underwater for a duration of 5 minutes (5)
5 Flash Defense 5 pts
13 Concealment (+5) 143 Lightsleep
75+ Disadvantages:
10 Phys: Difficulty climbing non-slopes (inf, great)
8 Phys: Ground movement 2"
10 Phys: Sluggish in temps below 20oC, SPD 1, DEX 5 (infreq due to seasonal migration, fully)
(x1/2)
15 Psych: Animal instincts (very comm, mod)
15 Psych: Wont often persue prey, lies in wait (unless very hungry) (common, strong)
10 REP: Lazy, use caution around grassy, swampy areas 1110 SUSC: Soothing tones 1D6/Turn (uncommon)
10 Unluck 2D6
5 DNPC: Eggs, mate (slightly less pwr, 8-)
10 VULN: 1-1/2 x STN from cold (uncommon)
DEX 15 15 20
CON 15 15 20
BOD 20 20 25
INT 15 15 20
EGO 16 12 20
PRE 13 3 20
COM 13 2 22
PD 6 3 8
ED 5 2 8
SPD 4 15 5
REC 8 4 12
END 30 0 50
STN 35 0 45
Powers/Skills/Talents
14 UV Vision, PER +3 for all senses
15 Mental Defense 10 pts (13 total), Power Defense 5 pts
3 Immune to Disease
4 Running +2" (8" total)
3 Swimming +3" (5" total)
5 Swinging 10" (OAF - accessable vine/rope (-1) (10)
9 Ambidexterity, Bump of Direction, Lightsleep
4 Concealment 13- (bonuses for natural camoflage)
8 Animal Handler, Climbing (ES), Tracking 122 KS: Domesticatable Species 112 LANG: Animal Common
2 WF: Common Melee Weapons
6 Skills (2 per individual)
0 Everyman Skills
Grens look like New Humans except for their deep green skin which provides excellent camoflage
in the deep forests where they live. They hate ancient technlogy and never keep artifacts. Grens
carry Primitive equipment. They dont wear armor. Grens tend to live in harmony with nature and
generally shun outsiders, but have been known to aid humans. Gren communities are usually
guarded by domesticated Blackuns, Gators, Kai Lins or Obbs. They keep Ert Teldons as catapult
ammunition.
For alternative race characters, see the Guide to Alternative Races.
HAWKOID
Stock: Avian - Sparrow Hawk
Number: 2-12
Size: 1.5 m, 2 m wingspan
Habitat: Any
Diet: Omnivore
Score Cost Max
STR 10 0 18
DEX 15 15 23
CON 10 0 20
BOD 8 -4 18
INT 10 0 20
EGO 14 8 20
PRE 12 / 62 2 / * 20 / 70
COM 6 -2 12
PD 3 1 6
ED 3 1 8
SPD 3 5 5
REC 5 2 15
END 30 5 60
STN 24 6 40
Powers/Skills/Talents
5 Extra Limbs (2 hands for feet)
15 HKA 1D6 - bite
30 Flight 15"
8 PER +4 for sight
6 Telescopic Vision +4 to offset range penalties
8 Flash Defense 8 pts
28 Mental Multipower (28)
3 u *PRE +50, Incant. (shriek) (-1/4), Costs END (-1/2) (50)
2 u Telekinesis 50 STR, vertically only (-1), Affects all parts of target (no squeeze) (-1/4) (50)
3 u Force Wall 12r PD / 10r ED, Feedback (-1) (55)
10 Missle Deflection vs low velocity projectiles (thrown, arrows)
10 Combat levels +2 with HTH
6 Skills (Choose two)
1 WF: Knives
0 LANG: Hawkoid
0 Everyman Skills
75+ Disadvantages:
4 Phys: Ground movement 4"
15 Phys: Cant swim (infreq, fully)
15 DF: Hawkoid (not conc, recognized)
10 Hunted by Menarls (as pwr, 8-, kill)
20 REP: Fearless carnivore, 14-, Extreme
15 Psych: Must live up to "fearless" reputation (vc, mod)
20 Psych: Chooses smallest target to attack first (vc, strong)
CHAR cost: 39
Powers cost: 135
Total 174
Disadvantages 174
Description:
Hawkoids are mutated sparrow hawks growing to a 1.5 meter height and having a 1 meter wing
span. They have many human elements including legs that end in hands instead of talons. They
are also very intelligent and use Tech Level I tools of all types, including specially adapted armor.
Hawkoids have a reputation of being both fearless and carnivorous. Hawkoids have developed an
oil extract that provides high protection from radiation (20rED armor vs. radiation). The oil is
applied on their feathers and on any flesh showing. This advantage they use for deathland
exploration. Although they have tried to turn a profit from this knowledge, it doesnt seem to work
on any other species but hawkoids.
For alternative race characters, see the Guide to Alternative Races.
COM 1 -4
PD 1r 0
ED 1r 0
SPD 3 17
REC 4 4
END 18 6
STN 12 5
Powers/Skills/Talents
32 Shrinking (20 pts), 0.5 m, 1.6 kg, -4 PER against, +4 CV, +6" KB, 0 END, Persistant (+1),
Always On (-1/2) (40)
44 HKA 1.5D6, AP (+1/2), 1/2 END (+1/4) - bite
5 LS: Breathe underwater only (-1), High Pressure (8)
11 Swimming +11", (13" total), 2 x NCM
25 HKA 1D6 Damage Shield (+1/2), 0 END, Persistant (+1), Always On (-1/2) - spines (38)
27 EB: 5D6 NND (+1) (vs immunity to toxins, Density Increase, Innoculations), Personal Immunity
(+1/4), No range (-1/2), 0 END, Persistant (+1), Always On (-1/2), Linked to HKA, requires BOD
damage be done (-1) - poison (75)
14 Discriminatory Smell, +6 Range Modifier for Smell sense
5 UV Vision
2 Damage Resistance (1r PD / 1r ED)
3 Navigation 1175+ Disadvantages:
25 Berzerk when blood is percieved (14-, rec 8-, uncommon)
15 Psych: Animal Instincts (very comm, mod)
10 DEP: Water 1D6/Turn, very common)
3 Phys: Ground movement 4" - no control over direction, toward smell of water, flopping about
(1D6 for direction)
CHAR cost: -40
Powers cost: 168
Total 128
Disadvantages 128
Description:
These savage fish hunt in schools and will devour anything edible in the water with them.
Although only 0.5 meters long, their bite is quite dangerous since over one third of their bodys
length is taken up with teeth and mouth. Herkles secrete a vicious contact poison which coats
their scales, making them dangerous to touch. When aroused by large quantites of blood in the
surrounding water, they will characteristically go into a frenzy during which they will bite anything
(including each other) floating near their mouths.
Score Cost
STR 40 15*
DEX 10 0
CON 15 10
BOD 13 0*
INT 4 -6
EGO 13 6
PRE 11 1
COM 2 -4
PD 14 / 6r 0
ED 17 / 10r 4
SPD 2 0
REC 12 2
END 30 0
STN 45 2*
Powers/Skills/Talents
5 Extra Limbs (6 legs)
20 Growth (15 pts), 3.5 m x 2 m x 2 m high, 800 kg, +15 STR, +3 BOD, +3 STN, -2 DCV, +2 PER
against, +1" reach, - 3" KB, 0 END, Persistant (+1), Always On (-1/2) (30)
38 Armor 6r PD / 10r ED, Act 15- (-1/4) (48)
25 HKA 1.5D6 - bite
22 Reflection vs sonics only (-2) +8 OCV
6 Running +3" (9" total)
10 Clinging 40 STR
32 RKA 2.5D6, Double AP (+1), Continuous (+1), AE: 1 Hex (+1/2), 0 END (+1/2), Uncontrolled
(+1/2), Personal Immunity (+1/4), Sticky (+1/2), Time Delay = 1 phase (- 1/2), Gestures:
mandibles work and spout appears (-1/4), OIF acid spout (-1/2), Expendable (-1/4), Independant
(-2), No knockback (-1/4), limited arc of fire (60o) (-1), Completely nullified by washing off or by
neutrilization with base (-3/4) (210)
10 Tracking Scent
5 Discriminatory Smell
10 360o Vision
5 UV Vision
18 PER +6 to all senses
10 Lack of weakness (10 pts)
10 Power Defense (10 pts)
3 Shadowing 113 Stealth 119 Tracking (+3) 13-, modified by scent
75+ Disadvantages:
20 DNPC: Eggs and young, incompetent, 1125 DF: Tiger-striped wingcasing, not concealable, extreme fear
20 Hunted by warrior types for acid (more pwr, NCI, 8-, kill)
10 Phys: Bulky frame restricts movement (infreq, great)
15 Psych: Animal insticts (common, moderate)
15 Psych: Obsessed hunter, may ignore non-targets (vc, str)
15 REP: Deadly acid 11-, Extreme
35 SUSC: Insecticides 3D6 / Segment (common)
5 Unluck 1D6
20 VULN: 2 x BOD form cold or squeeze attacks (group unc)
15 VULN: 1.5 x STN fro gas attacks (group common)
CHAR cost: 30
Powers cost: 241
Total 271
Disadvantages 270
Description:
Herps are 3.5 meter long mutated beetles which have developed a nonfunctional striped
wingcase giving them their distinctive appearance and giving them great protection, especially
against sonics which they may reflect back at the attacker. They can squirt a deadly acid which
can dissolve even duralloy. Herps are skilled hunters able to track any prey in any weather. Their
These intelligent, 3 meter long, scale-covered humanoids have a human torso and arms and a
snakes lower body and head. They inhabit deserts and ruins and will almost always possess one
or more artifacts. Hisser societies are matriarchal and each village will have one Queen and 20d4
male attendants. Hissers are highly resistant to lasers and sonics. They have no language (using
telepathy) and will seldom know even the Trade Tongue. The two subspecies differ only in
disposition, the HighScale species (Adders) have a benevolent manner while the Vipe (Viper)
species seek only self-preservation. Hissers are a warrior race and scavange what they need,
rarely will a Hisser have a Trade (Package Deal) since they are tribal, and dont rely on goods
and services in their own self-dependence. They are related to the Menarl race, but it is a mistery
as to how close the two races actually are.
