Advanced Paladium Splicers
Advanced Paladium Splicers
Splicers Supplement
Design: Marco Ferraro
Copyright © 1990, 2005 and 2018 Palladium Books Inc. & Kevin Siembieda; all rights
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Contents
Foreword 3
OCCs 3
Host Armour 236
Houses 272
War Mounts 377
Bioweapons 497
Biotics 548
Robots of the Machine 585
Nonmilitary Biotechnology 638
Vehicles 652
Cults 660
Psionics 674
Bestiary 678
The Bastion 684
House Creation Rules 702
2
Foreword Resistance soldiers, referred to as
Advanced Biotics to help differentiate
This document is a compilation of all the
them from their lesser brethren, are
Systems Failure articles from various
carefully engineered so that their
internet sites. None were created by me.
outward appearances are those of
unmodified humans. While there are
drawbacks to this, it has been found that
Section 1: Classes not only do Advanced Biotics reintegrate
Advanced Biotic into society more easily, their ability to
by Ectoplasmic Bidet pass as mundane humans is a huge
This practice of transforming criminals advantage in certain situations,
and other undesirables into Biotics has especially in conflict between Great
become so common place that people Houses and when the opportunity
generally do not question the method or presents itself to blend into Machine-
outcome of such tampering. However, tamed human populations.
not all Great Houses share similar Alignment: Any, but typically of a good
customs and some don't view the or selfish alignment. Evil individuals are
transformation into a Biotic as a more likely to have committed an
punishment or a burden, but as a offense worthy of standard Biotic
wonderful opportunity. All Splicer bio- transformation.
tech creations, with the small exception Attribute Requirements: I.Q. 12 & M.E.
of a handful of Host Armor types with 14. Above average attributes of any sort
exotic metabolisms, must be fed in one are helpful, but not required.
manner or another, housed(a task that Attribute Bonuses: 1D6 P.S., Spd, &
can grow quite onerous considering the P.E.
size of some War Mounts), and in some Advanced Biotic O.C.C. Bonuses:
cases constantly supervised. Human Splicer PS, +1 attack per melee, +1
warriors capable of fighting the Machine initiative, +1 strike & dodge, +2 pull
with nothing but their own bio- punch, +2 to save vs poison, toxins, &
engineered bodies are a godsend to some drugs, +10% to save vs coma & death,
Great Houses, especially those with +2 to save vs Horror Factor.
limited space or resources. Base M.D.C.(after being enhanced): The
A growing practice, though still met Advanced Biotic transformation turns
with distrust among many and total the character into a Mega-Damage
disapproval by some, is the creation of being, with the P.E. attribute number x8
Advanced Biotic soldiers as a new, as the starting M.D.C., plus 1D6 M.D.C.
highly regarded warrior class, not as a per level of experience, starting at level
dumping ground for the dregs of society. two. An Advanced Biotic regenerates
As the transformation into a Biotic need 1D6 M.D.C. per melee round and can
not be a traumatic experience, since it is last ten times longer than normal during
only through direct Librarian strenuous exercise/activity before feeling
intervention that the common Biotic the effects of exhaustion. This means
loses his or her mental faculties, it is most can remains alert and operate at
possible, even easier, to transform a full efficiency for three entire days
normal human without damaging their without sleep.
intelligence or stability. These
3
Advanced Biotic Enhancement: An Skill at levels 4, 8, and 12. All new skills
Advanced Biotic is transformed into a start at level one proficiency.
living representation of Splicer Bio- -Communications: Any(+10%)
Technology and is able to select Bio- -Domestic: Any.
Enhancements in much the same way as -Espionage: Any(+10%).
a Host Armor. Unlike Host Armor, -Medical: First Aid, or Paramedic only.
standard Biotics, and other Splicer -Military: Any(+5%).
creations that can receive this type of -Physical: Any.
augmentation, care must be taken to -Rogue: Any(+10%).
preserve a human appearance. This -Science: Advanced Mathematics or
eliminates overtly inhuman Astronomy & Navigation only.
modifications, such as huge spikes, -Technical: Any.
wings, and others of a similar nature, but -Transportation: Any, except Host
many bio-enhancements can be created Armor Combat and War Mount Combat.
in such a way as to make them either -Wilderness: Any(+5%).
fully retractable within the body or -W.P.s: Any.
concealable by patches of skin that peel Secondary Skills: The character gets to
back to reveal the truth hidden beneath select three Secondary Skills at level one
them. The Advanced Biotic begins with and one additional at levels 3, 6, 9, and
3D4x10+50 Bio-E. Each level of 12. Secondary Skills are additional areas
advancement, starting with level two, the of knowledge starting without any
character gets an additional 3D10 Bio-E special O.C.C. bonuses.
to further augment their capabilities.
Non-obtrusive bio-enhancements, M.D.C Living Body Armor:
alterations such as enhanced The Advanced Biotic is issued a suit of
regeneration, acidic blood, or the ability standard Living Armor of a type of their
to breath underwater do not carry a Bio- choice. This armor is not allocated Bio-E
E penalty. Any reasonaly allowable for enhancements and is instead intended
enhancement that would alter the for use as added protection and to
outward appearance requires 5 additional disguise the Advanced Biotic's
points of Bio-E per 20 Bio-E of the superhuman nature when the necessity
enhancement(minimum of 5 Bio-E for arises.
those costing less than 20 points) to Standard Equipment: Military fatigues, a
render it either retractable or otherwise suit of non-organic for disguise, a couple
fully concealable when not in use. sets of dress clothing, survival knife,
Common Skills: Standard utility belt, first-aid kit(with 1D4 Slap
O.C.C. Skill Programs: Basic Patches), Face Wrap(gas mask), tinted
Military(+15%), Bio-Technology(20%), goggles, hatchet, one light and one
and Espionage(15%), Or Assassin(10%), heavy Bio-Weapon of choice, and one
Or Undercover(10%) and any one Skill weapon for each WP with appropriate
Program of choice(except Host Pilot or ammunition, tent, knapsack, backpack,
War Mount Rider). two water skins, emergency food
Elective Skills: Select four Elective rations(4 weeks), personal items, and a
Skills from the following list at first Mega-Horse for transportation.
level. Plus select another one Elective Money: Has 1D6x100 credits worth of
precious metals or trade items, as well as
4
6D6x10 credits. As always, money can organs transplanted into unwilling
be spent now on additional equipment or volunteer, Biotics and War Mounts used
saved for later. as source materials for building flesh
The Upside: You are a living weapon machines and worst. Of course one had
capable of going toe to toe with the not to think that all that come from artist
Machine and coming out victorious. is bad, they did also good things, like
With proper augmentation, there are few vaccines, creating new tools for
situations you will not be prepared for. cultivations, developing new materials
The Downside: Despite the differences productions systems, searching for a
between you and your lesser cousins, cure for the nano-plague(sort of
there is a great stigma attached to Biotics obsession of all of them). Is just that
in general. Acceptance will vary wildly they really don’t coped well with the
depending on the attitudes of the local way the Human Resistance had turned
human populace, anywhere from and so they choose the way of self exile,
outright hatred to mere distrust, and your often hiding in the middle of wastelands
human appearance won't help much if or in some nature preserve, running their
you're discovered to have been hiding experiments.
your true nature. The Alchemist holy grail is the theorized
“Bio-metal” or Organic Metal, the
philosopher stone of these insane
The Alchemist misanthropes. According to them is a
By the Baron of Chaos form of organic crystallization that
The Alchemists are men and women that would be as hard as the alloys used by
on other world would be hailed as the machines and immune to the nano-
natural genius, with an high IQ and plague. A way the regain the technology
incredible talents toward all field of they were deprived . Of course they are
science and technology. But in the world far from a certain success.
of Splicer they end up as outsiders. Most In all and for all the Alchemist are pure
of them think themselves underestimated researchers and amazingly thinkers that
by society, frustrated in their research by had stepped way out the line and that
various factor, the fear of people, the simply don’t want to limits themselves
Engineers and Librarians that make them like the Engineers wish.
look obsolete and useless, the They often open trading routes with
nanoplague the forbid them the use of Bandits, Nomads and Waste Crawler,
metals…To their vision the entire supporting them with their bio-
universe is conspiring against them. mechanism, or simply healing their
But they are smart, really smart, so smart wounds, in change for protection. And
to think many way to get around a you can be sure they are in any criminal
problem. Enough smart to learn how organization that could offer some help,
accomplish massive success in surgery, in change of their knowledge.
bio-mechanics, chemistry and even old Alignment: Anarchist (40%),
fashioned genetic engineering. Of course Miscreant(25%), Diabolic(25%) and
none of this success is accomplished Aberrant (10%). This of course always
without a little sacrifice…of others. taking in count any eventual insanity
Kids used as testing subject for latest they develop
variant of Elixir Vitae, Gorehound
5
Attribute Requirements: High IQ 14 or Biotics transplant: Generally operating
better , ME 12, while high endurance is from a recently fallen biotic this allow
helpful for all those nights awake the transplant of limbs and organs to a
working on their projects is not normal human. Of course the biotic
mandatory donor could be alive and unwilling, this
Attributes Bonuses: +1d6+4 to IQ, +2 to does not make any difference for the
ME, + 1d4 to MA Alchemist. A Biotic limb general does
O.C.C. Bonus: +1 to initative,+2 to save have 2d6x10 MDC and could hold a
vs. mind control, +4 save vs. Horror certain number of features. Organs could
Factor grant some more exotic ability.
Base SDC: 3d6+10 Host Armor Transplant: In this case the
Alchemist Special skills and powers: alchemist , through minimal surgery and
Super Chemistry: The ability that earn a some chemical therapy attune a stolen
the Alchemist their name. Through host armor to a different user. Of course
experience and study and bit of genial part of therapy include some organ
madness they reached an almost removal from the Host Armor rightful
superhuman chemical talent. They know owner and implanted into the Host
almost everything there is to know about Armor itself, in this way cheating it
the various state of matter, and know making it believe the owner is inside.
how to change it in their favor. With few Cerebral Transplant: Brain tissues could
Bunsen still and test tubes they can be transplanted pretty much everywhere,
obtain and alter in few melees whatever in a Warmounts, in an Host Armor, or
material they want , organic or simply added to one’s own brain. Doing
inorganic. After the sixth level this this increase IQ by 1d6 point per ounce
change could even reach atomic of brain tissue transplanted. Full Brain
level(albeit the result is not always what transplant include also the consciousness
the Alchemist wanted…(oopss instead to of the brain owner
make you immune to nano-plague I Bio-Mechanics: A machine is any
turned you in a salt statue. Eh well I mechanica or organic device that
have to start from scratch) transmits or modifies energy to perform
Skill Level: 85%+3% per level ( 15% or assist in the performance of tasks. It
+5% per level for atomic chemical normally requires some energy source
change) can go beyond 98% and accomplishes some sort of
Time for preparation: vary but roughly work..This is the general definition of
simple things like molecular acids and machine and the key of this Alchemist
drugs take only 2d6 minutes ability. A machine has nothing to do
See equipment for some special with being made of metal or flesh, but
chemicals that the Alchemist can make. only turning a form of energy into
Inhumane Surgery: While their main another. The Alchemist with proper
field is chemistry, they are extremely biological material can build gears,
skilled in surgery and with some of their levers, wedge, spring, wheels and belts
special “recipes” can go even further and any mechanism they could think of.
from the simple human organ transplant. Needless to say, the donors of this
As they love to say “I can sew a cat alive materials are not usually happy of
in your chest and you wouldn’t notice” having their own flesh twisted for
Surgeries include:
6
making a steam train or a pendulum could have some other frightening
clock. features, the head is encased in a white
Skill Level: 78%+ 5% per level bone or ceramic skull ending in a old
See equipment for some example of the style gas-mask.
bio-machines these psycho can build. M.D.C.: 2d6x10+40
Common Skill: Standard (+15%) Automatically filter any gas and air
OCC Skill Programs: Science (+20%), impurity and does have an oxygen
Bio-Technology(+15%),Technical reserve for 2 minutes
(+10%) and one skill program of choice Special bonus of 1d4x20+IQ bio-e to
Elective Skills: Select five Elective skills spend in eugenic , or better transplant
from the following list at first level, plus improvement
two additional Elective skills at levels Standard Equipment: Two surgical
3,6,9,12,15. All new skills start at level gowns, set of surgical gloves, organic
one proficiency. surgical kit( scalpel, clamps, suture
Communication Any thread, needles, stethoscope, hypodermic
Domestic Any bio-injector etc.). A complete bio-
Espionage Any chemical laboratory with all need to run
Medical Any +10% experiment(Laboratory Glassware,
Military none Microscopes(combination organic and
Physical Any ceramic, old style microscope also
Rogue Any possible) Bunsen burners,
Science Any +15% Spectrophotometer, Calorimeter, etc) ,
Technical Any +10% Tintel google, tent, knapsack, saddlebags
Transportation Any and 2d6 almost unbrakable ceramic o
Wilderness None glass test-tube, jar or othe rform of
W.P.s Any container for some weird chemical they
Secondary Skills: The character get to are synthesizing.
select four Secondary skills at level one Money: Has 1d4x100 credits in precious
and one additional at level 2, 4, 8, 10 and metal , relics or trade value. Plus
13. These are additional areas of 2d8x100 credits stored. Most of their
knowledge starting without any special money is spent on reasarch and
O.C.C. bonus components for their experiments
Special Insulating M.D.C. Semi-living Special Equipment:
Body Armor: As a proof of their This is the list of some special
independence from the Engineers and equipment the Alchemist can create and
Gene-pools the special armor the use.
Alchemist wear, their trademark, is their Surgical Glove: something akin to a bad
own creation. Made from special horro movie idea, is a MDC plastic glow
polymers, ceramics and synthetic tipped with a series of organic scalpels
biological material other than occasional of various type and with a pair of
transplanted organ and a series of plastic tendrils coming out from the wrist.
tubes connecting the various section. These tendril are actually Antennae and
The average look of the Armor resemble transmit data directly to user mind. The
a long black tunic, or vest with ceramic bony finger scalpel are sharp and hard as
shoulder plates and gauntlets, thin long steel but does have small pores that
plastic tube crawling in the armor that
7
allow them to be used as syringe for Mega-Damage: 6d6+10 plus living
injecting chemicals during operations. beings are stunned, while machines
M.D.C of the glove: 10 could suffer from electromagnetic
Mega-damage: 2d6, 1d4 S.D.C. malfunctions
Damage: 3d6 Range: 30ft radius from the start of the
Chemicals: Vary with the type the glove chemical reaction
can load to 10 dose of single chemical, Price: only upon request, cost 300+
two for finger credits.
Bonuses: +10% to Medical surgery skill Sub-Molecular Acid: Very Hazardous
See Antennae description for further Material! This super acid melt
bonus everything , metal , ceramic, flesh, bones
Semi Organic surgical saw: is one of EVERYTHING. Except special treated
example of their bio-mechanics skill, is a plastic(and even that the container wear
monomolecular sharp ceramic circular off after sometimes), there is nothing
saw mounted on an organic engine this evil juice can’t melt.
powered by alcohol. Useful for when Mega-damage: 2d6x10 for melee round
one need more penetrating power than a Duration: before becoming neutered last
simple scalpel. Irony this tool was the for 2d4 melees
basis for a bio-weapon that become a Price: 50 credit
great success amongst Biotics and most Anti-acid salt: this synthetic salt crystals
savage Dreadguards. are the only thing can stop the above
M.D.C: 24 , the saw itself does have 30 acid before expiration time
M.D.C. Price: 1000 credits(compare the price
Mega-Damage: 1d4x10 per melee round with the acid and you see why the
Payload: one liter of Alcohol is good for Alchemist are smart people)
6 hours of constant sawing. Plastic Acid Gun - the ideal medium for
Electrical Battery: Advanced the Sub-molecular acid above. It wont
Electrochemical battery, resembling a last too long sadly.
large glass jar filled with a purplish M.D.C.:30 but lose 1d6 M.D.C per day
liquid and 5 bio-electric cells. Around if filled with Sub-molecular Acid
the jar there is a filament of organic Range: 60ft range
material , vaguely resembling a giant Liquid Memories: One of the best source
nervous termination, that contain a of money for an Alchemist, This is a
super-conductive gas. cocktail of drugs, synthetic chemicals
M.D.C: 1 and some synaptic receptors, that make
Payload: Produce enough energy to one experience someone else memories.
power a 21st century notebook for 10 The Liquid Memory is a very addictive
hours drugs and Alchemist do know it. Plus is
Price: Vary useful to gain some knowledge you
Chemical Electric Storm: A glass sphere won’t be able to get. The LM come in
holding an unstable cocktails of Hypodermic one use only syringe.
substances, when this cocktail is exposed Price: 600 credits for average memories,
to air, like when you broke the sphere, is 1000+ for some hot cool memories like
cause an explosion of blue-greenish an homicide, a sex scene or death by the
lighting hitting anything in the area. hand of machines, Dreadguards
S.D.C. of the glass sphere: 5 memories cost 1500 credits, Librarians,
8
Saints and Engineer’s memories are experience – no limits – 2d6x1000
priceless, and usually kept for Alchemist credits Highly Illegal!
personal use Who use retro virus? Cosmetic Retro
Rusty Gas: Is a extremely corrosive gas Virus are widely used and are tailored
that cause any metallic substance to rust also from official sources. While
at amazingly speed. Robots and Android permanent use of cosmetic retro virus is
suffer the following penalty after being often questioned, many Splicers use it to
exposed: -2 APS, no initiative, reduce personalize their own Host armor or
Speed and PP by 50%, -3 to strike, parry warmounts, with flashy tattoos or odd
and dodge. And they make screeching colors. Illegal retro virus are hot
sound while moving amongst criminals, thugs and as power
Price: 2000 credit for dose. And the drugs. In some blood feud between
price could even be raised. Only the Great Houses they were used to pump up
Alchemists do know the exact recipe of Warmounts in the middle of the battle
this gas, and they like to show it right in Side Effect: Abuse of retro virus could
face of Librarians. take a toll on cellular coherence.
Retro viruses: After liquid memories the Generally between a dose of temporary
other great income source of the retro virus and another is safe let some
Alchemist, this is retro viruses tailored days pass to let the body recover.
from Host Armors and Gorehounds Permanent version have as safety limit
DNA sample. The virus can be tailored of 3 modifications before that there is a
to cause minimal temporary mutation in serious risk (60%) of cellular
the subject. Much like a Biotic Drug. For breakdown(death) same as overdose of
higher price the Alchemist can tailor a temporary retro virus albeit to a lesser
virus that could be permanent. degree (30%+ 10 for additional dose)
Price: Duration: Temporary modification last
Temporary Retro Virus: Cosmetic 3d8 hours before wearing off
Mutation (skin and hair color, growth or Molecular Alteration Bacteria: Used
fall of hair, weird skin texture, increased mostly in lab this genetically enhanced
PB to 25% more, minimal animalistic bacteria do only one thing. Reassemble
features like cat ears, snake eyes, pointed the molecular structure of the solid
nails , muzzled nose, fur, vestigial tail – matter. Generally exist different strain of
30 to 70 credit legal in most great house these little guys. One turn sand into
Permanent Retro Virus: Cosmetic MDC glass, another decompose toxic
Mutation – 100+2d6x10 credits ethically waste in hard plastic, another recycle all
questionable but legal the rubber from old tires and so on.
Temporary Retro Virus: Biological While extremely useful they are also
Enhancements – 1d4x10 Bio-E points + extremely hazardous. An unexpected
5 Bio-E points per Alchemist level of mutation and they’ll start reassembling
experience(the more skilled the better all matter, spreading like a pestilence
result) – no extra limbs, flying that would make the nanomachines
enhancement or ranged weapons – plague look like a simple cold! The
1000+3d4x100 credits Illegal Alchemist pay extreme attention to these
Permanent Retro Virus: Biological bacteria and in their making ensure to
Enhancements – 2d4x10 Bio-E points + keep some safety trigger, some
5 Bio-E points per Alchemist level of
9
substance they are extremely vulnerable Trade Value: vary
to, tied in their D.N.A. Weapons: none
Price: NOT SOLD , NEVER ! Animating Juice: Experimental, only
Bio-mechanical Steam Truck: The Alchemist of third or greater level could
steam-punk monster truck of hope to synthesize this. The chemical
Frankenstein. The engine is steam based, had one peculiar propriety. Keep organic
but with ceramic, plastic and MDC flesh cells from decay and essentially cheat
recovered form fallen Wamrounts and them making them ignore the fact of
Host Armors corpses(and sometimes not being dead. Note that this is far from
even waiting they are dead) instead of Zombie virus. But prevent corpse from
metal. The outlook sport a series of fast decaying and allow the Alchemist to
different coloured skin patch sewn work on corpses with calm and taking
together, riveted with bone spikes and their time. Note that while not re-
with massive Ceramic and Bone animating deads the Juice could be used
Mandible-Ram Prow. The huge 7ft tall as super Adrenaline injection, right in
tires are made of super hard M.D.C. the heart to revive living beings, people
rubber, very resistant to fire and or animals, who have not been dead for
impacts(half damage from fires, heat and more than 10 minutes. Is also used to
kinetic attacks). keep biological sample fresh and alive in
Crew: one pilot plus enough space for containers.
other two persons The Upside: You are a genius, no one
M.D.C.: Main Body : 500 can deny this. You can do things with
Tires (x4): 70 each your own hand that others can do only
Ram Prow: 120 by bonding with some alien freak.
Speed: You’re creations are the proof that the
Ground Speed: 300 Mph machine is far form having won. It just
Water Speed: Believe it or not those triggered the human mind that had for
huge Tires allow floating on water albeit too long had been sleeping . Your human
at reduced speed 40 mph mind. Not certainly that of a dumb
Flying: not possible cerebral challenged jock that need to
Statistical Data: enter in symbiosis with a jelly ball to be
Height: 12 ft tall at your level!
Width: 10 ft The Downside: No one like you and
Length: 8ft your fellow, you’re pariah, considered
Weight: 6 tons dangerous and psychopathic lunatics.
Cargo: can carry an additional 30 lb of Your discoveries are neglected and your
stuff theories ridiculed. By the same
Power System: Steam powered, need a abomination your ancestor helped to
good resource of coal and water to work birth. Sometimes you feel that the only
on, generally one liter of water and one thing left to you is your research and that
kg of coal is enough for 3 miles – exist a humankind , or what pass for it these
version electrical powered and use two days, does not deserve to see its results
large electrical battery for 100 miles -
see Electrical Battery above
HF: 10, is ghoulish and scary, yelling
unnatural from each of its skin patch
10
The Awakened drone to be recycled and on the other
By the Baron of Chaos Human resistance will shot them on
In marred world of Splicer the image of sight. Despite this, some Awakened
death is often the visage of an humanoid managed to run a good life, run in all
machines, killer robots and androids that sense considering that they vagabond
obey to the homicidal and insane orders form one place to another, always trying
of N.E.X.U.S. there is no need to recall to hide their mechanical nature and to
how many peoples had dies by the find a place in world.
weapons of the Machine’s legion. Help them the developing of Mechanic
Mindless executioners, soulless slayers, Morphing Abilities. These are the result
they do their work without questions, of tie between the Awakened and
because the need for question never nanomachines. A tie that not even
arise. Technojackers have.
This is true also for Androids and Labor Most awakened live a lonely life, always
Bots, that keep on doing their task day hiding, with the occasional company of
after day, each one identical to another. TechnoJackers, the only one able to
To some extent the life for a robot is like perceive their positive intentions.
an ordered clock, but even the best clock Roll for Android type
could lose the track of time, even the 01%-60% Nex-Android
best program can have its system bugs. 61%-85% Labor Drones
And in case of N.E.X.U.S. , well, system 86%-00% Necroborgs
bugs are not a rare event. After all the Alignment: Any, they are free to choose
apple never fall too far from the tree. the pathway they wish
The Awakened is the result of these Attributes: IQ: 2d6+6, ME:3d6, MA:3d6
bugs. Automatons that for some reason All physical attributes are the same as
get full consciousness of themselves, a the standard android
truly humanlike personality and Powers/Abilities
emotions. These are mostly Nex- These are in addition to standard features
Androids(60%), because the of androids
programming for mimicking human life Impervious to possession: the newly
is the basis for develop advanced human awakened android is impervious to the
intelligence, but also Labor Drones and control and possession by the Machine.
Necroborgs are known to develop such Mechanic Morphing: This ability is the
awareness. result of sub-conscious control of their
This is never an easy process, the new internal mechanics and nano-machines.
born awakened is going to face a lot of It allow the android to accomplish some
emotional stress, that often is enough to self-modifications.
lead them a virtual madness. For Nex- It work similar to Bio-E, the android get
Androids this is the sudden realizing Mecha-E Points it could use to get new
their artificial life, for Labor Drones is abilities.
the lack of purpose in their work, the Mecha-Energy Point: 2d8x10+20
worst is for Necroborgs that resurface
glimpse of their past life. Mecha-morphing - Melee Weapon arm :
And not counting the fact that they are One arm of the android shapeshift into a
between crossed fire: from one side the melee weapon, generally long sword or
Machine consider them malfunctioning axe. Despite the archaic look the weapon
11
is actually a vibro-weapon and does Towline and grappling hook launcher:
mega damage. Reel system allows for rewinding the
Damage: Sword: 2d6+punch damage, 300 foot(91.4 m) cable Weight limit of
Spiked club:2d8+6 punch damage, towline:10.000 lbs/5 ton
Axe:3d6+ punch damage Damage when fired as weapon: 1d4
Length: Sword-25% more than arms M.D.C.(S.D.C. to S.D.C. structure)
lengths, Axe: Arm lengths but triple the Cost: each tool cost 5 Mecha Points
width, Spiked club: arm lenght Mecha-Morphing - Cutting Laser : In the
Bonus: +1 to initiative, +2 to parry and palm of the arm there is an high powered
disarm Laser useful fro cutting trough materials
Cost: 10 Mecha point per arm cuts through 4 inch(10 cm) thick metal
Mecha-Morphing - Range Weapon arm : at rate of one inch(2.5 cm) per melee
The forearm morph into long range Range: one foot
weapon at will. The weapon does not Damage as weapon: four setting: 2d4x10
have unlimited payload, although it can S.D.C., 1 M.D.C., 1d6 M.D.C. and 2d6
regenerate its payload. There are three M.D.C.
type of weapon available, Ion for Cost: 10 Mecha Points
damage, Laser for ranger and Gun for Mecha-Morphing - Rocket punch : The
burst capability. arm detach at the forearm and fly at high
Damage: Ion: 3d8, Laser: 3d6, Gun: 1d4 speed toward target and return
single round, a single burst inflic 4d6 Range: 2 miles
Rate of fire: Ion and Laser: single shot Damage: 4d6 M.D.C.
only, Gun: Standard modern(Single shot, Cost: 15 Mecha points
10 round burst) Mecha-Morphing - Hover system :
Payload: Ion and Laser: 40 shot per Concealed into feet there is an hover jet
hour, Gun: 100 rounds per hour system that allow fat flight. Completely
Range: Ion: 500ft, Laser:2000ft, Gun unnoticeable when not in use
450ft Speed: 200mph full V.T.O.L. capability
Cost: Ion and Laser cost 10 Mecha point, Altitude: 6.000ft
Gun cost 10 plus 5 for additional 10 Range: can fly endlessly, but had to cool
rounds down for an hour each 20miles of
Mecha-Morphing - Laser Eyes : The continuous flight
drones eyes emit and power laser beam Cost: 20 Mecha Point
Damage: 4d6, on double eye blast Mecha-Morphing - Bike modality : The
Payload: 20 shot per hour arms and legs of the android morph into
Range: 1000 ft tires , giving the machine the rough
Bonus: +2 to strike shape of a man on a motorbike. In this
Cost: 20 Mecha Point form the speed of the robot is increased
Mecha-Morphing - Tool Arm : The hand greatly and he can carry on even one
and fore arm shift into useful tools passenger
Electromagnetic two toed claw: crushing Speed: +2d6x10 to robot base speed
strength equal to robot PS of 40 Jumping: the Bike mode can perform
Circular Buzz-saw: cut trough most knight rider style jump , thank to leaping
substance does 1d10 damage as weapon thrusters. Leap 200ft lengthwise and
High-powered Drill: has 40 different bits 100ft high, both need a running start.
( does 2d6 damage as weapon)
12
Cargo: can carry one humanoid Swimming/underwater speed: 20mph
passenger. Max Deep: 1 mile underwater
Cost: 20 Mecha point Cost: 15 Mecha points
Mecha-Morphing – Heavy armor: The Mecha-Morphing – Detachable remote
awakened armor is more strong and hard controlled hand : the hand is actually a
than the average model. In case of Nex- mini drone, that can crawl and with
droid this betray their mechanical nature sensors that transmit directly to the
making them look like full cyborgs(but Awakened
can be hidden wearing clothes, head and Stats of the hand: IQ: 6 minimal AI,
face look still human) Speed: 15mph crawling, PS: 10+1 for
M.D.C. Bonus: +120 Main Body, +15 to each PS point the awakened has beyond
all other locations 20
Weight: add +20 lb to weight – 5% to Sensors: 20/20 3D vision, Infrared and
acrobatics and skill that need physical Ultraviolet Vision 100ft, Zoom x4, Basic
dexterity Human like audio system, jack for
Cost: 15 Mecha point per advancement, machine interface.
Max of 3 advancement(+360 M.D.C.) Range of transmission: 600ft
Mecha-Morphing – Advanced Sensors: Cost: 10 Mecha points
The drones generally don’t get the full Mecha-Morphing – Self destruct system:
sensory equipment as robots, but is no Simple , the Awakened can decide to
the case of this awakened. All his suicide itself and bring as many enemies
sensors have greater range and precision, with him.
plus the drone get Thermal Vision and Damage: 3d10x10 !!!(You…are…
Targeting sight TERMINATED!!)
Bonus: +1 to strike with HtH and ranged Range: Blast radius of 800ft
attack, +1 to parry and dodge, +1 Attack Cost: 10 Mecha points
per melee Mecha-Morphing – Weapon attachment:
Range: 4000ft the drone has weapon socket on his body
Cost: 10 Mecha points that he can use for installing any robot
Mecha-Morphing – Improved Strength: weapon he could think.
The Drone stronger than average, but Attaching/removing the weapon took
each increment increase its size, making only one action . Generally attachments
it bulkier. took place on forearms, shoulder and
Max PS is 40 Cost: 5 Mecha point for hips. Attached weapons work as part of
each additional PS point , spending 40 the body of the Awakened.
Mecha points PS become supernatural Cost: 5 Mecha points for attachment for
but increase overall size by 50% melee weapon, 10 for pistol weapon, 15
Mecha-Morphing – Submarine: The for Rifle sized(heavy) weapon
drones normally don’t get well into Mecha-Morphing – Claws: The drone
water, but Awakened can self-modify to has six inch long claws retracting from
change this fact. The drone has ballast fingers
system for floating on water and Damage: 2d10 per hand +PS HtH
underwater capability, retractable fin damage
pop out form forearms and legs, mini- Cost: 10 Mecha points per hand
thrusters appear under the feet and the Mecha-Morphing – Super repairing
drone is ready to ride the waves. system: The awakened leanr how to use
13
Nano-machines to repair themselves their only starting equipment is asset of
really fast. The nano-machine can repair concealing clothes and cloak.
3d6 M.D.C. per minute if the Awakend The upside: You’re a damn tough
rest calm and no disturbed, the amount machine, and sadly you know it. Dislike
increase if they can cannibalize material your thousand of siblings you crave for
from other drones or form some metallic something more than just doing what
scrap. you were built to do. You don’t like
Cost: 20 Mecha points what your “mothers” planned for
Mecha-Morphing – Nanomachine humankind, a species that somehow
eraser: The Awakened most powerful puzzle you. You want to learn more
attack, it could order to small about them, rather than simply wipe
nanomachine colonies to de-assemble them out from planet. After all you all
molecular bond of matter, causing a were originally built to serve
molecular collapse humankind. There had to be a reason for
Range: Touch only that.
Damage: 1d4x10 per touch, destroy The downside: No one want you. For
everything except force fields most human you’re just one of those
Cost:30 Mecha points murderous things, that try to fool them,
Mecha-Morphing – Force field: The for the Machine you are a
drone get a force field generator. The malfunctioning unit, a bug to be fixed as
force field regenerate at rate of 2d6 soon as possible. Sometimes you feel
M.D.C. per hour, but range attacks there is no place for you on this world.
cannot be done while the field is on. And thinking you just want some friend.
M.D.C.: 100
Cost:20 Mecha points
Mecha-Morphing – Accelerator: The Bastion Grab Team
Awakened drone can overclock his CPU, by Guy_LeDouche
enhancing his response time and reflex. “Our job is thankless and dangerous.
This status cannot last more than few Our missions are never talked about. Our
minutes, before the drone need to cool victories are never celebrated. And our
down or to fry all its internal systems. deaths are never mourned. But our duties
Bonus: +6 to initiative, +2 to Parry and are absolutely essential.”
Strike, +4 to autododge, increase speed At its heart, the Bastion is still about
by 150% science and experimentation. But
Duration: 2d4 Melee round , then need experiments frequently need live test
to cool down for 10 minutes before subjects in order to continue. The
accelerate again dangerous (and ultimately thankless) job
Cost: 20 Mecha points of obtaining subjects falls to a
Skills: same as average drone, but can specialized group officially called
select a 1d4+2 secondary skills at level “Speciman Acquisitions and Retrieval.”
2, 5, 7, 9 and 15. Their artificial One of the many dark secrets of the
intelligence is more ductile than normal Bastion, its members are rarely spoken
and they can learn fast new things of in the open. On the few occasions
Standard Equipment: Very Minimal, due they are, members are simply referred to
their robotic nature they need very little, as “The Grab Team”.
14
Before the age of Splicers, Grab Team even warn innocent bystanders before
members were tasked with some of the taking action. However, even this
darkest and most unspeakable actions of professionalism has its limits. Anybody
the Bastion: kidnappings, black mail, who tries to interfere in the slightest way
and murder. When test subjects (human are restrained or killed. Anybody who
or otherwise) were needed, the Grab gets in the way is removed, usually by
Team was tasked with “obtaining” these getting killed. Anybody who fights to
subjects. The Bastion never asked where protect their "target" is removed, usually
they came from or how the Grab Team slain.
“procured” them. It was enough that However, this single-mindedness of the
they did. Even today, the Grab Team Grab Team is such that most are usually
fulfill this specialized function. But the content with "removing" an obstacle.
world, and the job, are more dangerous They don't really care if living obstacles
than ever. And the Grab Team is ready live or die as long as they are removed.
for the challenge. This means an opponent who is rendered
Still responsible for many dirty and unconscious or so severely injured that
underhanded actions of the Bastion, he cannot fight is usually ignored. Only
Grab Team members are a combination the capture of the target or completion of
of elite soldier, spy and wilderness scout the mission is important. If an obstacle is
who specialize in tracking and capturing removed and no longer represents a
live test subjects, regardless of whether genuine threat, it becomes unimportant.
they are humans, Splicers, The Grab Team won’t hesitate to use
Technojackers, robots, and even deadly force to address most issues and
monsters. These individuals are often most will kill without hesitation, seeing
cold, unmerciful men and women who murder as the quickest and safest (for
love the challenge of hunting and themselves) solution.
apprehending intelligent prey. Typically, Once the target is captured, the Grab
only evil or hard-set people make the cut Team will swiftly leave, attacking only
of the Grab Team. If ordered, a Grab those who stand in their way. The Grab
Team member will hold a newborn Team regards acts of retribution or
hostage to capture its mother. When on wholesale slaughter as petty and lacking
the job, most are dispassionate in discipline. Lingering after a successful
professionals who never think of their grab is a waste of time and energy, and
prey as anything but the “target" or dangerous — lingering can only give the
“subject” and will use any tactic target's friends and associates (or local
necessary to complete the capture. authorities) time to gather and retaliate.
Despite the vile nature of their duties, The Grab Team goes in, acquires the
Grab Team members are consummate target, and leaves. There will be enough
professionals. Unless following orders, time to relax when not on assignment.
captured subjects are never mistreated, Grab Team members are typically evil
tortured or beaten. Grab Teams are not and feel no remorse, even over the death
wanton killers or sadists; attacks on or capture of innocent women and
those other than the "target" are typically children. Many are psychopathic. Yet,
leveled only against those who try to interestingly, even the most vile and
oppose them or get in the way (even if wicked adhere to the same methodology
accidental.) Many Team members will and strict code of ethics. On the job, the
15
Grab Team has the cunning of any W.P. Paired Weapons
predator and the cold precision of a W.P. Knife or Sword
machine. W.P. Energy or Caseless Rifle
Alignment: Anarchist at best, the vast W.P. Three of choice.
majority are evil of some sort (Aberrant, Hand to Hand: Assassin or Martial Arts;
Miscreant, and even Diabolic.) pick one.
Attribute Requirements: M.A., P.P., and O.C.C. Related Skills: Select eight other
P.E. of 14 or higher. A high I.Q., P.S. skills at level one, but at least two must
and Spd are helpful, but not mandatory. be selected from the Physical catefory
O.C.C. Bonuses: The character's and two from the W.P. or Wilderness
intensive training and background catergory. Plus, select two additional
provides the following bonuses: skills at levels 3, 7, 9 and 12. All new
+2D6+6 to S.D.C. skills start at first level proficiency.
+1D4 to M.A. and P.S. attributes Communications: Any (+5%)
+1 melee attack/action per round Cowboy: None
+1 on initiative at levels 1,3, 6, 9,12 and Domestic: Any
15 Electrical: Any, except Robot
+2 to disarm in hand to hand combat or Electronics.
Called Shot Espionage: Any (+10%)
+2 to pull punch at levels 1,4, 8 and 12 Mechanical: Any, except Robot
+1 to strike on "called" shots at levels 2, Mechanics & Weapons Engineer.
5 and 11, Medical: First Aid only (+5%).
+5% to save vs Coma & Death Military: Any (+5% to Demolitions and
+2 to save vs Horror Factor at levels 2,4, Trap skills only)
8, 12 and 15. Physical: Any
O.C.C. Skills: Pilot: Any
Hunting Pilot Related: Any
Camouflage (+10%) Rogue: Any (+5%)
Land Navigation (+10%) Science: Math, Astronomy and
Literacy: English (+20%) Chemistry only (+10%).
Math: Basic (+20%) Technical: Any (+5%)
Basic Electronics (+5%) W.P.: Any
Radio: Basic (+10%) Wilderness: Any (+5%)
Radio: Surveillance Systems & Tailing Secondary Skills: Choose a total of four
(+15%) Secondary Skills from the previous list.
Prowl (+15%) They are limited by the categories listed,
Detect Ambush (+10%) but do not receive any of the bonuses
Intelligence (+10%) listed in parentheses. These are
Trap Construction (+20%) additional areas of knowledge and start
Trap/Mine Detection (+15%) at the first level of proficiency.
Tracking: Humanoids (+20%) Exclusive OCC Skills
Tracking: Animals (+10%) 1. Stalking: The specialized technique of
Streetwise (+10%) sneaking up on prey to kill or capture it.
Pilot: Two of choice (+10%) A skill of intense physical and mental
Boxing concentration, stalking stresses patience
One Physical skill of choice. over speed. In many cases, the Grab
16
Team will quietly move into position to weapons of choice with three magazines
get the best possible capture chance. In a of ammunition for each. The character
world of monsters, advanced robots, and will also have 1D4 small knives, 2D4
enhanced humans, this task is often close hand grenades (usually concussive),
to impossible. The character must move tinted goggles or high-impact
without the target picking up a scent, sunglasses, knapsack, tent and backpack,
hearing a noise, catching a glimpse of containers, two canteens (single pint),
movement, or any other number of freeze-dried combat rations (1D4 week
factors. It takes a minimum of 1D4+1 supply), and some personal items.
melee rounds to get into striking Equipment Available Upon Assignment:
position. Stalking offers the following Nearly anything. The Grab Team and
bonuses as applicable: their “services” are necessary to the
• +2 to entangle, leap on and Bastion and its staff. Grab Team
pin/incapacitate/wrestle with the target members have access to almost any
• +1 to strike on an aimed shot (includes equipment they need. Examples of their
bows or thrown weapons) specialized equipment are presented
• +5% to Prowl below.
• +5% to Camouflage Armor: The Grab Team has access to
• +5% to Track humans/animals any armor they may need. While on
• +5% to Detect Concealment assignment, most will wear the
• +10% to Detect Amush “Abductor” armor; a suit specially
• +10% to Detect Traps/Mines designed for capturing targets. The
2. Sign Language: Always concerned Abductor is typically matte black or
about noise, the Grab Team has other dark colors— no reflective
developed its own specialized Sign surfaces. They may also use any
Language. Originally based on military standard armors for espionage operations
hand signals, it has grown in and heavy for combat.
sophistication and is virtually
unintelligible unless one has been “Abductor” Grab Team Armor
trained in it. A closely guarded secret, The “Abductor” is the armor used most
very few outside of the Grab Team have frequently by the Grab Team.
been taught more than a few basic Augmented with a powerful
signals. Base Skill: 35%+4% per level of exoskeleton, the Abductor enhances the
experience. speed and strength of the wearer, putting
3. Cadre Proficiencies: Grab Team them on more even footing with the
members receive constant Cadre augmented humans and lethal creatures
training. A Grab Team character starts they must frequently hunt.
with a proficiency of choice. Additional Like all Bastion armor, the Abductor is
proficiencies are gained at 3rd , 5th, 8th, created with advanced nanotech alloys,
and 12th level. offering superior protection and features
4. Nanotech Modifications: Any at a much lighter weight then
Standard Equipment: One non-lethal comparable armor. The Abductor has all
weapon of choice (Dazzler and Sonic the standard features of Bastion armor as
weapons are the most common), at least well as several non-lethal capture tools
one rifle and one sidearm of choice, each usable in both close-quarters and urban
with six clips, as well as three additional settings.
17
Weight: 60 pounds, but the exoskeleton melee.), and fragmentation (3D8 M.D. to
makes it seem almost as light and mobile a 20 foot/9.1 m area).
as the Prowler armor. Rate of Fire: One at a time, or in volleys
Mobility: Good, -10% penalty on of two, four or six.
applicable skills. Maximum Effective Range: 1200 feet
M.D.C. by Location: (365 m)
Arms (2) — 85 each Payload: 24 total; 12 per launcher.
Forearm Grenade Launchers (2) — 65 Typical mix is eight of each grenade
each type.
Capture System (2, each shoulder) —50 Bola Capture System (2): The Bola
Legs (2) — 150 each Capture System fires mega-damage
Head —180 bolas to ensare and capture targets.
* Main Body —310 Victims of this attack are bound by a
Special Features: Standard features for high tensile, wire that is incredibly
all Bastion armor plus the following resistant to damage (M.D.C. of 10).
from the exoskeleton. Characters must have a Supernatural
Physical Strength: Equal to a Strength of 20 or Splicer/Robotic
Robotic/Splicer P.S. of 35 strength of 30 to attempt to break free.
Speed: Top running speed of 60mph and Otherwise, the wire must be cut or the
the user tires at 30% usual rate of victim must be untangled; untangling
fatigue. takes about a minute (1D4+1 melee
Leaping: The wearer can leap up to 30 rounds). Bound characters have
feet high or across from a standing start. difficulty running (reduce Speed by ½),
A running start increases the distance by lose initiative, and all combat bonuses
50%. are reduced by half.
Weapon Systems: Primary Purpose: Capture
Forearm Mounted Grenade Launchers Secondary Purpose: Defense
(2): Two anti-personnel grenade Mega-Damage: 5D6 S.D.C.
launchers are set into the forearms of the Rate of Fire: Each capture system may
armor. fire twice per melee.
Primary Purpose: Anti-Personnel Maximum Effective Range: 3000 feet
Secondary Purpose: Defense (914 m)
Mega-Damage: Any grenade type can be Payload: 10 shots per weapon.
used but standard issue is tear gas Grab Team Specialty Weapons:
(covers a 25 foot area/7.6 m and lasts for • Restraint Launcher: Resembling a large
3D4 minutes. Victims are -10 to strike, bore shotgun, this unique weapon fires a
parry and dodge as well as -3 to large box-shaped projectile composed of
initiative and one melee attack for 1D6 tightly compressed straps and cords. On
rounds), concussion (1D4 M.D. to a 20 impact with the target, a small explosive
foot area/6.1 m. Has a 01-75% chance to charge goes off, creating a whirlwind of
knock opponents off their feet and 01- flailing restraints and counter weights.
60% to be stunned. Victims of a The weights force the restraints around
knockdown are -1 on all attacks for the the target while a powerful molecular
first melee. Stunned victims are -10 on adhesive bonds the straps to each other,
all actions and is the last to attack in a effectively wrapping the victim tight.
Range: 60ft. Weight: 6 pounds. Damage:
18
1D6 S.D.C. plus the target is coiled tight presented in the Splicers main book. In
and immobilized. The victim is tightly cases like this, these skills can be found
coiled and must be cut loose. Each of the in the Rifts Main Book.
20 cords has 2 M.D.C. points and are
very hard to break, requiring a
Supernatural P.S. of 30 or higher (40 or Bastion Expedition Leader
higher for Splicer/Robotic Strength.) by Guy_LeDouche
Payload: Single shot; requires two melee “This is my speech, and I only give it
actions/attacks to reload the weapon. once. Stay together, stay focused, watch
The restraint projectile is roughly the out for each other. I expect all of you to
size of small box and comes in a small do what I say, when I say it. Do that and
ammo pouch holding 3 shots. we all make it back in piece. If not, there
• Net Launcher: Resembling a single won’t be enough left of you to bury.”
shot grenade launcher, the round actually The Bastion thrives on knowledge. But
expands in mid-air, becoming a mega- knowledge can’t be gained without
damage net. The Net Launcher is a bit exploration; one can only learn so much
more flexible then the Restraint from books and videos. Sooner or later,
Launcher, having a better range and the exploration of the outside must happen
ability to arc over obstalces or cover. for plans or research to move forward.