For alternative race characters, see the Guide to Alternative Races.
HOOP
Stock: Mammal - Rabbit
Number: 1-20
Size: 2.2 m average
Habitat: Any
Diet: Omnivore
Score Cost Max
STR 12 2 20
DEX 13 9 23
CON 13 6 18
BOD 10 0 20
INT 10 0 20
EGO 13 6 20
PRE 11 1 20
COM 8 -1 20
PD 5 1 8
ED 5 1 8
SPD 3 7 5
REC 5 0 10
END 30 2 60
STN 23 0 40
Powers/Skills/Talents
2 Running +1" (7" total)
5 Superleap +5" (7" total)
6 PER +2 to all rolls
4 PER +2 to hearing (+4 total)
40 Mental Multipower (40 pts)
4 u Transform (Minor) 4D6 - metal to rubber, reverses with gamma radiation (40)
6 m Telepathy 6D6 (30)
5 m Mind Link (with any Hoop, or up to 4 willing minds)
20 VPP: (40 pts) to enhance anothers mental powers only (-1), maximum of up to 2 x of owners
Active Points (-1) (60)
3 Mental Amplification roll 123 Combat levels +1 with mutations
6 Skills, choose two per individual
3 Breakfall 122 WF: Common melee weapons
2 WF: Common missle weapons
2 FAM: Archaic and Ancient Technologies
1 FAM: Hoop Society
2 LANG: Anglo (2 pts), Hoop (native)
0 Everyman Skills
75+ Disadvantages:
10 DF: Rabbitoid (concealable, recognized)
10 Phys: Reversed knees obstructive (infreq, great)
15 Hunted: Artificial life (more pwr, NCI, 8-, limited area, kill)
10 Hunted: Knights of Genetic Purity (as pwr, 8-, enslave)
5 REP: Murderous race, 8- (only true of some)
HOPPER (Jacksteed)
Stock: Mammal - Jackrabbit
Number: 1-20
Size: 3 m at shoulder
Habitat: Coastal, deserts, grasslands, forests, mountains and ruins
Diet: Herbivore
Score Cost
STR 40 20*
DEX 7 -9
CON 15 10
BOD 8 -8*
INT 1 -9
EGO 7 -6
PRE 6 -4
COM 6 -2
PD 8 0
ED 4 1
SPD 4 23
REC 12 2
END 30 0
STN 36 0* *Effects from Growth
Powers/Skills/Talents
13 Growth (10 pts), 3 m long, 400 kg, -2" KB, +10 STR, +2 BOD, +2 STN, 0 END, Persist (+1),
Always on (-1/2) (20)
4 Running +2" (8" total)
21 Superleap +32" (48" horizontal, 24" vertical), must run 8" or else only half given distance (-1/2)
(32)
22 HKA 3D6, Reduced Penetration (-1/4), OIF - horns (-1/2)
13 Invisibility to normal sight, Concentrate 0 DCV (-1/2), (Chameleon Power)
3 LS: Intense cold
17 Danger Sense 12- (in and out of combat)
5 UV Vision
3 Ultrasonic Hearing
16 PER +8 to hearing (17-)
3 Lightsleep
3 Concealment 103 Climbing 103 Stealth 103 AK: Home terrain 12-
75+ Disadvantages:
15 DF: Large horned rabbit (not concealable, noticed)
15 Phys: Rough gait, riders get -3 to Rider skill roll (freq, great)
15 Psych: Animal instincts (very common, moderate)
20 Psych: Cowardly (common, total)
10 VULN: 2 x STN from sonics (uncommon)
CHAR cost: 18
Powers cost: 132
Total 150
Disadvantages 150
Description:
Hoppers are abysamally stupid herd animals sometimes used as mounts. These mutated
jackrabbits have such a rough gait that first-time riders have a 13 or less chance of falling off their
Hopper and suffering 1D6 N falling damage. Each Hopper stands 3 meters at the shoulder and
an carry 1 man-sized character. They have digitally enhanced forepaws giving them full
manipulation, but are so animal in intelligence that weapon and tool use escapes them as a
plausable option.
Disadvantages 272
Description:
This odd, black three meter tall plant looks like a lumpy porcupine from a distance. Its spiky
appearance stems from its one meter long, spear-like quills which it can fling up to thirty meters.
Each quill is tipped with a nerve toxin and is attached to the plant by a tough, thin vine that the
Horl Choo uses to retrieve misses and haul in prey. The quills do physical damage as well as
poison damage. The plant also secretes a digestive fluid that partially dissolves prey that comes
into contact with the Horl Choos body.
HUMAN
Stock: Human
Number: 1-6
Size: 2m
Habitat: Any
Diet: Omnivore
Score Cost Max
STR 10 0 20
DEX 10 0 20
CON 15 10 25
BOD 12 4 22
INT 15 5 25
EGO 10 0 15
PRE 10 0 20
COM 15 2 25
PD 2 0 8
ED 2 0 8
SPD 2 0 4
REC 4 0 10
END 30 0 50
STN 23 0 55
Powers/Skills/Talents
3 LS: Immunity vs Radioactive Mutagenics
CHAR cost: 21
Powers cost: 79
Total 100
Disadvantages 100
Description:
The race of humans is Gamma Terras most ancient race. Humans have a great survival instinct
which is mostly accomplished by their unparelleled intelligence and cunning. A human couple
may produce mutant offspring and this accounts for 98% of the humanoid mutants that roam
Gamma Terra. A very small percentage (10%) of the mutant offspring may procreate with another
human, and a miniscule number may procreate with another mutant, given the outlandish
possiblitiy that two viable mutants even meet in order to procreate (1% chance in game terms).
Statistics given are for a representative human from any society or race. Human stature varies as
does all other characteristics.
Mutated humans are called "humanoids" and are typically of a lower technology level than their
predecessors. This may be attributed to the fact that they have been shunned by the majority of
their race as outcasts, simpletons and even animals in the most extreme cases. Humanoids have
certain advantages that allow them to survive without the aid of technology for the most part. The
expressions of these alterations do indeed vary from humanoid to humanoid and there are
disadvantageous as well as advantageous mutations.
ED 6 5 8
SPD 4 18 5
REC 5 6 10
END 20 3 50
STN 25 10 40
Powers/Skills/Talents
5 Extra Limb - tail
12 HKA 1D6, Reduced Penetration (-1/4) - claws (15)
13 HKA 1D6, AP (+1/2), Reduced Penetration (-1/4), Dependant on successful grab (-1/2) - bite
(22)
6 LS: Intense heat and cold
36 Running +12" (18" total), 1/2 END
10 Superleap +5" (6.5" vertical), 2 x NCM
3 Swimming +3" (5" total)
5 Ultraviolet Vision
12 PER +4 to all senses
18 Mental Multipower (40) Concentrate (1/2 DCV) (-1/4), Act 14- (-1/2), Takes one full phase (1/2)
2 u PRE +40 (40)
2 u Telekinesis 15 STR with fine manipulation (35)
2 u Telepathy 5D6, 0 END (+1/2) (38)
1 u Flight 3", Usable By Others (100 kg) (+1), Range 25" (+1/2), up to 4 others (15)
1 u Precognition (visual / audial) No Consc. Control (-2) (40)
6 Combat levels +2 with natural attacks
3 Acrobatics 117 Climbing 133 Persuasion 11- (with 51 PRE = 19-)
11 Stealth 153 Tracking 10-
75+ Disadvantages:
10 DF: Cheetah-man (concealable, noticed)
15 Phys: Odor attracts insects of all types (freq, great)
20 Psych: Fear of intelligent plants (common, total)
15 Psych: Always obeys orders of superiors (comm, strong)
5 REP: Hireling race 830 VULN: 2 x BOD from poisons (very common)
30 VULN: 2 x STN from poisons (very common)
CHAR cost: 39
Powers cost: 161
Total 200
Disadvantages 200
Description:
These mutated cheetahs prowl the vast grasslands of what was once the Midwest. They use their
front paws to manipulate and examine objects, but dont normally carry equipment. Jagets have
substantial mental powers and will often be found as "Warlock-like" followers or "spear carrying"
hirelings of other species. They are valued as such due to their willingness to serve those whom
they see as worthy "masters".