Normally pair of launchers will be For many in the Bastion, especially most
issued to each per Grab Team squad. of the scientists, the very idea of
Range: 500ft. Weight: 8 pounds journeying into the world fills them with
Damage: Special. The net entangles the fear and dread. To their thinking,
victim, requiring four melee venturing out into the untamed
actions/attacks to untangle (half that for wilderness of Splicers is little more than
beings with Supernatural P.S. of 40 or a long and complex form of suicide.
greater, 50 or greater Robotic/Splicer While Cadre members and other
P.S.) While entangled, the victim cannot individuals, like the Survivalist, have the
strike or parry, is -2 to dodge, and moves necessary skills to survive on their own,
at a speed of 4. Payload: Single shot; an expedition composed of non-
requires two melee actions/attacks to specialists would have a very short
reload the weapon. A bandoleer holds 20 lifespan. To be able to survive a long
net-grenades. expedition, these groups need to be led
Guy's notes: Two sides of the same coin, by someone with an exceptional mix of
so to speak. While the Survivalist abilities. The Expedition Leader is such
focuses on themselves, the Expedition a person, a master of keeping themselves
Leader focuses on a group. As always, and others alive under the most trying
constructive feedback and criticism is circumstances.
always welcome. Enjoy!! Much like the Survivalist, the Expedition
Note: All Bastion characters roll for Leader is skilled in living off the land
attributes, "Amnesia" and and navigating its dangers. However,
"Reconstruction" effects as outlined in while a Survivalist can function well in a
the Character Template. group situation, they’re equally good on
Additionally, Bastion characters are all their own. The Expedition Leader
technically proficient and advanced; focuses on their group, helping to lead
many will skills listed that are not them safely to their destination and back
19
again. A successful Expedition Leader is Identify Plants & Fruits (+5%)
more than glorified survivor; an Intelligence (+20%)
Expedition Leader is a mentor, Land Navigation (+20%)
trailblazer, (sometime) battlefield Radio: Basic (+15%
commander, paramedic, and Tracking (+10%)
outdoorsman all rolled up into one. Wilderness Survival (+15%)
Expedition Leaders are independent, Preserve Food (+10%)
confident, cunning, and tough. These Prowl (+10%)
individuals act fast, think even faster, Running
and expect others to keep up. While W.P. Knife
many come off as harsh and demanding, W.P. Energy or Caseless Pistol
it’s a necessity in their positions. They W.P.: Energy or Caseless Rifle
know full well that all too often their W.P. Ancient and/or Modern: Three of
decisions may spell the difference choice
between life and death, safety and Hand to Hand: Basic
helplessness, victory or defeat. Hand to Hand: Basic can be changed to
Despite the challenges and hardships of expert at the cost of two "O.C.C. related
their positions (or perhaps, because of skills" or martial arts for the cost of three
them), these men and women find skill selections.
fulfillment in working in concert with O.C.C. Related Skills: Select eight other
others. All Expedition Leaders share a skills. Plus select two additional skills at
love of nature, its challenges, and level three, and one at level six, nine,
exploring the unknown. and twelve. All new skills start at level
Alignment: Any, although most one proficiency.
Expedition Leaders know that trust in Communications: Any (+5%)
them is crucial for survival and success. Cowboy: Any
The most common alignments are Domestic: Any (+10%)
Principled, Scrupulous, and Electrical: Basic Electronics Only
Unprincipled with a small number Espionage: Any (+5%) except Forgery
(roughly 10%) being Aberrant. and Pick Locks
Attribute Requirements: I.Q. 10, M.A. or Mechanical: None
P.B. of 14 or more, P.P. and P.E. must Medical: First Aid (+10%), Paramedic
be 12 or more. A good M.E. and P.S. are (+5%) or Holistic Medicine (+20%,
suggested, but not mandatory. counts as two skill selections) only.
O.C.C. Bonuses: +1D4toP.E., +2D6+12 Military: Any (+10%), except
S.D.C., +2 on initiative, +3 to pull demolition (any).
punch, +1 to roll with punch, fall or Physical: Any except Acrobatics (+5%
impact. +1 to save vs horror factor at where applicable)
levels 2,4, 6, 10 and 14. Pilot: Any (+5%)
O.C.C. Skills: Pilot Related: Any (+10%)
Basic Electronics (+10%) Rogue: Gambling, Imitate Voices &
Basic Math (+30%) Sounds, and Tailing (+5%)
Climbing (+15%) Science: Any, but +20% to Advanced
Computer Operation (+15%) Math.
Detect Ambush (+5%) Technical: Any (+10%)
Detect Concealment (+10%) W.P.: Any
20
Wilderness: Any (+15%) regardless of pain, dangers, or
Secondary Skills: The character also gets discomforts. All those under the
to select six secondary skills from the Leader’s command who are within 10
previous list. These are additional areas feet (plus an additional 10 feet for each
of knowledge that do not get the level of experience) gain a bonus on any
advantage of the bonus listed in initiative, saves or skill rolls against
parentheses. All secondary skills start at natural occurrences, effects, disasters, or
the base skill level. Also, skills are events: avalanches, thirst, extreme heat,
limited (any, only, none) as previously ice cracking, animal or monster attacks,
indicated in the list. etc. The bonus is +2 or +10%, as the
Exclusive Expedition Leader Skills: situation dictates. Additionally, the
1. Loadmaster: The Leader knows how Leader’s force of will grants a +2 bonus
to optimize the packing, storage, and to saves against any mind-affecting or
loading of supplies for a protracted fear effects (drugs, Horror Factor, etc.)
expedition. The carrying or cargo provided the Leader himself saves
capacity is increased by 10% for all against the effect.
members and vehicles of the expedition. 5. Valiant Defender: The Leader fights
Any vehicles used will also receive a best when defending his party. The
10% increase in range. This bonuses Leader receives a +2 bonus to attack
increases to 15% at 4th level, 20% at 9th rolls and saving throws when directly
level, and 25% at 12th level. fighting in defense of their party. This
2. Expedition Lore: The Leader picks up bonus increases to +4 at level 7.
stray and obscure facts during 6. Tactical Aid: A Leader is a skilled
adventures. The Leader may make a combatant and can provide tactical
special lore check with a bonus equal to advice to fellow party members. By
their experience level to see whether or giving up all attacks/actions for a full
not they know some relevant round, the Leader can provide tactical
information about notable people, items, aid to all allies within sight and voice
noteworthy places, dangerous creatures, range of their position. This aid provides
etc. Base Skill: 25%+5% per level. a +1 bonus on all attack rolls. This bonus
3. Hands-On Training: The Leader is increases by an additional +1 for every
able to impart some knowledge to those three levels of experience. The Leader
in the party, often giving “hands on” can continue to offer Tactical Aid as
instructions or training, even while long as they give up the required actions.
traveling. As long as the group remains This ability stacks with any other
within eye sight of the Leader, all bonuses.
individuals receive a bonus of +10% to 7. Trail Finder: The Leader may add his
skill rolls (or the equivalent of 25% if class level as a bonus on all Land
the skill is not known) in any skills the Navigation rolls.
Leader possesses. This bonus increases 8. Cadre Proficiencies: As long as the
to +15% (or 35%) at 4th level and +20% Leader continues to work for the
(or 45%) at 8th level. Bastion, they can receive Cadre training.
4. Dogged Determination: The Leader is The Leader begins with one proficiency
capable of demonstrating strength in and may choose an additional
even the harshest of physical torments. proficiency at 2nd, 4th, 8th, and 12th
This strength inspires others to carry on, level.
21
9. Nanotech Modifications: Any intellectuals whose skills go beyond
Standard Equipment: "Grunt" or similar mere education; many bordering on the
medium body armor, one weapon for level of super genius. As science and
each W.P. plus at least 2D4 clips for knowledge are valuable commodities in
each, survival knife and hand axe, set of this new world, these true scientists are a
wilderness clothing (this can be anything rare and priceless luxury. Scientists of
from camouflage fatigues to buckskin.) the Bastion take many forms; from
The Expedition Leader may also carry a tweed wearing, pipe smoking professors
variety of equipment, depending on the who rarely leave an office to lab rats
mission. The most common items will inventing some new device, to rough-
include a sturdy set of traveling clothes and-tumble “field” scientists more at
or fatigues, with a good pair of military home in remote places than in any lab
boots; broad brim hat, tinted goggles, environment.
belts, gun holster, ammo-bandoleer and Regardless of their appearance, all
equipment webbing. Other equipment scientists possess an insatiable lust for
includes a first-aid kit, a snakebite kit, a knowledge and an extraordinary work
fire starter, a cigarette lighter or some ethic. Through a combination of luck,
matches, a compass, notebook or a good fortune, perseverance, and hard
notebook computer, a set of distancing work, these scientists have achieved the
binoculars, two canteens, backpack, height of scholarly excellence and are
sleeping roll, and ground blanket. considered among the leading experts in
Equipment Available Upon Assignment: their particular fields of study. While
Exact equipment will vary on the many pursue a career in the “hard”
expedition itself. However, most Leaders sciences, a Scientist can also be an
can get their hands on almost anything, expert in the arts and humanities.
either through their own influence or by Irrespective of their individual
making recommendations to expedition disciplines, all Scientist characters hold
members with greater influence. Any at least one Doctorate level degree of
type of body armor, explosives, any type some sort, with many holding multiple
of weapon, extra ammunition, optical advanced degrees in numerous
enhancements, camera or surveillance disciplines.
equipment, sensory equipment and food Many Scientists generally stick close to
rations for weeks can be obtained fairly the Bastion, teaching classes, lecturing,
easily. Most Expedition Leaders crunching numbers, and running
operatives have mid to high level experiments with little inclination to go
security clearance, with the highest “out in the field”. While some may be
clearance for trusted individuals. ill-suited for adventure, other Scientists
are as quick with a weapon or their fists
as they are with minds. These “Field
Bastion Scientist Researchers” use the idea of testing new
by Guy_LeDouche theories or performing first-hand
The soul of the Bastion has always been research in the field as an excuse to go
research, and the Scientist OCCs are at adventuring. This makes some Scientists
the center of it. These men and women surprisingly rugged, self-reliant
were experts in their fields, advanced individuals who can handle themselves
thinkers and scholars. Almost all are true
22
in the wild or in combat and aren’t afraid two, Martial Arts (or Assassin, if evil) as
of a harsh and unforgiving world. three.
Regardless of their formidable O.C.C. Related Skills: Select four
intelligence and education, many Science skills, three Technical skills,
Scientists are lacking in social graces. two Medical skills, and eight other skills
They are often obsessed with a particular (including from the previous categories),
area or theory and tend to devote all their +2 additional skills at levels 3, 6, 9, 12,
energies to it. As a result, many are and 15. All new skills start at level one
somewhat absent minded, clumsy, and proficiency.
tend to come across as aloof, arrogant, Communications: Any (+5%, +15% to
and condescending. The worst of the lot Cryptography, Laser Communications,
may become the stereotypical “mad and Optic Systems)
scientist”, showing a complete disregard Domestic: Any (+5%)
for anything, even human life, to prove Electrical: Any (+10%)
their theories or make their creations a Espionage: Wilderness Survival only
reality. (+10%)
Whether in the lab or in the field, Mechanical: Any (+10%)
Scientists are always inventive and Medical: Any (+10%)
resourceful. These characters combine Military: Trap/Mine Detection only
all levels of knowledge and expertise (+5%)
with technology. The Scientists will be Physical: Any excluding Acrobatics,
the ones making the discoveries that Gymnastics, and Wrestling
change the world. Pilot: Any (+5%)
Alignment: Any Pilot Related: Any (+5%)
Attribute Requirements: I.Q. 16 or Rogue: Any
higher, a high M.E. and P.E. are helpful Science: Any (+20%)
but not mandatory. Technical: Any (+15%)
O.C.C. Bonuses: +2 to I.Q. attribute, +2 Wilderness: Any (+10%)
to save vs insanity, +2 to save vs. Horror W.P.: Any, excluding Heavy Weapons
Factor +1D6+6 S.D.C. of any kind.
O.C.C. Skills: Secondary Skills: Choose a total of four
Literacy (+35%) Secondary Skills from the previous list.
Language and Literacy in two of choice They are limited by the categories listed,
(+20%) but do not receive any of the bonuses
Basic and Advanced Math (both 30%) listed in parentheses. These are
Basic Electronics (+20%) additional areas of knowledge and start
Computer Operation (+20%) at the first level of proficiency. The
Computer Programming (+15%) character may select one Secondary Skill
Pilot: Automobile (+10%) at levels 2, 4, 7, 10, and 13. These are
Radio: Basic (+10%) additional areas of knowledge that do
Salvage (+20%) not get any bonuses, other than a high
W.P. Energy or Caseless Pistol I.Q. bonus.
Hand to Hand combat is selected as an O.C.C. Abilities and Bonuses:
“O.C.C. Related” skill as follows: Basic 1. Hypothesize: A skill-like ability that
counts as one skill selection, Expert as enables a character to make an “educated
guess” to an impossible question or
23
scenario. With this ability, the Scientist devices, and even weapons can be built
can use 1 action point to come up with a with scientific improvisation. It takes a
useful theory that answers a question minimum of 1D4 minutes to make an
concerning a specific goal, event, or object with scientific improvisation (or
activity that occurred in the past or will longer, at GM’s discretion, depending on
occur within 1 week. Given all the complexity of the item or object.) The
information at hand, the character can object, when put into use, lasts for a
make a quantum leap in logic to arrive at number of rounds equal to the Scientist’s
a new and possibly radical solution to class level, or until the end of the current
the problem that no one else has made encounter, before it breaks down. It can’t
(or is even likely to understand.) be repaired. Base Skill: 45%+5% per
Hypothesize may also learn allow the level
character to deduce certain secrets or 3. Preferred Weapon: The Scientist
"behind the scenes" information that selects one weapon they are proficient
they might not have been privy to with. With the selected weapon, the
otherwise, thanks to his extremely acute Scientist adds ½ of their experience level
powers of deduction ("I don't know why (rounded down) as a bonus to any
I didn't see it before! The metal’s been applicable attack rolls.
magnetized! That combined with those 4. Funding: Most Scientists have specific
stress fractures indicate some type of scientific goals that they wish to achieve.
EMP effect! And given the current wind Often, the largest barrier to such
trajectory and ambient nanites in the air, achievements is a lack of resources. At
thanks to the alignment of the planets 4th level, a Scientist’s career has
this month, this means that the attack advanced sufficiently that they are now
would have come from the south, no trusted with the necessary resources to
more than 20 miles from here! Let's continue to experiment. This ability
go!"). G.M. Note: Use this as a sudden leaves a lot to the GM’s discretion. The
flash of insight or realization and a character does not receive unlimited
(temporary) quick fix in which the resources, but does receive enough to
character knows what to do about some make continued and substantial progress.
critical problem. This ability does NOT At a minimum, the Scientist should be
apply to finding a cure for the provided with a lab, access to research
nanoplague, or figuring out how to build materials, and sufficient resources to
a nuclear device with a paperclip, or perform experiments. Extremely rare
similar quick fixes to impossible and expensive requests may require
problems. Base Skill: 50%+2% per significant time to acquire; they might
level. even require assistance from other
2. Scientific Improvisation: At 2nd level, Scientists or the Cadre.
the Scientist gains the ability to 5. Cadre Proficiencies: Scientists,
improvise solutions using common espcially those in the field, may receive
objects and scientific know-how. This Cadre training. The character may select
ability lets the Scientist create tools and one proficieny at level 2, 6, and 11.
devices quickly and cheaply, even in a 4. Nanotech Modifications: Any
dramatic situation, but these creations Standard Equipment: Light or medium
have a limited useful lifespan. Electronic body armor, choice of at least one
devices, special tools, mechanical weapon, four extra clips for the
24
weapon(s) rifle, survival knife, fine Survivalist lives off the land with ease.
leather gloves, a box of disposable A self-sufficient hunter, Survivalists are
surgical gloves (100 per box), 2D4 walking encyclopedias about hunting,
specimen containers, 20 medium-size trapping, wildlife, and the land. Near
plastic bags, hand-held computer, pocket fearless in the face of nature, many call
audio recorder, portable video camera, the most dangerous wilderness areas
portable language translator, pocket laser home and more than one Survivalist has
distancer, pocket flashlight, portable tool left the Bastion and carved out a
kit, laser scalpel first-aid kit, portable (relatively) comfortable existence in the
laboratory, backpack, two satchels, Preserves. They have the knowledge,
utility belt, utility/combat harness, air training, and experience to live under
filter & gas mask, lab coat, and canteen. conditions others would call less than
Equipment Available Upon Assignment: primitive. The Survivalist knows where
Almost anything, including various to find food and fresh water, how to
types of weaponry, sensory equipment, prepare proper shelter, and what plants
recording equipment, medical and animals are dangerous (and which
equipment, communications and are edible).
surveillance, optical enhancements, Regardless of where they call home, any
camera equipment, vehicles, food rations Survivalist is as hard as they come, able
and so on. In addition, the character has to survive in almost any wilderness
access to medical, laboratory and condition and skilled in a fight. They are
computer facilities. A Scientist typically resourceful, cunning and experts in
has at least mid-level up to the highest setting traps, taking down prey, and
level security clearance depending on living off the land. The time spent in the
the character's level of experience and outdoors means many Survivalists are
history. powerfully built, conditioned to a harsh
environment, and generally tough as
nails. Though they may prefer a more
Bastion Survivalist primitive and rugged life, they are still
by Guy_LeDouche comfortable with technology. Almost all
“Technology’s overrated to begin with. Survivalists still regularly return to
Look where all the high tech has gotten Bastion outposts to restock, resupply,
us. That’s the biggest problem here; visit with old friends, and share news
everyone is so scared to set foot outside. and information. Contaminated with the
Give me six weeks, or less, with nanoplague, Survivalists are rarely
somebody and I’ll teach him or her how invited back into the Bastion; any return
to live WELL in the out of doors.” trips will see the character kept under
Considered to be fairly insane by most heavy quarantine and containment.
of the Bastion populace, Survivalists are Some will actively work with and accept
those most at home in the wastelands. assignments from the Cadre; others will
For various reasons, these individuals often temporarily join military
have turned their back on the trappings operations or scientific expeditions,
of civilization and have chosen a life in acting as guides, scouts, trackers, and
the wild. Survivalists are completely advisors. With their intimate knowledge
comfortable and happy in the wilds. of the wilderness, a dependable
Stealthy, cunning, and resourceful the Survivalist is a welcome addition to any
25
group-they are ferocious warriors and W.P. Knife
perfect early warning scouts of incoming W.P.: Energy or Caseless Rifle
danger. W.P. Ancient and/or Modern: Four of
When travelling or adventuring with a choice
group, most are reliable and trustworthy, Hand to Hand: Basic
but more often than not, they keep a Hand to Hand: Basic can be changed to
physical distance from a group so as to expert at the cost of two "O.C.C. related
not get caught with them in an ambush, skills" or martial arts for the cost of three
to scout ahead, to guard the rear or skill selections.
flanks, hunt, and so on. Even well- O.C.C. Related Skills: Select two
meaning friends and allies can become Wilderness or Espionage skills and three
trying, and the Survivalist often finds other skills. Select one additional skill at
himself putting some distance between levels 2, 5, 8 and 11. New skills start at
them and/or enjoying going off on short the first level of proficiency.
jaunts on his own. Communications: Any (+5%)
Alignment: Any, although many lean Domestic: Any (+10%)
toward Anarchist. Electrical: Basic Electronics Only
Attribute Requirements: I.Q. 9, P.E. 16 Espionage: Any (+5%) except Forgery
and M.E. of 12 or higher. A good P.S. and Pick Locks
and P.P. are suggested, but not Mechanical: None
mandatory. Medical: First Aid (+10%) or Holistic
O.C.C. Bonus: +4D6 to physical S.D.C., Medicine (+20%, counts as two skill
+1D4 to P.S. and P.E. attributes, +2 to selections) only.
roll with impact, +2 to save vs. poison Military: Any (+10%), except
and disease, +10% to save vs. Coma and demolition (any).
Death, and +1 to save vs. Horror Factor Physical: Any except Acrobatics (+5%
at 2, 4, 6, 9, 12, and 15. where applicable)
O.C.C. Skills: Pilot: Any (+5%), except robots, power
Athletics (General) armor and combat aircraft.
Cooking (+15%) Pilot Related: Any
Camouflage (+10%) Rogue: Gambling, Imitate Voices &
Climb (+15%) Sounds, and Tailing (+5%)
Detect Ambush (+5%) Science: Mat: Basic, Advance Math,
First Aid (+10%) Anthropology, Biology, and Botany
Fishing (+15%) only.
Hunting Technical: Any (+5% to most, +15% to
Identify Fruits and Plants (20%) Lore (any) and Rope Works)
Land Navigation (+20%) W.P.: Any
Prowl (+15%) Wilderness: Any (+15%)
Skin and Prepare Animal Hides (+10%) Secondary Skills: The character also gets
Swimming (+10%) to select six secondary skills from the
Track Animals (+10%) previous list. These are additional areas
Track Humanoids (+15%) of knowledge that do not get the
Trap Construction (+15%) advantage of the bonus listed in
Trap/Mine Detection (10%) parentheses. All secondary skills start at
Wilderness Survival (+20%) the base skill level. Also, skills are
26
limited (any, only, none) as previously 3. Preferred Prey: At 2nd level, the
indicated in the list. Survivalist may choose a particular
Exclusive Survivalist OCC Skills: species (or group of related species like
1. Hunter’s Eye (special): Survivalists “spiders”) as preferred prey. Against this
gain additional bonuses to strike with preferred prey, the Survivalist receives
any ranged weapon, thanks to their years both a damage bonus and a bonus equal
of hunting, target shooting, and the to their experience level on any skills
occasional firefight with robots, Waste involving the prey (Tracking, Detect
Crawlers, and even Splicers. The Ambush, etc.) At 8th level, the
Survivalist gets one additional attack per Survivalist may choose a second species
melee round, are +1 on initiative, and +1 and receive the same benefits.
to strike when using a rifle (of any kind), 4. Internal Compass: By 5th level, the
shotgun or heavy weapon. Survivalists Survivalist’s sense of direction and
can even make aimed or called shots understanding of topography is so keen
from a moving vehicle, horseback, or that the character is able to accurately
similar. These bonuses and abilities guess the location of natural features.
apply only to when the Survivalist is After spending 10+1D4 minutes
firing a single shot at a time. Burst and studying the area, the Survivalist may
volley firing do not get Hunter’s Eye attempt a Wilderness Survival roll. On a
bonuses. Survivalist can benefit if firing successful roll, the Survivalist is able to
a single shot from an automatic weapon, determine any two of the following
but once the weapon goes to auto fire, pieces of information (player’s choice):
the bonuses stop until single-shot firing the direction and approximate distance
resumes. Note: If the G.M. would like to to the nearest lake, river or other large
include it, the Survivalist can use the body of water (no streams, creeks, small
special Gunfighter O.C.C, skill of W.P. ponds, etc.); the time of day (within 15
Sharpshooting Specialties (Rifle only) as minutes); any one compass point; the
described on page 91 of Rifts® New weather conditions for the next 6 hours;
West. the location of any game trails (and what
2. Preferred Environment: At first level, type of animal passed along it most
the Survivalist chooses an environmental recently); the temperature (within five
type as personal favorite. Examples degrees); the location of the highest
could include Desert, Ocean, Savannah, point of land within 5 miles. Base Skill:
Swamp, Tundra, Tropical Rainforest, 60% +3% per level of experience
etc. The Survivalist receives a bonus 5. Sense Robots: Survivalists have this
equal to their experience level on any funny way of knowing when robots are
skill rolls related to survival or safety in nearby; they simply call it their “knack."
that environment. The Survivalist Whenever a robot or drone is within 250
ignores the effects of terrain in this feet (76.2 m), the Survivalist will just
environment and moves through at full feel that they are around; they are rarely
speed. Furthermore, the Survivalist surprised by N.E.X.U.S. forces.
never takes more than minimum damage 6. Cadre Proficiencies: If the Survivalist
from any environmental effects. The maintains ties with the Bastion, they can
Survivalist may choose an additional continue to receive Cadre training. The
preferred environment at levels 4, 7, and Survivalist receives a proficiency at 2nd,
10. 4th, 7th, and 10th level.
27
7. Nanotech Modifications: Any\ since wild animals had never concerned
Standard Equipment: "Prowler" or NEXUS before.
similar light body armor, one weapon for But finally the secret was uncovered,
each W.P. plus 2D4 clips for each, and though bear armor cannot be
survival knife and hand axe, set of distinguished from real animals with any
wilderness clothing (this can be anything robotic sensors, it was not a concern for
from camouflage fatigues to buckskin.) the Machine to kill all large animals
Extra pair of boots, hat, or helmet, detected. Bearskins resorted to hiding,
sunglasses or tinted visor, first-aid kit, which practically made their special
knapsack, backpack, utility/ammo belt, design obsolete. But NEXUS did not
several short pieces of cord, 100ft. of stop until it found the Haven of House
lightweight rope, utility knife, skinning Valdar and the House was destroyed.
knife, fishing line and hooks, material The last hundred or so Bearskins in the
for snares, two canteens, six flares, and wilderness were left alone.
multi-optics binoculars (infrared and This happened about three years ago. In
passive night vision) with digital the last year, the Machine stopped to kill
distancing readout. any bears on sight, therefore the
Equipment Available Upon Assignment: Bearskins are once again able to hide in
If the character works actively with plain sight. Especially those who left
Bastion forces, they may also have their homelands and wandered to other
access to hand grenades, smoke territories, where bear-hunting had never
grenades, heavy weapons, optical been part of the programming of robots.
enhancements, camera equipment, light It is also important to note that the
vehicles, and food rations. Most House Valdar Librarian was tinkering
Survivalists have no clearance or real with the bonding process of host armors,
pull with the Cadre (though experienced therefore it is possible for a young
and trusted veterans may have mid-level candidate to acquire and use the armor
clearance.) of a dead bearskin warrior. But they
cannot hope to become a true Bearskin
unless they find a teacher too. Several
Bearskin such master and apprentice pair walk the
By Dr Hellstromme wilderness nowadays.
Classic host armor is easily Most young Bearskins were born as
distinguishable from natural lifeforms. wilderness vagabonds or maybe retro-
Because there are no human-sized or villagers. After leaving their masters –
bigger humanoid animals in the which always happens sooner or later, as
wilderness, nor are really common huge the old warriors value their solace – they
animals, an animal-shape armor would might team up with other exiles like
force its wearer to walk on "all fours". Technojackers, Alchemists or even
Most Great Houses find this too much of Heretics. Those who like companion are
a disadvantage. But until recently a not choosy, but those who do not never
House existed on the north, House join forces with anyone anyway.
Valdar, where animal host armor was Alignment: any, but often selfish
commonplace. Bearskin warriors of Attribute requirements: IQ 10, ME 11,
House Valdar used to be able to walk PS 12, PP 14, PE 14
among the Machine practically unseen,
28
Attribute bonuses: +1d6 PS and PE, PS is 4d6+16, splicer strength. Weight is
+1d4 PP, +1d6 to Speed around 400 - 500 kg.
OCC bonuses: +4 vs Horror factor, +2 Step Two: The Bear armor is omnivore.
initiative, strike and parry, +3 pull punch Step Three: Since the Bear armor of a
and roll with impact. first level character now is always a
Base SDC: 60 plus skills second-hand armor, available Bio-
Common skills: standard Energy points are PE+ME+4d4x10+50
OCC skill programs: Athletics (+10), (+30 from metabolism), but there is no
Guerilla Warfare (+15), Reconnaissance/ chance to acquire new enhancements
scout (+20), Saboteur (+10), and any more.
Survivalist (+20). Step Four: The bear armor can have any
Special Skill: Quadrupedal combat: The enhancements which do not alter its
bearskin training concentrates on appearance. Horns and exoskeleton are
learning how to move and fight on "all forbidden for example*, but for ranged
fours". The bear armor helps in this, but weapons a Retractable function is
for the experienced bearskin available (compulsory for bear armor,
quadrupedal movement is second (if not and only bear armor can have it, since
first) nature with or without his special other host armor designs do not have the
armor. The skill also gives +2 strike and sufficient volume to retract complete
parry in "quadrupedal style". cannons into). A Retractable Ranged
Elective skills: choose three skills at first Weapon costs 30% more Bio-Energy
level, and one more at levels two, four, points than usual. Note that if a given
six, eight, ten and thirteen. Ranged Weapon is not the basic version
All skills can be chosen without (light/short range), then this percentage
modifier, except the following: is added to all levels, since a
Espionage: all are +10 medium/heavy cannon is larger,
Medical: first aid, animal husbandry and therefore more difficult to hide. And yes,
holistic only that means the first level bearskin can
Rogue: concealment, imitate voices and start with upgraded enhancements (it is
prowl only (+10) assumed that the original wearer got
Transportation: none them separately).
Wilderness: all are +15 The bear armor starts with non-
Secondary skills: choose three skills retractable Medium Claws and Medium
from the secondary list at first level, plus Fangs free. It is indistinguishable from a
two at levels three, five, nine and twelve. natural bear via optics, infrared, radar or
Bear host armor: The Bear is the most even X-ray sensors.
common of animal-shape host armors. It * As a side note, you might try to
can walk or fight on it hind legs when convince your GM that a race of Horned
needed, but only for short times. The bears (Ursus bicornis) exist in his
bear also has a great body mass, which campaign world, for example.
has trivial and not so trivial advantages. Standard equipment: Simple clothing,
Step One: Standard for Host armor, but survival knife, utility belt, 1D3 Slap
since it has a greater mass than usual, Patches, Face Wrap, tinted goggles,
starting MDC is about 25 % more (legs hatchet for cutting wood, one Bio-
3d6x10+40, feet 1d8x10+25, head weapon of choice (with ammo if
3d4x10+30, main body 5d6x10+80) and applicable), tent, knapsack, backpack,
29
two water skins, two week supply of truly limited in obeying complex orders
emergency food rations, and some and they’re prone to lose the control,
personal items. unable to distinguish friends from foes.
MDC Living Body Armor: None. The Their best use in the battlefield is as
bearskin spends his life in bear armor. heavy shocktrooper, side by side with
Substitution is not something they Warmounts and Biotics. Outside
consider. Battlefield, well, berserk run a very
Money: Has 1D4x100 credits in precious recluse life. Due their nature they are
metals and trade items, plus 3D6x10 forced to bear a bio-hazard tattoo over
credits. their body, and cannot move freely
The Upside: You can walk in front of the around, often having a Roughneck or
Machine drones hiding in plain sight. even a young Dreadguard as uneasy
The armor you inherited is more guardian angel, to prevent them to go
powerful than most starting armors, wild in Human Sanctuaries. Due to this
except maybe a that of a Dreadguard. Berserk search to fight very often,
The Downside: You try to upkeep a because they feel truly alive only when
heritage that is nearly dead. Your they are there, when they can assume
destroyed armor cannot be replaced. You their true form
are alone, not having a Great House to Alignment: Any but Anarchist in their
help you. Berserk form
Attribute bonus:
+1d6 ME, +1d4 to PE, add 2d6 to Hit
The Berserk Points
By the Baron of Chaos OCC bonus:
Everyone know of Biotics, They are Base SDC: 30+2d8 plus additiona SDc
people basically forced to become from skills
expendable genetically engineered Powers:
cannon fodder. Transform into a berserk form
But not all those poor unfortunate soul This take only one action , but is
become the wild Biotic, one each uncontrollable, triggered by fear, anxiety
thousand are turned into the even more and stress. A roll vs. Transformation(12)
wild and savage Berserk! The Librarians is needed to control the transformation,
theorize that this anomaly is due the both to prevent it to happen and to
presence of a “berserk” gene in the DNA trigger it, when not in stressful situation.
that somehow disrupt the correct Bonus when transformed:
Engineering process; or perhaps the - Increase height by 1d4ft
Splicing process trigger something - Increase weight by 2d6x10 lb
present in the DNA of this guys. At first - Supernatural PS: +10+2d6 PS note:the
they look like normal Biotics, but after Bio-E cost for additional PS is halved
few days they apparently revert into their for Berserk
human form, actually evolving into - Superhuman lifting power: The
Berserk. The Berserk are really a trouble massive size and muscolature allow to
to deal with. From one side they are carry heavier loads. Carry 50 times PS
really powerful and ruthless in battle, and Lift 150 times +10lb per 5 Bio-E
able to throw Steeltroppers away like point spent
bowling balls, but on other side they are - Impervious to radiation and poison
30
- fatigue at half the normal rate another Elective skill at levels 2, 6, 10
- Natural MDC: SDC+HPx3 and 14. all new skills start at level one
- Regeneration: heal 1d6 per minute proficiency.
- Bio -Energy points: Communications:
ME+PE+1d4x10+20 , they get an Domestic: Any(+5%)
additional 2d10 at level 3, 9 and 15; Espionage: Wilderness Survival only
mostly spend onto Offensive weapons, Medical :None
increased attributes and additional MDC Military : Any(+10%)
Side Effect: Physical : Any(+15% when possible)
- Uncontrolled : See above remember Rogue: None
they are kind frail in their human form, Science: None
and due the morphing they cannot use Technical : Any
additional armours without ripping them Transportation : Any except Host Armor
apart. And in case of splicer armour this Combat, Wing Pack and War Mount
has some gory effect. Combat
- Hyper metabolism : The monstrous Wilderness : Any(+15%)
form burn energies very fast , requiring W.P.s : Any except WP. Armor and
the Berserk to eat his modified weight in Siege Weapons
food, daily Secondary Skills: The character get to
- Reduced mental faculty: -1d6 to IQ and select 4 secondary skills at level one plus
MA, most skills are performed at - 15%, one at level 6, 9 and 12. These are
Exception are Physical, Wilderness and additional area of knowledge starting
WP without any O.C.C. bonus
- Partial Speech : The berserk tone is M.D.C. “Living” Body Armor: As was
more low and guttural and often growl said above, The berserk have problems
and hiss, or seem he is about o start with armor, due their morphing ability,
growling, while speaking. All this make but they usually got an unmodified
harder to understand him/her, even for living body armor as backup, just in case
friends they have to assume their human form in
- Monstrous appearance: often animal dangerous areas.
like, humanoid canine, apish outlook, Standard Equipment: Clothes he/she is
Neanderthal, lizard like, insect looking; wearing, plus a couple of additional
anything goes -1d6 PB, HF: 12 replacement set of clothes, generally
- Insanities: The automatically suffer large and comfortable ones. After all is
from Psychosis: Violent rage, plus always embarrassing hanging around
another random rolled insanity form naked on the battlefield. Survival
Biotics table. If 98-00 is rolled, the knife ,tinted goggles, one weapon for
Violent Rage become the true and wild each WP and appropriate ammunition,
FRENZY – This insanities apply also backpack, tent, bedroll, two water skin,
when in human form. hatchet for cutting wood, Emergency
Common Skills: standard food rations(should be two week supply
O.C.C. Skill Programs: Infantryman but rarely last more than one), some
(+10%) plus two other skill program of personal items.
choice(same limit as biotics) Money: Has trade items, salvaged
Elective Skills: Select 3 Skill from the artefacts and precious metals worth of
following list at first level. Plus select 2d6x10 credits. As always money can be
31
spent immediately on additional Unfortunately, this also meant the House
equipment or saved would be unable to field the large force
The Upside: Man, there are very few that that would be inevitably needed for
can withstand you in sheer power, when coming conflicts. At least, not a force
you lose control. You’re a force of composed entirely of humans.
nature, a marauding machine of While human life may be a scarce
destruction. In the heat of the battle even resource, the prairies and savannahs
the Dreadguards look upon you for help, surrounding the House teem with animal
and dislike your Biotics cousins you life; life that could serve the House. To
retain a pretty human face. In some way that end, the House Librarians begin a
these are the only reasons you're still series of experiments in human/animal
alive. hybrids. After months of research and
The Downside: Well, you’re a freaky experimentation, the project was deemed
monster. A mistake. You are lucky you a success and the House began breeding
were not supressed like a rabid dog. a race of expendable soldiers; soldiers
Sure,you can asusme human form, but who could maintain a constant state of
whenever you lose temper you turn into alertness and were well suited to a life of
a butt ugly beast. And is not easy reamin brutal conditions and combat.
calm all the time, expecially in this Created from the ground up at a genetic
disgraced world. To make things worst level, the Bio-Organic Super Soldier or
when you assume your combat shape, is “B.O.S.S. Units” are a hybrid of
hard to think and to connect facts. enhanced hyena DNA mixed with
Everything seem harder to do when in human genetic material. Head Librarian
that form, except of course smashing Gatraphon felt hyenas would be the
things. perfect base animal; supremely efficient
Modified, with additiona material, thank pack hunters and scavengers, highly
for the comments. hope you like it intelligent, physically powerful,
accustomed to a social hierarchy, and
able to eat and digest every part of a
Bio-Organic Super Soldiers (B.O.S.S.) carcass, including bone. Using the hyena
by 9voltkilowatt and Guy Ledouche DNA as a base, the Librarian then fused
“Their highly intelligent, their jaws can small amounts of human genetic
pulverize bone, they’ll devour and digest material taken from some of the House’s
nearly anything, they have a complex best warriors, creating a fearsome hybrid
social structure, and, to top it all off, warrior. This blending of human
they are some of the most successful and cognitive abilities with the skillful and
efficient hunters on the planet. And that cunning instincts of the hyena has
was before the Librarians got a hold of created a foot soldier that has surpassed
them!” every expectation.
Human life is a scarce and precious Looking very much like the stereotypical
commodity among the Resistance, but idea of a werewolf, a B.O.S.S. strikes an
few places is it in a more limited supply imposing image. A disturbingly human
then House Branton. After their first few figure, B.O.S.S. units stand as tall as a
encounters with the Machine, the leaders fully armored Dreadguard and are
of Branton realized that their numbers heavily muscled. Covered with short
were far too few to waste needlessly. spotted or striped fur, each B.O.S.S. has
32
a stunted, mohawk-like mane lining the are surprising gentle, compassionate, and
back of their necks. The mane is a clear playful when away from combat-at least
sign of the B.O.S.S.’s mood, with an to other B.O.S.S.’s and members of
erect mane signifying anger or hostility. House Branton. B.O.S.S. are especially
Despite the human DNA, the head is still fond of Packmasters and their
very much that of an animal, with large, Gorehounds, often being paired together
rounded ears, a pronounced muzzle, and for recon and scouting missions. During
formidable jaws and teeth. Though downtime, it’s not unusual to see the
bipedal, the B.O.S.S. can (and often do) hybrids and Gorehounds giving into
run on all fours, both during play and their playful side and engaging in
combat. roughhousing and cavorting. Around
True to their animalistic nature, B.O.S.S. strangers and outsiders however, the
units are highly aggressive and utterly B.O.S.S. become suspicious, defensive,
ruthless in combat. Their natural pack and often outright hostile.
hunting instincts make them excellent Alignment: Though mostly loyal to the
ambush artists and a group of B.O.S.S. House, most are typically selfish or evil,
units are utterly fearless and fight with willing to take any action necessary to
unparalled savagery. win. Rarely is a B.O.S.S. unit of a true
In spite of their marauding combat good alignment.
behavior, they are smart, resourceful, Attribute Requirements: None, the
cunning, and naturally adapt at group B.O.S.S. units are created according to a
tactics. All hyenas have powerful teeth genetic template.
and jaws, able to crush bone and the Attributes: As an animal/human hybrid,
enhanced B.O.S.S. is no exception. Bites B.O.S.S. units do not roll attributes as
from a B.O.S.S. are capable of severing normal. Instead, use the following to
a drone’s arm and, when paired with determine the attributes:
claws able to rip through mega-damage I.Q. 4+1D6, M.A. 3+1D4, M.E.
steel, each B.O.S.S. unit is able to inflict 10+1D4, P.S. 24+1D6 (Splicer P.S.),
a close combat kill ratio comparable to P.P. 16+1D4, P.E. 30+1D6, P.B. 5+1D4,
that of a Host Armor. Spd 20+2D6
Along with their combat prowess, NOTE: Those designated as squad
B.O.S.S. units are excellent survivors. leaders are engineered with the genetic
True to their animal roots, the B.O.S.S. markers of the female hyena giving them
excels as a hunter and scavenger. Their an additional 1D4 to I.Q. and M.A.
jaws allow them to consume nearly R.C.C. Bonuses (in addition to attribute
anything, and they have a powerful bonuses): Splicer P.S., +1 attack per
digestive system with highly acidic melee round, +2 on initiative, +2 to
fluids. Capable of eating and digesting strike and parry, +3 to auto dodge (the
nearly any organic substance, B.O.S.S. act of dodging does not use up a melee
units consume their entire prey, attack, but one must still roll to dodge),
including skin, teeth, horns, and bones. +3 to roll with punch\fall\impact, +5 to
They have no aversion to and will save vs. Horror Factor, and is
readily eat carrion without any fear of impervious to disease and can eat rotten
disease or sickness. or spoiled food without the slightest ill
Despite their violent nature and effect.
somewhat disturbing diet, B.O.S.S. units
33
Base S.D.C.: Not applicable, see the 3. Exceptional Agility: Can leap one foot
B.O.S.S.’s Altered Body. per P.S. point lengthwise and high from
a standing position; increase by 30%
B.O.S.S. RCC Powers and Abilities with a running start.
1. B.O.S.S.’s Altered Body & M.D.C.: 4. Sprint: A B.O.S.S. can run on all
The creation process makes a B.O.S.S. fours, doubling their Speed attribute.
unit a naturally Mega-Damage being. They can maintain this pace indefinitely.
Starting M.D.C. is the P.E. attribute While sprinting, the character can still
number +4D8x10 plus the P.E. attribute auto dodge with all regular bonuses.
number. Add an additional 3D8 M.D.C. 5. Caustic Spittle: The B.O.S.S. is able
per level of experience, starting at level to use its powerful acidic digestive fluids
two. A B.O.S.S. unit bio-regenerates to cause further damage to bite victims.
2D10 M.D.C. per melee round and can This caustic spittle inflicts an additional
even regrow lost appendages and eyes. 1D8 M.D. per melee round for 1D4
The character can last twenty times rounds to any victim of a bite attack.
longer during strenuous exercise\activity 6. Enhanced Senses: Each B.O.S.S. has
before feeling the effects of exhaustion. the following enhanced senses:
This means a B.O.S.S. can remain alert o Bio-Comms: As per the Splicers main
and operate at full efficiency for 6 to 7 book, page80.
days (144 to 168 hours) without sleep. o Advanced Eyes: As per the Splicers
The typical B.O.S.S. stands 6ft+2D6 main book, page 78.
inches and weighs between 450-500lbs. o Enhanced Hearing: As per the Splicers
2. Inhuman Fortitude: B.O.S.S. units are main book, page 80 - 81.
legendary for their ability to shrug off o Enhanced Senses: As per the Splicers
pain or shock and can remain alert and main book, page 81.
effective despite physical hardship or o Claws: Large, non-retractable claws
injury. A B.O.S.S. can actually remain add 2D6+6 M.D. damage to punch
semi-conscious even after all M.D.C. has damage.
been reduced to zero, though awareness o Bite: The jaws and teeth of the
is on par to that of a dazed or dreamlike B.O.S.S. add an additional 4D8 M.D. to
state. In this state, the character has only bite damage.
two actions per round, no combat 7. Horror Factor: A B.O.S.S. has a
bonuses of any kind, speed is reduced by Horror Factor of 10 for an individual, 14
half, and skill performance is -70%. for a pack of four or more.
However, the B.O.S.S. is still semi- 8. Pack Hunters: All B.O.S.S. are
aware and moving. The character can instinctively driven to hunt and attack in
function in this state until M.D.C. is packs, often using coordinated tactics,
reduced below zero by a number equal feints, and ambushes. If two or more
to the 2x the P.E. attribute number. After B.O.S.S. units are attacking the same
that, they will fall into a coma and die target in the same turn, they each receive
without immediate medical treatment. the following bonuses: +1 initiative, +2
This high threshold for pain also strike, and an additional +2 to damage.
imposes a -50% skill penalty upon those 9. Instinctive Skills: The character
trying to interrogate or torture the automatically knows the following
character. skills: Hand to Hand: Expert, Identify
Plants & Fruits (68%+5% per level),
34
Land Navigation (72%+4% per level), Navigation, Track and Trap Animals and
and Prowl (50%+5% per level). Wilderness Survival only.
Production Cycle: Four months W.P.s: Any.
gestation, plus 2 months growth time. Male only skill set:
Average Life Span: As a fairly recent Communications: Bio-Comms and Sign
creation, no one is entirely sure of the Language.
B.O.S.S.’s maximum life span, though Domestic: Begging only.
it’s estimated to be 15 years plus 1D12 Espionage: Detect Ambush, Detect
months. Almost all will die in combat Concealment, Tracking, Vital Points,
well before reaching this age. Wilderness Survival only.
Common Skills: Standard. Medical: First Aid only.
O.C.C Skills Programs: Because hyenas Military: Any except Parachuting.
naturally operate in a female dominated Physical: Physical: Any.
pack, female characters have a different Rogue: Prowl only.
skill set than males, operating as officers Science: None.
and squad leaders. Technical: None
Female only: Basic Military (+15%), Transportation: None.