Jagets are not reccommended to play as alternative race characters, they are simply to
unmotivated to be true adventurers and their major disadvantage lies within their limited
intelligence, which is ranked at an animal level at best.
STR 12 2
DEX 7 -9
CON 15 10
BOD 12 4
INT 5 -5
EGO 7 -6
PRE 8 -2
COM 2 -4
PD 4r 2
ED 7r 4 50% r DR vs radiation
SPD 2 3
REC 7 4
END 30 0
STN 25 0
Powers/Skills/Talents
8 Growth (10 pts) 3 m tall, 200 kg, -2" KB, no bonuses to CHARs (-1), 0 END, Persistent (+1),
Always on (-1/2) (20)
5 Extra Limbs (6-12 vines, intertwined root system "tail")
9 LS: No need to breathe oxygen, no need to eat, sleep or excrete for one month (-1/4) (feeds off
of carrion)
18 HKA 1D6, AP (+1/2), Reduced Penetration (-1/4) - thorny branch-like appendages
6 Damage Resistance (4rPD, 7rED)
15 Damage Reduction 50% resistant vs Radiation only (-1) (30)
4 Running +2" (8" total)
56 EB 8D6, Energy, Radiation Eye Blasts, Penetrating (+1/2), 1/2 END (+1/4), Beam Attack (-1/4)
(70)
35 EB 4D6, Physical, Damage Shield (+1/2), 1/2 END (+1/4) - retractable thorns
8 Lack of Weakness 8 pts
3 Contortionist
75+ Disadvantages:
5 DEP: Sunlight (very comm), 3D6 / hour in total darkness
15 Phys: Berries attract distracting birds (freq, great)
10 Phys: PER rolls -2 for all senses but sight (freq, slight)
10 Psych: Desires surprise attacks (comm, mod)
20 Psych: Works off survival instincts (very comm, strong)
15 SUSC: Herbicides, 2D6 / minute (common)
20 SUSC: Poison fumes / smoke, 3D6 / minute (common)
CHAR cost: 3
Powers cost: 167
Total 170
Disadvantages 170
Description:
This 3 meter tall plant looks like a large reptile from a distance, especially when it runs along the
ground on two strong stalks ending in thorny, claw-like pads. It is covered with green, scaly bark
that gives complete protection from radiation. Its roots look much like a tail when it is in motion.
When it finds carrion, it entwines these roots in the victim and agbsorbs sustenance. Although it
usually eats only carrion, the Kai Lin is capable of hunting live prey if the need arises.
(135)
10 Damage Resistance 25r PD, 15r ED, Ablative (-1) (20)
150 Multipower (150) (not when less than 5 years old)
14 u EB 12D6 (sonic), AE - Cone (+1), 1/2 END (+1/4) (135)
6 u RKA 3D6 (sonic), AP (+1/2), Reduced by range (-1/4), AE - Cone (+1), 4 Charges, Recover
1/week (-3/4) (112)
3 u Absorption 6D6 (heat effects to END), 36 pts max, fade 5 pts/turn, Concentrate 1/2 DCV (1/4) (36)
10 Mental Defense 10 pts (15 total)
20 Danger Sense 11-, in or out of combat, immediate vicinity**
30 Regeneration 3 BOD / Turn**
20 Reflection (energy beam attacks only) (-1) (40)**
4 LS: No need to eat or excrete for 1-6 days, Conc. 0 DCV
(-1/2), One Continuing Charge (1 week), Recoverable, (-1), Only after eating heavily (-1/2) - nap
effect (9)
3 Lightsleep
8 AK: Vicinity +6, 173 Survival 113 Combat skills +1 with natural attacks (HTH)
4 Ranged combat skills +2 to offset range penalties
** These attributes are not gained until the Kamodo is 3 years old
75+ Disadvantages:
35 Berzerk when provoked (very common, 14-, rec 8-)
25 DF: Giant land lizard (not conceal, causes fear)
15 Phys: No fine manipulation (freq, great)
20 Phys: Cannot be stealthy, cannot surprize (freq, full)
15 Psych: Animal instincts (very comm, moderate)
15 Psych: Lazy, wont attack unless necessary (comm, strong)
10 Psych: Prefers to eat insects and birds (comm, total) (x1/2)
20 REP: Nemisis of settlements (14-, extreme)
COM 10 0 20
PD 1 0 4
ED 2 0 6
SPD 4 12 5
REC 4 2 8
END 20 0 40
STN 20 3 40
Powers/Skills/Talents
13 Shrinking (10 pts) 1 m long, 12,5 kg, -2 PER, +2 CV, +3" KB, 0 END, Persistent (+1), Always
on (-1/2) (20)
12 HKA 1D6, Reduced Penetration (-1/4) (15)
3 Superleap +3" (4" total vertical)
3 Running +2" (8" total), 2 x END (-1/2) (4)
7 Mental Defense +10, Costs END (-1/2)
20 VPP - Mental Power Mimicry (20)
4 Control Cost, Must get "hit" by mental power (-1/2), Gains powers in increasing order of Active
pts if hit with multiple
(-1/2), Maximum Active pts equals attackers (-1/2) (10)
9 Mimicry +3, 1410 Tracking Scent
5 UV Vision
6 PER +2 for all senses
4 PER +2 for hearing sense (+4 total)
3 Acrobatics 133 Breakfall 132 Climbing 13- (from ES)
2 Concealment 12- (from ES)
2 KS: Shelterbuilding 112 WF: Common melee group or one common melee and one common missle weapon
Score Cost
STR 12 2
DEX 12 6
CON 12 4
BOD 7 -6
INT 15 5
EGO 16 12
PRE 10 0
COM 4 -3
PD 7 (27r) 5 27r is hardened
ED 5 (15r) 3 15r is hardened
SPD 2 -2
REC 5 2
END 26 1
STN 22 3
Powers/Skills/Talents
13 Shrinking (10 pts), 1 m tall, 12.5 kg, -2 PER roll vs., +2 CV, +3" KB, 0 END, Persistent (+1),
Always On (-1/2) (20)
4 Swimming +4" (6" total)
8 Superleap +8", (10" horizontal, 5" vertical)
15 HKA 1D6 - bite
5 LS: Breathe underwater, 1 Continuous Charge lasting 1 hour, recoverable after another hour
(+0)
3 LS: Immune to intese cold
48 Cryogenic Multipower (60), Conc. 1/2 DCV (-1/4)
5 u EB 5D6 (cold), NND vs thermal protection (+1), AE - 5" radius (+1), 1/2 END (+1/4), (60)
5 u Transform, 4D6 minor (liquid to solid) and cosmetic (affects color and shape), Cumalative
(+1/2) (60)
5 u Ego Attack 5D6 (brain freeze) (60)
5 u Force Field +20rPD, +10 rED (ice coating), Hardened, Costs END to raise (-1/4), 0 END,
Persistent (+1) (67)
15 360o Vision, IR Vision
6 Smell PER +3
5 Climbing 129 Concealment 153 Contortionist 123 Deduction 125 AK: Region 132 KS: Caverns 113 Survival 1175+ Disadvantages:
0 DEP: Water 3D6/5 hours (very common)
20 DF: White 1 meter tall biped amphibian (nc, major)
4 Phys: 4" Ground movement
20 Psych: Infallibly attracted to shiny objects (common, total)
10 Psych: Solitary (nor more than 4 usually found at one site, 1 female, 3 males), territorial
(common, moderate)
10 Psych: Greedy (very common, strong) (x1/2)
15 SUSC: Detergents and soaps, 2D6/Turn (uncommon)
30 VULN: Fire 2 x BOD (very common)
5 VULN: Intense heat 1.5 x STN, must be focused source lasers, boiling water, etc. (Uncommon)
10 Unluck 2D6 (distraction)
CHAR cost: 32
Powers cost: 167
Total 199
Disadvantages 199
Description:
This one meter long, white mutated amphibian lives in small bodies of water. It is a greedy and
solitary creature that lines its partially submerged stone dwellings with shiny objects of varying
worth. Keeshins can stay submerged for an hour. They are likely to die if they are out of the water
for more than 24 hours.