Field Intelligence (+15%) and Saboteur, Wilderness: Dowsing, Fasting, Hunting,
Outdoorsman or Survivalist (+10%). Identify Plants & Fruits, Land
Male only: Basic Military (+10%), Navigation, Track and Trap Animals and
Guerilla Warfare (+10%), Wilderness Survival only.
Reconnaissance/Scout or Infantryman. W.P.s: Any.
Elective Skills: Select three (four for Secondary Skills: The character gets to
females) Elective Skills from the select three (four for females) Secondary
following list at first level plus one new Skills at level one. These are additional
Elective Skills at levels 3, 6, 9 and 12. area of knowledge starting without any
All new skills start at level one special O.C.C. bonuses. The character
proficiency. may not select more Secondary Skills in
Female only skill set: the future.
Communications: Bio-Comms, B.O.S.S. Biological Enhancements:
Cryptography, Sign Language. B.O.S.S. units are unable to purchase
Domestic: Begging only. further biological enhancements.
Espionage: Detect Ambush, Detect Standard Equipment: A suit of Shatter
Concealment, Tracking, Vital Points, Shield armor, two hooded cloaks (both
Wilderness Survival only. earth tones like brown, grey, green, etc.)
Medical: First Aid only. pair of M.D.C. knives, one weapon for
Military: Any except Parachuting. each W.P., backpack, tent, bedroll, two
Physical: Any. water skins, hair brush (extra tough
Rogue: Prowl only. construction), emergency food rations (3
Science: Astronomy & Navigation and day supply) and a few personal items.
Xenology only. Money: Only has 4D6 credits, but
Technical: Operate Bio-equipment only. another 2D6x10 credits worth of trinkets
Transportation: None. and items picked up along the way.
Wilderness: Dowsing, Fasting, Hunting, B.O.S.S.’s have little use for money.
Identify Plants & Fruits, Land The Upside: You were born with the
ability to pound the drones of the
35
Machine into scrap metal with your bare perhaps the hardest part, in that involve
hands. You’re fast, strong and tough, but the injection of a retro-virus, developed
alas ... from the weapon in question, into the
The Downside: ...you’re also living on young Bio-Slayer.
borrowed time. Your entire existence is The effect is a series of violent spasms ,
to preserve the survival of another and a where the weapon merge with the future
violent death is almost certain. owner . Is extremely painful and
physically taxing process that has good
chance to left some sign in the Bio-
The Bio-slayer slayer mind.
by the Baron of Chaos As said the Bio-slayers live slightly
The living nature of Splicer Technology isolated from human community, and are
allowed the members of Resistance to not knows for their warmth or
develop some special bond with it, politeness. This create an aura of suspect
almost a symbiotic relation. This is true toward them, and rumors about –bio-
for Dreadguards, Outrider , Archangels slayer being insane killers, maniacs, that
and Packmasters, they all share a link will kill even an Engineer if the price is
with particular Living organism, getting right . Of course all of this are just
more bonus that nay other user. The rumors, although is true that will accept
same is true for the Bio-slayer. These to be hired for “cleaning” job, especially
courageous men and women, has special in Bloodfeuds . The good thing of
ties with a class of Living Technology humankind is that remain the same even
often underestimated or simply ignored in dramatic moments.
under this aspect: The bio-weapons. Despite their isolation and somewhat
Ranged or Melee bio-weapons are as cold behaviors the Bio-Slayer are a great
alive as any other Splicing Technology, support for Resistances: Snipers,
but still people tend to sue them as Gunfighter and Swordsmen, that live
normal weapon. their life like a long ongoing showdown
This is not the case of Bio-slayer who The code of Bio-Slayer
knowledge of Bio-Weapons and the ties Always end your job before getting
with them reach an almost insane another
level.The Bio-Slayer, called also Bio- Always Ensure to be paid the right
Slingers, are a caste apart in human Show discretion, in all situation
resistance, often developing secret guilds Avoid useless fights, but when you have
and orders, a small society in the human to strike, strike to kill
society, that answer only to a council of Don’t carry weight(physical and
Elder Bio-Slayer, that much like ancient spiritual), you can’t get rid of
Shao-Lin Monastery, train new Your Bio-weapon is your life, never go
generation to the way of the Bio- anywhere without it.
weapon. This training involve a constant Whatever it took to win is always good.
series of duels between trainee, until Alignment: Any, but typically
only a few survive. These few then go Aberrant(30%), Anarchist(20%) or
initiated to the process of Bonding, Miscreant evil(15%)
where they got their personal Weapon, Attribute Requirement: PP: 14, PE: 14,
that will become their only true friend in high PS and ME are helpful, but not
their life of fights. This process is mandatory.
36
Attribute OCC Bonuses: +1d6 ME, Spd. structures). Note that the morphed shape
and PP, +1d4 to PE and PS while resemble roughly an animal, is
OCC Bonuses: +1 action per obviously not a normal animal(bone
melee/round, +2 to initiative +1 at level plates, spikes, multiple eyes etc.) .
4,6,9,12,14; +2 to strike and parry with Bio Force Field :The Weapon generate a
Bio-Weapon(melee or ranged), +1 to bio-force field to protect itself and
disarm an opponent at levels 2, 4, 8, 12, wielder MDC: 1d8x10+20 MDC. The
+3 to pull punch, +3 to save vs. HF Force Field M.D.C. recover at 1d6
Base SDC: 40 plus skill bonus M.D.C. per 10 minutes
Attuned Weapon : The bio Slayer get a Bonded damage: The bio slayer attuned
personal bio-weapon, melee or ranged, weapon add his ME or PE to the weapon
that he/she got tied with. A sort of damage
imprinting that change the bio-weapon Bonus: + 1 Attack per melee with the
to become a mirror of owner body and attuned weapon, +3 to strike, +5 to
soul. This tie grant the weapon some disarm on a called shot, +2 to parry
unique powers. The Bio-Slayer love when using the personal weapon(this
giving names to their Bio-Weapon include Ranged ones)
Weapon Powers: Bio-E point: The Bio-slayer get
High animal intelligence: IQ of 1d6+4 1D4x10+ME+PE BIO-E to spend onto
the weapon refuse to work for anyone standard Hand-Held Weapon Bio-
else but its owner. In case of melee Enhancements (see Slappy post on Bio
weapon they twitch and bend making weapon modifications) additionally
impossible the usage could get any sensory enhancement that
Telepathic link: Always know where the could afford (generally manifest in form
Attuned Weapon is and does have access of eyes on the hilt or along the barrel)
to any sense the weapon could have. The Bio-Weapon Mastery: Automatically
weapon could be used at distance Range: know W.P. Paired Weapons, W.P. Bio-
6 miles,. weapons: Light and W.P. Bio-weapons:
Improved resistance: The bio weapon Heavy plus the following:
has its MDC increased by 1d6x10+30 Paired Weapons: Light Bio-weapons:
and bio regenerate two times faster than The expert Bio-Slayer can draw and shot
normal. If does not regenerate normally two Light Bio-weapons simultaneously
it does now at rate of 3d6 per minute at the same target , inflicting full damage
Bio Metamorphosis: The weapon can from both weapons, but counts as one
shapechange into an animal like form. melee attack. Or as alternative the two
The size depend essentially from what bio-weapon damage could be dived
sort of weapon they are, but often small, between two different targets visible to
like an hawk a small lizard, a snake or the Bio-slayer and within his range of
even a huge insect. Often assumed to perception(that thank to further bio-
return owner, or to act a spy(see under enhancement could be truly high). The
Telepathic link above) divided attack count as one simultaneous
The Morphed weapon can fly or run at attack o two different foes. All normal
Spd equal to owner 3d6+20, and can bonus apply to the divide except you’ve
attack with bite or claws, if possessed to roll two time, one for each target and
but does only 1d4 damage(S.D.C to use only half the normal strike bonus.
S.D.C. beings and M.D.C. to M.D.C. While using Ranged Bio-Weapons as
37
paired weapons one cannot parry, but everything that enter in his weapon
can dodge spending one action. reach. Roll 1d20 with no bonus to strike
Pathway of the Bio-weapon: The Bio- except those for the attuned weapon, if
slayer feeling with Bio-weapons allow the result is 12 or more, all the enemies
him to apply the following “katas” to in weapon range are hit. Cost all Action
Bio-weapon combat per melee but one, and can be done only
Choose two at level 1 plus one at level 3, once each 3 melee round.
5, 8 , and 13 Surgical Strike: The Bio-Slayer could
Combination Parry/Strike: once per use Bio-weapons with a precision that
melee the bio-slayer could parry a blow reach supernatural level. Can hit a
and counterstrike with his Bio-weapon at flipping coin at 2000ft range, draw the
cost of one action. Full bonus apply Mona Lisa with a laser over the hull of a
Combination Dodge/Strike: Same as robot, or even use then as surgical
Parry/Strike except is a dodge(not an instruments(although is really grotesque
autododge) watch a bore rifle being used for a
Bouncing: You can bounce your attack caesarean birth!!). Bonus:+3 to pull
on a surface in order to catch a nearby punch(damage is totally controlled by
target. Inflcit only one point of damage mental command)
to the one surface and full damage to the Death strike: Actually less dramatic that
second.. Reduce bonus to strike by half. the name suggest. Simply the Bio-Slayer
The real target has no chance to parry or focus entirely on the result of a single
dodge the attack. Can be done with any strike, be it with a melee or with ranged
projectile weapons and Laser Weapons. bio weapon.
Absolute Parry: With your Bio-weapon Bonus: for each melee the bio-slayer
you can parry any attack incoming focus on a target he get +1 to strike and
toward you that you’re aware of. This add +10 to the damage; Generally this
superior parry cost 4 melee action but is attack is used for called shot.
+5 to parry and can parry even energy Super Concealment:. It allow the Bio-
blast and rail guns burst! Slayer to molecularly merge with any
Acrobatic Fighting: you can run, roll, bio weapons, hiding them inside his own
leap, somersault, pounce, ride an horse body. A perfect way to hide a deadly
or fly and use you Bio-weapons with no weapon and look defenseless.
penalties. Bonus:+1 to initiative for drawing the
Fake attack: The Bio-slayer do a double weapon form your body, +2 HF for
attack, the first one is actually a fake those witnessing it
with the purpose to put the target where Limit: Only one weapon can be hid in
the second true attack will come. First such way, plus another one at level 3 ,7
roll to strike, if you hit you’ve succeeded and 12
into bringing your opponent where you Lightweight: Bio-Weapons weight is
want, then the second roll to strike considered halved for the bio-slayer and
impose to opponent a –2 penalty to he can shot a normally two handed
dodge or parry you(he don’t see it weapon one handed without penalties.
coming) count as two attack per melee. Fame: When recognized as Bio-slayer
Circular strike: Giving up parrying and they get an HF of 10 to any member of
dodging for the melee round, the Bio- resistance. They are infamous to kill
slayer focus all his effort into striking anyone for the right price.
38
Common skills: (Standard +10%) antibiotics, thermometer), a Face Wrap,
OCC Skill programs: Assassination tinted goggles, hatchet for cutting wood,
(+20% if evil) or Espionage(+15%), plus one or two Light Bio-Weapon of choice
Weapon training and two skill program and one weapon for each W.P. with
of choice (at least one of those two appropriate amount of ammunition (2
should be the profession used as cover) Weapon get 2d8+14 of BIO-E
Elective Skills: Select five elective skills modification) , as well as a tent,
from the following list at the first level . knapsack, backpack, bedroll, two water
Plus select another one elective skills at skins, emergency food rations (three
level 2, 4, 8, 10, 12, 14. All New skills week supply), some personal items plus
start at level one proficiency chose one of the following
Communication: Bio-Comms and Sign option(appropriate skills must be
Language only possessed)
Domestic: any Personalized wing pack “Black Crow
Espionage: any(+10%) model”: A standard wing pack whit the
Medical : any(+5%) following modifications: Black colours,
Military :any except Demolitions, feathers included; Silent flyers(+10 to
Demolitions Disposal and Demolitions prowl in air); Invisible to radar and
Underwater) sonar(like a stealth); plus 2d10 Bio-E for
Physical : any additional features.
Rogue: any (+15%) · Modified gore hound: The hound is
Science: Advanced Mathematics only modified to resemble a normal, albeit
Technical: any large and powerfully built, grey wolf.
Transportation: Any, except Host Armor The Gore “wolf” is then personalized
Combat and War Mount Combat with 2d8+30 BIO-E point
Wilderness: any enhancement(note this enhancement
W.P.: Any except modern weapons should never betray the illusion it is a
Secondary Skills: The character select normal wolf). The Gore “wolf” and Bio-
five secondary skills at level one and one slayer while cannot communicate can
additional secondary skill at level 2, 5, 9 understand each other very good, so the
and 13. These are additional area of Bio-slayer can understand what his wolf
knowledge starting wihtou any special want at 60%
OCC bonus · Bio modifications: The Bio-Slayer get
MDC Living Armor: The Bio-Slayer get 2d6+20 Bio-E worth for bio
a special design of Leatherback(light) enhancement. This enhancement are
armor designed especially for the Bio- almost always concealed and are limited
Slayer. It does have + 2d12+14 to Main to Sensory Enhancements, Anatomical
Body, + 4d8 to arms, +1d10+6 to head. & Physiological Features and Offensive
The armor is coal black (+20% to prowl Bio-weapons
in darkness) It does have 2d10+40 Bio-E · Modified Mega horse: Black in color
points for additional features. (But you’ve figured it ) MDC is
Standard Equipment: Military Fatigues, increased by 50%, add 3d6x10 mph to
a few set of dress clothing, survival speed, leap +20ft high and across, Night
knife, utility belt, medical kit (first-aid vision eyes, Completely silent even
kit with extra bandages,, antiseptics, when running at full speed
protein healing salve, aspirin, painkiller,
39
· Trench coat made from Skinjob Bombardier
skin(you don’t want to really know how By Slappy
the Bio-Slayer get it) : AR:12 – any roll The Mantis Support Cannons were first
above it hit the uncovered part- MDC created to guard the entrance ways to the
60, grant the chameleon power at will Underground Havens, but many
and stealth field two times per day for a Warlords quickly realized that these
duration of 2d6 minutes, HF 13 amongst massive walking guns could also be
splicers utilized as mobile artillery pieces in the
· Modified Eye Pod: Resemble an field. The problem was that these simple
organic headband with many eyes that minded creatures had a tendency to
wrap around head and over the eyes. unload their entire payload at the first
Range is doubled, plus does have robot they saw unless properly
Thermal Vision, Electromagnetic supervised. Since they were technically
Vision, Radar and one glow cells War Mounts, the job of leading them
The upside: The ultimate killer, the into battle first fell to the Outriders.
definitive hit man, you exist only to do Unfortunately, the Outriders deemed this
one thing, and you are the best at doing as a less than glorious assignment for
it. A master in the use of weapons, you two major reasons. First of all, these
answer to no one, except perhaps elder warriors were used to fighting up close
Bio-slayers, and your service are always and personal with the Machine, and
valued and precious. Dislike Skinjobs Mantis Cannons typically provided
and Scarecrows you look perfectly artillery support from a distance. The
normal and is easy deceive opponents Outriders saw escort duty as a complete
into underestimating you. And then there waste of their fighting skills, training,
is your little “sister” , your attuned and courage. Second, the Mantis
weapon, the twin shard of your soul, Cannons were not built to support the
whose power help you in the direst weight of a rider, so the Outriders had to
situations. escort them on foot, which is a place
The Downside: You’ve to live where they feel very uncomfortable.
underground, always, and not just Their power comes from the War
literally. No one trust you or your kind. Mounts they ride, and these stripped
Apart form other Bio-slayer, you’re down Mounts did not provide them with
unable to completely relate to anyone the sheer level of power they had grown
else. A Wolf cannot become friend of a accustomed to. Sure they could
sheep. Your only true friends are the bio- obliterate a Battle Track in a few shots,
weapon, to whom you talk like they but that’s about all they could do. They
were true living persons in a really did not possess the strength, speed, and
morbid and slightly insane way, often versatility of other War Mounts. Mantis
other Splicers think you’re out of head. Cannon escort duty was seen as a
But despite your skill in Bio-weapons punishment and an insult. Great Houses
use you’re pretty defenseless without across the planet quickly created a new
them. division of Splicers known as
Bombardiers to relieve the Outriders of
this burden and restore moral within
their ranks.
40
These Splicers act as the eyes, ears, and obstacles or from a concealed position
brains of the Fire Team mobile artillery without ever seeing the target. It helps
units. Each unit is issued as few as one the Fire Teams maintain a low profile in
or as many as five Mantis Support the field, plus not having to rely on line
Cannons. The firepower possessed by or sight gives them a much greater field
one of these larger teams is incredible, of fire. Mantis Cannons have an innate
but it takes a veteran Bombardier to keep desire to obliterate these Squealers once
this many cannons focused and on task. they hear the signal, but they will not
Mantis Cannons are incredibly simple fire until commanded to do so by their
minded, and they need continuous and Bombardier.
often very literal commands in order to Commanding their Mantis Cannons in
use them effectively. This requires a the heat of battle may be nerve-
great deal of concentration and multi- wracking, but it is not half as bad as
tasking skills on the part of the leading them into and out of the combat
Bombardier. Not only do they need to zone. The Machine owns the surface and
issue commands to their Mantis her minions are everywhere. The ten-
Cannons, but they also need to foot long Mantis Cannons were
communicate with other Splicer teams to definitely not built for stealth, and trying
determine bombardment coordinates, act to marshal several of them across the
as spotters for other possible targets of surface without being detected often
opportunity, and cover the backs of the seems like an impossible task. Most
Mantis Cannons from any encircling Bombardiers enhance their cannons with
enemies. They need to know everything Chameleon Skin or Stealth Fields to
that is going on around them at all times. make their job a little easier, but leading
Their heavy Chitinous armor is these lumbering behemoths through the
enhanced with an extra pair of eyes in field still requires a great deal of
the back of the head to give them a full patience and skill. The Outriders may
view of their surroundings, plus most have considered this duty an insult, but
Bombardiers will further enhance their the Resistance does not. Only the best
armor with radar, eye stalks, motion candidates from Roughneck boot camp
sensors, and any other enhancements are chosen to become Bombardiers. It
that can help them keep constant track of requires a keen tactical mind to lead
everything around them. these beasts into battle, and the sheer
Mantis Cannons assigned to Fire Teams level of firepower at their command
are enhanced with a special Bio-Comm cannot be entrusted to just anyone.
(in addition to the standard Bio-Comm) Alignment: Any, but typically good or
that allows them to track and target the selfish.
transmissions given off by Squealers. Attribute Requirements: I.Q.: 14, M.E.:
Splicers can use these experimental 13, and P.S.: 14 or higher.
devices to mark targets for Attribute Bonuses: +1 to I.Q., +2 to
bombardment. Once a Squealer is M.E., +1D6 to P.S., +1D6 to P.E., and
activated, all Mantis Cannons within a +2D6 to Spd.
10-mile radius are able to track this O.C.C. Bonuses: +2 on initiative, +1 to
transmission to its source and can strike, parry, and dodge, +2 to save vs.
accurately target it even without line of insanity, and +5 to save vs. horror factor,
sight. This allows them to fire over and the Bombardier has a slight Bio-
41
Enhancement himself, the insertion of a Squealers. Each Mantis Cannon can be
small Bio-Comm unit inside his skull, further Bio-Enhanced any way the
enabling him to communicate with both character desires – he has 4D8+40 Bio-E
human and War Mount operatives. points available for each, plus another
Base S.D.C.: 40, plus any from Physical 1D10+20 Bio-E points total per level of
skills. the character’s experience to spend on
Common Skills: Standard. one or more of his War Mounts for
O.C.C. Skill Programs: Basic Military additional enhancements. Slain Mantis
(+10%), Infantryman (+15%), Support Cannons are replaced with the basic
Man (+25%), Reconnaissance/Scout animal with 6D6 Bio-E points for
(+15%), and Survivalist (+15%) or enhancements.
Outdoorsman (+10%). M.D.C. “Living” Body Armor:
Elective Skills: Select Bio-Comm Bombardiers wear Chitinous Armor that
(+20%) and six Elective Skills from the is heavily modified with optical and
following list at first level, plus one sensory enhancements to better help
additional skill at levels 2, 4, 6, 8, 10, them direct their Mantis Cannons. They
and 12. All new skills start at level one automatically receive an additional pair
proficiency. of Advanced Eyes on the back of their
Communications: Any (+5%) head, plus the character gets 5D6+20
Domestic: Any (+5%) Bio-E points for selections from Eyes
Espionage: Any and Vision Enhancements and Other
Medical: First Aid only. Sensory Enhancements and an additional
Military: Any (+10%) 1D4x10+10 Bio-E for selections from
Physical: Any Biological Defenses, Flight Appendages,
Rogue: Any Offensive Bio-Weapons, Ranged Bio-
Science: Any Weapons, and additional M.D.C.
Technical: Any (+10%) (2D6+18 M.D.C. per 10 Bio-E).
Transportation: Any Standard Equipment: Military fatigues, a
Wilderness Survival: Any (+15%) suit of non-organic body armor for back
W.P.s: Any up or disguise, dress clothing, survival
Secondary Skills: The character gets to knife, utility belt, first aid kit, 2 Slap
select five Secondary Skills at level one Patches, 3 Squealers, Face Wrap, tinted
and one additional skill at levels 3, 6, 9, goggles, hatchet for cutting wood, one
12, and 15. These are additional areas of light Bio-Weapon and two heavy Bio-
knowledge that do not receive any Weapons of choice, and one weapon for
special O.C.C. bonuses. each W.P. with appropriate ammunition
Mantis Support Cannons: Each for heavy combat, a good Mega-Horse
Bombardier begins with one Mantis for transportation, tent, knapsack,
Support Cannon and receives an backpack, two water skins, emergency
additional one at levels 2, 5, 9, and 14. food rations (two weeks supply), and
All Mantis Cannons assigned to Fire some personal items.
Teams are enhanced with the Ultra Handheld Weapon Bio-Enhancements:
upgrade to provide them with enough Bombardiers receive 8D6 Bio-E at level
munitions for the field, and they also one plus 10 Bio-E at each additional
receive a second special Bio-Comm that level of experience starting at level 2.
can receive transmissions from Bio-E can be distributed between all the
42
weapons in the character’s personal nothing more than a walking cannon.
armory or applied to one favorite item. The creature is a giant eight foot long
Money: Has 1D6x100 credits in precious praying mantis with a nine foot long
metals, relics or trade items, as well as chitinous cannon that runs the entire
6D6x10 in available credits. Money can length of its back and protrudes two feet
be spent now on additional equipment or past the head. There are various types of
saved for later. high powered cannons, but each Mantis
The Upside: You have more firepower at War Mount can only be equipped with
your fingertips than most platoons. The one. The armaments these beasts carry
Mantis Cannons under your command are larger than anything a Host Armor
can wipe out squads of Steel Troopers (or even most War Mounts) can support.
and bring down the mightiest robot In fact, some of the cannons have such
minions in just a few shots. Your role is tremendous recoil that the Mantis must
quickly becoming pivotal to the success drive its powerful scythe-like claws into
of the Resistance. Your comrades count the ground before hand in order to lock it
on your artillery support to ensure in place.
victory or to cover their backs during a The Mantis is incredibly loyal and will
retreat. You also have more flexibility follow almost any order given by a
than traditional artillery units. You work human to the letter. It will stand
more like an artillery sniper than a fixed perfectly motionless at its post until it
gun emplacement. Your team can unload actually starves to death, and it will even
a powerful salvo on the enemy’s position sacrifice itself if ordered to do so. The
and then displace before they can zero-in only thing it will not do is attack a
on your position. human being or other Bio-Tech creature
The Downside: Your Fire Team is unless ordered to do so by a Fire Team
simply too powerful to be ignored. The Leader, Outrider or Packmaster. The
devastation you unleash upon the enemy Mantis is capable of slowing down its
makes finding and eliminating you one metabolism in order to help it stand at its
of the Machine’s top priorities. Once post for extended periods of time. While
you make your presence known with a in this semi-hibernative state, it is still
bombardment, N.E.X.U.S. will marshal alert and aware of everything going on
hundreds of hunter/killers to your around it. When the Mantis does detect a
position to find you and obliterate you. threat, it is able to snap back to combat
Stealth is vital to your survival, but speed in an instant. In battle, they do not
unfortunately, the simple-minded, display any type of tactics or judgment.
lumbering War Mounts under your They just fire everything they have at the
command make this rather difficult. enemy until it is either destroyed or they
run out of ammunition.
Mantis Support Cannon Class: Artillery Support Cannon and
The Mantis Support Cannon was first Sentry Guard
created to guard the entrance ways to the Crew: None
underground havens, but the loyal beasts M.D.C. by Location:
have fulfilled their role so well that • Fore Limbs (2): 140 each
many Splicers have begun leading them • Legs (4): 120 each
into the field for direct combat with the • Main Cannon: 150
Machine. This simplified War Mount is • Head: 115*
43
• Main Body: 320* Periodic one hour rest breaks every 10
Speed: hours allows the Support Cannon to
Running: 50 mph maximum. The act of operate at peak efficiency indefinitely.
running does not tire out the War Mount. Other Data:
Leaping: 10 feet high our across, A Mantis Support Cannon places loyalty
increase by 50% with a short running towards humans over its own
start and double when running at full preservation. It will sit at its post until it
speed. starves to death unless someone tells it
Digging: Not possible. to go eat or brings it food. It will only
Swimming: Not possible. attack a human if commanded to do so
Flying: Not possible. by a Fire Team Leader, Outrider or
Statistical Data: Packmaster.
Height: 5-6 feet standing straight up, but Alignment: Anarchist. The Mantis has
3.5 feet when it locks into firing no personality and functions more like a
position. living machine than a sentient being.
Width: 3.5 feet War Mount Attributes: I.Q.: 1D4, M.E.:
Length: 8 feet, 10 feet including the 1D6+10, M.A.: 2D4, P.S.: 21-26, P.P.:
barrel 1D4+10, P.E.: 1D6+15, P.B.: 1D4+1,
Weight: 1200 lbs. Spd.: 50 mph on the ground
Cargo: Can carry 200 lbs. on its back are Number of Attacks per Melee: 4
drag 600 lbs. behind it. Combat Bonuses: +2 on initiative, +3 to
Physical Strength: 1D6+20 strike in hand to hand combat, +4 to
Production Cycle: 1 year gestation strike with ranged weapons, +3 to parry,
period plus 1 year growth cycle. +2 to dodge, +3 to roll with punch, +3 to
Operational Lifetime: 40 year life span. pull punch, +2 to disarm, and
Bio-Regeneration Rate: 4D6 per hour to impervious to horror factor, disease, and
the main body and 2D6 per hour to all poison.
other locations. Equivalent (Instinctive) Skills of Note:
Horror Factor: 10 Climb 85%/80%, Land Navigation 90%,
Feeding: The Mantis Support Cannon is and recognizes robots and machines as
a Carnivore. It needs to eat 10 to 20 enemies to be destroyed or chased away.
pounds of animal matter a day, and may Combat Capabilities:
gorge on up to 80 pounds at one time. • Bite: 2D4
After gorging, the Mantis can go 2D4 • Restrained Claw Strike: 1D8
days without feeding and without • Claw Strike: 4D8
suffering any ill effects. • Power Claw Strike: 8D8, but counts as
Color: The Mantis is bright green in two attacks
color with yellow accents along the • Kick: 4D6
cannon and scythe-like fore limbs. • Leap Kick: 6D6, but counts as two
Sleep Requirements: To fulfill the attacks
Support Cannon’s role of mobile sentry, • Body Block/Ram: 3D6
it was designed so that it can operate at Senses and Features: Standard for War
peak efficiency for 6 days without a Mounts plus:
need for sleep or rest. After which time, • Compound Eyes: The Mantis Support
the Support Cannon must sleep for 3D6 Cannon has a 180 degree field of vision,
hours to completely revitalize itself. which allows it to see over each shoulder
44
without having to turn its head. The War B. Acid Shell Cannon: The cannon fires
Mount cannot be surprised by attacks an enormous casting shell filled with a
from the sides or overhead. powerful acid. The shell explodes on
• Bio Comm: A standard Bio Comm that impact, and showers a 20-foot radius
allows the Mantis to alert nearby humans with deadly corrosive liquid. Mantis War
when the perimeter is under attack. Mounts equipped with this weapon often
Maximum range is 6 miles. do operate within the underground
Bio-Weapon Systems: havens, but they are mainly used in the
1. Bio-Cannon Options: A Mantis field in order to take advantage of the
Support Cannon can be equipped with cannon’s superior range.
any one of the following heavy cannons. Primary Purpose: Assault
Some cannons require that the War Secondary Purpose: Bombardment
Mount secures itself to the ground with Mega-Damage: Inflicts 3D8 per melee
its massive claws before firing. If the round to inorganic matter and only 1D4
Mantis is not secure before firing these S.D.C. damage to organic matter. The
types of armaments, the recoil will acid burns for 1D4+2 melees.
knock the beast back 10 feet. This Rate of Fire: 4 attacks per melee.
inflicts a penalty of -5 to strike on the Maximum Effective Range: 10,000 feet
initial shot, plus the Mantis loses Payload: 20 acid shells. The War Mount
initiative and one melee attack the next can produce one replacement shell every
round. 2D6 minutes.
A. Casting Cannon: The cannon fires an Bonus: +1 to strike on an aimed shot
enormous casting shell filled with a only.
powerful explosive chemical. Mantis Recoil Note: The Mantis must spend one
War Mounts equipped with this weapon melee attack to drive its enormous front
are generally used in the field since the claws into the earth before it can fire this
enormous blast inflicts too much weapon in order to counter the
residual damage within the underground tremendous recoil.
havens. C. Gore Cannon: The cannon fires a
Primary Purpose: Assault combination of corrosive stomach acid
Secondary Purpose: Bombardment coughed up from the digestive tract and
Mega-Damage: 3D4x10+30 per shell Bio-Energy generated by the nervous
with a blast radius of 30 feet. system. Mantis War Mounts equipped
Rate of Fire: 4 attacks per melee. with this weapon are generally used in
Maximum Effective Range: 10,000 feet the field in order to take advantage of the
Payload: 25 casting shells. The payload cannon’s superior range.
is completely replenished 2D10+10 Primary Purpose: Assault
minutes after a meal. Secondary Purpose: Bombardment
Bonus: +1 to strike on an aimed shot Mega-Damage: 12D8
only. Rate of Fire: 4 attacks per melee.
Recoil Note: The Mantis must spend one Maximum Effective Range: 8000 feet
melee attack to drive its enormous front Payload: 30 blasts per full meal over a
claws into the earth before it can fire this 24 hour period (double if the War Mount
weapon in order to counter the was allowed to gorge before hand).
tremendous recoil. Bonus: +1 to strike on an aimed shot
only.
45
Recoil Note: The Mantis must spend one When all fifty quill launchers fire in
melee attack to drive its enormous front rapid succession, the weapon unleashes a
claws into the earth before it can fire this nearly continuous stream of deadly
weapon in order to counter the spikes. This anti-infantry weapon will
tremendous recoil. quickly mow down everything in its
D. Omega Cannon: This is an enormous path, but it will also exhaust its payload
version of the Omega Blaster. The just as quickly. This is another weapon
tremendous energy output required by primarily used within the underground
this weapon means the Mantis needs to havens because stray quills do little
eat twice as often. It is only used outside structural damage to the human’s home.
the underground haven since its Not to mention, the payload is exhausted
incredible destructive power is bound to too quickly to be used effectively in
cause massive collateral damage. massive engagements.
Primary Purpose: Assault Primary Purpose: Assault
Secondary Purpose: Defense Secondary Purpose: Defense
Mega-Damage: 3D8x10 with a blast Mega-Damage: 3D4x10 to a 5 foot area
radius of 10 feet. per burst of 100 quills, 5D4x10 to a 10
Rate of Fire: 2 attacks per melee. foot area per burst of 200 quills, or
Maximum Effective Range: 6000 feet 7D4x10 to a 20 foot area per burst of
Payload: Effectively unlimited. 400 quills.
Bonus: +2 to strike on an aimed shot Rate of Fire: 4 attacks per melee.
only. Maximum Effective Range: 1000 feet
E. Acid Sprayer: The cannon can launch Payload: 2000 quills. Spent quills are
a 20-foot wide spray of deadly organic completely replenished after 24 hours.
acid up to 200 feet away. Mantis Bonuses: +1 to strike.
Cannon’s armed with this weapon are 2. Burning Vapor Sprayer: The Mantis
the ones most often used in the has a chemical sprayer mounted on each
underground havens. side of the body and one on its back.
Primary Purpose: Assault When a robot gets too close or sneaks up
Secondary Purpose: Defense behind the War Mount, it uses these
Mega-Damage: Inflicts 4D8 per melee glands to excrete a powerful corrosive
round to inorganic matter and only 2D4 cloud. The cloud stays in the air for
S.D.C. damage to organic matter. The 1D4+1 melee rounds before it dissipates.
acid burns for 2D4 melees. Primary Purpose: Defense
Rate of Fire: 4 attacks per melee. Secondary Purpose: Close Combat
Maximum Effective Range: 200 feet Mega-Damage: Inflicts 3D6 per melee
Payload: 25 spray attacks. The acid round to inorganic matter for 1D4+1
continuously regenerates at a rate of one melee rounds, but the cloud only inflicts
spray every 1D6 minutes. 2D6 S.D.C. damage to organic matter.
Bonus: +2 to strike on an aimed shot Rate of Fire: 4 blasts per melee.
only. Effective Range: 20 feet.
F. Quill Storm Cannon: The enormous Payload: 10 blasts per 24 hours.
cannon barrel is actually a bundle of
fifty smaller gun barrels. Each one of
these narrow barrels is capable of firing
one razor-sharp quill every second.
46
Butcher lets his personal assassins show why
By Slappy they are called Butchers. It is said these
The Great Houses have been engaging in warriors can take out any human, no
Blood Feuds since the day they first matter how powerful or how well
formed. Most of these fights are protected he may be. This does not mean
relatively civil with little collateral they are stronger or more powerful than
damage and surprisingly few casualties. any other Splicer; they are just far more
They are usually battles for territory and cunning and devious warriors. Butchers
resources, rather than raids to kill and do not care how they take down their
destroy. Sometimes killing is necessary, prey. All that matters is the kill. For
but most Great Houses try to avoid it. Butchers, the end truly justifies the
When all is said and done, the means, and whether they have to
Resistance needs every man, woman, eviscerate a thousand people to reach
and Bio-Tech device they can spare their target or they can kill their prey
against the Machine, and depleting such without firing a shot, it is all the same to
valuable resources ultimately weakens them. If they can avoid a fight by
them all. poisoning their target’s drink, slipping a
However, some Warlords are so bomb under his bed, or compromising
consumed with their own greed and lust their position to the Machine, they will
for power that they ignore this simple gladly take this easy win. That does not
fact. Of course, they still must tread mean they are afraid to mix it up with
lightly. Openly slaughtering warriors their prey; they just believe in killing as
from another Great House would incite efficiently as possible. Anyone that has
dozens of Resistance cells to unite faced a Butcher in combat knows that
against them, and it could even lead to they are skilled combatants. They even
revolt within their own House. Most give the fabled Scarecrows a run for
humans are thoroughly dedicated to their money. Of course, that is because
battling the Machine, and murdering they usually weaken their prey with
Splicers (or civilians for that matter) various types of virulent toxins to ensure
over a petty feud is considered by most victory.
to be inexcusable. Warlords that want to Butchers have the power and skill to
assassinate their rivals must do so in take down the toughest opponents, but
secret or risk alienating the entire they have to get near them first. Targets
Resistance and undermining their own worthy of extermination at the hands of
empire. one of these master assassins are not the
Great Houses that are willing to walk easiest people to get close to. High
this dark path have created a special profile targets usually have dozens of
division of infiltrators and assassins bodyguards plus multiple layers of
known as Butchers. These merciless security that must be penetrated before
killers hunt down and slaughter any the Butcher even gets a chance to strike.
man, woman, or child at the command of Butchers are not only skilled killers and
their Warlord without question or gifted combatants, but they are also
hesitation. They usually make these masters of disguise that even put the
deaths look like accidents or casualties at fabled Deliverymen to shame. Like
the hands of the Machine, but when their Deliverymen, they wield a Bio-Tech
Warlord wants to make a statement, he mask, known as the Second Skin, that
47
lets them copy the facial features of any Warlord and no one else. In fact, there
human, but Butchers also wear special are few people outside of the Warlord’s
Host Armor that allows them to most trusted advisors (and of course, the
flawlessly mimic another suit of Host Librarian and Engineer that create their
Armor within minutes. Their Bio-Tech gear) that even know they exist.
gear can create the ultimate disguise, but Unleashing these maniacs upon the
it is their training that makes the illusion world is a risky endeavor, and Warlords
complete. Butchers can alter their voice, crazy enough to use them want to leave
mannerisms, and body language to as little evidence of their dark little
impersonate another person with secret as possible. While they are on a
impressive accuracy. They also study all mission, Butchers are incredibly focused
the warrior classes of the Resistance to and disciplined, but even the most
allow them to mimic the skills and ambitious Warlord does not have enough
training of any profession. They may not enemies to keep these killers busy. This
be as skilled as the genuine article, but is why maintaining a force of Butchers is
they can be very convincing. Any so dangerous. These psychopaths live to
warrior could secretly be a Butcher in hunt and kill, so when they have no
disguise. They are such proficient target to focus their attention on, they
imitators that they can even fool the tend to find ways to “entertain”
closest friends and allies of someone themselves. They spend most of their
they are copying (at least for a while). free time training, but unfortunately,
Honor, compassion, and morality mean they think the best form of exercise is
nothing to these foul killers. All that hunting down real human prey. Most of
matters is completing their mission. these random targets are selected from
They will betray anyone and commit all other Great Houses, but every now and
manner of horrific acts to accomplish then, they spot a worthy adversary
their goal. If Butchers do have any sort within their own House.
of code, it basically boils down to two Warlords recognize the inherent danger
main rules: never betray your Warlord, in letting their force of Butchers get too
and never leave any evidence that can be bored, so they try to keep them busy.
traced back to him. Butchers create Since these vicious assassins are not as
dozens of false identities and routinely adept at fighting the Machine (mainly
plant bogus clues to protect the because they find it boring), most of
anonymity of their employer. Most of these extracurricular missions involve
these clues lead back to rival Great thinning out troublesome Waste Crawler
Houses or Waste Crawler gangs. Many gangs. Warlords will sometimes use
of these murderers were actually their personal force of infiltrators to
Vultures before they were recruited to monitor their Librarians, but this can be
become Butchers, so it is not that a dangerous proposition. Butchers have
difficult for them to direct any the skills to be excellent spies, but they
investigations back to their old gang. do not have the patience. These missions
Some Resistance cells only have a few may begin as simple surveillance
of these warriors while other Great missions to see what the Scarecrows are
Houses possess entire battalions. up to, but Butchers just cannot resist the
Whether it is one Butcher or one urge to test their skills against these
thousand, they all report directly to the fearsome warriors. These missions may
48
end in bloodshed more often then the O.C.C. Bonuses: +3 on initiative, +1 to
Warlords would like, but Butchers still strike, parry, and dodge, +2 to disarm,
make an excellent power check that +2 to strike with a body flip/throw, +1 to
helps keep the Librarians in line. entangle, +6 to save vs. poison, +5 to
More and more Great Houses have save vs. horror factor, and critical strike
begun employing Butcher assassins, from behind.
although not necessarily in the manner Base S.D.C.: 60, plus any from Physical
they were first intended. Not every skills.
Warlord is a power hungry madman, but Common Skills: Standard.
all of them have dozens of unseen O.C.C. Skill Programs: Assassination
enemies conspiring against them. They (+25%, but Hand to Hand: Assassin is
mainly rely on Deliverymen to gather replaced by Hand to Hand: Commando),
intelligence on these threats, but they use Undercover (+25%), Man-Hunter
the Butchers to silence these growing (+20%), and Weapons Training or
dangers before they can become a Saboteur (+15%).
problem. Most of these groups can be Special Skill: Handle Metal: Poisons and
dealt with through threats, intimidation, explosives are some of the most useful
or even sabotage, but particularly tools of the assassin trade, but the
stubborn opponents may need to be Nanobot Plague has actually made metal
liquidated. Butchers from these types of one of the deadliest substances on the
Great Houses tend to be more honorable planet. It would be foolish for Butchers
and restrained. They try to keep the not to take advantage of this tremendous
bloodshed to a minimum, but sometimes weapon, but it must be handled with
the mission requires it. Of course, most extreme caution. This skill teaches these
people assume they are also vile assassins to safely handle metal without
psychopathic killers, which actually suffering any harm. They are taught that
works to the Butcher’s advantage. It is extremely short exposures are less likely
much easy to intimidate someone if they to activate the Nanobot Plague than
believe you are a heartless killer. prolonged contact, but most of the
Warlords across the planet are learning training involves learning to handle
that these skilled infiltrators and metallic objects with tongs or other
assassins are an excellent resource to intermediary items. A successful skill
help keep their kingdoms stable, roll means the character does not trigger
especially from significant internal a Plague Response. Base Skill: 30%+5%
threats like the perpetually scheming per level of experience.
Librarians. Elective Skills: Select seven Elective
Alignment: Evil only, roughly 40% are Skills from the following list at first
Diabolic, but an increasing amount are level, plus one additional at levels 2, 4,
Aberrant. 6, 8, 10, and 12. All new skills start at
Attribute Requirements: I.Q.: 13, M.E.: level one proficiency.
14, M.A.: 15, and P.P.: 14 or higher. Communications: Any (+5%)
Attribute Bonuses: +1D4 to I.Q., +1D4 Domestic: Any (+10%)
to M.E., +1D6 to M.A., +2D4 to P.S., Espionage: Any (+20%)
+1D6 to P.P., +2 to P.E., and +2D6 to Medical: First Aid only.
Spd. Military: Any (+10%)
Physical: Any
49
Rogue: Any (+20%) add to the capabilities of his current Host
Science: Any Armor. These Bio-E points can be spent
Technical: Any (+5%) as soon as they are acquired or saved and
Transportation: Any (+5%) combined with points from subsequent
Wilderness Survival: Any (+20%) levels of experience. Butchers tend to
W.P.s: Any select enhancements that do not interfere
Secondary Skills: The character gets to with the Impersonation Skin
select five Secondary Skills at level one Enhancement. Large Bio-Weapons and
and one additional skill at levels 3, 6, 9, obvious changes like horns or wings
12, and 15. These are additional areas of cannot be concealed by the
knowledge that do not receive any Impersonation Skin. These protrusions
special O.C.C. bonuses. would detract from any attempted
Butcher Host Armor: The Butcher is one illusion and would make their infiltration
of the few O.C.C.s that gets Host Armor, armor nearly useless. Besides, most
the Bio-Tech equivalent of living power prefer the subtlety of their powerful Bio-
armor, brimming with weapons and Bio- Toxins over the clunky Bio-Weapons
Enhancements. The Butcher is available to the masses. Butchers spend
genetically bonded to one specific Host so much time in the field; it is difficult to
Armor. acquire new enhancements from an
Step One: Standard and unchanged; the Engineer at each new level.
basic Host Armor. Step Four: Biological Enhancements and
Step Two: Determining Metabolism. Weapon Systems. All Butchers start off
The Butcher can select any type of with the enhancements of Chameleon
metabolism, but most will choose Skin, Regeneration: Super, and
Photosynthetic, Thermosynthetic, or Impersonation Skin. Selections for
Parasitic to allow them to secretly feed additional enhancements can be made
while mimicking the metabolism of from any category, but most Butchers
another Host Armor. The suit can make selections from the specialty Bio-
pretend to consume any type of food, but Toxins that are only available to their
it will eventually starve if it only eats profession, or they choose enhancements
food that it cannot process. In other that do not make any significant physical
words, a Carnivore can pretend to be a alterations to their armor. Low profile
Herbivore, but it will not receive any weapons like Electrical Weapons, Flame
sustenance from eating vegetation and Weapons, and Needle Death Blossom
will quickly starve. are ideal because they have no obvious
Step Three: Available Bio-Energy points barrels or firing ports.
for the Butcher. M.E. attribute number, If the Butcher’s Host Armor is
+P.E. attribute number in additional to destroyed, he will be bonded to a new
any bonus Bio-E gained from the suit of Host Armor with the basic
Metabolism chosen in Step Two. Most features of Chameleon Skin,
of the Butcher’s Bio-E points are used Regeneration: Super, and Impersonation
up in the initial creation of the armor due Skin. These warriors are too rare to
to the standard complement of squander their skill and training. Further
enhancements. Each level of augmentation will only occur with each
advancement, starting with level two, the additional level of experience or as a
Butcher gets an additional 5D4 Bio-E to reward for impeccable service.