Description:
This hideous carnivorous plant prefers sandy soil and will not allow other plants to occupy the
same ground. It grows entirely underground, throwing a network of pressure-sensitive roots below
the surface in a 30 meter diameter area. These roots snap out of the the ground to entangle and
constrict prey unknowingly walking over the plant. Its roots will gradually burrow into and dissolve
and digest the flesh of victims. After each feeding, the Kep Plant will release a mobile seed that
burrows 60 meters away and begins sending out its own roots (the process takes about a season
once the seed has settled in). When a Kep Plant is beat by a PRE attack, it will attempt to flee
underground.
LETHARP
Stock: Fish - Sturgeon
Number: 1
Size: 3 to 6 m long
Habitat: Large lakes, freshwater tributaries
Diet: Bottom feeder
Score Cost
STR 30 / 40 10*
DEX 10 0
CON 18 16
BOD 22 / 24 20*
INT 4 -6
EGO 5 -10
PRE 15 5
COM 2 -4
PD 8 2 Head: 14 / 6r
ED 4 0 Head: 8 / 4r
SPD 2 0
REC 10 0
END 26 0
STN 46 / 48 0* *Effects from Growth
Powers/Skills/Talents
13 Growth (10 pts), 3 m long, 400 kg, -2" KB, +10 STR, +2 BOD, +2 STN, 0 END, Persist (+1),
plate around which are many enlarged and thickened scales. Projecting upwards and forewards
from this bone plate is a horn-like bone growth which length varies from one to two meters
depending on the size of the letharp.
Normally sluggish and peaceful, sudden movements and passing shadows can send a letharp
into a state of frenzy which results in the creature swimming in a blind rush (2 x NCM) towards
the possible threat, either to frighten the intruder away or to kill it by ramming with its horn.
Because of this unpredictable behavior, boats are often smashed or holed by frightened letharp.
Knowledgeable mariners are reported to paint the bottoms of their vessels a bright yellow-orange,
for this color tends to repel or possibly reassure the would-be attacker.
STN 15 3 25
Powers/Skills/Talents
46 Shrinking (35 pts), 20 cm tall, 0.2 kg, -5 PER roll against, +5 CV, +7" KB, 0 END, Persistant
(+1), Always On (-1/2) (70)
8 Change Environment to Light 4"r, 0 END, Persist. (+1), Only in dark (+0), No Consc. Control (2), No range (-1/2) (30)
6 Flight 6", OAF - Wings (-1) (12)
30 Damage Reduction 50% Resistant Physical
8 Power Defense 8 pts
5 UV Vision
25 Mental Multipower
2 u Detect Emotions 13-, Range, 360o (20)
2 u Force Field (5rPD, 15rED) (20)
2 u Images vs sight, hearing, touch, 2" radius (25)
2 u Telepathy 4D6 (20)
1 u Mind Link with any other Lil, at any distance (15)
2 u Aid 7D6, Only to heal low values (-3/4), Fade 5 pts/Turn
2 u [one random mental mutation per individual]
6 Bump of Direction, Lightsleep
3 Choose one INT or DEX based skill
8 AK: Home area 13- (ES, +2), Shadowing 12- (ES, +1)
6 Climbing 13-, Conversation 11-, Deduction 12- (all from ES)
3 Seduction 123 WF: Common melee weapons and bows (miniature 1/4 DC)
2 LANG: Animal common (2 pt)
2 Contribution to bramble Base
0 LANG: Anglo (2 pts), speak by empathy and telepathy (ES)
0 Everyman Skills (above listed are bought up from "FAM")
75+ Disadvantages:
Score Cost
STR 30 10*
DEX 12 4
CON 15 10
BOD 13 2
INT 4 -6
EGO 7 -6
PRE 11 1
COM 1 -4
PD 8 / 2r 0**
ED 5 / 2r 0**
SPD 3 8***
REC 9 0
END 38 4
STN 37 0* *Effects of Growth
Powers/Skills/Talents
13 Growth (10 pts), 2.8 m long, 400 kg, -2" KB, +10 STR, +2 BOD, +2 STN, 0 END, Persist (+1),
Always on (-1/2) (20)
5 Extra Limbs (2 legs, for a total of 4 legs and 2 "arms")
52 HKA 2-1/2 D6, Penetrating (+1/2), 1/2 END (+1/4), Concentrate (1/2 DCV) - bite (66)
37 HKA 2D6, AP(+1/2), (4D6 w/ STR), Continuous (+1), must "grab" (-1/2), 1/2 END, Concentrate
0 DCV (-1) - claws (82)
12 **Armor (+2rPD, +2rED)
15 UV Vision, 360o Vision
8 Running +4" (10" total)
12 ***SPD +3, Costs END (-1/2), Gestures (vibrate wildly) throughout (-1/2), 1 Continuing Charge
(1 hour duration), (-1/2), Recoverable, must rest 1 hour to retrieve
12 PER +6 for all senses, only during SPD increase (-1/2)
3 Climbing 11-
47 Growth (35 pts) 10 m long, 2.5 m "stands" upright, 12,800 kg, +35 STR, +7 BOD, +7 STN,
-7"KB, -4 DCV, +4 PER vs., 2 hex reach, 0 END, Persist (+1), Always on (-1/2) (70)
5 Extra Limbs - 1D10 + 4 arms (even number)
22 1/2 END on STR (+1/4 on STR 45)
9 HA +3D^ with tail (12D6 total)
10 STR +15, grab and squeeze only (12D6 total) (-1/2) (15)
31 Discriminatory Smell, Targeting, PER roll +6 (17-)
10 Clinging with 45 STR
4 Running +2" (8" total)
4 Swimming +4" (6" total)
5 Flash Defense (5 pts)
6 Combat Sense, Ambidexterity
3 Climbing 110 Everyman Skills
0 LANG: Menarl (4 pts)
75+ Disadvantages:
20 DF: Multiarmed giant cobra (not concealable, major)
10 Enraged at presence of water birds (common, 11-, rec. 11-)
10 Phys: Cannot jump (infreq, great)
15 Psych: Overconfidence in strength (vc, mod)
10 Psych: Hireling mentality, obeys orders (common, mod)
10 REP: Strength (11-)
20 VULN: 2 x STN from gasses (uncommon group)
10 VULN: 1-1/2 x BOD from gasses (uncommon group)
CHAR cost: 25
Powers cost: 155
Total 180
Disadvantages 180
Description:
These 10 meter long intelligent water snakes have 1D10 +4 arms ending in hands with opposable
thumbs. They dont normally carry equipment, but can learn to use simple items at their masters
request. Menarls are relatively friendly towards humans and humanoids. They prey on water birds
and tend to go into a kind of frenzy when in their presence. They are the cousins to the Hisser
race.
Menarls are not recommended to play as alternative race characters, they are better suited for
hireling status, which they do willingly and well.
NARL EP (Ghost Tree)
Stock: Plant - Tracheophyte, Banyan Tree
Number: 1-8
Size: 60 m tall
Habitat: Swamps, shallow water
Diet: Autotroph
Score Cost
STR 125 30*
DEX 3 -21
CON 10 0
BOD 30 10
INT 1 -9
EGO 2 -16
PRE 12 2
COM 1 -4
PD 7 -18 25% rDR
ED 7 5
SPD 1 -3
REC 25 -4
END 40 10
STN 78 -19
Powers/Skills/Talents
75 Growth (75 pts), only 4 hexes wide (-1/4), oly 50Kkg (-1/4), +75 STR, +15 BOD, +15 STN, -10
DCV, +10 PER against, +16 hex reach, -15" KB, 0 END, Persistent (+1), Always On (-1/2) (150)
floating on the water until disturbed and then leaping into activity, gripping and squeezing
anything it contacts. In spring, these vines are covered with seed pods which the plant can fling
outward when ripe. The pods husks take several weeks to rot away, but when they finally
disintegrate, the seeds burst forth with a sonic blast. Pods may be found relatively far from the
tree.