50
Enhancements Unique to Butcher’s Host enhancement allows the Host Armor to
Armor: Most Bio-Tech equipment was fire tiny poisonous spines with
designed to be used against the Machine, impressive accuracy. Much like the
but Butchers require something a little Needle Death Blossom Enhancement
different to hunt down their prey. Their used by standard suits of Host Armor,
Host Armor can be equipped with these spines grow inside the armor. A
special Bio-Weapons that inject their powerful muscle contraction then
victims with various types of poisons. propels the spines through tiny openings
Most of these weapons are designed for in the skin. They are completely silent
inconspicuous, stealth attacks, but they when fired, so skilled Butchers can
are still very effective in combat. The actually fire off multiple shots in a
following enhancements are only crowd without ever drawing any
available to Butchers: attention to themselves. Each spine sits
• Viper Fang: Tiny, one-inch long in its own individual launcher, but
retractable fangs can be implanted multiple launchers are grouped in
anywhere on the Host Armor. The most clusters to prevent the Butcher from
popular locations are on the fingertips or having to adjust his aim for subsequent
palms of the hands. These hollow tubes shots. The launchers are usually located
are used to inject prey with various types in the head, shoulders, or hands, but they
of virulent poison. Each fang can only can be placed anywhere. Even if
produce one type of poison, but a suit of someone knows what to look for, these
Host Armor can be enhanced with up to tiny openings are almost impossible to
ten Viper Fangs. They are strong enough detect. Poison Spines inflict 1D4 points
to pierce the mega-damage hides of any of M.D. or S.D.C. (depending on the
supernatural creature or Bio-Tech nature of the target), are +2 to strike, and
device, but the fangs themselves inflict have a range of 800 feet. Bio-E cost and
relatively little damage. They were payload for the Poison Spine Launcher is
designed to deliver their payload as determined by what poison is equipped
inconspicuously as possible. In fact, they (see Bio-Toxins below). Spent spines
are coated with a topical anesthetic to automatically regenerate after 24 hours.
deaden the pain from the injection. This • Chemical Sprayer: This enhancement
allows clever Butchers to poison their is nearly identical to the one used by
victims without them even noticing. The regular Host Armor. The only difference
fangs are completely undetectable when is that it can be equipped with a much
retracted, and they are so small that they wider array of poisons. It can form a 12-
are difficult to spot even when extended. foot mist around the armor or be shot at
Each Viper Fang inflicts 1 point of M.D. one target as a directed blast (30-foot
or S.D.C. (depending on the nature of range). Spent blasts are regenerated 24
the target) and contains 5 doses of hours after they are used. Bio-E cost and
poison. Spent doses automatically payload for the Chemical Sprayer is
regenerate after 12 hours. Bio-E cost for determined by what poisons are
each Viper Fang is determined by what equipped (see Bio-Toxins below).
poison is equipped (see Bio-Toxins Bio-Toxins: Butchers rely heavily on
below). various types of virulent poisons to
• Poison Spines: Another one of the accomplish their missions. Some toxins
Butcher’s favorite weapons. This only temporarily immobilize the target
51
while others are far more deadly. Mega- they do pass out, they will sleep for 1D4
damage tissue and normal S.D.C. flesh hours unless physically awoken by a
are genetically very different, so loud noise or commotion. Supernatural
different compounds are used based on creatures and Bio-Tech organisms will
the nature on the target. Some of these not fall asleep, but they will feel drowsy
chemical compounds will affect one but and fatigued. They suffer penalties of -1
not the other, and some compounds to strike, parry, and dodge for 3D4
affect both equally. Any of the following melee rounds. When fired from a
compounds can be delivered using Viper Chemical Sprayer, the poison dissipates
Fangs, Poison Spines, Butcher Blades, or after 3D4 melee rounds. Bio-E Cost: 10
Chemical Sprayers. No matter which points for one Viper Fang with 5 doses,
method is used, the effects are the same, 4 Poisonous Spines, or for a Chemical
and targets can even be injected with Sprayer with 4 blasts.
multiple types of poisons simultaneously • Paralyzer: This toxin causes paralysis
(all effects are cumulative). Some on contact. However, it only affects
Butcher’s like to equip all their unarmored humans and other S.D.C.
armaments with the same chemical, but creatures. The chemical is absorbed
the majority carry a diverse assortment through the skin, so gas masks and Face
of toxins. When the assassin selects one Wraps are ineffective. Anyone within
of these compounds for his armory, the the area of effect of the chemical spray
Butcher’s Host Armor and equipment or injected with the poison must make a
are modified so that they are immune to roll to save vs. non-lethal poison of 16 or
the effects of this poison, but all of the higher or else by completely paralyzed
Butcher’s equipment is still vulnerable for 2D6 melee rounds. When fired from
to the other chemicals. In other words, if a Chemical Sprayer, the poison
none of his gear is able to produce the dissipates immediately after it is
Signal Mixer poison, then all of his sprayed. Bio-E Cost: 15 points for one
equipment is still vulnerable to this Viper Fang with 5 doses, 4 Poisonous
compound. The following chemicals can Spines, or for a Chemical Sprayer with 4
be used in any of the Butcher’s poison blasts.
delivering weapons and enhancements: • Tech Paralyzer: This toxin is used to
• Crash: This is a more powerful version paralyze M.D.C. creatures and Bio-Tech
of the Sleep Chemical used by normal creations. Any mega-damage creature
suits of Host Armor. Butchers use this exposed to the chemical must make a
sleeping toxin when they want to disable roll to save vs. non-lethal poison of 16 or
secondary targets without killing them. It higher or else by completely paralyzed
is most effective against unarmored for 2D6 melee rounds. Bio-Tech
humans but it does affect supernatural weapons and devices are also paralyzed
creatures and Bio-Tech devices. Anyone by the spray and will not function. Suits
exposed to the chemical must make a of Host Armor can be paralyzed, but the
roll to save vs. non-lethal poison of 16 or spray does not affect the pilot inside. He
higher. Humans that fail their saving can strip off his suit to escape the
throw will begin to feel drowsy and will paralysis although he will likely be
fall asleep within 1D4 melee rounds. trapped in the comatose Host Armor.
During this time, they are -6 on initiative The chemical has no effect on normal
and -5 to strike, parry, and dodge. Once humans and other S.D.C. creatures.
52
When fired from a Chemical Sprayer, any other being the victim fears, but
the poison dissipates immediately after it whatever form they take, each opponent
is sprayed. Bio-E Cost: 20 points for one has 100 M.D.C. for the purpose of
Viper Fang with 5 doses, 4 Poisonous combat. The drugged victim will attack
Spines, or for a Chemical Sprayer with 4 these illusions with everything he has,
blasts. and he will believe they are taking
• Signal Mixer: This unusual toxin damage as he successfully strikes them.
interferes with the neurological The hallucinations last for 3D4 melee
connection formed between any Bio- rounds. This is another poison that
Tech device and the wielder. Whether Butchers use to sabotage Splicers in the
the chemical is applied to the organic field. The drug makes it pretty difficult
equipment or the user, the effect is the for the target to remain hidden from
same. Host Armor and Wing Packs Machine patrols when his worst fears
become sluggish and unresponsive (-5 come to life right before his eyes and
on initiative, -3 to strike, parry, and attack. The victim’s crazed blasts will
dodge), Bio-Weapons are unable to fire, quickly attract attention, and once his
and War Mounts do not respond to their position is revealed, the target has
riders (attacks per melee and bonuses are difficulty determining which attackers
no longer combined), plus it negates all are real and which are illusions. The
bonuses from any sensory victim only has a 30 percent chance of
enhancements. Any person or device firing at a real attacker because the
exposed to the chemical must make a illusions are far more terrifying. The
roll to save vs. non-lethal poison of 16 or toxin can affect supernatural creatures
higher. A failed roll means the target is and humans in Host Armor, but it does
affected for 3D4 melee rounds. Butchers not work on War Mounts and other
like to use this chemical when they want unthinking Bio-Tech devices. When
it to look like their prey fell victim to the fired from a Chemical Sprayer, the
Machine. Instead of any obvious damage poison dissipates immediately after it is
or impairment, it just looks like the sprayed. Bio-E Cost: 15 points for one
victim screwed up in battle and was Viper Fang with 5 doses, 4 Poisonous
overwhelmed by the Machine’s legions Spines, or for a Chemical Sprayer with 4
of robots. When fired from a Chemical blasts.
Sprayer, the poison dissipates after 2D4 • Rage: Anyone exposed to this poison is
melee rounds. Bio-E Cost: 15 points for immediately filled with a mindless sense
one Viper Fang with 5 doses, 4 of hatred and aggression. Targets must
Poisonous Spines, or for a Chemical make a save vs. non-lethal poison of 16
Sprayer with 4 blasts. or higher. On a failed roll, the victim
• Mirage: This powerful psychotropic will lash out and attack the first enemy
drug causes the target to suffer from he sees (which is usually a robot patrol).
incredibly vivid and realistic Butchers use this toxin to force people to
hallucinations. Anyone exposed to the make suicidal assaults against the
chemical must make a save vs. non- Machine or against their true target.
lethal poison of 16 or higher. On a failed Sometimes the easiest way to make the
roll, the victim believes that he is being kill is to force someone else to do it.
assaulted by 2D4 attackers. They can Even a mild grudge can be inflated into a
appear as robots, monsters, demons, or murderous fury with only one dose.
53
People under the influence of Rage gain within the area of effect of the chemical
one attack per melee round, are +2 to spray or injected with the poison must
strike and parry, but -2 to dodge. The make a save vs. lethal poison of 14 or
victim will focus all his attacks against higher. On a failed roll, the victim
the source of his hatred, but he will suffers 3D6 points of damage directly to
switch his assault to any opponent that H.P. every melee round for 1D4 melees.
significantly harms him. The enraged If the poor soul is lucky enough to
victim will only break off his assault and survive, he or she will be extremely
retreat once all of his S.D.C. and half of weak (reduce P.E., P.S., and Spd. to
his hit points have been depleted, or 1D4) for 1D6 days. Furthermore, the
once the affects of the toxin wear off. victim only has two attacks per melee
The fury lasts for 2D4 melee rounds. and suffers penalties of -5 to strike,
When fired from a Chemical Sprayer, parry, and dodge. Immediate
the poison dissipates immediately after it intervention by a Saint or the quick use
is sprayed. Bio-E Cost: 20 points for one of a Slap Patch will halt the damage, but
Viper Fang with 5 doses, 4 Poisonous it will not alleviate the penalties. The
Spines, or for a Chemical Sprayer with 4 only cure for the extreme fatigue is time
blasts. and rest. On a successful save, the victim
• Agony: This poison is mainly used to is still weakened, but not nearly as bad
torture subjects for information, but it as it could have been. P.S, P.E., and Spd.
can be very useful in a fight. Anyone are only reduced by 1D6, and the victim
exposed to the chemical must make a suffers penalties of -2 to strike, parry,
save vs. non-lethal poison of 16 or and dodge for 2D4 minutes. This poison
higher or else be overwhelmed with only affects normal humans and other
mind-numbing pain. Victims of the S.D.C. creatures. When fired from a
Agony toxin lose two attacks per melee Chemical Sprayer, the poison dissipates
and are -3 to strike, parry, and dodge for immediately after it is sprayed. Bio-E
3D4 melee rounds. The poison works on Cost: 50 points for one Viper Fang with
humans, supernatural creatures, and War 5 doses, 4 Poisonous Spines, or for a
Mounts. It also works on Host Armor in Chemical Sprayer with 4 blasts.
a sense. The armor itself does not suffer • Meltdown: The Librarians designed
from the pain inflicted by this toxin, but this powerful organic toxin to counteract
it does pass the sensation on to the pilot. their own Bio-Tech creations. This
Inanimate Bio-Tech devices like Bio- deadly poison overloads the metabolic
Weapons and Living Armor are not rate of any Bio-Tech device, causing it
affected. When fired from a Chemical to rage out of control and consume itself.
Sprayer, the poison dissipates after 2D4 Any device exposed to the chemical
melee rounds. Bio-E Cost: 15 points for must make a save vs. lethal poison of 14
one Viper Fang with 5 doses, 4 or higher. On a failed roll, the cellular
Poisonous Spines, or for a Chemical structure of the item begins to self-
Sprayer with 4 blasts. destruct, causing the device to lose 10
• Oblivion: Every Butcher equips this percent of its M.D.C. every melee round
toxin in at least one of their weapons. It for 1D4 melees. The toxin also works on
is one of the deadliest poisons on the supernatural creatures, but to a lesser
planet, and one of the most powerful extent. These types of creatures only
tools in the assassin’s armory. Anyone lose 2D6 points of M.D.C. every melee
54
round for 1D4 melees. The chemical has weapons collected from fallen Waste
no effect on normal humans and other Crawlers for when the Butcher wants to
S.D.C. creatures. When fired from a plant evidence that leads back to these
Chemical Sprayer, the poison dissipates gangs.
immediately after it is sprayed. Bio-E Money: Has 2D6x100 credits in precious
Cost: 40 points for one Viper Fang with metals, relics or trade items, as well as
5 doses, 4 Poisonous Spines, or for a 4D6x100 in available credits. Money can
Chemical Sprayer with 4 blasts. be spent now on additional equipment or
• Neutralizer: This toxin can instantly saved for later.
disable one of the greatest strengths of The Upside: Your infiltration and
Bio-Technology; its ability to quickly disguise skills rival those of the
heal itself. Any Bio-Tech device or Deliverymen, which helps you get up
living creature exposed to the chemical close and personal with your prey. As
must make a save vs. non-lethal poison impressive as your infiltration skills are,
of 16 or higher. On a failed roll, the your combat skills are even better. You
target’s natural regenerative powers are are one of the most fearsome warriors on
disabled for 1D4 hours. The poison also the planet. Even the mighty Dreadguard
affects S.D.C. creatures, but most of and Scarecrows fear you, and they
these beings have such a slow healing should. You are a natural killer and you
rate that this is usually a waste of time. love your job. You have the training and
However, it is quite useful against Gene the skill to take down even the toughest
Thieves. This toxin is a favorite among opponent, and you are not afraid to do
Butchers that routinely stalk Scarecrows. whatever it takes to accomplish your
Bio-E Cost: 25 points for one Viper mission. You answer only to the
Fang with 5 doses, 4 Poisonous Spines, Warlord, and he makes sure you have
or for a Chemical Sprayer with 4 blasts. anything you need to accomplish your
Standard Equipment: Military fatigues, mission. Just make sure your deeds
dress clothing, survival knife, utility belt, never lead back to him. Protect your
first-aid kit, 1D4 Booster Patches, Slap Warlord, and he will protect you.
Patch, Face Wrap, Second Skin, The Downside: The only time you ever
prosthetic make up kit, tinted goggles, feel alive is when you are on the hunt.
hatchet for cutting wood, one light Bio- Unfortunately, even the most brutal and
Weapon of choice and one weapon for ruthless Warlord does not have nearly
each W.P. with appropriate ammunition enough enemies to keep you busy. This
for heavy combat, tent, knapsack, leaves a lot of downtime where you must
backpack, two water skins, emergency “entertain” yourself. Practice and
food rations (two weeks supply), and training helps fill the void, but the world
some personal items (also see the special seems empty without the hunt. The life
assassin equipment below). In addition, of an assassin is a lonely one. You have
their Warlord makes sure they have the respect and support of your Warlord,
access to any equipment they may need but most other Splicers consider you a
in order to complete an assignment. This traitor to humanity (even when the
means they have complete access to people you kill are the real traitors). The
Living Armor, Heavy Weapons, Wing only friends you ever make are the ones
Packs, and War Mounts as needed. They you deceive when you are operating
even have access to preserved armor and deep undercover, which means it is only
55
a matter of time before you have to different Bio-Toxins for the Poisonous
betray them. Spines (2 spines per toxin), and
Assassin Gear: Butchers are issued additional Bio-Toxins can be added later
special Bio-Weapons that were at the cost of 5 Bio-E points for every
specifically designed for assassinating one replaced spine. New spines cannot
human targets. Each weapon is enhanced be added (unless equipped with the Ultra
with the Signature Weapon Bio- upgrade); all the Butcher can do is
Enhancement, so only the Butcher reassign the poisons that are generated.
genetically bonded to the device can Weight: 10 ounces.
operate it. These warriors operate in M.D.C. of the Pistol: 1D4x10+10
secret, and it is imperative that their M.D.C.
equipment never falls into curious hands. Mega-Damage: 3D8 M.D. for the laser.
To prevent this, Butcher weapons are The Poisonous Spines inflict 1D4 M.D.
also equipped with a self-destruct feature or S.D.C. (based on the nature of the
that liquefies any captured item after one target), plus any additional damage from
hour. If any stranger tries to pick up or the Bio Toxin.
use one of the Butcher’s weapons, the Maximum Effective Range: 1000 feet
item detects the foreign genetic code and for the laser and 800 feet for the spines.
activates the self-destruct countdown. Rate of Fire: Each laser blast or spine
Unless the proper owner reclaims the shot counts as one attack per melee.
weapon before the hour lapses, the Payload: Effectively unlimited for the
weapon harmlessly dissolves into laser. 6 Poisonous Spines. Spent spines
sludge. Below are some assassin tools regenerate every 1D4 hours.
only available to Butchers: Bonus: +3 to strike.
• Liquidator Pistol: This tiny pistol is Trade Value: 10,000 credits, but they are
small enough to be concealed in the only available to Butchers.
palm of the Butcher’s hand, but it packs • Viper Fang Dagger: Another Butcher
impressive destructive power. It can be weapon that is small in size, yet
used for heavy combat, but it is mainly deceptively powerful. This tiny blade is
used when the Butcher must operate the hand-held version of the Viper Fang
outside of his Host Armor. Its small size Bio-Enhancement. It looks like a small,
makes it easy to conceal, and its multiple spiked tuning fork made of bone. The
modes of attack make it a very versatile entire dagger from the end of the hilt to
firearm. The primary weapon is a tip of the blades is only four inches long.
miniaturized version of the Light Cell Its small size makes it easy to conceal in
Laser Pistol, plus the tip of the barrel is the palm of the hand or nearly anywhere
encircled by 6 Poisonous Spines. These else on the Butcher’s body. The two
are identical to the Bio-Weapons used on points of the forked-blade are actually
Butcher Host Armor. It can fire one hollow spikes that are used to inject
spine at a time, or the Butcher can stab various types of poison. Like the Bio-
the end of the barrel into victims like a Enhancement, the blades are coated with
bayonet. However, this technique is a topical anesthetic to deaden the pain
generally overkill since one dose of Bio- from the injection so that the victim is
Toxin is usually more than enough to unaware they have even been poisoned.
take down even the strongest prey. The Each prong produces a different type of
Butcher can initially select three toxin. To release one of the toxins, the
56
Butcher plunges both blades into the Trade Value: 3,000 credits, but they are
target, and then telepathically decides only available to Butchers.
which poison is released. Both toxins • Butcher Blade: Butchers do not just
can be injected at the same time, but this strike covertly from the shadows.
is usually overkill. The Butcher can Sometimes they want to make a
select what two Bio-Toxins the weapon statement. They consider themselves to
will be equipped with. They can be be some of the best warriors on the
changed later, but this costs 5 Bio-E planet, and every now and then, they like
points. to prove it to their targets. When they
Weight: 2 ounces. engage in direct combat, Butchers will
M.D.C. of the Blade: 4D6+15 M.D.C. always break out this enormous organic
Mega-Damage: 2 M.D. or S.D.C. (based blade. The Butcher Blade is nearly as
on the nature of the target), plus any terrifying as the Butchers themselves. It
additional damage from the Bio-Toxin. is shaped like a giant meat cleaver with a
Payload: 3 doses of each Bio-Toxin (6 short handle and a thick organic blade
doses total). Spent doses regenerate made of bone, muscle, and sinew with
every 2D4 hours. multiple rows of two-inch long shark
Trade Value: 2,000 credits, but they are teeth lining the edge. Powerful muscle
only available to Butchers. contractions rapidly move these teeth
• Constrictor: This strange organism back and forth, which creates the Bio-
looks like a long thin snake with a large Tech equivalent of a chainsaw. Unlike a
beetle (complete with six insect legs) high-tech chainsaw, the Butcher Blade is
mounted on the end of it instead of a almost completely silent (at least until it
head. With a simple mental command, starts tearing its prey apart). This deadly
the tail of the Constrictor loops around blade shreds its target on contact,
whatever object the Butcher commands leaving a wicked looking two-inch wide
and is clasped by the insect legs on the wound that is very slow to heal (heals at
head. Once the device is “closed,” the one quarter the normal rate). What
snake-like tail quickly constricts. The makes this devastating blade even more
device can be used as living restraints dangerous is the fact that the Butcher
when placed around the wrists or ankles can signal it to secrete a virulent Bio-
of a subject, but Butchers usually wrap Toxin on the shark teeth before he
this device around the neck of victims in strikes (counts as one melee attack). The
order to use it as a garrote wire. It blade can be equipped with any of the
normally does not inflict any damage, Bio Toxins available to Butchers but
but when placed around someone’s neck, most chose to enhance their Butcher
the victim will lose consciousness in one Blade with Meltdown or Neutralizer. It
melee round and die from asphyxiation can be changed later, but this costs 5
if the Constrictor is not removed within Bio-E points.
1D4+2 melee rounds. It requires a Weight: 8 lbs.
Splicer P.S. of 40 or a Supernatural P.S. M.D.C. of the Blade: 120 M.D.C.
of 32 to break free of the Constrictor. Mega-Damage: 5D10 M.D. plus any
The Butcher that it is genetically bonded additional damage from the Bio-Toxin.
to can order the device to release its prey Payload: 5 doses of Bio-Toxin. Spent
with a simple mental command. doses regenerate every 1D4 hours.
M.D.C. of the Device: 35 M.D.C.
57
Trade Value: 16,000 credits, but they are travel across cavern walls and ceilings
only available to Butchers. with blinding speed.
Accustomed to living in near total
darkness, Diggers are almost completely
CAVE DIGGERS blind, their eyes being little more than
By Guy small, opaque orbs. What little vision
While underground cave systems offer they do have is blurry and indistinct,
protection and security from the forces with most Diggers able to see little more
of N.E.X.U.S., they are by no means a than 25ft. However, this lack of eyesight
true safe haven. Thousands of humans in no way hinders them when below
across the planet die in these caverns ground. Their ears are large and bat-like,
each year; many are victims of cave-ins, giving the creatures phenomenal hearing
while some are simply lost in the and echolocation and their sense of smell
expansive underground. Others have the is almost as acute. Diggers communicate
misfortune of encountering something with one another through a series of
that calls a previously unknown cave clicks and whistles, and function
home, and is not ready to give it up. perfectly well in total and near darkness.
Among the denizens of the underground, Though they may have once been
there is one that sends a shudder through human, Diggers are savage, feral and
even experienced Splicers: Cave vicious creatures. They are expert
Diggers. ambush artists and will follow and stalk
Cave Diggers are (or were) undoubtedly prey for hours. Attacks are quick and
human at some point, though what lethal, with several Diggers pouncing on
caused their current state is unknown. the same target. When attacking a group,
Some have argued its natural evolution, they will normally go after the smallest
others that the Machine was involved, or weakest first, and attempt to drag
and still others who feel the Diggers them into the deep caverns. Diggers
were an unsuccessful (or too normally attack when the target is
successful?) Librarian experiment. No unaware, often dropping from a cavern
matter the cause, Cave Diggers are ceiling or emerging from an unnoticed
perfectly adapted to thrive in cavernous tunnel or crevice. Diggers are voracious
environments. eaters, and will even consume bio-tech
While Diggers appear mostly human, items, weapons, and armor.
they normally scurry about on all fours, Diggers will often prowl the surface at
rarely standing on only their legs. Their night, hunting prey and bringing the kills
bodies are fairly small but lean and back to their caverns. The Diggers lean
heavily muscled. Their slimy skin is bodies are deceptively strong, and a
starkly pale, but covered in dark spots single Digger can take down prey much
and patches, giving them an overall larger than itself. Diggers normally live
splotchy and grubby appearance. In their in small colonies of 10-30 members
natural cave environment, a stationary (including young) and are sexually
Digger easily blends in to the dimorphic, with females being
underground environment . Their fingers distinguished by their body shape and
and toes are unnaturally long and each is thick, matted hair on their heads. While
tipped with a small, serrated claw. Diggers may not be intelligent, they are
Diggers are expert climbers and can an extremely crafty and cunning
58
predator and they learn quickly. Diggers Though they may once have been
have learned that humans are soft, easy human, Diggers are lost to savagery. All
targets yet instead of attacking outright, attempts to communicate or even
Diggers will often try and follow a group domesticate them have met with abject
of humans to their home. If a Digger failure. If captured, Diggers cannot
party ever learns the location of a human communicate other than clicks, growls,
habitat, the entire Digger colony will and howls. They are more animal than
relocate to a nearby cave to be close to intelligent human. These creatures now
their food source. If no cave exists, the function on a primordial level and while
vile creatures will attempt to dig one on Splicers may fear them, this fear is also
their own. Entire Retro-Villages and tinged with sympathy and even pity.
some fledging Houses have been wiped DIGGERS
out by Digger attacks. For this reason, Alignment: Miscreant
most Houses assume a “Shoot on Sight” Attributes: I.Q. 1D4+1, M.A. 1D6, M.E.
policy and “Digger Sweeps” are a 1D6+1, P.S. 18+2D8 (Splicer P.S.), P.P.
regular occurrence for underground 3D6+2, P.E. 3D6+10, P.B. 1D6, Spd:
dwellings. Diggers near a Great House 3D6+18
will frequently attack women and Base S.D.C.: Not applicable, see MDC.
children, often digging “ambush Horror Factor: 11, 14 if a group of 3 or
tunnels” and sneaking directly into a more attack at once.
House’s dwelling area. One reported Height: 5-6 feet tall, though they spend
ambush tunnel was almost 12 miles in much of their time hunched over or on
length and was unnoticed for nearly a all fours.
decade. Weight: 200 plus 4D6x10 pounds
Diggers who have had a fairly steady Average Life Span: Diggers are hardy
diet of bio-tech items will sometimes creatures, but most die violently. In the
begin to manifest strange mutations or wild, the average Digger will live 15-20
abilities as the genetic material affects years.
their own DNA. Diggers will actively Digger Powers and Abilities
hunt for and target a bio-tech armory, 1. Natural M.D.C.: The Digger is a
often ignoring other live prey (including natural Mega-Damage being. Starting
humans) in favor of the bio-tech. These M.D.C. is the 3D8x10+30 plus the P.E.
genetic changes continue to manifest attribute number. The Digger adds an
themselves in future generations of additional 4D8 M.D.C. per level of
Digger colonies, and Diggers as experience, starting at level two. Diggers
powerful as Host Armors have been regenerate 2D8 M.D.C. per hour but
reported (though these are exceedingly cannot regrow lost appendages or eyes.
rare.) Whether they truly realize the A Digger’s strength is equivalent to
benefits of ingesting the material or that Splicer Strength and the Digger can
the bio-tech is simply more nourishing is inflict M.D. with their bare hands. A bite
open to debate. Regardless of the reason, does 3D8 M.D. and the finger/toe claws
human dwellings must take great pains add an additional 2D8 M.D. to punches
to safeguard their armory, equipment and kicks.
stores, and even Engineers and 2. Accustomed to darkness: Diggers can
Librarians. hunt, fight, stalk, and otherwise operate
with full bonuses in complete and near
59
darkness. However, any light more than +2% per level of experience. The Digger
bright moonlight is painful and can smell blood and decaying bodies up
debilitating. The Digger loses 2 attacks to a mile away and can track by these
per round and is -4 on all rolls if exposed smells alone at 65%+2% per level skill
to any source of bright light. proficiency.
3. Digging, Tunneling, and Excavation: 5. Leaping Ability: Diggers can leap 20
Diggers can dig and tunnel at incredible feet in any direction from a standing
speeds. The Digger’s speed is start. With a running start, the distance
determined by its P.S. attribute. When can double to 40 feet high or across.
digging, no tunnel is left behind. A P.S. 6. Special Climbing: Diggers can cling
of less than 13 can move 4 feet per to walls or ceilings like a bug, climbing
melee round, a P.S. of 13-18 means 5 at 95% proficiency at their full Speed
feet per melee round, a P.S. of 19-24 attribute. The only exception being
means 6 feet per melee round, and a P.S. extremely slick surfaces (ice, oil, force
of 25 or better digs at 7 feet per melee. fields, etc.)
Note that this does not leave a passable 7. Super-Diggers: Roughly 1 in 5
tunnel. Tunneling can be done, though at Diggers will exhibit some special
half the speed of digging. All Diggers mutation or ability from digesting bio-
are instinctive excavators and can tech items. Roll twice on the following
hollow out or expend large, underground list for a Super-Digger. The list
chambers. Diggers can excavate at presented below can be changed or
roughly 5 cubic feet per minute. modified as the GM desires. NOTE:
3. Superior Hearing: Diggers can hear These are meant to represent first
into the ultrasonic and subsonic ranges generation Super-Diggers; one whose
of sound and are especially sensitive to mutations are newly formed and not very
very faint sounds (light footsteps, small extensive. GM’s, if designing older
animals breathing, down to 10 decibels.) Diggers, later generations, or an entire
A digger can hear a regular conversation colony of Super-Diggers, feel free to add
up to 600ft. away and can even isolate a more variety or more powerful
single sound/voice within a whole host selections.
of background noises (i.e., a particular 01%-10% Ambidextrous: Add one
voice in a crowd) at 50%+4% per level. attack per melee, +1 to parry.
Diggers are able to track and locate prey 11%-20% Scaly Skin: The skin has
by sound alone at 60% +4% per become tougher and scaly, adding an
experience. In addition, all Diggers additional +30 M.D.C.
posses the “Echo-Location” ability as 21%-30% Enhanced Leaping: The
detailed in the Splicers Main Book, pg. Digger can leap twice as far as normal;
81. Additional combat bonuses are 40 ft. from a standing start and 80 ft.
factored into the stats below. with a running start.
4. Superior Smell: Diggers have an 31%-40% Slime Coating: The Digger’s
excellent sense of smell , especially skin is more slippery than normal. +1 to
attuned to blood and decaying matter. A Dodge, and the Digger cannot be
Digger can track by smell alone (as a grabbed or held; it simply slips and
bloodhound) at 40% +4% per level of squeezes out of chokes, locks, or
experience and can recognize distinct wrestling-style holds.
scents and smells of individuals at 50%
60
41%-50% Extra Limb: The Digger has a Enemies: Anything but other Diggers
small, malformed extra arm or leg. Allies: Cave Diggers will normally
Though useless for now, this mutation avoid other Cave Diggers. If food is
could greatly alter future generations. plentiful enough, it is common for
51%-60% Small Horns: Several small several Digger colonies to share an area
(1D4 inches long) protrude from the fairly amicably.
forehead. +1D6 M.D. to head butt Guy's Notes: I haven't been asleep at the
damage. Splicer wheel, just a bit distracted. Mrs.
61%-70% Vestigial Tail: The Digger has LeDouche and I relocated at the
started growing a tail. Though useless beginning of Jan., so gaming has had to
for now, this mutation could greatly alter be put on hold. I'm hoping to make up
future generations. for lost time with these "quick hit"
71%-80% Reinforced Skeleton: The creations. I also hope to explore the
Digger’s bones have become denser and world of The Bastion and Splicer
twice as hard to break. Add +15 M.D.C. Atlantis as time permits. If I can't do a
and +1D6 M.D. to punches, kicks, and "full" exploration, I may post my ideas
head butts. and notes anyway. I have a TON of half-
81%-90% Chameleon Skin: The formed things I want to tackle; just
Digger’s skin is starting to exhibit finding the time and ironing out the
chameleon-like abilities. It takes a full details can be difficult sometimes.
melee round to “blend” and is currently If you reconized the fingerprints of the
limited to “natural earth” colors and movie "The Descent" in the Cave
tones (dirt, rocks, leaves, etc.) However, Diggers, pat yourself on the pack. I
the Digger is 70% undetectable if lying wanted something that would pose a
still or moving slowly (less than 3ft. per sneaky threat to the very House itself,
melee round.) and yet still have a "Splicer" feel to it. I
91%-00% Stocky: This Digger is twice also like exploring the ramifications of
as broad as normal. Add 50lbs. to all this bio-tech and gene-splicing on the
weight, +1D6 to P.S., and +2D8 to environment itself. I wanted the Cave
M.D.C. Diggers to be dangerous, but not
8. Vulnerability-Nanoplague: Despite anything so bad that a Splicer couldn't
their appearance, Diggers are still handle it. I also wanted the Diggers to be
(mostly) human and will trigger a nano- more of a sneaky threat and rather like a
plague response per standard rules. cockroach infestation. Just when you
R.C.C Skills: Climb-95%, Swim-60%, think you've gotten rid of all of them, a
Land Navigation-50%, Prowl-65%, new batch pops up somewhere else. In a
Spelunking-75% few generations, who knows what these
Average Level of Experience: 1D4+2 Diggers will look like?
Attacks per Melee: 5
Bonuses (in addition to any attribute or
mutation bonuses): +3 on initiative, +4 Combinist O.C.C.
to strike, +2 to parry, +3 to dodge, +3 to By Gunseraph
auto-dodge only when climbing, Critical Although most, if not all, humans hate
Strike on unmodified 19 or 20 the machines and their determined,
Habitat: Can be found anywhere there controlled eradication of the species, not
are caves and caverns. all humans are born with the physical
61
characteristics required to actively resist. requirements. As the name implies, these
There are those with the mental and beings, known as Mantigores, are able to
spiritual capacity and desire to join the bond with the host and “combine” their
fight, but with severe physical abilities to become even stronger than as
limitations that render them liabilities individuals. Additionally, House
rather than assets. The House Artemis Artemis scientists incorporated the
Leader, encouraged by this willing spirit somewhat time-consuming ability to
tasked his Librarians to genetically move bio-enhancement weapons
engineer a solution to place these brave between host and Mantigore to better
souls in harm’s way for the cause. task-organize for specific requirements
House Librarians and Geneticists as needed.
immediately looked at methods similar The Mantigore itself is a marvel of
to creating Biotics to modify the current genetic engineering, able to fly
genetically inferior using gene-splicing or swim (via a smaller version of an
methods directly on the humans’ bodies Organic Thruster on each, 100 MPH
themselves. Along with a similar flying, half underwater) as well as move
mandate from House bureaucracy to on land. A Combinist Host begins with
create a flexible, adaptable combat two Mantigores, and over time is able to
design capable of fighting in, accommodate up to six. While
maneuvering in, and transitioning Mantigores are not as hardy or
rapidly between multiple mediums (land, dangerous as an average Gorehound
air, and sea) and requiring minimal (only possessing 75 MDC), they do
support, House Artemis scientists provide multiple, interesting
researched and developed the Combinist improvements and abilities. In addition
gene-template. to the Organic Thruster (which, when
With nods to the flexibility and combined with the host, provides flight
capabilities of the Packmaster and its capability to the host at speeds greater
Gorehounds and the Swarm Lord and its than those of an individual Mantigore),
Insects, the Great House minds they possess a weapon known as a
determined that an entity with multiple Gestalt Cannon and a special bio-energy
fragments would be the best way to conversion force field known as the
implement the House Leader’s Terminator Field.
directives. The first phase of developing On its own, the Gestalt Cannon is a
a Combinist begins with genetically short-ranged, bio-energy based weapon
modifying the host, an extremely painful (1000 feet, 1D4x10 MD) the Mantigore
and time-consuming process not for the uses as its primary ranged weapon.
weak-willed or fainthearted. Once the When two or more Mantigores are
host is modified, becoming a Mega- combined with the host, the host is able
Damage being with four arms and a tail, to fire a longer range, more powerful
the Geneticists moved to phase two; Gestalt Cannon, with the power and
creating genetically-compatible beings range increasing for each additional
capable of “combining” with the host for Mantigore combined! Additionally, the
enhanced abilities that can also separate Gestalt Cannon can be fired from any
and act autonomously (with minimal place on the host’s body that a
mental guidance from the host) to Mantigore is attached. A Mantigore
support the host based on mission cannot have multiple Gestalt Cannons,
62
meaning the host cannot transfer one torso (increases host MDC and adds
Mantigore’s Gestalt Cannon to another. additional tails).
The Mantigore’s Terminator Field is
essentially a bio-force field that converts
damage to bio-energy that can be Deliveryman.
expelled in addition to a Gestalt By Slappy
Cannon’s normal damage. A single Back in the golden age before the
Mantigore’s Terminator Field has 100 Machine’s genocidal campaign, people
MDC, and it can disburse up to 10% of could communicate with one another
its capacity per Gestalt Cannon shot (i.e., instantly across any distance. Satellite
if the field has taken 50 MD, it can communication and internet access
disburse 10 MD per Gestalt Cannon shot linked every corner of the world into one
for a total of 1D4x10 + 10 MD). The global community. That all ended when
Terminator Field does not regenerate N.E.X.U.S. struck. Society was instantly
damage; damage can only be discharged shattered and the remaining humans
through the Gestalt Cannon or its either splintered into tiny, scattered
physical attacks. When combined with groups and retreated underground or
the host, multiple Mantigore Terminator were huddled together by the Machine
Fields combine to become even more and placed in human zoos called Retro-
powerful. Villages. Before the Nanobot Plague,
Finally, if the host directs, two or more members of the Resistance
Mantigores can combine to increase communicated by radio, but even this
their abilities as if they were combined was a dangerous endeavor since the
with the host. Up to three Mantigores Machine could track radio signals back
can combine to become a more powerful to their source. The eventual creation of
version of the original. organic Bio Comms eliminated this risk,
Mantigores combined with the host or but the range was limited to a mere six
each other also increase the MDC, miles.
strength, and/or abilities of the host or Even in the early days on the Resistance,
larger Mantigore. Mantigores also they relied heavily on hand delivered
provide differing abilities based upon messages between the Resistance cells.
which host body part they are attached The brave heroes that carried out this
to, allowing for even more flexibility dangerous and lonely assignment were
and combinations. A host can have one called Deliverymen. They spent weeks,
Mantigore attached to its head (enhances even months, trekking across miles of
sensory abilities), three to its upper torso robot controlled territory without any
(increases host MDC and flight speed), back up or support. They were master
one per each of four arms (increase PS to outdoorsmen capable of living off the
Supernatural, adds damage to physical land (and shattered wreckage of cities)
attacks), one per leg (increases running for years if necessary, they were skilled
speed, host height, and at covering their tracks and leaving no
vertical/horizontal jumping distance; evidence of their passing, and they were
allows for walking on walls and ceilings; experts at disguising themselves like the
host HAS to have one Mantigore per leg enslaved humans within the Retro-
for a total of two), and two on lower Villages. The Deliverymen were one of
the only links between the Resistance
63
and the oppressed remnants trapped in The Librarians developed a special Bio-
the Retro-Villages. Tech device called the Stealth Sheet.
With the creation of organic technology, This large sheet of tissue is a simplified
the role of the Deliverymen has evolved version of the symbiotic organism used
over time. Bio-Tech equipment has to create Skinjobs. It is not nearly as
made their arduous mission somewhat versatile or durable as the real thing, but
easier, but it remains one of the most it does provide a fully-functional Stealth
challenging assignments in the Field for anyone that wears it. The field
Resistance. Simple suits of camouflage makes the wearer nearly invisible to all
were replaced by powerful suits of Host forms of visual detection, but it is
Armor with Stealth Field enhancements, incredibly unpleasant to use. The Stealth
common horses were replaced by Mega Sheet wraps around the wearer so tightly
Horses, Striders and Tunnel Rats that it completely immobilizes him. He
(Deliverymen quickly learned that the cannot speak or see and can barely hear.
Machine ruled the skies and that they The sheet allows air to pass through it
need to stick to the ground to survive), (the organism even filters out toxins) so
and blind luck was replaced by a Black the wearer can breathe normally, but it
Talon War Hawk that could scan the still feels like the sheet is smothering the
field from above to help determine the life out of him. If this were not bad
safest route. Better equipment has enough, once the Stealth Sheet wraps
allowed the Deliverymen to successfully around the wearer, he is completely
deliver larger and larger “packages.” unable to remove it himself. Removing
Their original job of delivering letters the sheet is a simple matter of stroking a
and small items cross country has nerve cluster on the outside of the living
evolved to include transporting weapons blanket, but it is impossible for the
and supplies to covert strike teams in the wearer to reach it. This is what limits the
field, bringing goods and news from the widespread use of the Stealth Sheet.
outside world to people in the Retro- Deliverymen, however, find this
Villages, and even escorting human negative aspect to be extremely useful in
refuges to Resistance safe houses. They the field. They feel the easiest way to
are also one of the few Splicers that make untrained humans sit still when the
regularly penetrate the Ghost Towns to Machine is nearby is to force them.
trade for supplies with undercover Deliverymen not only master stealth,
Technojackers. counter-tracking, and wilderness
Escort duty is one of the Deliverymen’s survival, but they are also masters of
most difficult missions. Their years of impersonation and disguise. They are
training and Bio-Tech Stealth Field able to flawlessly blend in with villagers
allows them to become nearly invisible in Retro-Villages or with Nex-Androids
at will, but the unskilled humans they in Ghost Towns. Some Great Houses
protect stand out like a sore thumb. even use their Deliverymen to
Deliverymen can cover their charge’s impersonate members of other rival
trail and hide them from random patrols, houses. For most cases, they just rely on
but concealing them when the Machine simple make up, but when they need the
is aware of their presence requires ultimate disguise, they turn to organic
special equipment. technology. Deliverymen carry a strange
Bio-Tech organism called the Second
64
Skin, which allows them to perfectly extremely close inspection or a full body
mimic the facial features of any human search.
or human-like android. On its own, the They spend the majority of their lives in
organism looks like a bag made of the field, trekking back and forth across
human skin. When the Second Skin is miles of enemy territory. Besides their
placed over the head of a human or Nex- official role of delivering supplies to
Android, it analyzes every minute detail every corner of the planet, they also act
of the target’s face, head, and hair. Once as the eyes of the Resistance. To make
removed, the skin grows perfect replicas sure they do not create an easy trail to
of the target’s facial features, ears, hair, follow, a Deliveryman will never travel
and skin color in only a few minutes. the same path twice. This means they
The Second Skin even forms transparent have seen more of the surface than
lenses to match the target’s eye color. almost any other Splicer. When
The Deliveryman then just turns the performing their normal duties,
living mask inside out, slips it over his Deliverymen operate alone or in pairs,
head, and lets the Second Skin merge but when they discover something of
with his face to form the ultimate interest like a new Power Farm,
disguise. It will pass even the closest Industrial Center, or other high profile
scrutiny unless the face beneath was target, they will be temporarily attached
larger than the one being copied. In this to a larger strike force in order to lead
case the head seems a little larger than them to the objective. This is one of the
usual, but it will still fool most people at few times Deliverymen will attack the
a glance. Of course, the rest of the body Machine. Their primary goal is to avoid
is unaltered, so the absence of familiar all contact and only strike in defense if
scars, tattoos, or other distinguishing absolutely necessary. Even if they can
marks as well as any possible difference easily destroy a lone robot, they will go
in skin color between the face and body miles out of their way to avoid it.
could give away the deception. History has taught them that it only takes
Deliverymen are skilled at working a millisecond for a robot to call in
around this problem, but members of the reinforcements, plus even the shortest
Resistance know what signs to look for firefight could attract the attention of
when they are suspicious a spy may be random patrols.
in their midst. Most of the time, it is a tough, lonely
Another vital skill that Deliverymen job, but when they return home, they can
learn is concealment. They can hide a barely escape the barrage of questions
surprisingly large amount of contraband from people wanting to know what is
on their bodies. When operating going on topside. Some Deliverymen set
undercover, they strip off their Host up quite a lucrative side business selling
Armor and put on thick layers of the information they have discovered.
clothing. A Deliveryman can hide a However, most Deliverymen will
dozen small weapons, a half dozen politely answer any questions for free,
heavy weapons, or up to forty pounds of but they do tend to sugar coat the truth to
supplies within the folds of his long, shield people from just how bad it really
flowing clothes. Even the high-tech is up there.
sensors of the Machine will only Alignment: Any, but typically good or
discover the hidden cache upon selfish.
65
Attribute Requirements: I.Q.: 10, M.E.: knowledge that do not receive any
12, M.A.: 12, and P.P.: 12 or higher. special O.C.C. bonuses.
Attribute Bonuses: +1D4 to I.Q., +1D6 Deliveryman Host Armor: The
to M.E., +2 to M.A., +1D4 to P.S., +1D6 Deliveryman is one of the few O.C.C.s
to P.E., and +1D6 to Spd. that gets Host Armor, the Bio-Tech
O.C.C. Bonuses: +2 on initiative, +1 to equivalent of living power armor,
strike, parry, and dodge, +6 to save vs. brimming with weapons and Bio-
horror factor. Enhancements. The Deliveryman is
Base S.D.C.: 50, plus any from Physical genetically bonded to one specific Host
skills. Armor.
Common Skills: Standard. Step One: Standard and unchanged; the
O.C.C. Skill Program: Survivalist basic Host Armor.
(+25%), Undercover (+15%), Step Two: Determining Metabolism.
Reconnaissance/Scout (+20%), The Deliveryman can select any type of
Outdoorsman (+25%), and metabolism, but most will choose
Hunter/Trapper (+20%) Carnivore, Herbivore, or Parasitic.
Elective Skills: Select Concealment Step Three: Available Bio-Energy points
(+35%), Bio Comms (+20%), and for the Deliveryman. All Bio-E points
Tracking (special bonus to Counter- are used up in the initial creation. Each
Tracking, anyone attempting to follow level of advancement, starting with level
the character suffer a -40% to their two, the Deliveryman gets an additional
Tracking Skill), and four Electives from 2D8 Bio-E to add to the capabilities of
the following list at first level. Select his current Host Armor. These Bio-E
another two Elective Skills at levels 2, 4, points can be spent as soon as they are
8, and 12. All new skills start at level acquired or saved and combined with
one proficiency. points from the subsequent level of
Communications: Any (+25%) experience. Deliverymen spend so much
Domestic: Any (+10%) time in the field; it is difficult to acquire
Espionage: Any (+20%) new enhancements from an Engineer at
Medical: First Aid only. each new level.
Military: Any (+5%) Step Four: Biological Enhancements and
Physical: Any, except Acrobatics and Weapon Systems. All Deliverymen start
Gymnastics. off with the enhancements of Stealth
Rogue: Any (+20%) Field, Enhanced Neurological
Science: Any Connections, and Circadian Rhythms.