END 20 0
STN 18 0
Powers/Skills/Talents
13 Shrinking (10 pts), 1 m tall, 12.5 kg, -2 PER roll vs., +2 CV, +3" KB, 0 END, Persistent (+1),
Always On (-1/2) (20)
13 Flight 10", 1/2 END (+1/4), OAF - Wings (-1) (25)
15 HKA 1D6, Reduced Penetration (-1/4), 1/2 END (+1/4) - claws and bite
5 Extra Limbs (1D6 claw-like appendages)
6 LS: Heat and intense radiation
5 UV Vision
17 EB 5D6 (radiation), beam attack (-1/4), Gestures (glows purple prior to shooting (-1/4) Eyebeam (25)
23 Armor +30 rED vs lasers, radiation, heat and light (-1) (45)
9 Duplication, 3 Duplicates, must be left on carrion (-1/2), Concentrate (0 DCV) (-1/2), Takes 5
minutes (-2), OAF - spores (-1), breakable, expendable and fragile (-1/2), Gestures (lay spore
(molting)) (-1/4), Independant (-2), Extra time (24 hours to "hatch") (-31/2) (100)
2 Combat levels +2 with flight
2 Combat levels +2 with eyebeam
75+ Disadvantages:
20 Phys: No manipulation (Frequent, fully)
10 Ground movement limited to 1"
15 Psych: Animal instincts (Common, moderate)
CHAR cost: 10
Powers cost: 110
Total 120
Disadvantages 120
Description:
Obbs are mutated fungus, nearly immobile on the ground but deadly swift when in the air. Each
has a single black eye (from which it emits blasts of radiation), and 1D6 claw-like appendages,
with which it can attack anything it touches. Obbs are carnivores, but eat only half of their victims.
They leave spores in the uneaten portion which grow into 1-3 young obbs within 24 hours. Obbs
are highly resistant to radiation which includes heat, light and lasers. They may (rarely) be
recruited, but never hired.
ORLEN
Stock: Human
Number: 2-12
Size: 2.5 m
Habitat: Any
Diet: Omnivore
Score Cost Max
STR 15 0* 25
DEX 11 3 20
CON 11 2 20
BOD 15 8* 25
INT 13 3 23
EGO 15 10 20
PRE 12 2 22
COM 11 2 20
PD 3 0 8
ED 4 2 8
SPD 3 9 4
REC 7 4 10
END 26 2 50
STN 28 0* 50 *Effects of Growth
Powers/Skills/Talents
7 Growth (5 pts), 2.5 m, 200 kg, +5 STR, +1 BOD, +1 STN, -1" KB, 0 END, Persistent (+1),
Always On (-1/2) (10)
5 Extra Limbs (2 extra arms, 1 extra head)
6 EC: Two Heads
3 1. PER rolls +3 for all senses (9)
12 2. 360o vision, hearing, smell, Activate on 14- (-1/2) (17)
5 3. Flash Defense (vision) 15 pts, Activate on 14- (-1/2) (10)
20 Mental Multipower (25), Concentrate 1/2 DCV (-1/4)
2 u Aid 6D6, self only (-1/2), only up to 2 X CHAR (-1/4), 1/2 END (+1/4), Fade 5 pts / 5 Turns
(+1/4) (20)
2 u Telepathy 4D6, 1/2 END (+1/4) (20)
2 u Telekinesis 20 STR, 1/2 END (+1/4) (20)
1 u Random Mental Mutation (up to 15 Active Pts), right head
1 u Random Mental Mutation (up to 15 Active Pts), left head
5 Mental Defense +5 (8 pts total)
6 Cramming, Resistance
6 Skills, choose two
8 Paramedic +3, 15- (from ES)
6 Mechanics 11-, Electronics 113 Weaponsmith, common melee, 114 WF: One from uncommon group, common melee, pistols
1 FAM: Orlen society
1 FAM: Local Lore
0 Everyman Skills
0 LANG: Anglo (4 pts)
75+ Disadvantages:
5 DNPC: Family, slightly less pwr, 810 DF: Large two-headed, four-armed humanoid, concealed with major effort, noticed
20 Hunted by Anti-mutant forces (more pwr, NCI, 8-, enslave)
20 Psych: Honorable (common, total)
10 Psych: Cannot stand by and watch destruction of nature even violent nature and creatures),
will work towards an alternative (comon, moderate)
10 REP: Peaceful by nature, 113 Lifetime experience
CHAR cost: 47
Powers cost: 106
Total 153
Disadvantages 150
Description:
These 2.5 meter tall humanoids have two heads, and four arms (two controlled by each head). All
Orlens have one extra mental mutation for each head. They have all the benefits of 360o sensing,
and are nearly impossible to sneak up on while awake (both heads sleep at the same time). They
use their uncanny natural knowledge of how things work to outfit their unnatural anatomies with
arms and armor. Orlens carry primitive and/or archaic tech level equipment and 95% of the time
are in possession of at least one artifact. Orlens are peaceful by nature.
For alternative race characters, see the Guide to Alternative Races.
PARN (Sword Beetle)
Stock: Insect - Borer Beetle
Number: 1-8
Size: 2.7 m long
Habitat: Forests, ruins and grasslands
Diet: Carnivore
Score Cost
STR 24 4*
DEX 11 3
CON 15 10
BOD 13 2*
INT 5 -5
EGO 3 -14
PRE 13 3
COM 2 -4
PD 5r (8r) 1
ED 4r (6r) 1
SPD 3 9
REC 8 0
END 30 0
STN 34 0*
Powers/Skills/Talents
13 Growth (10 pts), 2.7 m long, 400 kg, -2" KB, +10 STR, +2 BOD, +2 STN, 0 END, Persist (+1),
Always on (-1/2) (20)
5 Extra Limbs (6 legs, 2 antennae)
3 Immunity to pesticides
15 Flight 15"
20 HKA 3D6, Reduced Penetration (-1/4), OIF - "Sword" appendages on antennae (four),
breakable (-1) (45)
13 RKA 1D6, Autofire 2x (+1/2), Damage Shield (+1/2), Act. 11- (-1/4), 32 Charges / Week (+0),
OAF - spines (-1) (30)
5 Damage Resistance (5rPD, 4rED)
6 Armor +3rPD, +2rED, Activation 14- (-1/2) (9)
2 Running +1" (7" total)
10 Clinging 25 STR
5 UV Vision
10 Combat levels +2 with Block (DCV)
17 HKA 0.5 D6, Damage Shield (+1/2), 0 END, Persistent (+1), Always On (-1/2) - needles (25)
15 Damage Reduction 25% Physical, Resistant
9 HA +3D6 (9D6 total) - tail slap
12 Running +6" (12" total)
5 LS: No need to eat, excrete or sleep
3 LS: Intense Heat
10 Regeneration 2 BOD/Turn, req. Sun, soil and water (-1) (20)
9 PER +3 with sight and smell
49 Detect water, sense, discriminatory at range (smell), 360o, +16 to offset range penalties
(telescopic), 253 Bump of Direction
3 Double Jointed
3 Contortionist 113 Survival 112 AK: Wasteland and desert regions
75+ Disadvantages:
0 DEP: Sunlight 3D6/5 hrs (very common)
15 Phys: No manipulation (Infreq, full)
15 Psych: Naturally timid (uncommon, total)
5 REP: Awesome steed for wasteland and desert, 820 SUSC: Herbicides / defoliants 1D6 / Phase (common)
CHAR cost: -20
Powers cost: 150
Total 130
Disadvantages 130
Description:
This mutated thornbush is neither a horse nor is it a type of cactus. Its horizontal trunk and thick
leg stalks do give it an equine appearance increased by the way the pineto dips its roots to take
in water (much like the way a horse lowers its head to drink). The comparison to a cactus arises
because of the sharp thorns entirely covering the plant. These thorns make it impossible to ride
the plant without a saddle. A sharp prod is kept jammed into the sensitive root clump to control
the pineto when riding. Pineto have keen visual and olfactory organs in their clump that warn
them of strangers, allowing them to flee. Few have ever been caught already tamed.