Technical: Any Selections for additional enhancements
Transportation: Any, except Host Armor can be made from any category, but
Combat, Pilot Wingpack, and War most Deliverymen choose enhancements
Mount Combat. from Eyes and Vision, Other Sensory
Wilderness Survival: Any (+20%) Systems, Biological Defenses, and
W.P.s: Any Offensive Bio-Weapons. Deliverymen
Secondary Skills: The character gets to generally avoid Flight Appendages since
select four Secondary Skills at level one the safest place is on the ground.
and one additional skill at levels 3, 6, 9, If the Deliveryman’s Host Armor is
12, and 15. These are additional areas of destroyed, he will be bonded to a new
suit of Host Armor with only the most
66
basic features other than a Stealth Field. emergency food rations (two weeks
Further augmentation will only occur supply), and some personal items.
with each additional level of experience Money: Has 2D6x100 credits in precious
or as a reward for impeccable service. metals, relics or trade items, as well as
Black Talon War Hawk: The 10D6x10 in available credits. Money can
Deliverymen receives one Black Talon be spent now on additional equipment or
War Hawk to act as his personal aerial saved for later.
scout. The character cannot see through The Upside: Your stealth skills rival
the eyes of the Black Talon like a those of Skinjobs, and your abilities
Falconer, but the two can communicate concerning impersonation, concealment,
by Bio-Comm. The hawk can be Bio- and wilderness survival are unparalleled.
Enhanced any way the character desires Only the most heavily guarded
– he has 5D4+20 Bio-E points available, N.E.X.U.S. installations are off limits to
plus another 1D6+2 Bio-E points per you, but you have no reason to go there
level of the character’s experience to anyway. You can slip past any robot
spend on additional enhancements. If the patrol with ease, and you can flawlessly
War Hawk is ever slain, it will be blend in with Retro-Villagers or Nex-
replaced with the basic animal with 5D4 Androids. Your job requires you to
Bio-E points for enhancements. spend most of your time topside, so no
War Mount: Deliverymen do not receive one knows more about the surface world
their own personal War Mount, but they than you. You know every short cut,
do have access to a pack of special War every hiding spot, and you have a good
Mounts that are dedicated to the understanding of the Machine’s patrol
Deliveryman Corps. They rely solely on routes. The messages you deliver help
Mega Horses, Striders, and Tunnel Rats. keep the humans of the world connected,
The other War Mounts have proven to and the knowledge you possess about the
be too big to conceal or easy pickings for surface world is invaluable to the war
the Machine in the case of the aerial effort.
mounts. Every War Mount has been The Downside: Your impressive skills
augmented with Stealth Fields. do not lend themselves to fighting. The
Standard Equipment: Military fatigues, only way you can accomplish your
dress clothing, “peasant clothes” (wears mission is to avoid combat at all costs.
these thick clothes when operating The Machine can call in a nearly infinite
undercover in Retro-Villages, adds supply of reinforcements in an instant,
+15% to the Concealment Skill), but the same cannot be said for you.
survival knife, utility belt, first-aid kit, Most of the time, you are completely on
1D6 Slap Patches, Face Wrap, Stealth your own. In fact, you are likely to go
Sheet, Second Skin, Portable Nutrient months without ever seeing another
Tank, Extractor, prosthetic make up kit, human being. This isolation is why you
tinted goggles, hatchet for cutting wood, have one of the toughest jobs in the
one light or heavy Bio-Weapon of Resistance.
choice and one weapon for each W.P.
with appropriate ammunition for heavy Deliveryman Bio-Equipment
combat, a War Mount augmented with a Stealth Sheet
Stealth Field for transportation, tent, This large sheet of tissue is a simplified
knapsack, backpack, two water skins, version of the symbiotic organism used
67
to create Skinjobs. It is not nearly as weak it can no longer hold onto the
versatile or durable as the real thing, but wearer (it is just loosely draped over the
it does provide a fully-functional Stealth person). As long as the organism is put
Field for anyone that wears it. The field back in its nutrient tank before it
makes the wearer nearly invisible to all completely starves, it will be completely
forms of visual detection, but it is revitalized within 3D6 hours.
incredibly unpleasant to use. The Stealth M.D.C. of the Device: 5D4
Sheet wraps around the wearer so tightly Trade Value: 30,000 credits
that it completely immobilizes him. He Second Skin
cannot speak or see and can barely hear. This odd looking bag of skin is actually
The sheet allows air to pass through it a living organism capable of perfectly
(the organism even filters out toxins) so mimicking the facial features of any
the wearer can breathe normally, but it human of human-like android that it
still feels like the sheet is smothering the comes in contact with. When the Second
life out of him. If this were not bad Skin is placed over the head of a human
enough, once the Stealth Sheet wraps or Nex-Android, it analyzes every
around the wearer, he is completely minute detail of the target’s face, head,
unable to remove it himself. Removing and hair. The scanning process only
the sheet is a simple matter of stroking a takes one melee round (15 seconds), but
nerve cluster on the outside of the living unwilling subjects will likely fight back
blanket, but it is impossible for the with all their might which delays the
wearer to reach it. This is what limits the process by 1D4 melees. The easiest way
widespread use of the Stealth Sheet. to scan unwilling humans is to
Note: A person with a P.S. of 24 or incapacitate or knock them out before
above or a Robotic/Splicer P.S. of 15 or hand. Nex-Androids are even more
above can break free of the sheet by difficult to scan. The organic mask will
tearing it open (this kills the Stealth trigger a Nanoplague Response if it is
Sheet). used on a deactivated android. The
When not in use, the organism needs to nanites do not respond if they receive a
be stored in a special nutrient rich fluid. signal from a functional N.E.X.U.S.
The organism can live indefinitely as drone, but unfortunately, this presents
long as it is completely immersed. Once another problem. As long as the drone is
removed from its storage tank, the functional, it can call in reinforcements.
Stealth Sheet will only live for 1D4+1 Splicers that plan to impersonate a Nex-
hours before it starves to death. Android usually take along an Electro-
Splashing a gallon of the nutrient rich Pulse Gun to incapacitate the drone
liquid on the organism will temporarily without destroying it.
satiate it, which extends the time it can Once the organism finishes its scan and
exist out of the tank by 30 minutes, but is removed from the target, the skin
the act of doing so is likely to attract immediately begins to grow perfect
attention and negate the effectiveness of replicas of the target’s facial features,
the Stealth Field. When the sheet is ears, hair, and skin color. The Second
nearing the end of its life (only 15 Skin even forms transparent lenses to
minutes left before it starves), it will no match the target’s eye color. The growth
longer be able to engage a Stealth Field. process only takes 1D4 melee rounds to
At this point, the Stealth Sheet is so complete. Once the living mask finishes
68
growing, it must be turned inside out the living mask is worn. Once it is
before it can be used. The wearer slips removed, all of the copied facial features
the mask over his head, and the vanish, and the Second Skin is ready to
organism merges with his face to form copy a new subject.
the ultimate disguise. It will pass even Trade Value: 45,000 credits
the closest scrutiny unless the face Extractor
beneath was larger than the one being All Bio-Tech weapons and equipment
copied. In this case the head seems a must be submerged in a special nutrient
little larger than usual, but it will still rich fluid every few days in order to
fool most people at a glance. Of course, replenish them. While this liquid is
the rest of the body is unaltered, so the plentiful within the underground havens,
absence of familiar scars, tattoos, or it does not exist naturally anywhere on
other distinguishing marks as well as any the surface. Deliverymen and other
possible difference in skin color between Splicers that spend weeks or months in
the face and body could give away the the field need to carry around a Bio-
deception. Tech creature known as the Extractor in
When not in use, the Second Skin must order to feed their equipment. Its sole
be suspended in a special nutrient rich purpose is to create the liquid for the
liquid. The organism can live nutrient bath. This softball-sized
indefinitely as long as it is completely organism looks like a partially armored
immersed. Once it is removed from its octopus with an enormous mouth that
storage tank, the Second Skin will only accounts for nearly half of its size. The
live for 1D4+1 hours before it starves to Extractor devours a mixture of animal
death. Splashing a cup of the nutrient tissue, vegetation, and raw minerals and
rich liquid on the organism will processes it into the fluid. It takes two
temporarily satiate it, which extends the pounds of matter to make one ounce of
time it can exist out of the tank by 30 fluid. The rest is used to sustain the
minutes, but doing so is a dead give Extractor or is passed as hard pellets like
away that he or she is wearing a Second the rounds used in casting weapons. The
Skin (it is best to do this in private). Extractor clings to the side of a special
When the living mask is nearing the end glass tank that operatives carry in the
of its life (only 15 minutes left before it field. The tentacle that excretes the
starves), the tight bond with the skin nutrient fluid is placed inside the tank
underneath will begin to weaken. At and all other waste falls into a bag on the
first, odd bubbles and wrinkles will form side (operatives want to make sure they
all across the false face, but after 1D6+2 do not leave a trail). An Extractor makes
minutes, the bond completely fails and Splicers completely self-sufficient. An
the mask just hangs loose and operative can sustain his equipment for
unnaturally, partially exposing the real years at a time without ever having to
face beneath. As long as the organism is return home. Unfortunately, Extractors
put back in its nutrient tank before it only live for 1D4+2 years, so eventually
completely starves, it will be completely the operative needs to return home to get
revitalized within 2D4 hours. another one.
M.D.C. of the Device: 2D4 M.D.C. of the Device: 4D4+10
Duration of the False Face: The copied Trade Value: 35,000 credits
face can only be maintained as long as
69
Evos very odd. Grey Eyes, pale skin, and
By Technogothic could control machines. He became the
Noone knows where they came from or first known Techno-jacker. From that
when or even Why. What is clean is that child all techno-jackers are related to.
the So-Called EVOs are Superhumans For the young man he became traveled
one and all. A Form of Mutant Humans. and traveled far. Fathering many
The EVOs possess Super-Abilities children every time he had relations with
unknown to Splicer technology or woman in the villages he visited.
Machine Technology. Librarians and the The Other Eleven exposed to the
Engineers are unable to decode their meteor's radiation gained other Super-
DNA as their DNA is too unstable. abilties also. And Each one pass on those
Parents pass on Super-Abilties to their abilties to their children. One of Eleven,
children even, but not always the same each of her children possessed different
super-abilties they themselves possess. super-abilties, which had different super-
Something else is at play here and the abilties from their own children in time.
Splicers wish to find out What and Why. No pattern to the super-abilties at all.
EVOs have been spotted using Machine The other Ten however. Their Children
Technology and not triggering the Nano- did follow a pattern. One became known
plague. This has caused the Machine as the Stone People. Beings of Living
itself to want to examine them. The plan Stone. One became the Bush People.
is to make the nano-Plague work on the Plant Beings with various plant-like
EVOs also. But all test subjects remain abilties. One became the Beast People.
immune. Which leaves the machine with Feral Animal-like beings more
one other option. Kill them All, every Lycanthrope like than human, Wolf,
last EVO before its too late. Tiger, bear the most common forms they
The Secret to the EVOs is known to can assume. The others found
themselves. Though they will gladely themselves Sterile and unable to have
Die to protect that knowledge at all children. They are Still Alive, unable to
costs. At Some Point in the Past, a die from any wound, disease, or age.
Meteor fell planet side near a Human They still live in that retro-Village today.
Retro-Village. The Meteor radiated a Protecting the Meteor from the Machine
Strange Radiation which humans can and once in awhile allowing someone to
"see" as a Green Glow. 12 Teenager be mutated by its green glow like they
Villagers approached the Meteor curious were. Today the Stone-people live
as to what it was. They felt sick quickly underground. With their Stone bodies
as they approached it. Their Bodies and control over stone and earth they
expelled liquid metal (nanites) violently dont fear the machine. The machine has
as they began to vomit the nano-plague never "seen" them yet, as the Machine as
from their bodies. One of the Young only had encounters with Techno-
women was pregnet. She did not vomit Jackers, and the Unstable Ones. The
but was still sick. They barried the Rest of the EVOs are unknown to the
Meteor to keep it from making other machine and most Splicers. Most
sick. As the months passed a few of the splicers think the few they have seen
noticed themselves doing Strange things. were just more "unstable ones".
They kept their secrets well. That is until The EVOs are a exansive lot. They are
the young woman had her child. He was not one Race. They are several Mutant
70
Races in fact. Each with their own These are Worked as Normal Mutants
Unique abilties and traits. While from HU2. They however all have
Techno-Jackers "May" actually be EVOs Healing Factor for free.
is Unknown. The EVOs say they are. Alternative you can use this Table for
The Techno-Jackers however don't know Super-Abilties in addition to their free
their origins. So they may or may not be power.
actual EVOs. Leave that to the GM and There is a 01-25% chance that they will
the Players imaginations. have 4 Major Powers of choice.
There is a 26-50% chance of having 3
EVO -- STONE PEOPLE. Majors and 2 Minors.
As Normal Humans. Add the Following There is a 51-75% chance of having 2
Super-Abilties to them. APS-Stone and Majors and 4 Minors.
Healing Factor. The can possess 1 other There is a 76-00% chance of having 1
Major or 2 Minor Super-Abilties. These Major and 6 Minors.
will all be Stone-based or ehance their
stone abilties. Upside : Your Free of the nano-Plague
They are however forever locked into and have Super-Abilties.
their Stone Forms. Unable to transform Downside : Most wish to be Normal.
back into humans. Splicers Fear your Inhumanity and the
Machine wish to see you dead for being
EVO -- PLANT PEOPLE. alive. While your Inhuman in Form or
As normal Humans. Add the Following due to strange abilties you cannot help
Super-Abilties. APS-Plant and Healing that. The fear of rejection of others not
Factor. of your own EVO kind is hard to take.
They can Possess 1 other Major or 2 You dont know why your attracted to
Minor Super Abilties. These will all be normal humans over your own kind.
Plant based or enhance their plant Your body may be Stone but your soul is
abilities. still human. Yet How are you even able
Like the Stone People, they are locked to reproduce with normal humans ? You
into the inhuman Plant Forms. do and can, and you Must, for which you
dont understand.
EVO -- Beast People.
As normal Humans. Add the Following
Powers. Lycanthrope and Healing Falconer
Factor. Pick Wolf, Bear, or Tiger. Other By Slappy
animals are possible but too rare. The recent creation of Black Talon War
They can also possess either Hawks has required the creation of a
Nightstalking or Heightened Senses of new force of elite warriors to command
Smell and Hearing. them. Much like the Packmaster, the
Like the Stone People. They Beast Falconer acts like the general of his own
People are forever locked into the private army of genetically enhanced
Hybrid Animal Forms. animals. However, not everyone has
what it takes to be a Falconer. In order to
Evo -- Unstable Ones. command these spirited war birds, a
Falconer must have a strong will and
excellent leadership skills. Black Hawks
71
are nearly as smart as humans, and they wearer’s own eyes must remain covered
expect to be treated with respect. This to protect his brain from sensory
does not matter so much with the overload. This weakness has actually led
Falconer’s own hawks since they bond to one of the Falconer’s greatest
with him at birth, but it does come into strengths.
play when a Falconer falls in battle. The Prospective Falconers train for years in a
imprinted bond with all his War Hawks special martial art form that focuses on
is severed and they are free to go fighting blind in order to get them
wherever they wish. The Resistance does comfortable with Falconer Armor. The
not want to lose any of these valuable suit does have radar to make up for
creations, so they make sure their forcing the wearer to fight blind, but in
Falconers know how to win the respect reality, a Falconer is never blind as long
and loyalty of master-less War Hawks. as one of his War Hawks is nearby.
A skilled Falconer can form just as Some Falconers will keep one bird
strong a bond with one of these lost birds perched on their back to continuously act
as its old imprinted bond, which helps like their eyes, but most prefer to have
retain a valuable resource for the their birds circle overhead so they can
Resistance while increasing the strength see what is happening all around them. It
of his own flock. takes some adjustment to learn to control
Black Talons are mainly used for aerial your own movements from a third-
reconnaissance. Everything the War person perspective, but after a while,
Hawk sees and hears is transmitted back they simply cannot imagine doing it any
to the Falconer via a specially designed other way.
Bio Comm. The images are fed directly Aside from the sightless helmet,
into the Falconer’s brain through a Falconer Armor is also unique because it
special helmet and organic implant. straddles the gap between simple Living
When the first suit of Falconer Armor Armor and Host Armor. Falconer Armor
was created, the wearer was actually has its own skeletal structure and muscle
able to view the signals from multiple system to enhance the strength and speed
War Hawks and use his own eyes all at of the wearer. This is necessary since the
once. Falconers quickly became an Falconer’s War Hawks will often perch
incredible resource in combat because on the suit. Since Black Talon War
they could see every inch of the Hawks each weigh around thirty pounds,
battlefield simultaneously. It made them a normal human would be crushed under
formidable warriors, but the stress from their weight without a little help. The
the incredible sensory overload caused suit has two perches mounted on the
irreparable neurological damage after back just behind each shoulder and thick
only a few months. The suit has since gloves on each hand. This allows the
been redesigned to protect the wearer, Falconer to carry up to six War Hawks at
but it is no longer as powerful as it once once (although it is usually only four).
was. The Falconer can only interpret the The gloves and perches are not just
visual signal from one hawk at a time, places for his War Hawks to rest. The
but he can switch between images from Black Talon’s feet form a neurological
multiple War Hawks instantly (provided connection with the wearer through
they are in range). The other drawback these points. When the War Hawks land
to the new (but safe) design is that the on the perches or gloves, man and beast
72
become one. The Falconer can sense the In reality, both groups are equally
emotions and thoughts of each War respected throughout the Resistance. It
Hawk. Their thoughts are strange and just does not feel that way to the
alien compared to human thoughts, but Packmasters.
Falconers learn to understand and Alignment: Any, but typically good or
communicate with them (at least to a selfish.
point). This allows the Falconer to issue Attribute Requirements: I.Q.: 10, M.E.:
commands exactly as he intended 12, M.A.: 12, and P.P.: 12 or higher.
(instead of losing something in the Attribute Bonuses: +3 to I.Q., +1D4 to
translation), and these orders are M.E., +1D6 to M.A., +1D4 to P.S.,
delivered telepathically, which is vital +1D6 to P.P., and +1D6 to Spd.
when operating deep within enemy O.C.C. Bonuses: +2 on initiative, +1 to
territory. parry and dodge, +4 to save vs. horror
In the short time since the Falconers factor, and the Falconer has a slight Bio-
were formed, they have proven Enhancement himself, the insertion of a
themselves to be a tremendous resource special Bio-Comm unit inside the skull,
to the Resistance. Their War Hawks it enables him to verbally communicate
provide valuable battlefield intelligence with both human and animal operatives,
without attracting the attention of the but to translate the visual signals from
Machine, and they make formidable his War Hawks, he must be wearing his
spies, saboteurs, and combatants. Falconer Helmet.
Falconers have quickly gained the Base S.D.C.: 40, plus any from Physical
respect of every Splicer in the skills.
Resistance. A fact that Packmasters find Common Skills: Standard.
irritating and insulting. Their roles are O.C.C. Skill Program: Basic Military
very similar, yet Falconers get all the (+20%), Martial Arts (with the addition
glory while Packmasters get treated like of Blind Fighting +40%), Weapons
glorified animal trainers. Packmasters do Training, Reconnaissance/Scout (+20%),
not think they deserve any respect. They Saboteur (+10%) or Wingman (only
think Falconers are cowards who hide in 25% of Falconers choose to don a
the shadows while their War Hawks do Wingpack and join their War Hawks in
all the work and take all the risks. They the sky).
think Falconers are not brave enough to Special Skill: Command War Hawks:
fight side by side with the beasts they This skill goes well beyond simple
control, but they are more than willing to falconry. The Falconer learns everything
accept the glory. Packmasters do not there is to know about Black Talon War
understand how they have garnered so Hawks. He learns what motivates them,
much more respect as warriors for how they think, how to gain their
performing such a similar job. The truth respect, and even how to translate their
is that the Falconers did endure the same alien thoughts into something they can
types of taunts in the beginning, but their understand. When a Falconer links with
martial arts training allowed them to his War Hawks through his Falconer
quickly “respond” to these jokes. Most Armor, he can almost converse with his
Splicers find it safer to give Falconers a birds through a telepathic exchange of
wide berth and just make fun of their emotions and images. The most
favorite punching bag, the Packmasters. important aspect of this training is that
73
the Falconer learns how to approach and Domestic: Any (+10%)
recruit Black Talon War Hawks that Espionage: Any (+10%)
have lost their original Falconer master. Medical: First Aid only.
When the Falconer discovers a lost War Military: Any (+5%)
Hawk, it must first try to coax the bird to Physical: Any
land on one of his Falconer Armor’s Rogue: Gambling and Find Contraband
neural connection points (gloves or only.
perches). Both the Falconer and Black Science: Any (+5%)
Talon must perform a Battle of Wills Technical: Any
roll. This involves rolling a twenty-sided Transportation: Any, except Host Armor
die and adding in their I.Q. and M.A. Combat.
attribute numbers. The Falconer also Wilderness Survival: Any (+10%)
adds in any bonus from his Command W.P.s: Any
War Hawks skill. If the Falconer wins, Secondary Skills: The character gets to
the War Hawk will land on his armor to select four Secondary Skills at level one
start a “conversation.” If the Black Talon and one additional skill at levels 3, 6, 9,
wins, it will fly off and must be tracked 12, and 15. These are additional areas of
down so the process can be started again. knowledge that do not receive any
The War Hawks consider it a sign of special O.C.C. bonuses.
respect if the new Falconer is willing to Black Talon War Hawks: The Falconer
chase after them, so it will be -2 on all begins with one Black Talon War Hawk
subsequent Battle of Wills rolls against and receives an additional one at levels
the Falconer. Once the Black Talon 2, 4, 7, 10, and 13. Each Black Talon can
lands on the armor, the Falconer must be Bio-Enhanced any way the character
win two out of three Battle of Wills rolls desires – he has 4D4+20 Bio-E points
to gain the loyalty of the Black Talon available for each, plus another
and add it to his personal flock. Failure 1D10+20 Bio-E points total per level of
at this point means the War Hawk finds the character’s experience to spend on
the Falconer unworthy, and it will never one or more of his War Hawks for
consider joining his flock. This skill additional enhancements. Slain War
provides a bonus of +1 to Battle of Wills Hawks are replaced with the basic
rolls at levels 3, 6, 9, 12, and 15. Game animal with 5D4 Bio-E points for
Master Note: I highly recommend enhancements.
limiting the number of lost War Hawks Special Bonus: If the character’s
the character stumbles across. It should combined I.Q. and M.A. is 28 or higher,
occur very rarely, or else the player will it means Black Talon War Hawks view
build a ridiculously large army of attack him as an impressive individual worthy
animals. of their loyalty. As a result, the Falconer
Elective Skills: Select any one has already convinced a few War Hawks
Wilderness Skill and Bio Comms that have lost their master to join his
(+20%), and three Electives from the personal flock. This is a one time bonus
following list at first level. Select when the character is first created. Roll
another two Elective Skills at levels 2, 4, on the following chart to see how many
8, and 12. All new skills start at level additional Black Talon War Hawks he
one proficiency. has:
Communications: Any (+5%)
74
01-40% One additional War Hawk with The thick gloves and perches mounted
6D6 Bio-E points available for behind each shoulder act as neural
enhancements (player chooses the connections that the Falconer uses to
enhancements). communicate telepathically with his
41-60% One additional War Hawk with hawks. The armor has its own skeletal
10D6 Bio-E points available for structure and muscle system in order to
enhancements (GM chooses the enhance the strength and speed of the
enhancements). Falconer. The suit adds 6 points to P.S.
61-80% Two additional War Hawks, and converts it to Splicer/Robotic
each with 6D6 Bio-E points available for Strength plus an additional 3D4x10 to
enhancements (player chooses the Speed. M.D.C. is 1D10x10+60 for the
enhancements). Main Body, 1D6x10+10 for the Arms
81-95% Two additional War Hawks, and Legs, 1D6x10+30 for the Head,
each with 10D6 Bio-E points available 4D10 for the Back-Mounted Perches,
for enhancements (GM chooses the and 3D10 for the Gloves.
enhancements). The character gets 3D10+20 Bio-E
96-00% 1D4 additional War Hawks, points for selections from Other Sensory
each with 2D12 Bio-E points available Systems, Biological Defenses, Flight
for enhancements (player chooses the Appendages, and Offensive Bio-
enhancements). Weapons.
M.D.C. “Living” Body Armor: A special Standard Equipment: Military fatigues,
suit of Falconer Armor that is a cross dress clothing, survival knife, utility belt,
between Heavy Hide Armor and Host first-aid kit, 1D4 Slap Patches, Face
Armor. The helmet is shaped like an Wrap, tinted goggles, hatchet for cutting
eagle’s head, but it has no eyes in order wood, one light or heavy Bio-Weapon of
to block the wearer’s sight. The special choice and one weapon for each W.P.
helmet receives audio signals and visual with appropriate ammunition for heavy
images from his Black Talon War combat, a satchel filled with 1D4+3
Hawks and feeds those images directly Migs and an equal number of Squigs, a
into the wearer’s brain. The images from good Mega-Horse or standard Wingpack
only one hawk can be viewed at a time, for transportation, tent, knapsack,
but the wearer can switch to images backpack, two water skins, emergency
from any of his hawks instantly. food rations (two weeks supply for the
Maximum range of the transmission is man, one week for all the hawks; they
only 6 miles. Bonuses when a War can catch whatever else they need) and
Hawk is providing images around the some personal items.
Falconer from overhead: +4 on Money: Has 1D6x100 credits in precious
initiative, +2 to strike at targets that are metals, relics or trade items, as well as
behind him or hiding behind cover, +2 to 6D6x10 in available credits. Money can
parry and dodge attacks from behind. be spent now on additional equipment or
Built-in Radar helps the wearer see when saved for later.
his War Hawks are out of range. It The Upside: The Black Talon War
provides bonuses of one additional Hawks are indispensable to the war
attack per melee, +1 on initiative, +1 to effort, and you are one of the only
strike, parry, and dodge. Maximum people they will listen to. They provide
range of 6 miles. valuable aerial intelligence, they can
75
infiltrate and spy on places no other or falcon, only larger. However, the
member of the Resistance can, and they internal physiology of the Black Talon is
are fearsome combatants (especially far different than any natural creature.
when they attack en mass). Your unique The tiny brain has been drastically
connection lets you look down on the expanded to increase the War Hawk’s
world from above through their eyes, intelligence. Since the skull only had so
which can provide invaluable much room, the brain actually runs down
information in the field. the neck and into the body cavity. Extra
The Downside: In order for your bone plates were installed beneath the
connection with your War Hawks to skin to protect this enormous brain, but
properly function without frying your the Librarian could only add so much
brain, your eyes must be completely armor without hampering its impressive
covered. Looking through the eyes of flight speed.
your hawks or using your built-in radar Black Talons are commanded by a force
overcomes this problem, but the speedy of elite Splicers called Falconers. When
Black Talons are continuously swooping one of these war birds first emerges from
in and out of range and your radar is a Genepool, it is immediately presented
easily fouled by rain, snow, and to its Falconer so the two can bond. A
sandstorms. This means you are Black Talon will imprint with the first
constantly running the risk of being living creature it sees, and once the bond
totally blind in the field. Your training is formed, the War Hawk will loyally
helps lesson the penalties from fighting follow its master without question. If the
blind, but you will still be easy pickings Falconer is killed, the bond he has with
for the Machine. all his Black Talon War Hawks is
severed and they are free to go wherever
Black Talon War Hawk they want. However, imprinting with a
The faithful Gorehounds have been human ingrains a strong feeling of
instrumental in humanity’s struggle kinship towards humanity, so they will
against the Machine. Their powerful likely chose to follow another Falconer
senses, instincts, and low profile make as long as they deem him worthy. Black
them excellent scouts and trackers, and Talon War Hawks are nearly as
their strength and pack mentality makes intelligent as a human, so if their original
them fierce combatants. Their long bond is ever severed, they will only
history of exceptional service has follow commands from Falconers that
inspired many Librarians to try and treat them with respect.
develop other loyal attack animals. The War Hawk is mainly used for
One Librarian recalled ancient tales of reconnaissance, but it does pack
falcons trained to hunt for their human impressive offensive power (especially
masters. He decided it was the perfect when multiple hawks combine their
choice, and he began crafting his attacks). The mouth, throat, and lungs
ultimate attack bird, the Black Talon have been modified to fire a high-
War Hawk. His creation combines the powered plasma blast, and its feet end in
DNA from dozens of different falcons, three-inch long razor sharp claws that
hawks, eagles, and other birds of prey, are capable of injecting a powerful acid.
plus DNA from several alien species. The acid is incredibly destructive to
The end result looks like a normal hawk metal and other inorganic materials, but
76
is relatively harmless to organic tissue. It enough War Hawks to keep their
is impressive that the Librarian was able numbers in check.
to pack so much destructive power into In the field, the Falconer directs his War
such a tiny body, but the small size of Hawks like his own personal force of
the Black Talon means that it is limited spies, scouts, and saboteurs. His Black
in what additional enhancements it can Talons soar high above the earth,
receive. It is also important to choose scanning the battlefield below and
enhancements that do not detract from transmitting the visual data back to the
the War Hawks appearance. Falconer through a special Bio Comm.
The Black Talon was designed to look This unique Bio Comm can also transmit
like a normal hawk so it would be all audio within a 30-foot radius of the
ignored by the Machine, and this War Hawk. The ability to act like a
strategy has worked better than anyone living microphone makes these War
could have hoped. No one within the Hawks the ultimate spies.
Resistance knows that it took decades In combat, the Falconer can order his
for the Gaia personality to successfully hawks to swoop in and engage robot
reintroduce hawks into the world, so she forces directly or drop Migs on them
is actually somewhat protective of them. from above, but most use their birds
In areas under her control, her robots more covertly. Black Talons are actually
will never fire upon any bird of prey, so intelligent, they can be used to
and even when it is determined to be a transport and plant explosive Migs in
human construct, they look so natural areas that are inaccessible to humans.
that Gaia still has difficulty firing upon They are not exactly master
them (against Black Talon War hawks, demolitionists, so the Falconer must
Gaia controlled robots lose one attack prime the explosive charge himself and
per melee and are -5 on initiative and -5 make sure to set the timer so his War
to strike). Hawk has enough time to carry out its
Another unexpected gift from Gaia is the mission.
fact that Black Talons can hunt down Black Talons are a rather recent addition
and kill Ratbombs without detonating to the war effort, but their power,
them. The nanites within the Ratbomb loyalty, versatility, and intelligence have
activate the explosive charge when the made quite an impression within the
rat is within close proximity to humans, Resistance. Great Houses everywhere
dogs, or cats, but they were never are scrambling to find humans capable
programmed to explode when attacked enough to become Falconers, and the
by a hawk or other bird of prey. Once Engineers are feverishly working to
the existence of Black Talon War Hawks grow more of these mighty War Hawks.
was confirmed, the Hecate personality This tiny force of Black Talons has
wanted to correct this oversight, but made a tremendous impact in the war,
Gaia would not let her. This internal and their impact will only grow as their
conflict within N.E.X.U.S. has given the numbers do.
Resistance a real defense against the Class: Aerial Scout and Combat Hawk
Ratbomb menace. Unfortunately, there Crew: None
are millions of Ratbombs scurrying M.D.C. by Location:
across the planet, so there will never be • Wings (2): 18 each*
• Legs (2): 12 each
77
• Clawed Feet (2): 8 each Cargo: Can carry up to 40 lbs. within its
• Head: 15** claws.
• Main Body: 1D4x10+10*** Physical Strength: 10+1D4
*Destroying one wing makes flight Production Cycle: 1 month gestation
impossible. If a wing is destroyed while period plus 3 month growth cycle.
in flight, the Black Talon will plummet Operational Lifetime: 20 year life span.
to the earth. Its hardened body and Bio-Regeneration Rate: 1D4 M.D.C. per
instinctive skills to help roll with the melee to the main body and 1 point of
impact means a fall from any height will M.D.C. per melee to all other locations.
only inflict 1D6 points of damage. Given Horror Factor: 8
enough time, a severed wing will Feeding: The Black Talon is a
regenerate. Carnivore. It needs to eat 4 pounds of
**Depleting the M.D.C. of the Head organic matter each day.
does not kill the Black Talon, but it does Color: The back and wings are a mottled
severely injure it. The hawk is blind, mixture of dark brown and tan in bar like
deaf, and in pain. It is -10 to strike, patterns, the belly and face are white,
parry, and dodge, and only has one and it has black lines under its violet
attack per melee. Given enough time, the colored eyes. It gets its name from the
regenerative powers of the hawk will three-inch long pitch black talons
heal it completely. mounted on its feet.
***Depleting the M.D.C. of the Main Sleep Requirements: As an artificially
Body kills the War Hawk. All other created organism, the Black Talon only
targets are small and difficult to hit. An requires 4 hours of sleep per day.
attacker must aim and make a “Called Other Data:
Shot” to hit, and even then is – 4 to Black Talon War Hawks are completely
strike. loyal to their imprinted master, but they
Speed: can be rather temperamental towards
Running: 10 mph maximum. The act of other humans. Most people do not
running does not tire out the hawk. realize that these tiny little attack birds
Leaping: The legs are only capable of are nearly as smart as a human, and this
tiny two foot leaps. tends to offend and irritate them.
Digging: The Black Talon is not built for Humans within the Resistance treat their
digging, but it can instantly burn a hole organic technology creations like
through dirt, clay, or stone with its unthinking machines or favored pets.
Plasma Breath in order to hide This works well with most Splicer
underground. beasts, but the Black Talon expects
Swimming: Not possible. better treatment. Speaking to the hawk
Flying: 200 mph maximum, but the like an equal (even though it cannot talk
hawk can reach speeds of up to 400 mph back) will earn its respect, and will lead
on a power dive. to the hawk seeing the human (even one
Statistical Data: other than the Falconer) as a true friend
Height: 6-7 inches from breast to back and not just as an ally. Treating the
Width: 8-10 inches, with a 60 inch Black Talon like an animal will annoy
wingspan. the temperamental little beast, and it will
Length: 24-30 inches from beak to tail ignore orders from these types of people
Weight: 30 lbs. when its Falconer is absent.
78
Temperamental or not, Black Talons feel • Super Regeneration: The Black Talon
a kinship with humanity and will defend regenerates damage at an incredible rate.
all humans against robots (they hate Damage is restored at a rate of 1D4
them as much as humans do), they will M.D.C. per melee to the main body and
just do so grudgingly when it is someone 1 point of M.D.C. per melee to all other
they do not particularly like. locations. A completely destroyed leg,
Alignment: Any. Black Talons have wing, or even head will completely
strong personalities but the majority regenerate within 3D4 hours.
have a good or selfish alignment. • Surveillance Bio Comm: Much like a
War Hawk Attributes: I.Q.: 1D6+6, normal Bio Comm, this implanted
M.E.: 1D6+10, M.A.: 3D4+4, P.S.: 11- device allows telepathic communication
14, P.P.: 1D4+17, P.E.: 1D6+15, P.B.: between the Black Talon and its
3D4+4, Spd.: 10 mph on the ground, 200 Falconer within a 6 mile radius. In
mph in the air. addition, the implant transmits
Number of Attacks per Melee: 4 everything the hawk sees and hears back
Combat Bonuses: +3 on initiative, +3 to to the Falconer. The range of visual data
strike in hand to hand combat, +4 to is the same as the hawk’s normal vision,
strike when dropping objects on ground but the Bio Comm can only pick up
based targets, +1 to parry, +3 to audio within a 30-foot radius.
automatic dodge in the air, +4 to roll Bio-Weapon Systems:
with punch, +3 to pull punch, and 1. Plasma Breath: The mouth, throat, and
impervious to horror factor, disease, and lungs of the War Hawk have been
poison. modified to allow it to exhale a chemical
Equivalent (Instinctive) Skills of Note: spray that ignites on contact with air to
Land Navigation 90%, Surveillance create a powerful fire blast.
75%, Prowl 75%, Demolitions 40%, Primary Purpose: Assault
Demolitions Disposal 40%, Pick Locks Secondary Purpose: Defense
45% (what this actually means is the Mega-Damage: 4D12.
Black Talon melts the lock by injecting Rate of Fire: Can be fired once per
acid into it with its claws), understands melee and counts as an additional attack
the language of its Great House and one per melee.
other at 85% (but cannot speak), and can Effective Range: 40 feet
actually read the language of its native Payload: 18 blasts. One blast is
Great House at 45%. Recognizes robots, regenerated every hour.
machines, and rodents as enemies to be Bonuses: +4 to strike, but this is the only
destroyed or chased away. bonus that applies to the Plasma Breath.
Combat Capabilities: 2. Stinger Talons: The feet of the War
• Peck: 1D4 Hawk end in three inch long, razor sharp
• Restrained Claw Strike: 4D8 S.D.C. talons. Despite the limited strength of
• Claw Strike: 2D4 the Black Talon, its claws are strong
• Double Claw Strike: 4D4 enough to rend through the steel armor
• Diving Double Claw Strike: 5D6, but of the Machine’s forces. It allows the
counts as two attacks tiny creature to inflict relatively decent
Senses and Features: Standard for War damage, but the real purpose of these
Mounts plus: talons is to inject highly corrosive acid.
The acid quickly dissolves metal and
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other inorganic metals, but is relatively Chameleon Skin, Increased M.D.C.
harmless to living tissue. (although divide M.D.C. provided and
Primary Purpose: Assault additional weight by 5), Resistance to
Secondary Purpose: Defense Electricity, Resistance to Kinetic
Mega-Damage: One claw does 2D4 Energy, and Stealth Field.
points of damage and 4D4 for a double • Anatomical and Physiological
claw strike. Once the acid is injected, it Features: Any enhancements can be
burns for 2D4 melees and inflicts 2D8 applied except Enhanced Leaping
points of damage each melee (double Ability. The Butcher’s Organ
damage from a double claw strike). enhancement causes a bizarre physical
Note: The acid only inflicts 1D4 points transformation when applied to the
of S.D.C. damage each melee to organic Black Talon War Hawk. Size, weight,
material. and M.D.C. of all locations is increased
Duration: The acid burns for 2D4 melee by 10%, and the hawk transforms to look
rounds. like a large vulture. Resin Ducts
Payload: Enough acid for 30 attacks (15 mounted on the hawk’s feet secrete
double claw attacks). The acid significantly smaller globs than those on
continuously regenerates at a rate of one a suit of Host Armor. Can create eight 6-
does every 1D8 minutes. inch globs each hour. The M.D.C. of the
A Note on Biological Enhancements: hardened resin is 5D4.
Due to the small size of the Black Talon • Additional Limbs and Enhanced Arms
War Hawk, some enhancements have and Hands: None of these enhancements
reduced effects due to their smaller size, can be applied to the War Hawk without
others work as normal, and still others hampering flight or seriously destroying
are completely incompatible. The the illusion that they are natural
following is a list of enhancements that creatures.
work on the Black Talon and any • Legs and Feet: None of these
modifications that apply: enhancements can be applied to the War
• Eyes and Vision Enhancement: Any Hawk without hampering flight or
enhancements can be applied. Most seriously destroying the illusion that
Falconers avoid enhancing their War they are natural creatures.
Hawks with Compound Eyes, Eye • Flight Appendages: Organic Thrusters
Stalks, or Extra Eyes because these can be added to increase the hawks
features destroy the illusion that they are speed, but the increased noise draws
natural creatures. undue attention and ruins the illusion
• Other Sensory Enhancements: Any that they are natural creatures.
enhancements can be applied. Most • Prehensile Appendages: A Prehensile
Falconers avoid enhancing their War Tongue or Prehensile Feet can be added
Hawks with Antennae or Echo-Location to increase the War Hawks manual
because these features destroy the dexterity. Prehensile Feet allow the
illusion that they are natural creatures. Black Talon to handle explosive devices
• Biological Defenses: The only more easily (provides an additional 20%
applicable enhancements are Acid Blood to its natural demolition skills).
(although damage is only 2D8 per melee However, they do increase the chance of
due to a lesser amount of blood being discovery by the Machine, but only upon
sprayed from wounds), Bio-Force Field, close inspection.
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• Offensive Bio-Weapons: The only questionable areas as places to hide or
applicable enhancements are Retractable strike from. Filth Vipers are capable of
Fangs and Serrated Whips. twisting and contorting their supple
• Ranged Bio-Weapons: The only bodies into spaces just large enough for
applicable enhancements are Chemical the common house cat. But their greatest
Sprayer, Electrical Discharger, ability (and the Librarians greatest
Lightning Discharger, Flying Blades discovery) is the ability to create an
(can only be enhanced with a maximum outer layer of skin, composed of
of 10 blades), Needle Death Blossom biological silicon. With this “mineral
(damage is half due to a reduced payload skin”, the Viper can safely come into
of needles), Simple Light Cells, and contact with all sorts of hazardous
Super Light Cells. Light Cells are material, including metal. It’s this
concealed under the feathers until ability, more than anything else, which
activated, so they do not detract from the makes the Viper so successful at its job.
War Hawk’s appearance. With the ability to safely handle objects
and traverse areas that would be lethal to
others, a good Viper is likely to be found
Filth Viper hiding just about anywhere ....anytime.
by Guy LeDouche While the mineral skin sounds like a
“Skinjobs? Nothing but souped up boon to the Resistance, it’s a death
Ghille Suits. Sure, they are fairly sneaky. sentence in disguise. To produce the
But, you want someone to get in those skin, the volunteer’s DNA is radically
“hard to reach” places? You come talk to reworked; presently, the small, reptilian
me.” form of the Viper is the only form that
Like the Archers, Filth Vipers are the Librarians have been able to have
volunteers who undergo radical genetic any success with. Even with the
reshaping to better serve the House. reworking of the DNA, the Viper will
Standing at little more than five feet, all continue to experience recurring
Vipers appear to be some type of problems and health issues. With each
amphibian or reptile-like being. Their use, the mineral skin causes an
skin is smooth and glistening, often irreversible build up of silicon crystals in
covered with fine scales and the body. These crystals first accumulate
occasionally adorned with small frills, in the joints, causing intense pain and
fins, or spines, usually around the head limited motion. Eventually, the crystals
or down the back. The head is rounded, begin to build-up in the internal organs,
with slightly protruding eyes and an affecting the circulatory and nervous
unusually large mouth filled with small, systems.
pointy teeth. The hands and fingers are Despite these drawbacks, there seems to
extraordinarily long, and the body be no shortage to the volunteers who
possesses a small, barely noticeable tail wish to go through the process. Because
at the end of the spine. being a Viper is an almost certain death
With their small size, flexible bodies, sentence, all Vipers are considered a
and chameleonic abilities, Vipers are notch above the average solider, even
experts at infiltration and sabotage. They the Dreadguard. Old or incapacitated
often make use of waste disposal Vipers who choose to retire from active
facilities, garbage chutes, and other duty are treated with great admiration
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and deference by all members of the of cartilage. Filth Vipers can twist, bend,
House; including the Warlord and his fold, and contort into impossible
council. However, those Vipers who die positions. All Filth Vipers can pop their
in combat, especially those who choose flexible bones in and out of joint at will
to go out in a blaze of glory or and with ease. Filth Vipers can contort
performing a suicide mission, are their bodies to be half normal width
revered by the House as true saviors of from shoulder to shoulder or flatten from
Humanity. chest to back. In addition, the character
Filth Viper O.C.C. can curl up into a small, tight ball that is
Alignment: Any, but typically a mere 25% of normal height and half
Unprincipled (20%), Anarchist (35%) normal width. All Filth Vipers are small;
and Aberrant Evil (25%) characters are only 4 feet + 3D6 inches
Attributes Requirements: I.Q. 10, P.E. in height.
12, and P.P. 14 or higher. Filth Vipers are so adapt at using their
Attribute Bonuses: +2 to I.Q., +1D8 to musculature that any jail cell, cage, or
P.P., +1D4 to P.S. and P.E. compartment with bars or an opening
O.C.C. Bonuses: +1 to strike and parry, spaced eight inches apart or wider is
+2 to dodge, +4 to save vs. toxins, likely to allow the character to squeeze
poisons, drugs, and disease, +15% to and wiggle through and escape. Being
save vs. coma/death. This does not confined inside a room or compartment
include the bonuses from bio- without any windows, slots, or openings
reconstruction (see below.) taller or wider than eight inches will
Base S.D.C.: Not applicable, see the hold the character.
Filth Viper’s Altered Body. Bonuses: +30% to Escape Artist, +2 to
Filth Viper O.C.C. Powers: Dodge, and +4 to roll with punch, fall,
1. Filth Viper’s Altered Body & M.D.C.: and impact. It is also four times harder to
The Filth Viper’s body has been break a Filth Viper’s bones.
genetically restructured into something Penalties: Though flexible, the bones are
other than human. This turns the once not strong enough to accommodate great
human him into a Mega-Damage P.S. (nothing greater than 25) or great
creature with 3D6x10+80 M.D.C. points Speed (nothing greater than a speed of
plus the P.E. attribute number. Add 2D8 32.)
M.D.C. per level of experience, starting 3. Gripping Feet and Hands: Filth Vipers
at level two. The Filth Viper regenerates have unnaturally long and powerful
1D8 M.D.C. per melee round and can fingers and toes. In addition, the palms
last four times longer during strenuous of the hand and soles of the feet are
activity before feeling the effects of laced with small but powerful suction
exhaustion and fatigue. Filth Vipers can cups. These modifications enable the
remain alert and operate at full Vipers to attach to and climb walls,
efficiency for up to 48 hours without ceilings, and most surfaces at one third
sleep and only needs four hours per 24 running speed. Only loose rocks,
hour cycle to feel completely rested. crumbling plaster, ice, oil, force fields or
2. Flexible Anatomy: The entire body of similar surfaces are unclimbable.
a Filth Viper is built for flexibility. Its 4. Advanced Senses: The Filth Viper can
musculature is strong and elastic and clearly read a street sign or recognize a
most of its skeletal structure is composed face one mile away, has polarized eye
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filters (blocks out glare and reflected Concealment, and Pick Pockets if the
light that might otherwise blind the tongue is used. It is important to note
character) and possess passive that the tongue’s bonuses are exclusive
nightvision (2000ft. range, sees by light to that appendage; these are the only
amplification and must have at least bonuses that apply to tongue actions and
starlight to see by; cannot see in absolute are not added to the Filth Viper’s other
darkness, requires at least a small light bonuses nor are other bonuses added to
source.) In addition, Filth Vipers can the tongue.
hear a whisper up to 100 feet away. Mega-Damage: The tongue’s stinger
5. Combat Tongue: A favored weapon of only does 1D6 M.D., but the real
Filth Vipers is their combat tongue; a purpose is its chemical injection ability.
prehensile tongue that can stretch from The chemicals are a toxic concoction
its normal size to 2D4+5 feet in length. designed to affect both robots and
The tongue has 4D6+12 M.D.C., and if organic threats.
destroyed will regenerate in just 8 hours. Against inorganic substances (ceramics,
The tongue can be used like a tentacle to glass, plastics, metals, etc.), the
wrap around objects or to grab and chemicals become a burning corrosive,
entangle victims. No damage is done, inflicting 3D8 M.D. on the initial attack,
but victims are held tight and limbs may plus an additional 2D8 M.D. for 1D4+1
be pinned (needs to roll a 19 or 20 to melee rounds or until washed off. The
strike to pin arms or legs.) chemicals can be used to burn through
The tongue can support the character’s metal locks, doors, hatches, etc. and is
full weight and can be used to snatch ideal for acts of sabotage.
weapons, coins, tools, or items out of Against organic substances (living flesh,
unsuspecting hands, as well as steal fur, leather, Host Armors, etc.) the
items, climb and swing, turn knobs, chemicals cause severe burning,
press buttons, and similar quick strike inflicting 2D8 M.D. on the initial attack,
actions. The tongue is so strong it can plus an additional 2D6 M.D. per round
pull weight equal to the Filth Viper’s for 1D4+1 melee rounds or until washed
normal carrying limits toward it with off. In addition, the chemicals cause
minimal effort. Though the tongue can intense eye irritation and blurred vision
grab a weapon, it cannot fire one nor can (victims lose initiative and are -4 to
it use handheld weapons or throw strike, parry, dodge, and disarm for the
objects. The tongue’s incredible length duration.)
does not impede the Filth Viper’s ability Payload: The Filth Viper can produce
to talk and looks surprisingly normal. enough chemicals for up to 20 attacks
Lastly, the tongue is tipped with a small, every 24 hours. The chemicals
dagger-like stinger designed to deliver a automatically regenerate within 4 hours
mix of chemicals deadly to both of its initial use. Payload increases by 2
Machine enemies and organic uses for every level of experience.
opponents. 6. Mineralized Skin: The Filth Viper can
Tongue Bonuses: One extra attack per produce a chameleonic layer of
melee round (provided the attack is via biological silicon (biogenic silica) over
the tongue), +5 to strike, +5 to entangle, his own skin and equipment. This
and +4 to dodge and disarm, +20% to “Mineral Skin” can be generated in 1D4
climb and +5% to Acrobatics, Palming, minutes and has the 1D6x10 M.D.C. +
83
the P.E. attribute number. The Skin is immune to acid and radiation. It is
becomes more resilient with experience important to note, however, that the
and gains an extra +2D8 M.D.C. per Mineral Skin may still retain effects of
level of experience. As well as adding certain attacks and be potentially
extra M.D.C., the mineralized covering dangerous once shed; contaminated by
is exceptionally resistant to temperature radioactive or chemical waste, for
extremes and grants the Filth Viper the example.
same abilities of the Host Armor defense Penalties: Though the Mineral Skin may
“Chameleon Skin” (Splicers main sound like a boon, its abilities come at a
rulebook, pg. 83). Unlike the standard steep price. Repeated use of the Mineral
Chameleon Skin, however, the Mineral Skin leads to a build up of silicon
Skin will cover and effectively crystals within the body, first impacting
camouflage equipment and weapons. the joints, and then wrecking havoc on
Like a flameproof Hazmat suit, this the internal organs and circulatory
protective coating allows the character to systems. Despite the best efforts of the
move through and withstand dangerous Liberians and Saints, the build up is
and toxic areas. Harmful chemicals, unavoidable and the damage is
acids, radioactive waste, etc. will cling irreversible.
to and bond to this outer layer without The effects may begin as early as the 5th
damaging the Filth Viper. level. Upon reaching level 5, there is a
Because of the high silicon content, the 10% chance of developing a Side Effect
Mineral Skin delays the nanoplague (see tables below.) This die roll is
response and actually allows the Filth repeated every month and whenever the
Viper to come into contact with metal in character gains an additional experience
relative safety. If contact is maintained level. Roll percentiles; a 01-10% means
long enough, the Filth Viper will trigger one of the Side Effect symptoms occurs.
a nanoplague reaction, however, it will The percentage increases by a
often take hours of prolonged exposure. cumulative +1% per month, as well as
In game terms, turn seconds into hours an additional +1% per experience level.
before rolling for a nanoplague response. Each time a character receives a Side
The Filth Viper can shed the skin at any Effect (Minor or Major) the dice roll is
point; shedding requires one complete “reset” to the original 10% chance, with
melee round. The shucked skin looks the additional percentages accumulating
extremely life-like and Filth Vipers often as listed above. In short, all Vipers will
use them as stationary decoys. eventually develop Side Effects; it’s
As many as five Mineralized Skins can merely a question of when.
be created in a 24 hour period. The Filth When first rolling for Side Effects, the
Viper can produce one additional Skin character uses the “Minor Side Effects”
for every level of experience. table. Once the character acquires 3
Bonuses: In addition to the effects listed Minor Side Effects, they then begin
above, the Mineral Skin is extremely using the “Major Side Effects” table.
resistant to temperature, toxins, and The character will continue to use the
poisons. While encased, the Filth Viper “Major Side Effects” table for any
suffers only ½ damage from M.D. heat further positive percentage rolls.
and cold attacks, receives an additional Common Skills: Standard (+2%)
+5 to save vs. poisons/toxins/drugs, and
84
O.C.C. Skill Program: Espionage they do not hamper mobility, but may
(+15%), Guerilla Warfare (+10%), select one of the heavy armors instead.
Saboteur (+20%), Technical (+10% and Standard Equipment: Specially designed
includes Machine Lore), and either military fatigues, and extra suit of non-
Weapons Training or Professional Thief living M.D.C. armor, dress clothes,
(+15%). survival knife, utility belt, first-aid kit, a
Elective Skills: Select four Elective Face Wrap (gas mask), hatchet for
skills from the following list at first level cutting wood, one weapon for each W.P.
plus one new Elective Skill at levels 2, 4, with an appropriate amount of
8, 10, 12, and 14. All new skills start at ammunition for heavy combat, tent,
level one proficiency. knapsack, backpack, two water canteens,
Communications: Any emergency food rations (2 weeks worth)
Domestic: Any and personal items.
Espionage: Any (+10%), except Money: Has 1D6x100 credits, in
Disguise and Impersonation. precious metals, relics, or trade items, as
Medical: First Aid only. well as 6D6x10 in available credits. As
Military: Any (+15%) always, money can be spent now on
Physical: Any additional equipment or saved for later.
Rogue: Any (+10%) except Seduction. The Upside: Though the Skinjobs may
Science: Any say otherwise, you are the infiltrator
Technical: Any (+5%) supreme. With your mineral skin, you
Transportation: Any, except Host Armor can literally go anywhere you like. In
Combat. addition, metal is no longer a real threat,
Wilderness: Any (+10%) only an annoyance. You’ve got the
W.P.s: Any capability to strike some of the most
Secondary Skills: The character gets to powerful blows against the Machine, and
select five Secondary Skills at level one you don’t need any fancy Host Armor or
and one additional Secondary skill at War Mount to do it.
levels 2, 5, 8, and 11. These are The Downside: You are a ticking
additional areas of knowledge that do biological bomb and you know it. You
not receive any special O.C.C. bonuses. have little to fear from metal, but that
M.D.C. Living Body Armor: A suit of same power will eventually cripple, if
personalized “living body armor” not kill you. As much as you hate to
specially crafted for the Filth Viper’s admit it, you aren’t much of a stand up
small frame. The Filth Viper receives fighter and need Host Armors and War
3D10+25 Bio-E for additional Mounts to stay safe.
enhancements, but is limited to the Mineral Skin Side Effects Tables
categories of Eyes & Vision Upon reaching level 5, roll percentiles; a
Enhancement, Other Sensory Features, 01-10% means one of the Side Effect
Offensive Bio-Weapons and Ranged symptoms occurs. The percentage
Bio-Weapons, Ranged Weapon increases by a cumulative +1% per
Upgrades and/or Extra M.D.C. (2D6+18 month, as well as an additional +1% per
M.D.C. per 10 Bio-E). Note: The Filth experience level gained beyond the 5th.
Viper typically goes for Heavy Hide Each time a character receives a Side
Armor or Leatherback Armor because Effect (Minor or Major) the dice roll is
“reset” to the original 10% chance, with
85
the additional percentages accumulating pressure. The character will suffer from
as listed above. frequent nosebleeds when upset or tense.
When rolling for Side Effects, the In addition, acrobatic or gymnastics
character uses the “Minor Side Effects” skills make the character feel dizzy and
table. Once the character acquires 3 faint; these maneuvers are performed at -
Minor Side Effects, they then begin 25%
using the “Major Side Effects” table. 65-76% Crippling Body Pain: The
The character will continue to use the character suffers from near constant,
“Major Side Effects” table for any chronic body pain. Reduce P.E. by 3 and
further positive percentage rolls. Reroll P.P. by 1.
any repeated effects for both the Minor 77-86% The Shakes: The character has
and Major tables. NOTE: All effects are developed a slight, but pronounced body
cumulative and these effects cannot be tremor. Reduce skills that require
reversed by any means. precision or a delicate touch by -5% and
Minor Side Effects aimed shots and targeting are -2 strike.
01-08% Lucked Out! No effects! 86-95% Reduced Healing: Healing is
09-22% Joint Stiffness: -1 P.P. now reduced to 1D4 M.D.C. per minute,
23-36% Weakened Muscles: -1 P.S. bonuses vs. poisons and disease are
37-50% Minor Leg Impairment: -2 to reduced by ½, and is only +10% to save
Spd, character now walks with a mild vs. coma/death.
limp. 96-100% Major Brain Damage: Reduce
51-64% Minor Shoulder Damage: -2 the character’s I.Q. by 2, M.E. by 1, and
P.P. -5% to all skills.
65-78% Chronic Pain: -1 P.E. DESIGNER’S NOTES: We know the
79-92% Minor Hand/Wrist Damage: - Filth Viper carries some stiff penalties
5% on any skills requiring fine dexterity and it was completely intentional. While
or precision. excited about the Mineral Skin and the
93-100% Minor Cognitive Damage: -5% concept of the Filth Viper, it quickly
on all skills became apparent that we had painted
Major Side Effects ourselves into a corner. The Mineral
01-10% Lucked Out! No effects! Skin completely undermines one of the
11-20% Deteriorated Musculature: key concepts of Splicers: the nano-
Reduce Spd by -3 and Dodge by -2. plague. Without the nano-plague,
21-33% Memory Loss: Parts of the Splicers loses some of its flavor and
character’s brain, especially those becomes another standard “Man Vs.
related to long term memory, are Machine” setting we’ve seen before.
beginning to die. -10% to all skills and Humanity’s use of Bio-technology and
the character may forget details about the uniqueness of each character is one
their early lives. of the best thing about Splicers. So, as
34-45% Permanent Arm Impairment: the designers, we STRONGLY advise
Reduce P.P. by 2 and P.S. by 3. against making the Mineral Skin widely
46-55% Permanent Leg Impairment: available or without heavy
Reduce Speed by ½ and Dodge by -4. consequences. It takes something away
56-65% High Blood Pressure: The from both the Filth Viper OCC and
silicon crystals are causing dangerous Splicers.
fluctuations in the character’s blood
86
The FORSAKEN them to change shape at will, not only,
By Technogothic but they can reapply all the biological
Alignment: Any, but typically enhancements , at will! Limited of
Anarchist(20%), Miscreant (35%) or course by endurance and experience.
Unprincipled(15%) The Forsaken have a pool of 2d8x10
Attribute Requirement: PE: 10 or better, +PE Bio-E points plus 20 per level of
MA of 15, High ME and PP are helpful experience, that they can spend and re-
but not mandatory absorb depending on the needs Example:
Attribute bonuses: +1d4 to IQ and ME, they could decide to spend 170 points
+1d6 to MA. Reduce PB by 4, in natural for a two heat cannons with Mega-
shape an Forsaken’s features are dull and upgrades in one moment and then re-
skin is so transparent that one could see absorb everything to grow wings for a
the morphing organs underneath. quick escape moment later. In case of
Thankfully they rarely hand around in lost bio-e , like for organic rockets or in
their natural forms. case of mutilation or serious damage, the
OCC Bonuses: Has Superhuman bio-e could be replenished resting at the
Strength, + 2 to save vs. mind control, rate of 1d4 bio-e per hour or feasting
immune to poison and toxins, +50% to upon Flesh at rate of 1 Bio-E per lb of
save vs. coma/death, +15% to flesh eaten. The Forsaken could also use
impersonate people, imitate voices and this ability also to increase temporary
disguise. HF vary. See OCC powers their overall Bio-E pool, never more
below. than 3 times its base value. This
Base S.D.C. : See below additional Bio-E points cannot be Re-
Forsaken R.C.C. powers absorbed and any enhancement grown
1. Forsaken Altered Body and AR-SDC: with them last only 1d4 minutes + 1
The Forsaken like the Saints, possess a minute per level of experience. The
superhuman body, with Splicer strength Forsaken can also use this temporary
and is turned into an Mega-being with Bio-E to instantly heal wounds, at rate of
1d4 x 100 +PE, Base AR is 12 add 1 AR 1 Bio-E for 1 pt of damage healed, but
per every other level of experience most prefer just adopt an improved Bio-
starting at level Three. The Heretic does regeneration factor with their permanent
have the innate bio-regeneration , only pool and use additional Bio-E for
1d6 per hour, but they can use their weapons . It takes one melee Action to
morphing ability to increase this (see pass from a form to another
Shape changing), their body is immune Additional use of Shape changing power
to fatigue poison , they are double include:
jointed, and can they may be near Human mimic: assuming whatever
immortal. Impossible to know due to human and humanoid shape cost only 25
their shape shifting ability. Through Bio-E plus 1 bio-e for additional PB
Shape changing, Forsaken can increase point They need a successful roll vs.
their AR by + per 5 Bio-e spent for that disguise to copy an existing person HF
purpose. AR 17 is the max AR possible can also be increase by 1 bio-e, if one
in any fashion. does not increase PB at the same time.
2. Shape changing: the main ability of There is no time limit to this form.
the Forsaken, the complete control over Shrinking: The Forsaken can reduce
their own cellular structure, allowing their own size , albeit only to a max of
87
three feet tall (or Length wise). This - Genetic Memory of any being tasted
costs 30 Bio-E But is a need if they want and being able to piece together that
to mimic some smaller animals knowledge and experience is a Fearsome
Stretching: The Forsaken can stretch 75% plus 5% every other level starting
limbs, neck and his abdomen spending 5 at level three. This can used to gain
bio-E per additional feet of length , for knowledge of skills and knowledge of
maximum of five times the normal any being they have Tasted. Drinking
length. Note that while double jointed the victim’s Blood is the best method for
the stretched part is not elastic as rubber, unknown reasons.
it still does have a skeleton. Common skills: Standard (+5%)
Animals Mimic : Can be easily O.C.C. skill Programs: Undercover
mimicked for 10 Bio-E for mammalian (+25%), Entertainer (+20%), Stage
and 15 for reptilian and birds, but Magic/Trickster (+25%) plus one Skill
additional Bio-E should be spent for Program of choice
reply natural abilities like flight or Elective Skills: Select 7 Elective skills
heightened senses from the following list at first level, plus
Supernatural Strength : For 50 Bio-E one additional Elective skills at levels
that Forsaken can make his strength 3,5,8,11,15. All new skills start at level
supernatural. As side effect size increase one proficiency.
by two feet and weight increase by 100 Communication Any
lb, all muscle tissues Domestic Any (+5%)
3. Genetic Digestion: The Forsaken Espionage Any (+10%)
sense of taste is advanced , so advanced Medical Any
that work like a genetic laboratory, Military Any
analysing all the information correlated Physical Any
to the DNA. Through feeding they can Rogue Any (+10%)
get the following informations: Science Any
- Presence of Genetic defect or Sickness Technical Any
70% + 4% per level of experience Transportation Any
- Any sign of genetic manipulation or Wilderness Any
contact with Splicer technology 98% W.P.s Any
- Any sign, even minimal, of use of Secondary Skills: The character get to
drugs or alcohol 70% +5% per level of select five Secondary skills at level one
experience and one additional at level 2, 4, 8, 10 and
- A clear mapping of the DNA, with info 13. These are additional areas of
of all physical attributes , weakness and knowledge starting without any special
intolerance of the organism 75% +5% O.C.C. bonus
per level of experience S.D.C. Living Body Armor: None, they
- An idea of the potential of mental tend to eat them rather to wear them but
attribute of organism 50% +5% per level they often own a Light Miracle Fiber
- Can predict the biological reaction to a Armor
given situation (fear, stress, hormonal Standard Equipment: 1d4+2 set of
unbalance, vomit, desire for some food clothes of various type , 2 hooded cloak
and so on) 25% +3 per level of (earth tones or camouflage pattern),
experience survival knife, utility belt, tinted
goggles, one bio-weapon of choice(see it
88
as sort of pet that would never be eat), Sadly is not easy to spot them. Right
backpack, saddlebags, water skin, after the organism implant, they look
emergency food rations(two weeks like and behave like a normal Saint, the
supply), 2d6x100 credits worth of stolen mutation emerge only 2-3 weeks after
items and object, few personal items becoming Saint, and after that then
Money: 3d4x10 credits worth of trade newborn Forsaken are eager to learn
items or precious metals, 1d6x100 in their abilities to escape attempt to kill
available credits them. Despite the bad fame, and their
The Upside: Host Armors are cool, and peculiar diet of any fleshy beings, the
get a lot of cool features, but you can go Forsaken are not necessary enemy of
beyond that and get whatever bio- humankind, just they feel no compulsion
enhancement you need! You are not tied to be on their side. They like being free
to a single shape and this make you a to do as they please , and consider the
really one man army if the need arise. Or Saint stupid do-gooder that waste time
you could simply decide to hide yourself helping others.
changing identity from time to time. After all life is short better enjoy it as it
You’ve the freedom to choose whatever last.
pathway you want
The Downside: Your freedom is seen as
danger by the Engineers and Librarians Gardener OCC additional plants
alike. The very name they had given to Name: House-Shroom
your kind, the Forsaken, is an hint of By Technogothic
what the general feelings are about you. The House Shroom is a new type of
You’ve to live in shadows, forced to shroom developed by a Genetist OCCs.
restrain your abilities, to prevent being Once Planted in the ground, a House
killed by zealous Dreadguards . Is a grim Shroom starts to grow very quickly.
life, indeed. And sometimes, watching Immature House Shrooms can not be
how welcomed your “cousins” the Saints used for anything. But it only takes 48
are, you feel that perhaps is true , that hours for a House Shroom to fully
you are truly a monster that is not meant develope into a House Shroom that can
to be. be used. Once matured, the House
The Forsaken are a mutation, an Shroom is 15ft wide and 25 ft tall. Inside
unwanted degeneration of the very same is hollow into several rooms. The
organism that would give birth to the Mainroom or Living Room is the entire
Saint. How such aberration come to life Lower Floor which is 12 ft wide inside.
is something that worry and puzzle the Small but this is a young House Shroom.
Engineers and Librarians alike. It was The Upper-dome of the shroom is
speculated that does have something to Larger. Really 30 feet Wide on the
do with the organism’s host genetic Outside, and divided into 4 rooms
flaw. Or perhaps it was something else. roughly the same size. One of these
Whatever the reason the end result is the rooms resembles a Bathroom. Place for
same , not a peaceful healer, but an Waste (which the shroom eats) a Place
egomaniacal shape changing creature to Clean yourself. And a Place to
with very little regard toward soak/feed Bio-Equipment.
humankind. The House Shroom even has "doors" and
its tempature is self-regulating staying at
89
70 degrees F inside. The House-Shroom Bio-E Cost: 30
feeds on Waste and Sunlight, and needs Growth Time: 2D4 + 2 hours for
Both to stay healthly. Every Year of use, immature plant. 1D4 + 1 weeks for a
the Shroom gets larger, adding 1 new mature cactus
room in the upper dome. Also, House They are the tall cylindrical types of
Shrooms produce Food for guests and cactus
whoever lives inside them. The food is M.D.C: an immature cactus has 1D4*10
like Tofu in appearance but tastes can + 20, where a mature cactus reaches
vary widely, until the house itself 2D4*10 + 40 M.D.C
discovers the likes and dislikes of its And reaches 8 feet in height
guests. Which after 5 years of having the Damage / Range / Payload: Follow the
same people living inside it, the house standard rules for NDB on page 102 of
shroom can 98% guess the flavor the main book
indivual guest wants at any given time Control Bonus: + 4 to strike
they decide to eat the food. Visitors Elder Plant Bonus:
however, will always gamble on the Every year -
flavor for their food inside unless they * The cactus gains one additional
spend alot of time visiting the particular payload per 24 hours until it reaches a
house shroom (3 times a week at least total of 8
for a Year or more). * + 5 to damage to a maximum of + 20
Bio-E Cost: 50 (can produce up to 12 + 15 M.D.C to the cactus
House-Shrooms per month) + 6 inches to height to a max of 10 feet
Growth Time: 48 Hours into a Mature Gardeners tend to plant a number of
House Shroom. cactus 10m apart over a considerable
M.D.C.: 300 outerwalls. 300 for the Bio- area and mix other plants between them
Forcefield that automaticlly engages if
under attack. Name: Hallowed Ground
Damage: Not cant attack, None. By Krispy
Additional Penalties: (If Any) a carnivorous plant that leaves nothing
Range: None. of its prey behind (literally in 2
Payload: None ways...see later description)
Control Bonus (in addition to the Bio-E: 50
bonuses above): Are Alive, and seem to Growth Time: 1D4 + 3 days for
have a Personality of their own. Each immature, 1D4 + 2 months to fully
one is Unique in Color, and mood. They mature
want to take care of People. They want M.D.C: still not sure?? Opinions
to be lived in by people. welcome
Elder Plant Bonus: Every 5 Years, the The main core/heart of the tree is 10m
House-Shrooms themselves Bloom and underground and if that isn’t destroyed
produce "seeds" (roll 4d6). These then the tree can keep growing back.
"seeds" can be planted to grow another Above the core, it creates a trunk that is
House Shroom at anytime, but must be shaped like a bowl just under the surface
used withing 6 months or the seeds die. with a radius of 7.6m for immature and
15.2m for mature and depth of 5m
Name: Needle Death Blossom Cactus The tree stores a mass amount of water
By Krispy in bulbs underground which it can pump
90
into the bowl section through ports in the produces a form of 'meat potato' just
trunk creating liquefaction of the soil under the surface that the HA/WM can
that is within its area of influence. easily dig up
This process is triggered either Autonomous Combat & Control Bonus:
automatically when the Tangle Weed Follow Tangle Weed
catched something or via command by Elder Plant Bonus: every year the tree
the Gardener. gets +25 MDC to core & +15 to the
Numerous tree roots also inhabit the soil Bowl section
that is in the bowl, they contribute to the
entangling effect of the Tangle Weed Name: Sentinels
and act as the source of extracting By Krispy
nutrients from prey These trees grow to a height of 30 – 35
When activated it takes 2 melee rounds meters
to completely liquefy the soil Many individuals put their life in
Now, though everything reaches a state jeopardy night and day to patrol our
of buoyancy in ‘quick sand’ this plant borders. What if we could reduce that
also secretes a detergent like chemical significantly?? That is a question a
which affects the surface tension of the Warlord asked their Librarians. They
water being pumped into the answered it with the design of a plant
surrounding soil. Now, this will make that could do a lot of the surveillance?
WM and HA alike drown unless they From that question the Sentinel was
have Organic thrusters to blast their way designed
out or some other means to drag The trunk and branches are covered in
themselves out. This is also made what appear to be numerous knots
difficult due the Tangle Weed and tree These knots are actually complex eyes
roots wrapping around their whole body that enable the Gardener to see through
as they sink into the soil the entire light spectrum from infra-red
Still thinking of the penalties to a target to ultraviolet and electromagnetic.
that is being completely entangled and Advanced Sight: These eyes can see 3.2
not just their feet??? km and 360 degrees.
The chemical released breaks down over Nightvision: 1829m
a period of say 5 minutes. Receptors in Infra-red (thermal), ultraviolet &
the roots monitor this breakdown. The electromagnetic: 1219m
reason for this is once the chemical Obviously the geography plays a part in
breaks down the Tangle Weed can then how far the tree can see, so they are
gradually rise back to the surface. Once planted on high ground to provide the
the chemical is broken down and most of best view
the Tangle Weed has risen to the surface, these ranges are for a mature plant. for
the roots begin to draw the water back immature trees halve all the ranges
out of the bowl (duration…?). Now the The root system also provide Seismic
prey is buried underground where the Sense: For Imature plants they can sense
roots start to digest it. 2 miles for heavy vehicles, robots,
The tree can completely break down any giants........ & 1/2 mile for individual or
and all organic material for nutrients. to small number of ......
provide some form of nutrients for Mature Plants can sense 4 miles for
carnivorous metabolism the tree also heavy vehicles, robots, giants ....etc & 1
91
mile for individual or small small - Seismic: + 400m (1/4 mile) for
number of....etc Heavy.... & 160m (1/10 mile) for
So not to obstruct the view of the trees individual ...
eyes it uses small needle leaves
the Sentinel is also given a basic level of Name:Bonsai Sentinel
sentience, a rudimentary neural By Krispy
recognition softare to help it process & As the name suggests these are a smaller
prioritize all the sensory information it version of my giant watchers of the land
receives and were designed to be planted
Bio-E Cost: 40 throughout a House (but mainly at
Growth Time: 1D12*10 + 72 hours from entrances) to provide crucial visual
sapling to immature plant 2D6 + 12 information on ‘apparent’ allies, traders,
weeks to grow from immature to mature refuges and above all the many
M.D.C: hardened layers of bark provides infiltration units NEXUS is releasing
considerable protection for the tree (thats right Slappy your Sirens will never
Immature plant has 4D10*10 for the get into this House)
trunk and 2D10*10 +20 for each branch The Bonsai doesn’t go through
The immature plant regenerates 1D6 to immature, mature and elder. It simply
the trunk and 1D4 to the branches per 30 takes 72 hours for the plant to reach its
minute full size and maturity
There are 3D4 branches (minimum of 5) Cost: 15 Bio-E
Mature plant has 10D10*10 for the trunk Their MB is 40 mdc and each branch
and 2D12*10 + 40 for the branches and (3D4) has 15 mdc
regenerates 2D4 for the trunk and 1D6 it regenerates 1D6 to the trunk and 1D4
for the branches per 15 minutes to the branches per 60 minutes
The amount of branches don’t change It has the same bark system as its bigger
for mature version so it takes ½ damage from all
Damage: the plant has no weapons but types of attack
how the bark is made and layered all The Bonsai Sentinel only has the visual
types of weapons do ½ their normal capability (no seismic or sentience) with
damage all the same visual scope as its bigger
Control Bonus: im thinking of linking a version but at 1/10 th the range, and that
number of Sentinels to a special Bio- is where it stays
Comm Roots system that becomes an Advanced Sight: These eyes can see
observational hub in the safety of the 320m and 360 degrees.
house (big brother is watching) Nightvision: 183m
Elder Plant Bonus: for every year of Infra-red (thermal), ultraviolet &
growth the Sentinel gains + 30 MDC to electromagnetic: 122m
the Trunk & +15 to each branch
For every year the trees sight increases Name: Tesla Fern based on the plant
as well species Xanthorrhoeas
- Advanced Sight: + 400m (1/4 mile) By Krispy
- + 200m (1/8 mile) for all the other A blend between a fern and those fiber
vision types optic decorations you put on your table
that changes color.
92
It has the trunk of a fern with a bulbous For the Force Field: 5m radius for an
top. Deep in the trunk rests 100s of thin immature plant and a 10m radius for a
fiber optic like vines which sprout out of mature plant
the top of the trunk and arch out in all Elder Plant Bonus: the fern will grow
directions. another foot per year till it reached 15ft
It grows to a height of 12 ft (half that for MDC increases by 10 for the trunk and
immature) the bulb per year and 1 per year for the
Bio-E Cost: 50? Too much?? vines till they reach 15mdc
Growth time: 6 + 2D4 days from sapling The Lightning Discharger increases 2D6
to immature and another 1D4 + 2 weeks per year until it reaches 3D6*10
for mature The Force Field increases 20 mdc per
MDC: for immature the trunk has year till it reaches 1000mdc and the
2D4*10+40. The Bulb at the top has radius increases 2m per year till it
1D4*10+20. Each vine has 5 reaches a 50m radius
The immature trunk is 1.5 foot in
diameter. Name: Needle Death Blossom Cactus
For mature: the base MDC is doubled By Krispy
and the diameter increases to 3 ft in Bio-E Cost: 30
diameter Growth Time: 2D4 + 2 hours for
Damage: the Tesla fern has 2 purposes immature plant. 1D4 + 1 weeks for a
(I’m trying to figure out a 3rd) mature cactus
1. Lightning Discharger: the bulbous top They are the tall cylindrical types of
is an omni-directional lightning cactus
discharger. An immature plant does 4D6 M.D.C: an immature cactus has 1D4*10
per lightning strike. A mature plant does + 20, where a mature cactus reaches
8D6 per lightning strike 2D4*10 + 40 M.D.C
2. Bio-Force Field Generator: the force And reaches 8 feet in height
field is tied to the vines and can be Damage / Range / Payload: Follow the
activated when the vines exit the trunk standard rules for NDB on page 102 of
(it takes 3 actions for the vines to sprout main book
from the top of the trunk and it only Control Bonus: + 4 to strike
takes one action for them to recoil back Elder Plant Bonus:
into the trunk). The field does not Every year -
develop until the plant is mature, the * The cactus gains one additional
base MDC is 1D4*100 + 100. it payload per 24 hours until it reaches a
regenerates 5 mdc per melee round and total of 8
if depleted it takes 3 hours to generate * + 5 to damage to a maximum of + 20
another field + 15 M.D.C to the cactus
Note: a vast root system grows countless + 6 inches to height to a max of 10 feet
neural-root bulbs that enable the plant to Gardeners tend to plant a number of
generate the required energy for the cactus 10m apart over a considerable
lightning and force field (I was also area and mix other plants between them
thinking of creating an Omega-cell to
give the plant the necessary energy).
93
Gore Monger full force, the Mongers gladly take on
by Guy LeDouche the heaviest enemy units, defenses or
“SMASH!!!!” troops. They love nothing more than
Using the concept of Biotics as a ramming their way through enemy lines,
stepping stone, the Librarians and stomping robots, and hammering foes
Engineers of House Branton took into oblivion. Even with their size, Gore
genetic modifications to extreme limits Mongers fight like a whirlwind,
in the creation of the Gore Monger. The battering their opponents until they
Gore Monger is one of the House’s most retreat or are smashed. Despite often
dangerous creations; human beings having ranged weapons, these brutes
remade into monstrous living weapons prefer hand to hand combat; the harder
with a lust for combat. Part Biotic, part the fight, the more they seem to enjoy it.
walking tank, all destruction, the Gore For reasons unknown even to the
Mongers are designed to be large, robot Librarians, all Gore Mongers have a
pounding brutes capable of absorbing constantly changing and evolving
tremendous damage and unleashing genetic structure. It can truly be said no
devastating force. two Gore Mongers are alike. As the
As with Biotics, many Gore Mongers are Gore Monger ages, its genetics are
crooks and lowlifes; however, a good constantly mutating, giving these brutes
number are also drawn from the an unpredictable and ever changing
mentally or physically handicapped. For array of abilities. Many within the House
the parents of House Branton, few things speculate that the Librarians are
are as honorable or noble as offering a unconcerned about these mutations; after
misshapen child for the good of the all, they serve to make the Gore
House. Regardless of their origins, all Mongers that much more fearsome.
who “volunteer” for the process are Dangerous in the extreme, Gore
taken to the Librarian, their memories Mongers pose a threat even to their own
and personalities wiped out; their bodies house. Like Biotics, Gore Mongers are
mutated into a form so extreme that plagued by mental instabilities and
many have questioned if they should still insanities. Despite their best efforts, the
be referred to as “human”. Librarians of House Branton have yet to
With an average height of 9 feet and solve this problem. Their great physical
weighing in at a ton or more, Gore power and volatility, combined with the
Mongers are tough, armored, and always host of mental troubles, creates a huge
ready for a fight. Covered in skin as hard potential threat to the House and its
as armor plate, often sporting dangerous population; a single rogue Gore Monger
claws, horns, and teeth, the Gore could cause serious damage. To manage
Monger is a fearsome sight. A Gore the great giants, the House experimented
Monger’s basic form resembles that of a with several ways to ensure loyalty or to
giant, hunched humanoid, their limbs put a quick end to dangerous Monger.
and torsos knotted with thick, corded Poisons and drugs were often
muscles. Many will lope on all fours, counteracted by the Monger’s natural
rising to their hind legs when entering resistance, and their superior
combat, similar to a bear or an ape. regeneration healed most damage.
Whatever hair they may have is usually However, Head Librarian Gatraphon
wild and untamed. When unleashed in came up with an ingenious idea.
94
The Librarians have inserted a flawed I.Q.: 1D4+6 (low to average, brutish and
gene into the Gore Monger’s DNA insane), M.E.: 1D6, M.A.: 1D6+5, P.S.
sequence. This defect keeps the Gore 3D6+32, P.P.: 1D6+15, P.E.: 2D6+35,
Monger from being able to produce the P.B.: 1D6, Spd: 3D6+30 running.
enzymes needed for its tremendous O.C.C. Bonuses: +2 attacks per melee
healing abilities and its immune system. round, +1 on initiative, +4 to strike, +1
Unless provided with the necessary to parry and dodge, +3 to roll with
supplemental diet by the House, a Gore impact, +5 save vs. Horror Factor, +3 to
Monger will begin to lose its great save vs. poison, toxins, drugs and
strength and endurance, and not be able disease. Bonuses are in addition to
to heal wounds or fight off infections attributes and other abilities.
and diseases. This creates a dependency Base S.D.C.: Not applicable, see the
on the House and helps to control and Gore Monger’s Altered Body.
reduce the chances of a Gore Monger Gore Monger O.C.C. Abilities
going “rogue”. 1. Gore Monger’s Altered Body &
Despite the hazards and dangers, most M.D.C.: The bio-reconstruction turns the
Gore Mongers serve House Branton character into a Mega-Damage being,
well. Unlike Biotics, Gore Mongers are with the P.E. attribute number x5
not relegated to “slave warrior” status. +3D4x100 as the starting M.D.C. The
Though not equal with “pure” humans, Gore Monger gains an additional
they are treated with affection and even 2D6x10 M.D. per level of experience,
a measure of respect, much like a starting at level two. In addition, a Gore
favored pet or prize-winning animal. Monger’s entire body and metabolism is
This treatment, more than most anything geared to combat and physical stress.
else, has kept many Gore Mongers in Gore Mongers bio-regenerate an
line and gives them a powerful sense of amazing 1D6x10 M.D. per melee round;
purpose. they can regrow any lost appendages and
Alignment: Typically Anarchist (30%) even eyes with enough time. Gore
or Aberrant (30%), but the remaining Mongers posses Supernatural Strength
40% are other alignments, including and Endurance, can run and fight non-
evil. Despite alignments, all Gore stop without the slightest sign of fatigue
Mongers are dangerous and prone to or exhaustion for up to 72 hours, require
aggressive behavior; to their limited only three hours of sleep every other day
thinking, few problems can’t be solved to feel rested, leap up to 40 feet high and
through violence. However, most Gore lengthwise (increase distance 50% with
Mongers, even evil ones, remain fairly a running start), swim at the same speed
loyal to the human race (in general) and as running, and even survive depths of
despise the robots. The worst of the lot, up to one mile unaided.
however, go rogue and may prey upon 2. Superior Vision: All Gore Mongers
fellow humans, even Resistance fighters. can see like a hawk in daylight and
Attributes: Due to the complete bio- posses polarized vision.
reconstruction received, Gore Mongers 3. Massive Size: The Gore Monger
do not roll attributes as normal. Instead, stands 8 feet +1D4 feet tall and weighs
use the following to determine the 1+1D8 tons. Due to their immense size
attributes: and frightening appearance, Gore
Mongers have a Horror Factor of 13. In
95
addition, the size of the Gore Monger 03-05% Choice: Choose one Eye &
limits their dexterity. All Gore Mongers Vision Enhancement and one Biological
suffer a -10% on any skills requiring fine Defense.
dexterity and a Gore Monger may not 06-09% Tri-Fingers: The fingers fuse
have any Parry or Dodge bonuses higher into two large fingers and a thick thumb,
than +3. adding an additional 1D6 M.D. to punch
4. Advanced Magneto Reception: All damage. Unfortunately, this also
Gore Mongers have the ability to detect imposes a -5% on any skills requiring
changes in natural electromagnetic manual dexterity.
energy and magnetic fields. Much like a 10-13% Bio-E Vent: The Gore Monger
homing pigeon, Gore Mongers can sense grows a fully functioning Bio-E Vent on
electromagnetic fields and signatures the arms or torso. See Splicers Role
and use them like beacons, signposts, Playing Game page 98 for full details..
and trails by which to navigate. 14-17% Enhanced Sight: The Gore
A Gore Monger can find its way back to Monger now has Enhanced Sight, as
House Branton, even over extremely detailed in the Splicers Role Playing
long distances, at a proficiency of 69% Game, pg. 78.
+2% per level. This ability also grants a 18-21% Tough exoskeleton: The Gore
one-time bonus of +20% to Land Monger has an unusually thick, chitinous
Navigation, or grants the Land exoskeleton that grants +100 M.D.C.
Navigation skill at 55% if it is not However, the character’s P.P. and Spd
known. are reduced by 1D6. Skills requiring
5. Unstable Genetic Code: For reasons dexterity, such as Acrobatics,
unknown to even the Librarians, Gore Gymnastics, Prowl, etc. suffer a -10%
Mongers exhibit an ever changing penalty.
genetic structure that produces a host of 22-25% Overdeveloped Legs: The Gore
monstrosities; it can truly be said no two Monger develops large, overly muscled
Gore Mongers are alike. If a Gore legs, granting a bonus of +1D6x10
Monger survives long enough, it additional points to the Monger’s
continues to change and mutate, running speed. In addition, the Monger
developing new, and sometimes can jump an additional 30 feet high or 60
frightening abilities. feet lengthwise and inflicts and extra
At first level, the Gore Monger rolls four +1D8 M.D. to kicking damage.
times on the mutation table below. The 26%-30% Resistance of Choice: Choose
effects from most mutations stack one Resistance from the Splicers Role
together. At each level of advancement, Playing Game pages 85-86
make an additional roll, ignoring any 31-35% Forked Tongue: The tongue
repeat mutations (the character’s becomes forked and sensitive to airborne
structure is strangely stable, for now.) tastes. Can identify common odors and
GM’s may add or substitute to this list as track by taste alone at 35%+2% per level
they see fit. For any mutation that has a of experience. Specific odors can be
required pre-requisites, assume the identified and tracked to the source at a
character developed the pre-requisite as skill of 20%+2% per level of experience.
part of the mutation. Range is 1,000 feet.
01-02% No further mutation. 36-40% Choice: Choose one
enhancement from either Eyes & Vision
96
or Other Sensory Enhancements and one 67-69% Antennae: The Gore Monger
enhancement from Ranged Bio develops a pair of sensitive sensory
Weapons. antennae. The antennae are so highly
41-44% Tail: The Gore Monger now has tuned that the character can identify
a large, heavy, dragon-like tail; as long odors (70%+2% per level), recognize the
as it is tall. Though not prehensile, the scent of specific people and animals
tail can bend, twist, and lash out to strike (50%+2% per level) and track by smell
an opponent. The tail has 4D6x10 M.D. alone (40%+2% per level.)
When used in combat, the Monger gains 70-73% Claws: The Gore Monger
an extra attack with the tail; the tail develops razor sharp claws on each
inflicts 5D8 M.D., but with no P.S. fingertip. These claws add an additional
bonus. Instead of the usual combat 2D6 M.D. to punch damage.
bonuses, the tail receives its own 74-77% Nightvision Eyes: The Gore
bonuses of +4 to strike and +2 to parry, Monger now posses Nightvision with a
dodge, and disarm. 2000ft. range.
45-49% Elongated Arms: The Gore 78-81% Breathe Fire: The Gore Monger
Monger’s arms are unnaturally elongated now has Fire Breath, identical to the
and oversized, providing an extra 1D4 Host Armor power of the same name in
feet in reach and bonus of +2 to parry, the Splicers Role Playing Game, pg.
disarm, and entangle. 101.
50-53% Single large horn: The Gore 82-85% Organic Rockets: The Gore
Monger grows a single large horn from Monger now posses 2D4+4 Organic
its head. The horn adds +3D6 M.D. to Rockets, identical to the Host Armor
head butt damage, and +3 to parry using power of the same name in the Splicers
the head/horns. Role Playing Game, pg. 103
54-58% Acid Spit: At will, the Gore 86-90% Poisonous Bite: The Gore
Monger can spit a highly corrosive, Monger forms a series of venom sacs in
acidic spray. The acid does 3D8 M.D. its jaw, allowing it to deliver a powerful
per melee round to inorganic materials poison filled bite. In addition to the
but is relatively harmless to human flesh regular bite damage, the poison inflicts
and most organic materials (only 1D4 an additional 2D6 M.D., plus the victim
S.D.C. per melee.) The acid burns for begins to feel a creeping numbness
one minute (4 melee rounds) or until working its way through the body. The
washed off. The Gore Monger can spit victim must roll a save vs. Non-Lethal
the acid up to 30 feet. Poison (15 or higher) each time they are
59-62% Large fangs: The Gore Monger bit. A failed roll means the victim is
now has a pair of large, protruding tusks partially paralyzed. The paralysis begins
or saber teeth. These fangs add an one melee after the bite. The victim’s
additional 3D8 M.D. to bite damage. limbs will stiffen and become
63-66% Choice: Choose two unresponsive, imposing a -3 penalty on
enhancements. The enhancements must all combat rolls. The poison is so potent,
be from the following categories: it will even damage and affect War
Additional Limbs & Enhanced Arms & Mounts and Host Armor (though not the
Hands, Legs & Feet, Prehensile pilot, unless they are specifically
Appendages or Tail Appendages targeted or the Host Armor is somehow
breached.) The effect is temporary, and
97
lasts for only 1D4 melee rounds. whatever it takes to return to the House;
Additional bites will merely increase the this includes suddenly leaving combat or
duration, but not impose any additionally simply abandoning missions. Nothing
penalties. Unfortunately, the poison has short of physical restraint or complete
no effect on non-organic life forms. incapacitation will keep the Gore
91-94% Barbed Hide: Small barbs grow Monger from heading directly to its
all over the character’s body. Add +1D6 House.
M.D.C. to body blocks, strikes with Failure to receive the necessary
elbows, shoulders, or knees and to any supplements will cause the Gore Monger
sort of rough contact. to lose 6D6x10 M.D.C. and 8 P.S. and
95-98% Powerful Build: The Gore P.E. point every day until it becomes too
Monger becomes a huge, hulking, weak to move (either of the attribute
muscle-bound monstrosity! The Monger falls under 8.) In this state, the Gore
adds 1D4 feet to height, with an Monger can only survive for 3D6+6
additional 100lbs of weight for every hours before it will die. In addition, the
foot. Add 3D6x10 to M.D.C. and +1 to Gore Monger no longer posses their
P.S. and P.E. Penalties: The fingers and regenerative powers, nor will any
hands are large and thick, so there is a - injuries heal, even with advanced
20% skill penalty on any skill that medical aid. The only way to restore the
requires a delicate touch or dexterity. character to full health is administer the
However, they also add 1D6 M.D. to necessary enzymes supplement.
punch damage. If the Gore Monger is suffering and
99-100%- Enzyme Independent!: The receives the enzymes, they will be back
Gore Monger no longer needs to receive to full health and abilities within 1D6+6
supplemental enzymes from the House! hours.
It can now live and function normally. Gore Monger Biological Enhancement:
6. Weakness: Enzymes Deficiency: In A Gore Monger is genetically
order to keep the Gore Mongers under restructured and is able to select Bio-
control, the Librarians have inserted a Enhancements in much the same way as
faulty gene into the character’s DNA Host Armor, only skip right to Step Four
sequence. This faulty gene keeps the and make your selection of Biological
Gore Monger from being able to produce Enhancements. The Gore Monger has
several needed enzymes and makes it 1D4x10+25 Bio-E points available for
dependent on the House. Unless supplied enhancements at level one. This is
with these enzymes, a Gore Monger will usually all the enhancements a Gore
weaken and eventually die. This helps to Monger will receive; additional
control and reduce the chances of a Gore enhancements are only added at the
Monger going “rogue”. request of the Warlord or House Lord.