PODOG
Stock: Mammal - Canine, Domestic (German Shepherd, Pit Bull, Mastiff, Husky, and Doberman
varieties)
Number: 1-10
Size: 2 m at shoulder, 3 m long
Habitat: Any
Diet: Carnivore
Score Cost
STR 35 5*
DEX 11 3
CON 12 4
BOD 8 -6
INT 10 0
EGO 6 -8
PRE 9 / 19 -1***
COM 6 -2
PD 7 / 2r -2**
ED 5 1**
SPD 4 19
REC 9 0
END 38 7 *Effects of Growth
STN 34 0* **Effects of Density Increase
Powers/Skills/Talents
13 Growth (10 pts), 3 m long, 400 kg, -2" KB, +10 STR, +2 BOD, +2 STN, 0 END, Persist (+1),
Always on (-1/2) (20)
13 Density Increase (10 pts) 1600 kg total, +10 STR, -2" KB, +2 PD, +2 ED, 0 END, Persistent
(+1), Always On (-1/2) (20)
21 Mimicry 25- (only sounds of prey or opponent, INT roll for memory, -1 per day out of contact
with species (-1/2))
19 HKA 1D6, AP (+1/2), Continuous (+1), Concentrate 1/2 DCV (-1/4), Must grab first (-1/2) (33) bite
24 HKA 2D6, Red. Penetration (-1/4) (4D6 w/STR) (30) - claws
3 LS: Immune to nerve toxins
5 ***PRE +10 with bark (PRE attack only (-1))
2 Damage Resistance 2 rPD, 2 rED
8 Running +4" (10" total)
21 Tracking Scent, Discriminatory, PER roll +3 for Smell
9 PER +3 for Hearing, Ultrasonic Hearing
5 UV Vision
3 Lightsleep
3 Combat levels +1 with HTH
9 Climbing 11-, Concealment 11-, Tracking 119 Shadowing 11-, Stealth 11-, Survival 11Prize breeds also have:
10 Telepathy 2D6
10 Mental Defense +10 pts. (11 pts. total)
75+ Disadvantages:
15 DF: Huge dog (not concealable, recognized)
15 Phys: No fine manipulation (infrequent, fully)
12 Enraged when master or mate and pups are attacked (comm, 14-, rec 11-)
10 DNPC: Pack / litter (slight less pwr, 11-) OR Master (as pwr, 14-)
15 Psych Lim: Unerringly loyal (common, strong)
10 Psych Lim: Trainable for reward (common, moderate)
15 SUSC: 1D6 / Phase from ultrasonics (uncommon)
10 VULN: 2 x STN from sonics (uncommon)
10 VULN: 2 x BOD from sonics (uncommon)
CHAR cost: 20
SCREAMERS
Stock: Human
Number: 1-6
Size: 2m
Habitat: Deathlands, Ruins
Diet: Carnivore, must be living flesh
Score Cost
STR 14 4
DEX 8 -6
CON 10 0
BOD 9 -2
INT 5 -5
EGO 5 -10
PRE 18 8
COM 2 -4
PD 5 2
ED 10r 8
SPD 2 2
REC 6 2
END 18 -1
STN -- -Powers/Skills/Talents
60 EB 6D6 (radiation), Penetrating (+1/2), Damage Shield (+1/2), Dissipates quickly, no long term
effects (60)
30 Transfer 2D6 STN to BOD based on ECV (+1), AE- radius (+1), No range (-1/2), fade 5 pts /
turn, 2 charges / day, recoverable (-1), only to bring up to starting (-1/2) (90)
13 2d6 Major Transformation (humanoid into screamer), Cumulative (+1/2), Damage Shield
(+1/2), 0 END, Persist. (+1), Always on (-1/2), must contact flesh (-1/2), victim must be killed by
screamer to activate (-1 1/2), Extra Time (nightf of next day) (-3 1/2) (90)
45 Takes No Stun (Automaton)
15 Does Not Bleed (Automaton)
6 LS: vs Radiation and Immune to poison
5 Damage Resistance 10r ED
10 Regeneration 1 BOD/Turn
11 0 END w/ STR
4 0 END w/ Running
3 Bump of Direction
0 Everyman Skills (no Conversation)
75+ Disadvantages:
25 DF: Melted face with gaping screaming mouth (nc, fear)
20 DF: Emits blue-green glow in radiation (nc, major)
DEX 15 15
CON 15 10
BOD 17 14
INT 2 -8
EGO 10 0
PRE 13 3
COM 1 -4
PD 10 0 50% rD.R.
ED 5 2
SPD 3 5
REC 13 0
END 30 0
STN 50 0
Powers/Skills/Talents
64 HKA 3D6, AP (+1/2), Continuous (+1), Must grab (-1/2), Reduced Penetration (-1/4) (112) bite
30 Damage Reduction 50% Physical, Resistant
33 Tunnelling 8", through DEF 8, 1/2 END (+1/4), Must keep moving (-1/4) (50)
5 LS: Low oxygen environment (underground / in snow)
39 Detect motion, Sense, +4 to PER roll, Targeting, Telescopic +4 PER to offset range penalties,
1412 Telescopic Hearing, +4 to offset range, PER +3 to Hearing
10 Lack of Weakness 10 pts
8 Knockback Resistance -4"
6 Combat levels +2 with Grab and Move Through
3 Bump of Direction
3 Navigation 113 Stealth 122 AK: Hunting Grounds 11-
75+ Disadvantages:
15 Bezerk when attacked while still underground (uncommon, 11-, rec. 11-)
15 DF: Ground in large area has fin tracks and smoothly vibrates (easily conc, abject fear)
10 Huneted by desert dwellers, less pwr, 11-, kill
15 Phys: No fine manipulation (infreq, full)
20 Phys: Big mouth, can swallow dangerous items easily (freq, full) (~1.25 m diameter)
15 Psych: Animal instincts (vc, mod)
15 REP: Scion of the desert, Extreme 1130 SUSC: Being suspended or forced to stop moving (uncommon) 3D6 / Segment
30 SUSC: Being sprayed by water (very common) 2D6 / Phase
10 Unluck 2D6
30 VULN: 2 x STN from Area Attacks / Explosions (grp comm)
15 VULN: 1-1/2 x BOD from shots placed into mouth (v. comm)
CHAR cost: 77
Powers cost: 218
Total 295
Disadvantages 295
Description:
The sep is a mutated shark, fully adapted to life on land (and no longer suited to ocean living).
Seps come in two varieties, the Sand Sep and its less common arctic cousin, the Snow Sep
which migrates south into the Great Lakes area with the winter snow pack. Both types have an
organ in their brain which allows them to telekinetically push sand, snow and loose earth out of
their path. They use this ability to "swim" beneath the surface of the earth or snow, leaping into
the air (normal STR move) to snatch prey in their strong jaws and then pulling the victim beneath
the surface when it is dead. Seps must remain in motion due to their special method of getting
oxygen into their landgills. They snap at their prey as they move by and then dive back under the
surface after their attack is finished. In this way, they will attack from different directions and try to
get their prey by surprise. Seps possess keen vibratory sensitivity which originates from their
primary sensory organ at the tip of their snout.
SERF (Thought Master)
Stock: Mammal - Human
Number: 1-10
Size: 2 m
These humnaoids have claws instead of fingernails which they use to attack with. Each
successful claw hit that does BOD exposes the target to a relatively mild poison. Serfs are seminomadic and live in quasi-militaristic clans, wearing ancient police and military uniforms as clan
symbols. Serfs prefer mental combat to physical combat. They carry Tech Level II equipment
(including weapons and armor). A large serf clan will be organized as a "brigade" of 5D20+50
troops led by a "Kindred" Sorcerer who holds power by cunning and religious dogma. It is not
recommended for Players to have Serf characters since they are too militant in nature to make
very good independant adventurers.
SEROON LOU
Stock: Plant - Tracheophyte, Aquatic
Number: 3-18
Size: 30 m high
Habitat: Swamps
Diet: Carrionivore
Score Cost
STR 15 5
DEX 15 15
CON 11 2
BOD 16 16
INT 2 -8
EGO 3 -14
PRE 7 -3
COM 2 -4
PD 3r 0 25% D.R.
ED 2r 0
SPD 2 -5
REC 5 0
END 22 0
STN 32 0
Powers/Skills/Talents
48 Growth (60 pts), No CHAR advantages (-1), 30 m high, 4 m wide, 400K kg, -8 DCV, +8 PER
rolls against, +8" reach, - 12" KB, 0 END, Persistant (+1), Always On (-1/2) (120)
attack. Seroon Lous will often have a rich horde of melee weapons of various types at its disposal
located underneath the tree in its root complex. It flings away any items on a victim that it cannot
use (generally only keeping melee weapons).
REC 11 0 15
END 30 0 50
STN 40 -6* 60
Powers/Skills/Talents
7 Density Increase (5 pts), 200 kg, +5 STR, -1" KB, +1 PD, +1 ED, 0 END, Persistant (+1),
Always on (-1/2) (10)
10 Ego Defense +20 vs Illusions only (-1) (20)
25 Suppress Force Fields 10D6, Gestures (-1/4), Incantations (-1/4), Concentrate 0 DCV (-1/2)
(50)
5 Extra Limb (tail)
3 UV Vision
13 Multipower (20) Concentrate 0 DCV (-1/2)
1 u Precognition (sight), Activation 11- (-1) (40)
1 u Mind Control 8D6 vs intelligent plants only (-1) (40)
1 u Telepathy 4D6 (20)
1 u Aid 8D6, BOD and STN only up to starting value (-1/2), Lose 5 pts / turn
1 u Random mental mutation (20 pts)
2 AK: Large geographic vacinity
1 FAM: Sleeth Society
3 Choose one skill
0 LANG: Sleeth
0 Everyman Skills
75+ Disadvantages:
15 DF: Lizard Man (not conceal, recognized)
10 Phys: Reduced to SPD of 2 in temperatures below 20oC (inf, great)
20 Psych: Code of chivalry (common, total)
5 REP: Trustworthy and friendly, 825 SUSC: Medications of ay kind 2D6 / Phase (common)
CHAR cost: 78
Powers cost: 72
Total 150
Disadvantages 150
Description:
These highly intelligent mutated lizards walk erect, have manipulative hand-like appendages on
their front legs, and tend to congregate in small, peaceful, scholarly communities. Each has an
individual non-species mental mutation. All Sleeths are highly resistant to illusions and can
dampen force fields by tuning into their frequency and hindering the wave pattern in a ritual that
they refer to as "humming". Sleeths are highly likely to assist travellers, giving any assistance that
they can afford.
For alternative race characters, see the Guide to Alternative Races.
CON 7 -6
BOD 10 0
INT 3 -7
EGO 2 -16
PRE 16 6
COM 2 -4
PD 3 2
ED 2 1
SPD 4 19
REC 5 6
END 24 2
STN 20 4
Powers/Skills/Talents
5 Extra Limbs (six legs, one siphon)
30 HKA 1D6, +1 STN Multiplier, AP (+1/2) - stinger
Sting Toxic Effects (all may apply at one time):
8 *Drain 1D6 BOD, Continuous (+1), Linked to sting (HKA) damage and linked to Entangle
success (-1), Concentrate 0 DCV - must be attached to victim (-1/2) (20)
27 *Entangle 5D6, DEF 5, No damage from attack (+1/2), Brittle: 1 BOD (-1/2), No "wall" effect (1/4), Linked to sting (HKA) damage (-1/2), No range (-1/2), CON roll to make DEF 3 (-1/2) (75)
12 *EB 3D6, NND vs Immunity to Paralysis, Power Defense or Density Increase, No range (-1/2),
Linked to sting (HKA) damage (-1/2), CON roll for -1D6 per +2 rolled over CON roll score (-1/2)
(30)
24 Invisibility to sight and smell groups, No fringe, Only when stationary (-1), Concentrate 1/2
DCV (-1/4) (30)
18 Danger Sense 11- / 13-, In and out of combat, -2 out of combat (-1/4)
10 Clinging
3 Lightsleep
3 Contortionist 113 Survival 11-
CON 11 2
BOD 6 -8
INT 5 -5
EGO 7 -6
PRE 9 -1
COM 3 -2
PD 2 0
ED 2 0
SPD 4 20
REC 4 2
END 26 2
STN 15 0
Powers/Skills/Talents
13 Shrinking (10 pts), 1 m tall, 12.5 kg, -2 PER roll vs., +2 CV, +3" KB, 0 END, Persistent (+1),
Always On (-1/2) (20)
12 HKA 1D6, Reduced Penetration (-1/4) - claws (15)
5 HKA 1 pip - bite
32 EB 2D6 (sonic), NND vs ear coverings, hearing flash defense, or deafness (+1), AE - Radius
(+1), Personal Immunity (+1/4)
5 Extra Limb - tail
4 Running +2" (8" total)
2 Superleap +2" (3" total)
3 IR Vision
6 PER +2 with all senses
3 Breakfall
3 Lightsleep
3 Climbing 103 Stealth 113 Shadowing 11-
the air. This dangerous carnivore relies on its unusual natural abilities to kill its prey. It can
breathe a jet of supercooled water-saturated air at a target, or it can launch a vibratory sonic
attack to all in its range by a bizarre feather ruffling ritual. It resorts to its bite only as a last resort.
If all attacks fail, it will retreat to find easier game. The Terls feathers protect it from heat and are
also sensitive to the presence of radiation, warning it of exposure. The feathers of a Terl can be
used as a radiation divining rod when loosely attached to a rigid object like a stick, although the
carrier needs to experience the phenomenon in order to interpret the complex fluttering reaction
of the individual hairs.
STN 18 0 40
Powers/Skills/Talents
13 Shrinking (10 pts), 1 m tall, 12.5 kg, -2 PER roll vs., +2 CV, +3" KB, 0 END, Persistent (+1),
Always On (-1/2) (20)
7 Mental Defense +10, Costs END (-1/2) (10)
3 Mental Awareness
10 Aid 4D6 to STN and BOD, up to original values (-1/2), self only (-1/2) Fade at 5 pts/Turn (20)
8 Aid 4D6, 3x END (-1), self only (-1/2) Fade at 5 pts/Turn (20)
20 Telepathy 4D6
20 Telekinesis STR 20
3 Inventor
3 Animal Handler 113 Electronics or Mechanics
9 Skills / Familiarities: choose appropriate
2 Stealth 11- (from ES)
3 Trading 112 KS: Small Verdeland Animals 113 KS: Domesticatable Animals 122 KS: 20th Century Technology 113 KS: Medieval Technology 122 KS: Wardent Society 114 SC: Choose one at +1 to INT roll
1 WF: Common melee or missle weapon (choose one)
3 LANG: Trade tongue
1 LANG: Anglo with literacy (native)
0 Everyman Skills
75+ Disadvantages:
15 DF: Short golden-furred humanoid (not conc, noticed)
WEIRBULED
Stock: Fish - Catfish
Number: 1-8
Size: 1.5 to 2 m long
Habitat:
Diet:
Score Cost
STR 20 10
DEX 10 0
CON 12 4
BOD 5 -10
INT 8 -4
EGO 10 0
PRE 10 0
COM 1 -4
PD 7 / 2r 3
ED 4 / 2r 2
SPD 2 0
REC 8 4
END 24 0
STN 24 3
Powers/Skills/Talents
6 HA +2D6 - stubby teeth bite (6)
5 Extra Limbs - 6 tenticles around mouth (5)
4 Stretching 1" for 2 longest tenticles only (-1/4) (5)
7 STR +10, Penetrating (+1/2) for squeezing, grabbing, disarming and climbing only (-1/2),
depends on first successful grab (-1/2) (grabbing with the four additional tenticles) (15)
32 RKA 1D6, AP (+1/2), must hit with HTH move first (-1/2), Continuous (+1), Uncontrolled (+1/2),
Personal Immunity (+1/4), 0 END (+1/2), not vs acid proofing material (-1/4), comes off with
grease, oil or soap - Contact acid on longest tenticles (56)
8 LS: Breathe underwater, survive high pressure
6 Swimming +4" (6" total)
2 Damage Resistance (2r PD, 2r ED)
8 Lack of weakness 8 pts
3 Climbing 133 Navigation 113 Shadowing 113 Tracking 1175+ Disadvantages:
CHAR cost:
Powers cost:
Total
Disadvantages
Description:
These one to two meter long fish are a deep brown color with a dull yellow underbelly. Weirbuled
seemingly have some form of intelligence, for they are known to cleverly attack only helpless or
unsuspecting humans. These creatures have stubby teeth in thier gaping mouths which enable
them to bite their prey. Their real weapons, however, are the three pairs of tenticle-like feelers
which sprout from either side of their jaw. The longes pair (40 to 80 cm) is coated with an acidic
mucous which inflicts damage when a feeler wounds an opponent. The other two pairs are semi
manipulative, and, in conjunction with strong pectoral fins and the creatures tail, can beused for
locomotion, including climbing into vessels with low gunwales. Weirbuled have been known to
capture small boats by climbing or jumping within, followed by the slaying and eating of the crew.
It is reported that truly giant weirbuleds of three or more meters length have been seen, and such
creatures would undoubtedly have more virulent acids. These reports have not been confirmed,
although claims of sighting these large creatures persist.
DEX 7 -9
CON 13 6
BOD 13* 6 BOD / # Limbs = BOD per Limb
INT 4 -6
EGO 12 4
PRE 10 0
COM 0 -5
PD 5 / 1r 1 25% D.R.