Gore Mongers can survive without Such bonus augmentation seldom
supplemental enzymes for half of the exceeds 2d10+25 Bio-E points at any
P.E. attribute (rounded up)+1D4 days. given time, and is reserved only for Gore
As time runs down, the Gore Monger Mongers who have repeatedly proven
will begin to feel an instinctive urge to themselves in combat (i.e., destroyed a
return to the House. When only four large number of the enemy and/or have
days are left, the urge will be utterly proven extremely loyal and/or have
irresistible and the Gore Monger will do proven to be a true asset), but even then,
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a Gore Monger rarely gets more than may not select more Secondary Skills in
two upgrades. The Gore Monger is the future.
limited to the following categories: Eyes M.D.C. Living Body Armor: None, the
& Vision Enhancement, Biological character’s large size prevents the use of
Defenses, Additional Limbs & Enhanced any living body armor. They must rely
Arms & Hands, Legs & Feet, Splicer on their natural M.D.C.
Bio-Weapons & Defense for Host Standard Equipment: The clothes on his
Armor, Ranged Bio-Weapons, and back, an extra set of clothes, one weapon
Ranged Weapon Upgrades. for each W.P. and appropriate
Common Skills: Standard, but with a - ammunition, backpack, water skin and
10% penalty to each. emergency rations (two week supply.)
O.C.C. Skill Program: Basic Military Money: Only has 4D6 credits, but
(+10%), Infantryman (+5%) and one another 2D6x10 credits worth of trinkets
skill programs of choice (except for and items picked up along the way.
Cowboy, Field Medic, Host Pilot, Money can be spent now on additional
Language Specialist, Martial Artist, equipment or saved for later. Gore
Medical Doctor, Medical Coroner, Mongers live for combat and action and
Science, Veterinary, War Mount Rider rarely save any money.
or Wingman.) The Upside: You’re one of the most
Elective Skills: Select three Elective powerful beings in the Resistance and
skills from the following list at first level you know it. Unlike others who use Host
plus one new Elective Skill at levels 3, 6, Armor or War Mounts, you don’t need
9, and 12. All new skills start at level either to take the fight to your enemies.
one proficiency. You’re a living weapon who can take
Communications: Any out a squad of Robots with your bare
Domestic: Any hands and hardly break a sweat.
Espionage: Detect Ambush, The Downside: You are so violent and
Interrogation, Tracking, or Wilderness mentally unstable your own House
Survival only (+5%). doesn’t completely trust you and keeps
Medical: First Aid only. you on fairly short and lethal leash. Not
Military: Any (+5%) only that, you struggle daily to deal with
Physical: Any (+10% where applicable). your insanities. Your size is as much a
Rogue: Find Contraband only. liability as it is an asset, making stealth
Science: None and surprise difficult, if not impossible.
Technical: Any Gore Monger Insanities: A result of the
Transportation: Any, except Pilot Wing complete reworking of their genetic
Pack, Host Armor Combat, and War structures, Gore Mongers suffer from a
Mount Combat. number of mental and emotional
Wilderness: Any problems. All Gore Mongers suffer from
W.P.s: Any an obsessive urge to fight and compete;
Secondary Skills: The character gets to they love it! Gore Mongers are always
select three Secondary Skills at level eager to jump into combat and almost all
one. These are additional areas of will go out of their way to turn even a
knowledge that do not receive any minor dispute into violence.
special O.C.C. bonuses. The character In addition, at levels 2, 5, 10, and 15, the
Gore Monger must roll on the following
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table; re-roll any duplicate results. The decisions. Becomes very irate when
Game Master may suggest an additional criticized and blames others for his
roll or two through the course of the mistakes and shortfalls. The character is
gaming experience that might arise from -10% on skill performance (easily
deeply traumatic experiences (GM’s, distracted and bored) but is +1 on
feel free to award bonus XP for initiative and +1 to dodge.
exceptional role-playing.) 41-50% Paranoid: The character has a
01-10% Delusional: Super Hero. The general suspicion that everybody is out
character thinks he is a great warrior or to get them, so therefore, nobody can be
even a super-hero. Sees the Machine and truly trusted. The character is secretive
her stockpile of “evil robots and and careful about what he says in front
machines” as his arch nemesis, and is of whom, and keeps to himself. Only
always quick to action and takes crazy trusts very close or long term friends.
risks, especially to protect ordinary, 51-60% Obsession: Robots. Hates them
powerless humans. more than anything and lives to fight and
11-20% Childlike. A good fighter who destroy all mechanisms that serve the
follows orders well and is loyal to Machine. Dislikes and is suspicious of
friends and allies, but has the mind of a all things high-tech, including Techno-
five year old (if that). The character Jackers. This hatred extends even to
never really understands what exactly is non-metal guns and gear, and avoids
going on or why, thinks in very simple using them (organic items don’t count),
terms and has trouble making decisions preferring to rely on his own powers and
(“Lt. said never to retreat. I can’t retreat abilities.
without the Lt. saying it was ok.”) They 61-70% Manic Depressive. Severe
are also afraid of the dark and cry if left depression one week (-15% and reduce
alone. combat bonuses by half), followed by
21-30% Obsession: Self-Loathing. Sees manic episode the next week (+10% on
himself as a monster. Hates himself and all skills, +2 on initiative and all bonuses
those responsible for turning him into a are normal.)
hideous freak-the Scarecrows, Engineers 71-80% Phobia: Biotics. When facing
and Librarians-and he distrusts and hates Biotics or Dreadguard (especially ones
them as much as the robots of the who look powerful, nasty or mean) the
Machine. The character is short- character becomes humble, servile, and
tempered and angry all the time, frightened. There is a 01-60% likelihood
imposing a -10% skill penalty. The Gore of the phobic Gore Monger surrendering
Monger takes most of it out on robots, or running away without a fight.
but will take a swing at anyone who 81-90% Kleptomaniac. A compulsion to
bothers him too much and will certainly steal, even if a good alignment. Items
jump at the chance to take down a taken are likely to be nothing of great
Scarecrow, Engineer, or even a monetary value, but things that may
Librarian. matter to comrades nonetheless; food,
31-40% Mania. The character is highly candy, booze, trinkets, a gun or knife, an
motivated, positive about himself, and ancient artifact (from a worthless bauble
admires his abilities and capabilities. He to something of value) and
is endlessly energetic, but ignores his souvenirs/trophies from battles (which
own limits and makes rash, impulsive might include something the Machine
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could track or want back.) Considering eyes bulge considerably, and the
the character’s size, they are not often character tends to twitch a lot.
successful. 46-60% Reptile Humanoid: The head is
91-100% Obsession: Bio-Technology. fully lizard-like, with a pronounced
Hates it!! Organic reconstruction is what snout and jutting teeth. The arms are as
ruined his life and made him a monster. long as the legs and the character is
He will take vengeance upon anyone covered in fine scales.
who uses or promotes it; even members 61-75% Equine Humanoid: Covered in
of his own House are seen as likely short, bristly fur, the character has a dark
enemies. Though violent, the character is colored mane or Mohawk type of coarse
also crafty and cunning, and will secretly hair down the head and neck. The face is
attack and kill others, even Dreadguard, slightly elongated, and the eyes are
if they feel they can get away with it. spaced fairly far apart.
OPTIONAL GORE MONGER 76-90% Pig Humanoid: The character is
APPEARANCE TABLE thick and barrel chested with a short tail.
If the player wishes, they can pick or roll No hair except for the heck and very top
to randomly determine the Gore of the head and the face is fairly fat,
Monger’s basic body type and complete with a pig-looking snout.
appearance; after all, no two Gore 91-100% Elephant Humanoid: The body
Mongers should look alike. While these and limbs are thick and heavy, covered
forms have no effect on the character, in wrinkled skin. The character has no
they do provide an added layer of hair, a short tail, and the feet and hands
uniqueness and can make for some are thick and wide.
interesting creations. GM’s, feel free to
substitute or add to the list if desired.
01-15% Avian Humanoid: Covered in Harvester
feathers and maybe even plumage, the by Guy LeDouche
Gore Monger looks almost delicate. Every Resistance Engineer churns out
Eyes are large and round, and the mouth hundreds of pieces of Bio-Tech
and nose are combined into a curved, equipment each year, but they cannot
sharp beak. create these fabulous items out of thin
16-30% Feline Humanoid: The Gore air. They need thousands of pounds of
Monger is covered with fur, has a long, organic material in order to create the
furry tail, the ears are distinctly feline weapons and supplies that Splicers
and near the top of the head. The desperately need, and it is often difficult
character’s teeth are predatory and their to acquire enough raw materials to keep
eyes are large and round, with vertical pace with the demands of the war effort.
slit pupils. Destroyed Bio-Equipment and slain
31-45% Insect Humanoid: Commonly warriors are returned to the Gene-Pools
called the “Man Spider”or “Bug Man”, to help fuel these organic forges, but it is
the character has a mostly humanoid never quite enough. Some Splicers hunt
shape, but with skin covered in corse, down animals and alien predators in the
dark hairs or even chitin. The arms and Nature Preserves for additional
legs are somewhat spindly and look materials, but this is usually more
almost too thin for the character. The dangerous and time-consuming than it is
face is appears strangely pinched, the worth. As grisly as it seems, the best
101
source for raw materials comes from the are far too valuable to risk on the
mass graves known as the Boneyards. battlefield. Few Resistance leaders even
The millions of victims littering these let their Saints leave the Underground
fields provide an incredibly abundant Havens, so most Great Houses prefer to
source of organic matter for the Gene- use their Harvesters as field surgeons
Pools, but not all of these rotting corpses when they are not raiding the Boneyards
can be used. Dangerous toxins, virulent for supplies. Harvesters may not be able
diseases, and metal shrapnel could pose to perform the same miraculous healing
a serious threat to the Engineers, so only as the Saints, but they can stabilize even
the highly-trained Splicers known as the most horribly wounded Splicers in
Harvesters are entrusted with the task of the field so that they can be safely
collecting usable tissue from the transported back to the Underground
Boneyards. Havens for proper treatment.
Harvesters spend years studying One significant advantage that
anatomy, biology, forensics, pathology, Harvesters do have over Saints is that
and toxicology so that they can Harvesters are not just medics, they are
determine what tissue is viable and what warrior medics. Saints will only engage
tissue may be harmful to the Gene- in combat to defend themselves or
Pools. They also learn how to do their others, and they will rarely use lethal
work under extremely stressful force. Harvesters, however, have no
conditions. Harvesters are known for problem using lethal force against the
keeping their cool on the battlefield to Machine (or anyone else that threatens
the point where they seem almost them). Harvesters may sometimes seem
absent-minded. They concentrate on the absent-minded as they perform their
work at hand and trust that their Splicer duties on the battlefield, but when they
escorts will watch their back. Many do have to fight, they are quite adept at
Harvesters will enhance their armor with it. They study martial arts and other
Bio-Force Fields for additional close-quarters combat techniques to help
protection, but none wear heavy armor. them contend with Necrobots and other
They wear Heavy Hide Armor to allow robots that spring forth from their hiding
for maximum protection without spots among the dead. By the time these
sacrificing speed or mobility. Harvesters threats do make their presence known,
need to perform many delicate they are often too close to deal with
procedures with their hands and heavy using a rifle. Harvesters wear powerful
armor interferes with their dexterity (not Bio-Tech gauntlets to help them perform
to mention, their Bio-Tech gauntlets do delicate surgical procedures, but these
not fit over heavy armor). tools also make excellent weapons when
Their medical knowledge also makes used up close and personal. Harvesters
them excellent field surgeons. They may rarely engage in long-range combat, and
focus on working with dead tissue, but prefer to leave the gun play to the other
the average Harvester possesses the skill Splicers that escort them on their
and knowledge of a physician. Their missions. As long as the Machine is kept
training combined with their Bio-Tech occupied at a distance, the Harvesters
equipment makes them nearly as can work in peace.
proficient at healing as Saints. The Alignment: Any, but typically good or
Saints may be superior healers, but they selfish.
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Attribute Requirements: I.Q.: 14, M.E.: analyze the subject again, look for a new
14, and P.P.: 11 or higher. subject, or take his chances and collect
Attribute Bonuses: +1D4 to I.Q., +1D4 tissue samples anyway. Once a suitable
to M.E., +2 P.P., +1 to P.E., and +2D6 to subject is found, this skill then allows
Spd. the Harvester to surgical excise the
O.C.C. Bonuses: +1 to strike, parry, and desired tissue sample and prepare it for
dodge, +2 to disarm, +2 to entangle, +2 transport. This skill also allows
to save vs. poison, and +5 to save vs. Harvesters to safely remove metallic
horror factor. shrapnel from dead (or living) tissue. It
Base S.D.C.: 40, plus any from Physical only takes 3D4 melee rounds to collect
skills. the tissue sample. However, this
Common Skills: Standard. timeframe reduces with experience. At
O.C.C. Skill Programs: Medical Coroner 3rd level, it only requires 2D4 melee
(+25%), Field Medic (+25%), Bio- rounds, and at 7th level, it only requires
Technology (+10%), Veterinary (+15%), 1D4 melee rounds. Base Skill to excise
and Martial Artist. 1D4 pounds of tissue from a cadaver is
Special Skill: Harvest Tissue: Harvesters 50%+5% per level of experience. On a
are entrusted with the vital task of failed roll, the tissue sample is
collecting usable organic material for the contaminated and is considered
Engineers. Most of this tissue will come worthless. Certain Bio-Enhancements
from the Boneyards. Many of these provide bonuses to the Harvest Tissue
corpses are hundreds of years old or skill. The Macro-Vision Bio-
completely ravaged by the environment, Enhancement provides a bonus of +10%
so it takes a highly trained eye to know to both skill rolls and the Enhanced
what tissue is viable and what tissue may Senses Bio-Enhancement provides a
be dangerous to the Gene-Pools. This bonus of +10% to the analyze tissue skill
skill enables Harvesters to quickly assess roll.
the relative health of cadaverous tissue Elective Skills: Select W.P. Sword, W.P.
and excise useful raw material from a Whip, and six Elective Skills from the
corpse. It allows them to detect signs of following list at first level, plus one
dangerous diseases or toxins that could additional at levels 2, 4, 6, 8, 10, and 12.
be harmful to a Gene-Pool. They can All new skills start at level one
determine if all the tissue within the proficiency.
subject is toxic, or if certain areas are Communications: Any (+5%)
salvageable. It only takes 4D4 melee Domestic: Any (+5%)
rounds to analyze a corpse. However, Espionage: Any
this timeframe reduces with experience. Medical: Any (+20%)
At 4th level, it only requires 3D4 melee Military: Any
rounds, and at 8th level, it only requires Physical: Any
2D4 melee rounds. Base Skill to assess if Rogue: Any
the subject has any salvageable organic Science: Any (+10%)
material is 30%+5% per level of Technical: Any (+10%)
experience. On a failed roll, the Transportation: Any
Harvester is unsure whether the organic Wilderness Survival: Any
material within the subject is safe or W.P.s: Any
dangerous. The character can try to
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Secondary Skills: The character gets to (two weeks supply), and some personal
select five Secondary Skills at level one items. Also see special Harvester
and one additional skill at levels 3, 6, 9, equipment below.
12, and 15. These are additional areas of Money: Has 1D6x100 credits in precious
knowledge that do not receive any metals, relics or trade items, as well as
special O.C.C. bonuses. 6D6x10 in available credits. Money can
M.D.C. “Living” Body Armor: be spent now on additional equipment or
Harvesters wear Heavy Hide Armor that saved for later.
is heavily modified to help them perform The Upside: Your role is absolutely vital
their tissue collection duties. There are to the Resistance. You provide the raw
no standard enhancements that are material the Gene-Pools need in order to
common among all Harvesters, but most produce new Bio-Tech gear. Without
choose a Bio-Force Field for extra you, these organic factories might grind
defense, a Stealth Field to help avoid to a halt. Other Splicers understand the
Machine patrols, or optical and sensory importance of your job, and do
enhancements that better help them everything they can to make sure you
harvest tissue samples. accomplish your mission. You are also
The character gets 2D4x10+35 Bio-E loved by your fellow warriors for your
points for selections from Eyes and secondary role of field surgeon. You
Vision Enhancements, Other Sensory have been there for your fellow Splicers
Enhancements, Biological Defenses, through their most desperate times of
Flight Appendages, Offensive Bio- need, and there are many people that
Weapons, and Ranged Bio-Weapons. owe you their very lives.
Each level of advancement, starting with The Downside: Sometimes it feels like
level two, the Harvester gets an the weight of the entire war effort rests
additional 2D10 Bio-E to add to the on your shoulders. Every Great House
capabilities of his armor. has only a handful of Engineers, and if
Standard Equipment: Military fatigues, even one of them got sick or died due to
dress clothing, survival knife, utility belt, your mistake, it would be a disaster. As
1D4+2 surgical gowns, one gallon horrible as this pressure can be
sterilizing gel, an organic surgical kit sometimes, it is nothing compared to the
(including scalpels, clamps, suture danger. The Machine has thousands of
thread, needles, stethoscope, hypodermic robots and drones defending the
bio-injector, etc.), medical kit (a first aid Boneyards, but you are usually too
kit with extra bandages, antiseptics, distracted by your work to even notice
protein healing salves, aspirin, them, much less defend yourself. You
painkillers, antibiotics, thermometer), have to rely on your fellow Splicers to
medical cooler (can hold 40 pounds of keep you safe, but they cannot handle
organic tissue), Booster Patch, 1D4 Slap every threat at once.
Patches, Face Wrap, tinted goggles,
hatchet for cutting wood, one melee Bio- Harvester Bio-Equipment
Weapon and one light Bio-Weapon of Harvester Gauntlets: The thick Bio-Tech
choice and one weapon for each W.P. gloves worn by the Harvesters serve the
with appropriate ammunition for heavy dual roles of delicate surgical
combat, tent, knapsack, backpack, two instruments and powerful close combat
water skins, emergency food rations weaponry. Each gauntlet has a one-inch
104
long retractable scalpel in each fingertip, and relay this information to the wearer.
four five-inch long retractable blades This sensor tube provides the Harvester
that spring forth from the knuckles, and with a bonus of +10% to the analyze
a one-foot long retractable blade that tissue skill roll (in addition to the
extends from the bottom of the wrist. standard bonuses provided by the
Each of these bone blades can slice gauntlets). A second tentacle ends in a
through M.D.C. material, but a skilled miniature Super Light Cell that acts as a
Harvester can operate on an S.D.C. laser scalpel. It is primarily used to
being without inflicting any residual cauterize wounds, but it can also make
damage. The gloves possess very precise incisions (the strength of the
Splicer/Robotic strength which allows beam can be adjusted for use on S.D.C.
the wearer to crush mega-steel with his or M.D.C. beings). The third tentacle is
hands, plus it greatly increases the tipped with a tiny bone claw that is used
damage from blade attacks. as forceps for precision manipulations
In addition to the retractable blades, both and extractions, and the final tentacle
gauntlets also contain four retractable ends in a hollow bone spike that is used
tentacles that extend from openings to inject a local anesthetic (used when
within the wrist. These thin organic the harvester operates on living
cables can extend up to a length of six subjects). While the left gauntlet is not
feet, and are as articulate as human as useful in combat, these writhing
fingers. They are mainly used by the tentacles can still be used as living whips
Harvester as additional sets of hands to entangle, disarm, and incapacitate
when collecting tissue samples or opponents.
performing surgery, but they also make Harvesters do not only work with dead
deadly whips when used in battle. Both tissue, and when they do need to operate
gauntlets can perform either of these on a live patient, they can command
roles, but the tentacles on the right their organic gloves to secrete a special
gauntlet are more suited for combat quick-drying gel that sterilizes the entire
while the tentacles mounted on the left surface of the gauntlets. It is the same
gauntlet are better suited for surgical gel that the Harvesters carry to sterilize
procedures. Each tentacle is tipped with their equipment in the field. This built-in
a different bony protrusion that serves a cleaning system means Harvesters can
specific function. This is really the only pull their hands out of a rotten corpse
difference between the two gauntlets. and immediately switch to a live subject
The right gauntlet houses four tentacles without any risk of infection to the
that end with razor-sharp bone hooks. patient. The gel dries within seconds, so
They are primarily used to hold excess it does not affect the Harvester’s grip.
flesh out of the way while the Harvester These Gauntlets help the Harvesters
collects tissue, but they can also be used quickly collect tissue samples within the
as a devastating Tentacle Scourge in Boneyards, perform delicate surgical
close combat. procedures in the field, and they are
The four tentacles on the left gauntlet are what make these warriors so dangerous
more focused towards medical in close combat.
applications. One tentacle is tipped with Right Harvester Gauntlet
a chemoreceptor that can diagnose any Weight: 5 lbs.
chemical substances within the subject
105
M.D.C. of the Right Gauntlet: 100 5D4+10 minutes. Payload of the Super
M.D.C. and regenerates at a rate of 3D4 Light Cell is effectively unlimited.
M.D.C. every 5 minutes, each tentacle Bonuses from the Left Gauntlet: One
has 60 M.D.C. and regenerates at a rate additional attack per melee, +1 to parry,
of 2D6 M.D.C. per minute. Severed +1 to entangle, +1 to disarm, +5% to the
tentacles regrow within 24 hours. Harvest Tissue, Field Surgery,
Mega-Damage: Crush: 1D6 M.D. per Forensics, Pathology, Acrobatics,
crush attack, Finger Scalpels (5): 1 M.D. Gymnastics, and Climb skills.
per blade or 1D4+1 M.D. per five finger Trade Value: 20,000 credits, but they are
strike, Knuckle Blades (4): 1D4 M.D. only available to Harvesters.
per blade or 4D4 M.D. per four blade
strike, Wrist Sword: 2D6+3 M.D., and
Barbed Tentacles (4): 2D4+2 M.D. per The Heretic
single tentacle strike or 6D6 per four By the Baron of Chaos
tentacle strike. Rupert the Unlucky did not believed his
Bonuses from the Right Gauntlet: One luck. Being just a Roughneck trainee he
additional attack per melee, +2 to parry, did not get the respect and fame that
+2 to entangle, +2 to disarm, +5% to the Dreadguards got. Let’s forget about
Harvest Tissue, Acrobatics, Gymnastics, girls, who seem to literally strip in front
and Climb skills. of those pompous arrogant jerk. Rupert
Trade Value: 20,000 credits, but they are thought this free day would have ended
only available to Harvesters. like so many others: drinking a cheap
Left Harvester Gauntlet vodka at Emma’s Pub until he got too
Weight: 5 lbs. drunk to stay awake even with his armor
M.D.C. of the Left Gauntlet: 100 M.D.C. on. But he got a nice surprise in this sexy
and regenerates at a rate of 3D4 M.D.C. girl, that seemed very interested in him.
every 5 minutes, each tentacle has 60 If he told to his brigade they wouldn’t
M.D.C. and regenerates at a rate of 2D6 believe him. Rupert the unlucky that got
M.D.C. per minute. Severed tentacles hit by a blonde wet dream like this. He
regrow within 24 hours. himself would not believe it if he wasn’t
Mega-Damage: Crush: 1D6 M.D. per seeing it with his own eyes. Generally he
crush attack, Finger Scalpels (5): 1 M.D. is a more traditional person, avoiding too
per blade or 1D4+1 M.D. per five finger aggressive women, preferring being him
strike, Knuckle Blades (4): 1D4 M.D. the hunter, but that girl , was not just
per blade or 4D4 M.D. per four blade beautiful, was gorgeous and carried a
strike, Wrist Sword: 2D6+3 M.D., something exotic in the way she move
Sensor Tentacle or Injection Spike and act.
Tentacle: 1 M.D. per tentacle strike, and In the bedroom , in her very clean and
Super Light Cell Laser Scalpel: 1D4 comfortable hut, he thanked the
S.D.C, 1D6 S.D.C., 2D6 S.D.C., 4D6 Engineers for the first time for having to
S.D.C., or 1D4 M.D.C. (range is 10 be naked for wearing the host armor.
feet). “I’ll wear something more appropriate
Payload: The Bone Tube Tentacle for this moment cutie.. In the meanwhile
contains 5 doses of anesthetic. One dose do as it was your house” she said going
regenerates every hour. Each dose behind a paper wall, decorated with
deadens the pain in the subject for some oriental painting.
106
Man, considering how he was excited, reason the end result is the same , not a
he would have problems wearing his peaceful healer, but an egomaniacal
Armor now. But why he would need to shapechanging creature with very little
don it right now? regard toward humankind.
Suddenly the blonde dream come out The Heretic existence is hidden from
wearing just a short silk nightgown that lower class and NOT tolerated, exist
let really nothing to imagination. Rupert clear orders for these creatures to be
thought when he kissed her, was that he terminated whenever they are spotted.
should have to change his nickname . The reason for this is obvious: Saints are
Unlucky does not seem fitting him in one of the best example of positive
this very moment. aspect of the bio-technology, whose very
“I still don’t’ know your name” Rupert existence bring hope for future in
asked still breathless but all her common people. Discovering that they
attention. The girl don’t seemed fatigued can mutate in an way too often
at all, and this hurt a bit the little ego of murderous monster would be a terrible
Rupert. strike to the yet too frail moral of the
“Oh I have many” she answered looking Human Resistance.
with interest the host armor, resting right Sadly is not easy to spot them. Right
at the bed’s feet. after the organism implant, they look
“no , really, I know nothing about you” like and behave like a normal Saint, the
He insisted, wanting to know her and see mutation emerge only 2-3 weeks after
if they could see again. becoming Saint, and after that then
“hmmm, I’m hungry now…do you mind newborn Heretic are eager to learn their
if I eat something?” She said still abilities to escape attempt to kill them.
looking at the host armor Despite the bad fame, and their peculiar
“Well no, but ….” He wasn’t able to diet of Splicer technology, the Heretic
spoke another word are not necessary enemy of humankind,
In front of him that beautiful girl turned just they feel no compulsion to be on
into an horror of mouths and tentacles, their side. They like being free to do as
grabbing his host armor and devouring it they please , and consider the Saint
in few bites stupid do-gooder that waste time helping
Rupert only thought was the explanation others.
he would have to give, and not noticed After all life is short better enjoy it as it
the thing-girl saying last.
“hmm tasty, but I’m still hungry…..” Alignment: Any, but typically
and started moving toward him, grinning Anarchist(20%), Miscreant (35%) or
on twelve mounths. Unprincipled(15%)
The heretic are a mutation, an unwanted Attribute Requirement: PE: 10 or better,
degeneration of the very same organism MA of 15, High ME and PP are helpful
that would give birth to the Saint. How but not mandatory
such aberration come to life is something Attribute bonuses: +1d4 to IQ and ME,
that worry and puzzle the Engineers and +1d6 to MA. Reduce PB by 4, in natural
Librarians alike. It was speculated that shape an heretic’s features are dull and
does have something to do with the skin t so transparent that one could see
organism’s host genetic flaw. Or perhaps the morphing organs underneath.
it was something else. Whatever the
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Thankfully they rarely hand around in lb of spliced-flesh eaten, 4 times as
their natural forms. much in case of flesh and blood of
OCC Bonuses: Has Splicer Strength, + Saints, Librarians or gene-pools. The
2to save vs. mind control, +2 to save vs. Heretics could also use this ability also
poison and toxins, +10% to save vs. to increase temporary their overall Bio-E
coma/death, +15% to impersonate pool, never more than 3 times its base
people, imitate voices and disguise. HF value. This additional Bio-E point
vary. See OCC powers below. cannot be Re-absorbed and any
Base S.D.C. : not applicable enhancement grown with them last only
Heretic O.C.C. powers 1d4 melees + 1 per level of experience.
1. Heretic Altered Body and MDC: The The Heretic can also use this temporary
Heretic like the Saints, possess a Bio-E to instantly heal wounds, at rate of
superhuman body, with Splicer strength 2 Bio-E for 1 MDC healed, but most
and is turned into an MDC being with prefer just adopt an improved Bio-
1d4x10+PE, add 1d6 MDC per level of regeneration factor with their permanent
experience starting at level two. The pool and use additional Bio-E for
Heretic does not have the same level of weapons . It took one melee round to
bio-regeneration , only 1d6 MDC per pass from a form to another
hour, but they can use their morphing Additional use of Shapechanging power
ability to increase this(see include:
Shapechanging), their body is almost Human mimic: assuming whatever
immune to fatigue poison , fatiguing human and humanoid shape cost only 25
three times slower than normal, they are Bio-E plus 1 bio-e for additional PB
double jointed, and can age two times point They need a successful roll vs.
slower than normal. disguise to copy an existing person HF
2. Shapechanging: the main ability of the can also be increase by 1 bio-e, if one
Heretics, the complete control over their does not increase PB at the same time
own cellular structure, allowing them to Shrinking: The heretic can reduce their
change shapes at will, not only but they own size , albeit only to a max of three
can reply all the biological feet tall(or leghtwise). This cost 30 Bio-
enhancements , at will! Limited of E But is a need if they want to mimic
course by endurance and experience. some smaller animals
The Heretic have a pool of 2d8x10 +PE Stretching: The Heretic can stretch
Bio-E points plus 1d8 per level of limbs, neck and his abdomen spending 5
experience, that they can spend and re- bio-E per additional feet of length , for
absorb depending on the needs Example: maximum of five times the normal
they could decide to spend 170 point for length. Note that while double jointed
a two heat cannons with Mega-upgrades the stretched part is not elastic as rubber,
in one moment and then re-absorb it still does have a skeleton.
everything to grow wings for a quick Animals can be easily mimicked for 10
escape moment later. In case of lost bio- Bio-E for mammalian and 15 for
e , like for organic rockets or in case of reptilian and birds, but additional Bio-E
mutilation or serious damage, the bio-e should be spent for reply natural abilities
could be replenished resting at the rate like flight or heightened senses
of 1d4 bio-e per hour or feasting upon Supernatural Strength : For 50 Bio-E
Splicer Bio-Tech at rate of 1 Bio-E per that Heretic make his strength
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supernatural. As side effect size increase librarians and engineers are immune.
by two feet and weight increase by 100 Normal humans are immune, unless they
lb, all muscle tissues are wearing an host armor. Non sentient
Nano Plague Immunity: Constantly Splicer Bio-Tech, like weapons fail
changing their cellular structure the automatically
Heretic can confuse the Nanomachines Effect: the victim follow the suggestions
enough to not trigger the Nano-plague, of the Heretic, albeit must be simple
only problem is that is very physically suggestion and not over complicated or
taxing and cannot be maintained for too too much against one’s own Alignment.
long. Cost a whooping 70 Bio-E and can Bio-Weapons can be ordered to stop
be hold only for a 2 minutes plus one working, or ordered to shot at certain
minute each odd level of experience conditions
3. Genetic Digestion: The heretic sense Common skills: Standard (+5%)
of taste is advanced , so advanced that O.C.C. skill Programs:
work like a genetic laboratory, analysing Undercover(+25%), Entertainer(+20%),
all the information correlated to the Stage Magic/Trickster(+25%) plus one
DNA. Trough feeding they can get the Skill Program of choice
following informations: Elective Skills: Select 7 Elective skills
- Presence of Genetic defect or Sickness from the following list at first level, plus
70% + 4% per level of experience one additional Elective skills at levels
- Any sign of genetic manipulation or 3,5,8,11,15. All new skills start at level
contact with Splicer technology 98% one proficiency.
- Any sign, even minimal, of use of Communication Any
drugs or alcohol 60% +5% per level of Domestic Any (+5%)
experience Espionage Any (+10%)
- A clear mapping of the DNA, with info Medical Any
of all physical attributes , weakness and Military Any
intolerance of the organism 30% +5% Physical Any
per level of experience Rogue Any (+10%)
- An idea of the potential of mental Science Any
attribute of organism 20% +5% per level Technical Any
- Can predict the biological reaction to a Transportation Any
given situation(fear, stress, hormonal Wilderness Any
unbalance, vomit, desire for some food W.P.s Any
and so on) 25% +3 per level of Secondary Skills: The character get to
experience select five Secondary skills at level one
4. Control Splicers: After their shape and one additional at level 2, 4, 8, 10 and
changing powers, the most feared ability 13. These are additional areas of
of the Heretics, is their ability to control knowledge starting without any special
Splicers bio-tech, to some extent. This is O.C.C. bonus
require physical contact that allow the M.D.C. Living Body Armor: None, they
poisoning with special pheromones that tend to eat them rather to wear them but
make the bio-tech susceptible to they often own a M.D.C. Light Miracle
suggestions. Fiber Armor
Saving Throw: roll vs. 16 or better; Standard Equipment: 1d4+2 set of
Saints, Scarecrows roll vs. 12 while clothes of various type , 2 hooded cloak
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(earth tones or camouflage pattern), and information, the Historian
survival knife, utility belt, tinted Resistance turned to the human mind,
goggles, one bio-weapon of choice(see it giving rise to the Historians.
as sort of pet that would never be eat), Much like Biotics, Historians are
backpack, saddlebags, water skin, humans that have been genetically
emergency food rations(two weeks remade and enhanced. However, unlike
supply), 2d6x100 credits worth of stolen Biotics, the Historian’s true strength and
items and object, few personal items focus lies in their mind. The Historian’s
Money: 3d4x10 credits worth of trade mind has been genetically enhanced to
items or precious metals, 1d6x100 in almost superhuman levels, providing
available credits near perfect recall, genius level intellect,
The Upside: Host Armors are cool, and and numerous mental capabilities. The
get a lot of cool features, but you can go top minds of the Resistance, Historians
beyond that and get whatever bio- excel as scientists, researchers, and
enhancement you need! You are not tied strategists.
to a single shape and this make you a Along with their phenomenal intellect
really one man army if the need arise. Or and mental gifts, the Resistance uses
you could simply decide to hide yourself them as “living computers” and
changing identity from time to time. recorders of information. Their mental
You’ve the freedom to choose whatever faculties are well beyond almost
pathway you want everyone and many are clever
The Downside: Your freedom is seen as opportunists, leaders, and masterminds.
danger by the Engineers and Librarians Historians rely on their brains, quick
alike. The very name they had given to thinking, and ingenuity; brute force is a
your kind, Heretic, is an hint of what the seen as a final resort.
general feelings are about you. You’ve A genetically enhanced mind is not
to live in shadows, forced to restrain without its drawbacks, however. Though
your abilities, to prevent being killed by rarely occurring, Historians can suffer
zealous Dreadguards . Is a grim life, from traumatic flashbacks of previous
indeed. And sometimes, watching how events, forcing them to relive the same
welcomed your “cousins” the Saints are, incidents over and over. In addition,
you feel that perhaps is true , that you despite their formidable intelligence,
are truly a monster that is not meant to many Historians are lacking in social
be. graces and all display strange, eccentric
behavior. Many are somewhat absent
minded, clumsy, and tend to come across
HISTORIAN as aloof, arrogant, and condescending.
By Guy LeDouche Historians are voracious consumers of
Based on a concept by Carmen Bellaire all types of information and are
In the world of Splicers, much has been particularly fond of quoting obscure
lost to the ravages of war and time. With texts. Many will unconsciously recite
the threat of the nanoplague always (almost word for word) novels, poems,
looming, the use of computers or other or complex mathematical equations. The
mechanical data devices is a potential worst of the lot may become the
death threat. In an effort to help stereotypical “mad scientist”, showing a
safeguard precious knowledge, skills, complete disregard for anything, even
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human life, to prove their theories or completely rested. Despite the fact that
make their creations a reality. they are M.D.C. beings, this “remaking”
Alignment: Any, but lean towards DOES NOT grant the Historian Splicer
Unprincipled, Anarchist and Aberrant. or Supernatural strength.
Historians often become almost obsessed 2. Total Memory (exclusive): The
with knowledge and many lose touch Historian’s greatest asset is their
with some of their humanity. However, genetically enhanced mind; Historians
even most anarchist and evil Historians are able to store vast amounts of data
are usually loyal to mankind in general and have the amazing ability to
and despise the Robots. The absolute remember almost anything ever read or
worst of the lot may go rogue and may experienced, from birth to the present
prey upon fellow humans (this happens day. This could be near perfect recall of
to less than 1% of Historians.) Despite an entire novel, the faces of everyone
this, they may still aid the Resistance; if seen last week, and so on. When asked
not, they will usually give them a wide to recall memories more than a month
berth, especially Dreadguards. old, however, the Historian must roll
Attribute Requirements: I.Q.: 12, M.E.: percentile and see how much can be
12, and P.E.: 10 or higher. A high M.A. recalled at that time.
is helpful, but not required. 01%-50%: Remembered in full detail,
Attribute Bonuses: +1D6+6 to I.Q., word for word, shot for shot.
+1D4+1 to M.E., +1D4 to M.A., and +1 51%-80%: Specific details are a bit
to P.E. hazy, but the full essence of the memory/
O.C.C. Bonuses: Add a bonus of +2 to ideas is clear.
save vs. mind control (including psioncs 81%-00%: Can only recall the most
and magic), +1 to save vs. poison and basic concept or idea; no specific details
disease, +3 to Perception Rolls, and +2 or strong comprehension.
to save vs. Horror Factor at levels 3, 6, Note: There is no limit to the number of
10, and 15. times the Historian can attempt a recall;
Base S.D.C.: Not applicable, see the eventually they will remember. For the
Historian’s Altered Body. Historian, nothing is ever truly
Historian OCC Powers and Abilities “forgotten”.
1. Historian’s Altered Body & M.D.C.: Traumatic Flashback: All of this
The Historian is considered a great asset enhanced memory comes with a price,
to the Resistance and their respective however. For Historians, traumatic
Houses; as such, they have been flashback is a very real danger. For
“remade” into minor M.D.C. beings. example, if the character was almost
This serves to ensure their survival and killed by a Steel Trooper, there is a
better protect the precious knowledge chance the memory will accidentally
and skills they hold. The Historian has resurface if the character is somehow
2D4x10 M.D.C. points plus the P.E. reminded of the original incident (sees a
attribute number. The Historian gains an Steel Trooper attacking someone, faces
additional 2D8 M.D.C. per level of another Steel Trooper, etc.)
experience, starting at level two. A Note that the Historian can only suffer
Historian regenerates 1D8 M.D.C. per flashbacks for extremely traumatic
hour, and only requires four hours of events (deaths of friends or loved ones,
sleep per 24 hour cycle to feel near death experiences, almost buried
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alive, etc.) A psychological trauma may range, they can be a force to be reckoned
also result from a violent, emotional with.
experience or shock (GM’s discretion). Each Historian chooses three abilities at
If faced with or witnessing someone in a first level. The Historian may add a new
similar situation, the Historian must gift at levels 2, 4, 7, 10, and 13. Note:
make a Save vs. Insanity and get a 12 or The Historian may give up any three
higher (the character gets to add any skills (including Secondary Skills) for
M.E. attribute bonuses, but no others one additional gift at the appropriate
gained from skills, abilities, etc.) If the experience level. However, a maximum
save is successful, the Historian is of four gifts can acquired this way. All
uncomfortable and nervous (-10% on all bonuses are cumulative.
skills, -1 on all combat rolls), but • Charisma: The Historian knows how to
essentially unharmed. attract, engage, and encourage others,
If the save fails, the Historian will both personally and in group dynamics.
immediately begin reacting as if the Bonuses: The character gains an
event is happening all over again additional 1D4+1 to M.A. attribute and
(screaming, panicking, “zoning out”, act +1 to P.B. This also adds a +25% bonus
as if suffering an attack, etc. GM’s, feel to the skills of Seduction, Find
free to award bonus experience for Contraband, Dance, Pick Pockets,
exceptional role-playing). This flashback Intelligence, and Interrogation.
effect lasts 1D4 melee rounds and • Chink in the Armor: If the Historian is
nothing short of a Saint can stop it; it has able to study an opponent for one full
to run its course. Once the flashback is melee (no other actions possible) he/she
over, the character is back to normal. will be able to pinpoint the opponent’s
3. Speed Reading (exclusive): The weak spots. With this knowledge, the
Historian has the ability to read and Historian can inflict double damage
comprehend the written word extremely from attacks (punches, kicks, handheld
quickly. The character can read one page weapons, even bio-weapons) but only
per every M.E. attribute point per for 1D4 melee rounds before the focus
minute. An M.E. of 12 means they can and concentration are broken. Once
read 12 pages of solid text in one minute broken, the Historian can’t use this
(four melee rounds.) If the M.E. is 20, ability again for 10 minutes. Bonuses:
that would be 20 pages, and so on. During this limited period of focus, the
Bonuses: +5% to all skills required to character is +2 on initiative, +2 to strike,
build, de-construct, or perform an and +3 to parry and dodge, but only
activity after reading written against the individual opponent whose
instructions. weakness is presently known.
4. Mental Gifts (exclusive): The • Dispassionate View: The Historian is
genetically enhanced mind of the practiced at viewing things impartially
Historian provides the character with and dispassionately. The Historian is not
additional abilities and bonuses based on adversely affected by gruesome sights,
raw intelligence, self control, and monsters, or the seemingly impossible.
awareness. The abilities may seem minor The character continues to think and
compared with Host Armor and War behave rationally and can take calm,
Mounts, but when used cleverly and calculated action. As a result, the
combined with the Historian’s vast skill character is barely frightened or
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disturbed, even if intellectually realizing statements, and actions. Based on such
they are in grave danger or facing a factors as stance, posture, facial
terrible monster or situation. Bonuses: expressions and micro expressions,
+4 to save vs. insanity and +4 to save vs. Historians can often predict a subject’s
Horror Factor. The bonus increases by actions or reactions, guess motives and
+1 at levels 2, 5, 9 and 13. behavior, and spot minute traces of
• Iron Will: The Historian’s true power deception. Despite what is being said,
lies in the mind, and this gift grants an the Historian often knows the subject’s
indomitable spirit affecting almost all actual emotional state (angry, scared,
aspects of the Historian’s being. calm), whether they are tensing for an
Through intense mental discipline, the attack or flight, suffering from illness,
Historian can resist mind control in drugs, etc. Bonuses: +10% to any
every form (drugs, magic, psionics, etc.), Medical skills known, +1 to initiative
as well as retain consciousness despite and dodge, and +3 to pull punch. In
physical hardship or injury. The addition, the Historian can operate as a
Historian cannot be knocked living lie detector. Note that this does
unconscious from a physical blow to the not give any additional insight or
head. In addition, the Historian can information; it merely indicates the
remain semi-conscious even after all legitimacy of what the subject is saying.
M.D.C. has been reduced to zero, though When operating as a lie detector, the
awareness is on par to that of a dazed or Historian rolls the percentile dice with
dreamlike state. In this mental state, the the following effects:
Historian has only two actions per o 01-50% the Historian is reasonably
round, no combat bonuses of any kind, sure of a subject’s truth.
speed is reduced by half, and skill o 51-89% the Historian is uncertain of
performance is -50%, but is still aware the subject’s validity.
and moving. The Historian can function o 90-00% the Historian knows exactly if
in this state until his M.D.C. is reduced the subject is telling the truth or lying.
below zero by a number equal to the P.E. • Linguistics: The Historian has an
attribute number. After that, the uncanny ear for languages and can
Historian falls into a coma and will die rapidly learn nearly any language, given
without immediate medical treatment. enough time. Any new language the
Bonuses: +4 to save vs. mind control, +5 character encounters can be understood
to save vs. anesthetics/knockout drugs and spoken at 35% proficiency after
and poison, +3 to save vs, illusions and hearing it used for a minimum of three
Horror Factor, and +15% to save vs. hours. Each further hour of exposure
coma and death. Note: Iron Will is a adds an additional +5%, to a maximum
demanding ability, and counts as two of 75%. This is the highest percentage
Mental Gifts. the Historian may achieve without
• Kinesics: The Historian instinctively formal instruction. This percentage
understands body language, facial indicates that the character is fairly
expressions and other non-verbal clues fluent but sentences may be
and behavior in intimate detail. This grammatically incorrect, common terms
allows the Historian to accurately gauge misused, or certain nuances are
a subject’s responses and often see the incorrect. However, if the Historian
true meaning or emotions behind words, deliberately spends the time to learn the
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language, he can become fully as well as increase healing, restoring an
acquainted with it, speaking it fluently at additional 2D8 M.D.C. per hour while in
90% in a little over a day (needs only 30 a healing trance. Bonuses: +10% to save
hours of study.) Likewise, written vs. coma/death. Note: The bio-feedback
languages are also fairly easy to purging takes 1D4 melee rounds, during
interpret/translate at 65% efficiency. To which time the character can do nothing
learn a new written language, the else.