ED 2 / 1r -2
SPD 2 3
REC 10 8
END 40 7
STN 27 0
Powers/Skills/Talents
11 EB 3D6 (sonic), Explosion (+1/2), 3 x END (-1) (25)
5 Extra Limbs (2+1D4)
75 Stretching 15", 0 END, Persist. (+1), Always On (-1/2) (112)
40 Extra Limb Multipower (60)
2 m STR +5, Cumalative (+5 STR/ Turn) (+1), +25 STR Max, with Grab (-1/2) (10)
5 m HKA 1D6, Damage Shield (+1/2), Red. Pen. (-1/4) - thorns and Drain DEX 2D6, with HKA
damage (-1/2)- toxin (doubles vision) Fade 5 pts / Turn (42)
3 Armor (+1r PD, +1r ED)
10 Damage Reduction 25% Physical
7 Regeneration 2 BOD / Hour, requires Soil, sunlight and water (-1/2) (20)
5 LS: Doesnt need to sleep or excrete
4 PER +2 with Hearing group, 124 Combat levels +2 with Grab
3 Ambidexterity
3 Simulate Death
3 Ultrasonic Hearing
6 PER +2 with all senses
6 Combat levels +3 with EB
5 Mental Defense +5 (6 pts total)
3 Lightsleep
7 Acrobatics (Aerial) +2, 133 Navigation 113 Trading 113 LANG: Anglo (1 pt), Trade Tongue (2 pts), Yexil (native)
0 Everyman Skills
75+ Disadvantages:
0 DEP: Cloth 2D6 / 5 hours (common)
25 DF: Odd smell (not concealable, disgust)
20 DF: Lion with bat wings (not conc, major)
10 Enraged when surprised 11-, rec. 8- (uncommon)
20 Hunted by zoopremists (more pwr, NCI, limited area, 11-, enslave)
15 Phys: Size limits access (wingspan 9m) (freq, great)
10 Psych: Easily trades artifacts for synthetic cloth (vc, mod)
15 Psych: Overconfident "king of the skies" (vc, mod)
10 REP: King of the skies 1120 SUSC: Smoke 1D6 / Turn (very common)
10 Unluck 2D6
10 VULN: 2 x Effect from Flash vs sight (uncommon)
CHAR cost: 60
Powers cost: 190
Total 250
Disadvantages 250
Description:
This flying creature of unknown origin has a nine meter wingspan and stands around three
meters tall on two hairy hind legs. It has human hands attached to its shapely wings and a lionlike head with large mandibles. It is entirely covered with long, soft, orange down. Yexils are slowwitted, but freindly. Their size and ability to loose a laser blast from their eyes discourage
predators. Yexils are immune to the effects of intense cold. They eat manufactured cloth of all
types and find synthetics especially tasty. In fact, the snappier the outfit, the better Yexils like the
taste. They will often trade "worthless" artifacts for "food" of this type.
Powers/Skills/Talents
40 Shrinking (30 pts), 30 cm long, 200 g, -6 PER against, +6 CV, +9" KB, 0 END, Persistent (+1),
Always On (-1/2) (60)
9 Flight 8", OIF - wings, fragile (-3/4)
11 Armor (+3r PD, +4r ED)
5 Extra Limbs (8 legs)
10 HKA 1D6-1 - bite
46 Teleportation 20", 2 x Distance, Extra Time: 1 phase (+0), 1 fixed location (hive)
41 Entangle 5D6, DEF 0 (-1-1/2), Takes no damage from attack (+1/2), Continuous until washed
off (+1/2), 8 Charges lasting up to 5 hrs (+1), Uncontrolled (+1/2), Personal Immunity (+1/4), No
"barrier" effect (-1/4), Must contact bare skin (-1/2), victim gets CON roll to avoid (but the attack is
continuous as long as it is in contact) (-1/4), Limited Range 6 m (-1/2) - paralytic toxin
5 UV Vision
17 Danger Sense in or out of combat 1210 Clinging
3 Navigation 115 AK: General area around hive +3, 1475+ Disadvantages:
20 Bezerk when swatted at or antagonized 14-, rec 11- (unc)
20 DF: Orange beetle with 8 legs and spiky chiton (nc, major)
5 Phys: No fine manipulation (infreq, slight)
20 Psych: Will attack anything regardless of size (comm, total)
10 Psych: Animal instincts (common, moderate)
15 SUSC: Insecticides 1D6 / Turn (common)
CHAR cost: -37
Powers cost: 202
Total 165
Disadvantages 165
Description:
These orange beetles only attain a length of 30 cm, but are among the most feared denizens of
Gamma Terra. They will attack anything regardless of size, spitting a paralytic contact poison up
to a range of six meters. Victims must make a CON roll every turn while in contact, or else suffer
paralysis and most likely certain doom. The toxin may be washed off normally. Zarns can teleport
and will usually do so after every attack. Zarns usually bore into the skulls of paralyzed victims
and lay 1D12+4 eggs which hatch within 48 hours unless surgically removed. Newly hatched
Zarns will eat their eggs and any surrounding tissue. Zarn toxin will remain in effect for 1-4 hours.
PD 2 2 25% D.R.
ED 1 1
SPD 1 0
REC 0 0
END 4 0
STN -- -- (Automaton)
Powers/Skills/Talents
60 Takes No Stun, No Functions Lost for BOD (Automaton)
15 Does Not Bleed (Automaton)
10 Damage Reduction 25% Physical
34 RKA 1D6, NND vs non-organic or density increase (+1), NND does BOD (+1), Continuous
(+1), Autofire (+1/2), Only one attack per body (-1), Indirect (+1/4), Invisible to sight group (+1),
Progressive (Delay = 1 hour each attack), (+1/4), 0 END (+1/2), Dispelled by Aid, radical
herbicidal medicine, or surgery (-1/4), IIF - Seeds, expendible (-1/2), Maximum seven days of
damage, 13-16 seeds per week per 5 blades in the patch (+0) (93)
3 LS: No need to sleep or excrete
4 Combat levels +2 with RKA
7 Duplication (50 pts), must be left in a warm body (-3/4), Concentrate 0 DCV (-1/2), Takes up to
seven days to gestate (-4), IIF - seeds, expendable (-1/2) (50)
27 Mental Defense 27 pts
75+ Disadvantages:
10 DF: Purple grass (concealable in fields, recognized)
5 Phys: Completely non-sentinent, no movement, no reactions possible (Infreq, slight)
15 Phys: No senses, attack only by proximity trigger (freq, gr)
30 SUSC: 3D6 / Phase from herbicides (common)
CHAR cost: -100
Powers cost: 160
Total 60
Disadvantages 60
Description:
This purple grass is easily identifiable in summer by its long tassles topped by spiked seeds.
When one or more warm-blooded creatures are within 30 meters of this grass, each blade will try
to teleport one or more seeds into the entity. Seeds that miss vaporize instantly. Damage from the
seeds cant heal until the seeds are absorbed by the body, or are extracted. If the host dies while
infected, the Zeeth will sprout from the body within an hour and the blades will grow tassles within
three days. Teleported seeds are replaced at the rate of one per day. Zeeth will attack each warm
body impartially.
Due to the Zeeths lack of vital body parts, the hit location table is not used for damage, and since
it has no STN, the Stun Multiplier option for killing attacks is also not used.
NAME
Stock:
Number:
Size:
Habitat:
Diet:
Score Cost
STR
DEX
CON
BOD
INT
EGO
PRE
COM
PD
ED
SPD
REC
END
STN
Powers/Skills/Talents
75+ Disadvantages:
CHAR cost:
Powers cost:
Total
Disadvantages
Description:
HABITAT LISTS:
Arctic Coastal Deathland Desert Grassland Forest Mountain Ruin Swamp Water
Android Android Android Android Android Android Android Android Android Android
Cal Then Blackun Blaash Blight Arn Arn Blackun Bigoon Arn Barl Nep
Hopper Blight Blight Cal Then Bigoon Bigoon Blight Blaash Ber Lep Ber Lep
Keeshin Cal Then Blood Bird Herp Blaash Blackun Blood Bird Blackun Blight Crep Plant
Obb Fleshin Cal Then Hopper Blight Blight Cal Then Blight Cal Then Ert
Podog Herp Deathmoss Kep Plant Brutorz Blood Bird Herp Blood Bird Cren Tosh Ert Teldon
Sep Hopper Gator Obb Cal Then Buggem Hopper Cal Then Ert Teldon Fleshin
Squeeker Horl Choo Horl Choo Pineto Centisteed Cal Then Horl Choo Deathmoss Gator Herkel
Yexil Kamodo Obb Podog Cren Tosh Crep Plant Mantas Herp Narl Ep Keeshin
Kep Plant Pineto Sep Crep Plant Deathmoss Obb Hopper Obb Letharp
Obb Podog Squeeker Deathmoss Herp Podog Obb Podog Narl Ep
Podog Squeeker Zarn Herp Hopper Rakox Parn Seroon Lou Obb
Squeeker Zarn Hopper Horl Choo Squeeker Podog Soul Besh Win Seen
Win Seen Horl Choo Kai Lin Win Seen Soul Besh Squeeker
Yexil Kai Lin Kamodo Yexil Squeeker Win Seen
Zarn Kamodo Mantas Zarn Yexil Zarn
Mantas Obb Zarn
Obb Parn
Parn Perth
Perth Podog
Podog Soul Besh
Rakox Squeeker
Soul Besh Terl
Squeeker Zarn
Win Seen
Zarn Zeeth