Historian starts with the basic Literacy • Mind over Matter: The Historian is
skill and a +20% bonus. Given enough able to use the mind to override the
time and resources, the Historian could body’s need for food, water, sleep, and
learn and speak dozens of different even air. The Historian can go for five
languages and dialects. The GM may days+1 day per level of experience
determine that extra time is required or without any water, three weeks+1 day
penalties may be assessed for languages per level of experience without any food,
that are alien or inhuman. Also, in order up to three days +1 day per level of
to speak the language, the sounds must experience without any sleep and can
be able to be replicated by human vocal lower his air consumption to one quarter
cords. Languages that have extreme of normal, adding 1D4 minutes to
sounds or noises (super-low vibrations, holding breath, or survive 1D4+4
ultrasonic keening, etc.) may be beyond minutes in a low or limited air
the character’s capacity to learn or environment.
imitate; an area for GM discretion. • Pain Tolerance: Through meditation
Bonuses: Aside from the obvious and mental exercises, the Historian can
abilities, the Linguistics discipline gives put pain and torture completely out of
the character the Cryptography skill at mind, as if it were happening to someone
45%, or a bonus of +25% if the skill is else. This high threshold for pain is far
already known. greater than most normal people and
• Mind and Body: The Historian can go imposes a -40% skill penalty upon those
into a meditative trance (takes 1D4 trying to interrogate or torture the
melee rounds) and achieve almost total character. Bonuses: A one time bonus of
control over their bodies. This allows the +1 M.E., +2 to P.E., +3D8 to M.D.C.
character to control and reduce The Historian is able to perform skills
breathing, blood pressure, stress, pain, without penalty when physically
and even body temperature. While in exhausted or seriously wounded, even if
this state, the Historian can perform a on the verge of death.
sort of “self-diagnosis”. This allows the • Prodigious Mind: A well structured
character to sense the extent of injuries, and ordered mind, the Historian’s brain
what body parts or internal organs may is able to process huge amounts of data
be injured and how severely, if a poison/ quickly, figuring out what’s most
drug is lethal and whether or not important as well as logical and likely
immediate attention is needed and what conclusions. In addition, the Historian is
needs to be treated first. Against disease, able to calculate numbers with the speed
poisons, and drugs, the Historian can use and accuracy of a computer, performing
this bio-feedback to reduce the penalties, even complex calculations mentally,
duration, and damage inflicted by with little to no assistance needed. This
poison, drugs, disease and toxins by half, includes simple math, percentages,
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algebra, geometry, calculus, etc. strength of troops and other aspects of
Bonuses: +1 to M.E. attribute and a combat readiness . So long as the
special one time bonus of +30% to any character strictly observes combat, the
skills from the following skill sets: Historian can assist allies by giving snap
Communication, Medical, Science, and commands, pointing out battlefield
Technical. opportunities, and provide an unusually
• Quick Tasking: The Historian has sharp grasp of the flow of combat. While
slightly heightened hand-eye the Historian cannot take any action
coordination and a mind geared towards (other than observing) those who fight
repetitive work. As a result, the character with him will benefit greatly from the
can perform a skill in half the time assistance. The Historian can analyze
usually necessary, without penalty or opponents within 100ft.+ an additional
poor performance and while talking or 15ft. per level of experience. Bonuses:
half thinking about something else. In The Historian receives no bonuses and
addition, the Historian learns new skills cannot attack, counter attack, defend, or
in half the time as usual. perform any other action beyond
• Sleepless: The Historian is strangely observing. The Historian can advise up
immune to being put to sleep by any to 4 allies at once, with an additional ally
outside means. This includes magic, per level. These allies must be in direct
psionics, knockout gas, drugs, or any contact (this includes bio-comms) with
other means other than physical the Historian to benefit. For each round
exhaustion. In addition, the character is the Historian does nothing but observe
completely rested after only three hours and advise, his allies receive the
of sleep and remains alert and healthy following bonuses: +1 attack per round,
for up to 48 hours without sleep. +3 to strike, parry, dodge, and all attacks
Combined with the Mind over Matter inflict an extra die of damage (i.e. an
gift above, a Historian may add an extra attack that normally inflicts 2D8 M.D.
2 days to the amount of time they can will now inflict 3D8 M.D.) Additionally,
remain awake. this gift allows the character to estimate
• Time Sense: The Historian has the the following information about others:
innate ability to judge the passage of General level of experience: Low (1-3),
time accurately, without the use of any Medium (4-7), High (8th and up.)
timepiece or artificial means. The o General MDC/SDC (within 50 points.)
Historian is accurate to within 1D4 o Identifying commanding officer/leader
seconds of the true time. Likewise, the o Identifying weapons (both obvious and
character can perfectly “time” actions hidden) as well as defense mechanics
and attacks with amazing accuracy. (force fields, resistances, etc.)
Bonuses: +1 to disarm and dodge, +1 to o Likely points of attack or weak points
pull punch and roll with impact. in defenses.
• Tactical Analysis: The Historian has a Note: Tactical Analysis is a demanding
practiced eye in judging the condition of ability, and counts as two Mental Gifts.
armed forces, whether robots, • Unnatural Awareness: The Historian
individuals and groups. The character is has a sharp eye for detail, and an
adapt at predicting troop movements, uncanny awareness of people and events
tactics, guessing weapon and equipment occurring around him. The character
condition, the health and relative subconsciously recognizes and catalogs
115
nearly all details, including trivial ones consequences. Re-roll if the character
that others may miss. This awareness suffers from the “Shyness” quirk (listed
manifests as a strange sense of below).
anticipation and alertness. With this 08%-14% Compulsiveness: The
ability, the subconscious alerts the compulsive character has a habit, usually
character to dangers that the conscious bad, that he finds himself doing all the
mind did not recognize or comprehend, time. Common examples include nail
often giving the Historian a scant second biting, chewing gum or toothpicks,
or two to act. Bonuses: +2 on initiative talking to oneself, taps/drums fingers,
(for the initial “surprise” round only), +1 constant nose picking, etc. Though not
to roll with punch, +2 to save vs. Horror life threatening, it is certainly distracting
Factor and the Historian gets an (and in some cases, disgusting) to others.
automatic dodge for the duration of the To stop this subconscious fiddling
encounter. around, the character must pass a save
5. Quirks (exclusive): A genetically vs. Insanity.
enhanced mind is not without its 15%-22% Insomnia: Historians are
drawbacks. Though not impacted by notorious for not needing sleep, though
serious mental issues (with the exception this is not often by choice; many
traumatic flashbacks), Historians often Historians simply cannot sleep
develop odd mental and social "quirks"; effectively. In order to get a decent
strange habits and eccentricities that amount of sleep, the Historian must pass
further separate them from the norm. a save vs. Insanity with a -2 penalty in
After first level, whenever a Historian order to calm down enough to sleep. If
gains a new Mental Gift, through either this fails, the character will get little or
experience or by trading skills, they also no sleep. The Historian will suffer a
develop a new quirk. Roll on the table cumulative -5% on all skill checks and -
below; re-roll any duplicate results. The 1 on all combat rolls for every 24 hours
Game Master may suggest quirks based without sleep. A Historian with
on gaming experiences that might arise. Insomnia can go without sleep for as
NOTE: Unless otherwise noted, all many days as their P.E. attribute (a P.E.
quirks can be resisted by making a of 12 would be able to go for up to 12
successful save vs. Insanity of 12 or days without sleep.) At the end of this
higher. However, the character may not time period, the Historian will literally
add any bonuses whatsoever (straight drop in their tracks from exhaustion and
roll of the die); their enhanced minds are sleep 24 hours.
literally commanding them to behave a 23%-30% Honesty: Flat out, the
certain way. GM’s feel free to award Historian cannot tell a lie, not even a
bonus experience for excellent role play. mild exaggeration. A save vs. Insanity is
01%-07% Bluntness: The character necessary to order to tell a lie, or even
almost always tells it exactly like it is, stretch the truth.
no matter how unpopular it may be and 31%-38% Shyness: The Historian is
regardless of whose feelings may get extremely uncomfortable dealing with
hurt or whose toes get stepped on. In strangers (especially of the opposite sex)
game play, the character must save vs. and public speaking can paralyze them
Insanity to prevent themselves from with fright. Historians with the shyness
saying what they feel, regardless of the quirk have a difficult time speaking up
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and will almost never share an opinion. hate to let facts get in the way of a good
If the Historian must speak in public, or story. Reports or recollections from this
voice a strong opinion, a save vs. character will be aggrandized, with
Insanity is required. Otherwise, the misstated facts, details, etc. Oddly
Historian will remain tight lipped and enough, this quirk grants a one-time
silent. Re-roll if the character suffers bonus of +5% to Public Speaking or
from the “Bluntness” quirk (listed Performing skills.
above). 79%-86% Hypochondriac: The Historian
39%-46% Conspiracy Theorist: The is either feeling sick, worried about
Historian is mildly paranoid and sees a germs, or getting sick. They will almost
plot and underlying meaning in always wear gloves and an air filter of
everything. The Historian is loyal to some sort, especially when visiting an
close friends, but very leery of and often unknown community or dealing with
accusatory towards strangers and those strangers (who knows what kind of
in positions of power. germs they are carrying!) Re-roll if the
47%-54% Dirty: The Historian has no character suffers from the “Dirty” quirk
concept of personal hygiene, i.e. they listed above.
hate to bathe, use deodorant, wash 87-94% Gullible: The Historian is truly
clothes, etc. Consequently, they are clueless about people and believes that
usually fairly “ripe” most of the time almost everyone is honest, decent, and
with noticeable body odor. Any skills good. The Historian must make a save
related to personal interactions vs. Insanity to disbelieve something
(Seduction, Pick Pockets, etc.) suffer a - being fed to him, even if the person is
10% penalty. Re-roll if the character has obviously unscrupulous.
the “Hypochondriac” quirk (listed 95%-97% Migraines: The Historian gets
below). a severe migraine headache (constant
55%-62% Combat Ineffective: The throbbing and shooting pain, mild
Historian tends to freeze in battle. The nausea, etc.) as a reaction to the one of
character isn’t really scared, they are the following triggers (roll once to
more at a complete loss as to what to do. determine what is always the cause of
In battle, the character must make a save the migraines): 01-33% having to figure
vs. Insanity at -1. Failure to save means out a puzzle or mystery, 34-66% high
the character merely stands around, stress/life threatening situations, 67-
doing nothing of importance during the 100% frustrated or angry. The headache
first turn of combat. lasts for as long as the stress remains.
63%-70% Lightweight: The Historian While dealing with the migraine, the
can’t handle liquor or alcohol at all! Historian is -1 on all combat rolls, -10%
They get drunk on a single drink, even if skill performance and -10% to Spd.
it’s only light beer or wine. However, 98-100% Seizures: Historians with this
they refuse to admit it and a save vs. quirk are subject to random fits of
Insanity will be necessary to turn down uncontrollable shaking, usually at the
any offered drinks. most inopportune times. Most of the
71%-78% Tall Tales: The Historian likes time, this can be dealt with, but in a
to exaggerate and embellish their stories, firefight, this can be deadly. In game
but don’t necessarily do so to make terms, for every 12 hours, there is a 15%
themselves more important. They just chance the Historian will suffer a
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seizure. Historians will feel the seizure category at level 1, subject to the
coming on, and can resist it with a restrictions listed above. The character
successful save vs. Insanity with a -2 gets two additional skills at levels 4, 6,
penalty. Failure indicates a seizure that 8, 10, 12, and 14. These are additional
will continue for 2d4 melee rounds, areas of knowledge that do not receive
reducing combat bonuses by -8 and any special O.C.C. bonuses. All new
imposing a -70% penalty to all skills. skills start at first level proficiency. Note
Common Skills: Standard (+10%) that the I.Q. bonus applies to all skills.
O.C.C. Skill Program: Communications Living Armor: The Historian O.C.C.
(+15%), Field Medic (+25%), either does not get the powerful Host Armor,
Scholar (+25%) or Science (+20%) and but does receive a customized suit of
either Medical Doctor (+15%) or Light or Medium Living Armor, usually
Medical Coroner (+15%) Heavy Hide. Regardless of the type,
Elective Skills: Select five other skills each Historian’s Living Armor has the
but at least one must be selected from following modifications: +1D4x10+15
Technical. Select another two additional to the Main Body, +2D8 to the arms,
skills at levels 2, 5, 7, 10, and 13. All +2D10 to the Legs, and +6D6 to the
new skills start at level one proficiency. Head.
Note: Though the character may select Because of their prodigious mental
skills from most categories, Historians abilities, Historians can “tweak” their
are not too concerned with physical armor a little more than most other
abilities. Therefore, they cannot select OCCs. Each Historian gets their M.E.
more than four Physical skills, three attribute number +4D20+20 Bio-E
Military skills, and two Rogue skills. points worth of enhancements of choice,
Communications: Any but is limited to the categories of Eyes &
Domestic: Any (+5%) Vision, Other Sensory Features,
Espionage: Escape Artist, Forgery, and Biological Defenses, Offensive Bio-
Intelligence only (+5%) Weapons, Ranged Bio-Weapons, and
Medical: Any (+10%). Ranged Weapon Upgrades. Each level,
Military: Demolitions, Demolitions the Historian gets an additional M.E.
Disposal, Military Etiquette, Recognize attribute number +2D6 Bio-E for
Weapons Quality, and Surveillance only additional enhancements of choice.
(+5%) War Mount: Historians generally avoid
Physical: Any, except Acrobatics, War Mounts, preferring to travel on foot.
Boxing, and Kick Boxing (+10% where Standard Equipment: Extra set of
applicable). traveling clothes, set of dress clothes,
Rogue: Card Shark, Find Contraband, one pair of walking boots, one pair of
Gambling, and Seduction only. climbing boots, a pair of leather gloves,
Science: Any (+15%). a box of 100 plastic surgical gloves, six
Technical: Any (+15%). small specimen containers, four medium
Transportation: Any, except Host Armor and two large containers, box of 100
Combat and Pilot Wingpack. gallon size plastic bags, 1D6+4 ceramic
Wilderness Survival: Any pens or markers and pencil kits, 1D4+2
W.P.s: Any large pieces of white chalk, pocket
Secondary Skills: The Historian can notebook, sketchbook, sleeping bag,
select 10 Secondary Skills from any skill shoulder satchel, backpack, utility belt,
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2D4 sacks made of heavy cloth, 1D4 occupy Forward Operating Bases, and
waterproof sacks, grappling hook, nine reinforce and aid in the war effort
rock climbing spikes/pitons, small however their command sees fit.
hammer/mallet, 150 feet of climbing House Guardsman go through a rigorous
cord, hammer and chisel, shovel, hand boot camp and basic infantry training
axe, hand pick, an assortment of brushes course where they are drilled with battle
and other digging and excavation tools, tactics, weapons training, basic land
three Migs, six Chigs and a dozen navigation courses, basic hand to hand
Squigs. combat skills, as well as learn about the
Weapons: The Historian starts with one Machine and enemies that they might
weapon for each W.P. with any face in the ongoing war. The training is
appropriate ammunition, plus a hand rigorous developing their bodies and
held weapon. Much like their minds for what they may face. They
personalities, Historians prefer precision learn to take orders, as well as lead and
weapons, with Light Cell weapons being give them through small unit leadership
favorites. development. Once training is complete
Money: Has 6D4x1000 credits in they are green, fresh and ready
precious metals, relics or trade items, as Guardsman as capable as any to face
well as 6D6x10 in available credits. those machine horrors that seek to
Money can be spent now on additional eradicate mankind.
equipment or saved for later. Many Guardsman start out as the lowly
The Upside: You’re easily the most private on the battlefield, only to make a
intelligent (and possibly resourceful) quick and decisive effort against the
character of any group. Who knows, one Machine and come out on top, earning
day you may have a hand in developing battle merits and working their ways up
or discovering “the next big thing” the chain of command. Some
The Downside: It’s pretty tough being experienced Guardsman even move on
the smartest person in the room all the to become Splicers, Dreadguard,
time. On top of that, you don’t feel very Archangels, anything is open to them,
comfortable with the outdoors, combat, having already proven themselves in
or anything physical (even if rugged)-all battle against the machines. Although
the things you need to survive the world. few do this due to the fact that a
Guardsman does not usually live to see
the day that they can progress with their
House Guardsman training that far.
By Slaythedragon Alignment: Any, but generally
The House Guardsman are the ordinary Scrupulous (30%), Unprincipled (25%),
men and women who have sworn and Anarchist (20%)
themselves to fight against the Machine. Attribute Requirements: P.S. 11, P.E. 12,
Where the Roughnecks and other Spd 10, a high P.S. and P.E. are
Splicers are the hard hitting suggested.
shocktroopers and bring specialized O.C.C. Bonuses: + 1 initiative, + 1
capabilities to the war effort, House strike, + 2 save vs. Horror Factor.
Guardsmen are the infantry foot soldiers, Base S.D.C.: 25 plus any from Physical
the standing armies sent to defend and skills.
patrol the borders of a House's territory, Common Skills: Standard
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O.C.C. Skill Programs: Athletics(+10%), Standard Equipment: Several sets of
Basic Military (+10%), Infantryman combat fatigues, a couple sets of dress
(+10%), and one Skill Program of choice clothing, survival knife, utility belt, first-
(except for Host Pilot, Medical Doctor, aid kit, Face Wrap (gas mask), tinted
War Mount Rider, or Wingman) goggles, and one Bio-Organic Rifle with
Elective Skills: Select three Military or enough ammunition for heavy combat, a
Physical skills at level one, plus three tent, knapsack, backpack, two water
from the following list. Plus select one skins, 1 week of emergency food rations,
additional skill at levels 3, 6, 9, and 12. and some personal items.
All new skills start at level one Money: Has 3D6 x 10 credits in trade
proficiency. items, as well as 2D6 x 10 in available
Communications: Any (+5%) credits. Each Guardsman is given a
Domestic: Any (+5%) barracks room, a small 20 x 20 x 20
Espionage: Wilderness Survival only room with 2 other roommates, free food
Medical: First Aid only (+10%) and rations, and basic necessities to live.
Military: Any (+10%) The Upside: A Guardsman is the every
Physical: Any day Joe that has decided enough is
Rogue: Prowl and Gambling only enough and to make a stand against the
Science: Advanced Mathematics or Machine. They believe beyond a shadow
Astronomy and Navigation only of a doubt that they are fighting a cause
Technical: Any (+5%) worth fighting for and that they can
Transportation: Horsemanship, make a difference. They are trained,
Horsemanship: Racing, or Seasmanship disciplined, capable of leading their
only (+10%) fellow Guardsman to the doors of death
W.P.s: Any and smile as it greets them knowing that
Secondary Skills: The character gets they went out fighting, giving the
four secondary skills at level one, plus Machine the finger as they go down.
an additional skill at levels 2, 4, 6, 8, and The Downside: Guardsman have it
12. rough. Rougher than any others trying to
M.D.C. "Living" Body Armor: Every fight this fight. They don't get all the
Guardsman is issued a suit of "Living" special Host Armors and Bio-weapons
Body Armor with 4D10 Bio-E of of the Splicers. They are given a rifle
enhancements, but is limited to the that comes to become their specialized
categories of Eyes & Vision, Other killing weapon, and cherish more than
Sensory Features, Biological Defenses, anything because they simply can't lose
Offensive Bio-Weapons, Ranged Bio- it. They are the underfunded,
Weapons, and Ranged Weapon unappreciated, unnoticed fighters that
Upgrades. never see the credit they deserve for the
Note: House Guardsman are usually not difference they've made.
given the best of the best, whatever
armor was readily available is what is
given to them, with specific equipment Marshal
depending on duties of the individual By Slappy
guardsman. Limited to light or medium Within the Underground Havens, the
Body Armors only, with Heavy given on task of defending humanity from the
a special basis only. Machine falls to the military, but the task
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of protecting humanity from itself falls one to fall prey to temptation. Their
to the Marshals. They are responsible for overzealous sense of duty keeps them
all aspects of internal security within the honest, plus they know that too many
Great Houses. It is their job to enforce accusations of corruption will make
the law, maintain order, and flush out them the target of their fellow lawmen.
both human and robotic infiltrators. Each The Marshals (better than anyone) know
Marshal is a combination of police the price for straying outside the law,
officer, riot cop, detective, and counter- and the last thing they want is the nearly
espionage agent all rolled into one. They limitless power of another Marshal
are the living embodiment of the law, turned against them.
and much like the laws within the Great Only the toughest and most skilled men
Houses, they are tough, and women have what it takes to become
uncompromising, and often brutal. a Marshal. Since most resources within
Marshals try to use non-lethal force the Resistance are dedicated to fighting
whenever possible, but they are willing the Machine, there are relatively few
to use deadly force whenever they deem people left to enforce the laws. Some of
it necessary. Each Marshal is assigned a the more chaotic Great Houses require
rather large territory to defend, so they hundreds of Marshals to keep the
are willing to use any means necessary citizens from tearing it apart, but the
to keep the peace. All threats to their more stable Houses may only need a
Great House are dealt with swiftly and handful of Marshals to maintain order.
harshly. They are really just a step above This means most Marshals work alone,
vigilantes. While they do operate within with the exception of their faithful
the bounds of the law, there are few laws Gorehound partner. They can summon
to keep them in check. The security and military reinforcements at any time if a
safety of the Underground Haven is target or objective proves to be too
considered far more important than difficult to handle on their own, but
individual rights. Marshals consider this an absolute last
Marshals are authorized to spy on any resort. They see the military as a bunch
citizen, search any residence, and detain of trigger happy maniacs that do their
any suspect as long as they believe they best work outside. The Marshals are
have just cause. As long as they keep the trying to protect their Underground
peace, it is rare that Marshals are ever Haven, not blast it to pieces, so it usually
asked to justify their methods. The only takes a major situation to make them
limitation on their power is that they consider calling in military support.
must report their daily findings to the Each Marshal is issued two powerful
Sheriff (the appointed chief of the suits of custom Living Armor and a
Marshals), a senior military official, or loyal Gorehound partner. Their standard
directly to the Warlord when uniform is a suit of Leatherback Armor
investigating a high ranking political or that is heavily enhanced with
military official. Other than this minor surveillance tools and non-lethal
stipulation, each Marshal’s power is armaments like Spinnerets and Resin
nearly unlimited. The sheer amount of Ducts, but for riot control or heavy
power granted to the Marshals would assault, they can switch to their Heavy
seem to make them highly susceptible to Chitinous Armor. Marshals prefer to use
corruption, but it is exceedingly rare for non-lethal force when apprehending
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suspects or dispersing riots, but they are Attribute Bonuses: +1D4 to I.Q., +1D6
well equipped with lethal armaments as to M.A., +1D6 to P.S., +1D4 to P.P.,
well. +1D6 to P.E., and +2D6 to Spd.
In addition to the power brought to bear O.C.C. Bonuses: +1 on initiative, +1 to
by their loyal Gorehound, Marshals are strike, parry, and dodge, +2 to disarm,
also issued two powerful suits of custom and +3 to save vs. horror factor.
Living Armor. Their standard uniform is Base S.D.C.: 50, plus any from Physical
a suit of Leatherback Armor that is skills.
heavily enhanced with surveillance tools Common Skills: Standard.
and non-lethal armaments like O.C.C. Skill Programs: Bio-Technology
Spinnerets and Resin Ducts, but for riot (+10%), Criminal (+20%, but replace
control or heavy assault, they can switch Pick Locks with Find Contraband),
to their Heavy Chitinous Armor. Espionage (+20%, plus Interrogation is
Marshals prefer to use non-lethal force automatically selected as one of the
when apprehending suspects or Espionage Electives), Man-Hunter
dispersing riots, but they are well (+25%), and Martial Artist.
equipped with lethal armaments as well. Elective Skills: Select six Elective Skills
The life of a Marshal is a lonely one. Not from the following list at first level, plus
only do they work alone, but their harsh one additional at levels 2, 4, 6, 8, 10, and
demeanor and all-business attitude tends 12. All new skills start at level one
to isolate them from their fellow man. In proficiency.
fact, most people in the Resistance are Communications: Any (+15%)
terrified of the Marshals. Nearly every Domestic: Any
man, woman, and child in the Resistance Espionage: Any (+20%)
has had to bend a law or two to survive Medical: Any
in this unforgiving world, and they are Military: Any
afraid these skilled lawmen might Physical: Any
uncover a few skeletons in their closet. Rogue: Any (+20%)
Even the Scarecrows fear the Marshals. Science: Any (+10%)
They may wield more physical power Technical: Any (+10%)
than the average Marshal, but even the Transportation: Any
agents of the Librarians are not above Wilderness Survival: Any
the law. The eyes and ears of the W.P.s: Any
Marshals seem to be everywhere, and it Secondary Skills: The character gets to
only takes one mistake to get banished select five Secondary Skills at level one
from the Underground Havens, which is and one additional skill at levels 3, 6, 9,
a death sentence for a Scarecrow. The 12, and 15. These are additional areas of
Marshals are truly the glue holding knowledge that do not receive any
society together, but most people just special O.C.C. bonuses.
feel it is a safer bet to steer clear of Two Suits of M.D.C. “Living” Body
them. Armor: Marshals receive two suits of
Alignment: Any, but typically good or Living Body Armor: one suit of
selfish. Leatherback Armor that acts as their
Attribute Requirements: I.Q.: 13, M.A.: standard uniform and one suit of Heavy
13, P.S.: 14, and P.P.: 12 or higher. Chitinous Armor that is used as riot gear
or heavy assault armor. The character’s
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Leatherback Armor starts off with the Gorehound is ever slain, it will be
following enhancements: a special Eye replaced with the basic animal with 8D6
Spy (mounted on the back of the head) Bio-E points for enhancements.
that can live for 2D4 hours before dying Standard Equipment: Survival knife,
of starvation, Monitoring Bug (see utility belt, a pair of organic handcuffs,
special equipment below), one Resin zip tie dispenser (contains 50 zip cuffs),
Duct on the right forearm, and one Booster Patch (mainly used to neutralize
Spinneret on the left forearm. In other Booster Patches), Slap Patch, Face
addition, the character gets an additional Wrap, 1D4 Weaver Grenades, Shock
5D10 Bio-E points for selections from Stick, Genetic Scanner, one melee Bio-
Eyes and Vision Enhancements, Other Weapon and one light Bio-Weapon of
Sensory Enhancements, Biological choice and one weapon for each W.P.
Defenses, Flight Appendages, Offensive with appropriate ammunition for heavy
Bio-Weapons, Ranged Bio-Weapons, combat, backpack, and some personal
Ranged Weapon Upgrades, and items. See Marshal’s Equipment below.
additional M.D.C. (2D6+18 M.D.C. per Handheld Weapon Bio-Enhancements:
10 Bio-E). At each level of All Bio-Weapons in the Marshal’s
advancement, starting with level two, the possession automatically receive the
Marshal gets an additional 2D10 Bio-E Signature Weapon Bio-Enhancement to
to add to the capabilities of this ensure that the Marshals are the only
Leatherback Armor. ones able to use their firearms within the
In addition to the standard uniform, Each Underground Haven. In addition, the
Marshal also receives a suit of Heavy character receives 5D4 Bio-E points at
Chitinous Armor that he can use for level one plus an additional 5 Bio-E at
heavy combat operations like riot each level of experience, starting with
suppression or close quarters assault. level 2. Bio-E can be distributed
This armor automatically starts off with between all the weapons in the
the Chemical Sprayer Bio-Enhancement character’s personal armory or applied to
(usually equipped with the Sleep or one favorite item.
Tearing Chemical). The character gets Money: Has 1D6x100 credits in precious
5D10+50 Bio-E points for selections metals, relics or trade items, as well as
from Eyes and Vision Enhancements, 6D6x10 in available credits. Money can
Other Sensory Systems, Biological be spent now on additional equipment or
Defenses, Flight Appendages, Offensive saved for later.
Bio-Weapons, Ranged Bio-Weapons, The Upside: You are the law within the
Ranged Weapon Upgrades, and Resistance. No area within the
additional M.D.C. (2D6+18 M.D.C. per Underground Haven is off limits to you.
10 Bio-E). This suit of riot gear does not You are sanctioned to spy on, search,
improve with experience. interrogate, or apprehend anyone you
Gorehound: Each Marshal receives one deem a threat to your Great House, and
Gorehound. It can be Bio-Enhanced any as long as you continue to get results, no
way the character desires – he has one will ever question your methods.
6D6+40 Bio-E points available, plus While the nearly limitless power at your
another 2D4+10 Bio-E points per level fingertips can be too tempting for some
of the character’s experience to spend on people to resist, you know that you are
additional enhancements. If the the glue that holds society together, and
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you are not about to turn your back on chosen to become candidates for
this great responsibility for petty sainthood, even to become engineers or
personal gains. librarians. While they are the most
The Downside: Your power comes with respected of the non-combat OCCs it is
a price. You often use fear as a weapon no easy life.
to maintain peace within your House, Alignment: Any. However Selfish,
and this fear keeps you isolated from Miscreant, and Diabolic characters are
your fellow man. Dedication to duty fills usually too self-centered to want
most of your time, but during your off anything to do with the symbionts, and
time, you sometimes feel the bitter sting only good or unprincipled characters
of loneliness. You consider it a small will be chosen by saint-stage symbionts.
sacrifice in order to defend humanity, Attribute Requirements: I.Q. 10 or
but it is sometimes difficult to bear this higher. High ME and MA are helpfull
burden alone. but not mandatory.
O.C.C Bonuses: +4 to Save vs HF.
Base SDC: 25 plus any from physical
Martyr skills.
By Andor Common Skills: Common (+5%)
"It is no easy thing, to become a Saint, or O.C.C. Skill Programs: Bio-Tech
an Engineer, or a Librarian. Did you (+20%) Field Medic (+20%) Medical
think anybody could do it? Few have the Doctor (+10%) or Medical Coronor
courage to sacrifice themselves for (+10%) and one skill program of choice
others. Fewer still have the wit, the (except for Assasination, Host Pilot, War
drive, the skills the symbiotes are Mount Rider, Wingman or any military
looking for. They won't take anyone you program)
know. Sometimes they have been known Elective Skills: Select 6 Elective Skills
to die becuase no worthy candidate at level one, plus two additional elective
could be found to bond with them. These skills at level 2, 5, 8, 11, 14. All new
are losses we cannot afford. The gene- skills start at level 1 proficiency.
pools are all that stands between Communication: Any (+5%)
humanity and Kali's bitter sense of Domestic: Any (+10%)
humour. That is why we exist, we Espionage: None
martyrs. We have dedicated outselves to Medical: Any (+10%)
becoming suitable hosts for the Military: None
symbiotes. We study hoping that Physical: Any
someday we will be chosen to shed our Rogue: None
humanity, even to die, so that our Science: Any (+15%)
brothers and sisters may live. And so we Technical: Any (+10%)
train and study, and work. Even if we are Transportation: Any
never chosen we still lead valuable lives. Wilderness: None
It is not an easy life, but if anyone could WP: Any
do it they wouldn't need us." - Graham Secondary Skills: Select 6 at 1st level,
McInroe, Martyr and one more at levels 3, 6, 9, 12, and
The genepools symbiotes need humans 15.
to bond with, to guide them in their MDC Living Body Armour: One suit of
growth. Martyrs are those who have Living Body Armour of any type the
124
character wishes. It has 1d4X10+10 for protection. You sign up in the Militia
points worth of bio-e enhancments of and they give you all kinds of that Bio-
Sensory, and movement related powers Tech crap. No way I could afford all the
only. stuff on my own. Sure it ain’t as good as
Standard Equipment: that fancy Host Armor, but I don’t have
The red sash that is the emblem of a to follow a bunch of pointless orders to
martyr. get one. You sign up as a grunt and
Field Surgery Gear they’ll just keep ordering you topside
2 sets of clothes until you’re finally gutted like a fish.
3 slap patches You join the Militia and you don’t have
Face Wrap to answer to anyone. Your job is to
2 weapons of choice guard the home front. That’s it. You can
Money: Has 1d4X100 in valuabe trade still volunteer to throw away your life
goods or precious metals. Has 1d6 X 100 topside, if want to be a hero. They’re
in Credits. more than happy to chuck more meat in
The Upside: You are the most respected the grinder. Me, I’m gonna stay right
of the non-combat OCCs, and if you are here and rack up some free Bio-
lucky someday you will be transfigured Weapons.” - Terry Wilcox, First
by a symbiote and become one of the Sergeant of the 31st Militia.
reistances most valued assets. In the Some people want to battle the Machine,
meantime you do good work maintaing but they do not want to mindlessly
the infrastuctucture and bio-technology follow someone else’s orders as a
of the resistance and serveing as a medic Roughneck. Most of these people had a
when needed. You often serve the friend or family member that served as a
engineers and Librarians as an assistant. Splicer and died during a “pointless”
The Downside: Someday you may die so mission. Others simply have no desire to
that a hideous alien may live. Worse, fight a seemingly endless string of
you might not. Some Martyrs, despairing monstrous robots head on. Of course,
of being selected, elect to become these people realize that if the Machine
Scarecrows instead. ever discovers their underground haven,
they will have no choice but to fight.
There is no such thing as a non-
Militiaman combatant in this war. N.E.X.U.S. will
By Slappy kill every man, woman, and child
“Why’d I join the Militia instead of the without a moments hesitation. If and
Roughnecks? Because I’m smart, that’s when the war comes spilling through
why. What’s the point of hoofing it their front door, everyone will need to
across miles of dangerous territory to fight for their very lives, whether they
blow up a couple of robots? There’s have the proper tools or not. Humans
billions of ‘em. Those idiots are risking within the Resistance are comfortable
their lives for nothin’. They’re never with organic technology and use it often,
gonna make a dent. All they do is risk but that does not mean the average
leadin’ ‘em back down here. That’s why person has access to Bio-Tech weapons.
I joined the Militia. If the Machine ever Unless you are a Splicer or in the
does come knockin’ down our door, I’m Militia, the only way to get decent Bio-
gonna need a little more than my shirt
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Weapons or Living Armor is to buy following list at first level. Select
them, and they are definitely not cheap. another Elective Skill at levels 2, 4, 8,
Some people join the Militia in order to and 12. All new skills start at level one
build a stockpile of organic weaponry proficiency.
without having to risk their lives, but Communications: Any (+5%)
there are many Militiamen who do like Domestic: Any (+10%)
taking the fight to the Machine. The only Espionage: Wilderness Survival only.
reason they do not sign on as Medical: None.
Roughnecks is because they prefer Military: Any (+5%)
having the freedom to choose their own Physical: Any
missions. During “peacetime,” the Rogue: Any
Militia answers to no one. Militiamen Science: Advanced Mathematics only.
can refuse any commands and even Technical: Any
resign from the Militia without Transportation: Any, except War Mount
consequence. Of course, not much is Combat and Host Armor Combat.
asked of them anyway. The only thing Wilderness Survival: Any (+5%)
they are required to do is report for W.P.s: Any
training one hour a day and one day a Secondary Skills: The character gets to
week. They consider it a small price to select five Secondary Skills at level one
pay for all the armaments they receive. and one additional skill at levels 3, 6, 9,
However, if the Machine ever does 12, and 15. These are additional areas of
invade the underground chambers, all knowledge that do not receive any
Militiamen will immediately be special O.C.C. bonuses.
absorbed into the Roughnecks, and they Bio-Tech Equipment: Militiamen can
will be expected to follow any and all select 20,000 credits worth of Bio-
commands (although they will be more Weapons and Living Armor when they
than willing to listen at this point). first join. They are only given standard
Alignment: Any, but typically good or suits of Living Armor with no additional
selfish. enhancements. These credits can be
Attribute Requirements: None saved and used later or spent now (the
Attribute Bonuses: +1D4 to P.S., +1D4 character can also spend his own money
to P.E., and +2D4 to Spd. on Bio-Tech equipment). Militiamen are
O.C.C. Bonuses: +1 on initiative, +1 to rewarded with better weapons,
strike, and +3 to save vs. horror factor. equipment, and Bio-Enhancements the
Base S.D.C.: 30, plus any from Physical longer they serve. The following chart
skills. shows the rewards for continued service:
Common Skills: Standard. Level 2: An additional 2000 credits to be
O.C.C. Skill Program: Basic Military used to purchase Bio-Tech equipment.
(+20%), Athletics, Bio-Technology, and Level 3: One Melee Bio-Weapon of
one of the following skill programs: choice.
Guerilla Warfare, Infantryman, Level 4: 2D10 points of Bio-E to be used
Technical, Outdoorsman, Saboteur, to enhance his personal suit of Living
Reconnaissance/Scout, or Support Man. Armor.
Elective Skills: Select any one Level 5: One Light Bio-Weapon of
Wilderness Skill and Bio Comms choice.
(+20%), and four Electives from the
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Level 6: One Heavy Bio-Weapon of your own assignments rather than have
choice. some idiot commander send you on
Level 7: 2D10 points of Bio-E to be used suicide missions.
to enhance his personal suit of Living The Downside: Splicers (and even many
Armor. non-combatants) look at you like a
Level 8: An additional 4000 credits to be greedy coward. You sit at home
used to purchase Bio-Tech equipment. collecting valuable Bio-Tech gear while
Level 9: One Light Bio-Weapon of they risk their lives keeping you safe.
choice. Even if you do fight in the field, the
Level 10: One Heavy Bio-Weapon of stigma of being in the Militia hangs over
choice. your head the same as the Militiamen
Level 11: An additional 4000 credits to that never go topside. Until you establish
be used to purchase Bio-Tech a reputation on the battlefield as a
equipment. capable warrior, most Splicers will want
Level 12: A standard Wingpack and nothing to do with you in combat (most
training on how to fly it (learns the Pilot Militiamen do not last too long in the
Wingpack skill). field and are usually more trouble than
Level 13: 3D10 points of Bio-E to be they are worth). Another drawback is
used to enhance his Living Armor or that you are poorly equipped compared
Wingpack. to normal Splicers. Trading lesser
Level 14: Rewarded with his own equipment for free reign works well if
personal Gorehound. you never leave the underground haven,
Level 15: 5D10 points of Bio-E to be but those that like combat will find
used to enhance his Living Armor, themselves seriously outgunned against
Wingpack, or Gorehound. the Machine.
Standard Equipment: Military fatigues,
dress clothing, survival knife, utility belt,
Face Wrap, tinted goggles, hatchet for Mind Knight
cutting wood, tent, knapsack, backpack, By Ectoplasmic Bidet
two water skins, two week supply of Mind Knights are the first humans native
emergency food rations, and some to their planet to possess psychic
personal items. abilities. Selected as candidates for the
Money: Has 1D6x100 credits in precious Mind Knight program as children, the
metals, relics or trade items, as well as young Splicers had their DNA altered by
6D6x10 in available credits. Money can the Engineers of House Aesir, adding
be spent now on additional equipment or gene sequences found in the human
saved for later. psychic Maria Santorim. None of the
The Upside: You possess some of the children were harmed by the treatments,
best training and equipment that a the Librarians and Engineers are
human can receive outside of the regular exceptionally skilled, but relatively few
army without having to risk your life on of the children developed more than
the battlefield. If you do have a taste for rudimentary psychic abilities. Of the two
battle, you still have plenty of thousand children who participated,
opportunities to prove your mettle. You roughly 10% gained Master level
decided to join the Militia over the psychic potential, a further 15%
Roughnecks because you prefer to pick developed into Major psychics, and the
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remaining 75% gained Minor psychic two powers from any of the minor
abilities. Despite the unrealized hope of psionic categories or one Super Psionic
turning their entire population into an power.
army of unstoppable psychics, the 2. I.S.P. Base: 2D6x10 +M.E. attribute
program has shown such success that all number. +12 I.S.P. for each additional
children no more than nine years old, the level of experience. I.S.P. is recovered at
maximum age the DNA treatments can a rate of 2 per hour of sleep or 12 per
be safely administered, whose parents hour of meditation.
consent, have been entered into the 3. Saving Throw Versus Psionic Attack:
Santorim Program. As a Master Psychic, the Mind Knight
The first of these children are reaching needs only a 10 or higher to save vs
full maturity, the time when they will be psionic attacks.
expected to join the Resistance to fight 4. O.C.C. Bonuses: +2D4+2 M.E., +1D4
for the survival of their species. They are I.Q., M.A., & P.E., +3 initiative, +1
more than ready to meet the challenge, strike, +2 pull punch, +2 disarm, +4 vs
equipped, not only with their own possession, +2 to save vs all forms of
specially developed Host Armor and mind control, and +3 to save vs Horror
bio-weapons designed to maximize their Factor.
psychic potential, but also with years of Alignment: Any, but the majority are
hands on instruction from Maria Principled(35%), Scrupulous(30%),
Santorim in the use of their burgeoning Unprincipled(15%), or Anarchist(5%).
powers. Though, it is certain the Mind Evil Mind Knights are uncommon, but
Knights will be of great assistance not unheard of; Aberrant(10%)
combating the Machine, they are likely Miscreant & Diabolic(5%).
to be most valuable against House Attribute Requirements: None, though
Aesir's human enemies, rival Houses the first children selected to for the
who would see a stronger House fall program all possessed I.Q. & M.E. of 14
rather than attempt to grow strong or higher. A Mind Knight must be at
themselves. Experiments have shown least a Master Psychic. High I.Q. & M.E.
that pilots in Host Armor are no less are especially helpful, but not
susceptible to psionic influence than an mandatory.
unarmored human and that War Mounts Base S.D.C.: 30, plus any from physical
and other Bio-Tech creatures are even skills.
less able to resist, their minds no more Common Skills: Standard
able to resist psionic influence than any O.C.C. Skill Programs: Basic
other animal. Military(+15%), Host Pilot(20%), and
Special Mind Knight O.C.C. Powers any one Skill Program of choice(except
1. Psionic Powers: At first level the Medical Doctor or War Mount Rider).
Mind Knight selects a total of ten Elective Skills: Select four Elective
powers from the minor Healing, Skills from the following list at first
Physical, and Sensitive psionic level. Plus select another one Elective
categories as well as four Super Psionic Skill at levels 4, 8, and 12. All new skills
powers(any except Psi-Sword or Mind start at level one proficiency.
Wipe which cannot be selected until -Communications: Any(+10%)
third level). At each new level of -Domestic: Any.
experience, the Mind Knight can select -Espionage: Any(+5).
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-Medical: First Aid, or Paramedic only. from any of the categories. Mind
-Military: Any(+5%). Knights understandably tend to favor
-Physical: Any. using the relatively few Bio-
-Rogue: Any(+10%). Enhancement options developed
-Science: Advanced Mathematics or specifically for their class of Host
Astronomy & Navigation only. Armors.
-Technical: Any(+5%). Standard Equipment: Military fatigues, a
-Transportation: Any. couple sets of dress clothing, survival
-Wilderness: Any. knife, utility belt, first-aid kit(with 1D4
-W.P.s: Any. Slap Patches), Face Wrap(gas mask),
Secondary Skills: The character gets to tinted goggles, hatchet, one light and one
select two Secondary Skills at level one heavy Bio-Weapon of choice, and one
and one additional at levels 3, 6, 9, and weapon for each WP with appropriate
12. Secondary Skills are additional areas ammunition, tent, knapsack, backpack,
of knowledge starting without any two water skins, emergency food
special O.C.C. bonuses. rations(2 weeks), personal items, and a
Mind Knight Host Armor: The Mind Mega-Horse for transportation.
Knight is one of the lucky few gifted Money: Has 2D6x100 credits worth of
with a Host Armor, the Bio-Tech precious metals or trade items, as well as
equivalent of living power armor. What's 1D6x100 credits
more, this suit of living armor has been The Upside: You have psychic powers!
specially designed to compliment the You may be able to move matter with a
Mind Knight's psionic powers. thought, start a fire with a glance, or read
-Step One: Standard and unchanged; the the minds of your fellow Resistance
basic Host Armor. members. The currently low numbers of
-Step Two: Mind Knight Host Armor Mind Knights make you a precious
always has a Psychosynthetic commodity not to be wasted and your
Metabolism. innate power gives you a certain level of
-Step Three: Available Bio-Energy authority not normally possessed by the
points for the Mind Knight is the M.E. relative rookie that you are.
(x2) + P.E. +2D4x10+20. Each level of The Downside: You have psychic
advancement, starting with level two, the powers! Though your official class
Mind Knight gains an additional 2D6+6 designation is quite benign, you are
Bio-E to add to the capabilities of his much more commonly known as a
current Host Armor. Bio-E can be spent Mindfreak(or just freak) by your fellow
as soon as it is acquired to saved and Resistance members. People
combined with the points from instinctively fear what they cannot
subsequent levels of experience. If the understand, and you had better believe
Mind Knight's Host Armor is destroyed, people don't understand what you can do
he will be bonded to a fresh with your mind. Many more people fear
Psychosynthetic Host Armor, but it will you than respect you and this attitude is
have none of the previous suits Bio- likely to remain prevalent for many
Enhancements and starts with first level years to come.
Bio-E. Psychosynthetic Metabolism: The Host
-Step Four: Biological Enhancements Armor feeds on the mental energy
and Weapons. Selections can be made generated by its psychic pilot. The armor
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requires a relatively steady daily supply -Special Senses: None, per se, but the
of ISP, quickly reaching starvation, then Host Armor's bond with its pilot doubles
death if deprived for even a few short the range of any Sensitive psychic
days. powers he may employ.
-Feeding: The Host Armor requires 3D6 -Psychic Efficiency: For reasons
ISP per day, which it automatically unknown, excessive amounts of mental
siphons from its pilot. This ISP must be energy are required to activate psychic
provided by the pilot of the Host Armor powers on the Splicers' planet, levels far
and cannot be donated by anyone else, in excess of what should be necessary.
even another psychic pilot. Failure to To help relieve this potentially crippling
feed within 24 hours is not immediately handicap, the Psychosynthetic Host
fatal, but does bring about starvation and Armor's bio-crystal matrices have been
weakness. An ISP starved suit operates developed to collect and amplify every
with it's running speed, attacks per scrap of ISP expended by their pilots.
melee, and combat bonuses all reduced This reduces the cost of activating
by 50%. A Psychosynthetic Host Armor psionic powers by 50%, but really only
can survive up to three days without returns the ISP costs to their standard
sustenance, but each day of deprivation levels due to the mysterious planetary
requires an increasingly greater amount dampening field.
of ISP to restore the suit to full health. -Psionic Bond: The Host Armor is
After one day of starvation, the Host considered one with its psychic pilot.
Armor requires 1D4x10+10 ISP to sate Psionic powers that carry designators
its hunger, after two days it increases to such as "Self" or specific weight
1D6x10+10 ISP, and on its last day, the allotments beyond the psychic will
suit must be gorged on 2D4x10+20 ISP. operate as if the Host Armor was
After 72 hours without feeding, the Host truthfully just another part of the pilot.
Armor will die. -Bonus Bio-E Points: 0 additional Bio-E
-Sleep Requirements: As a points.
psychosynthetic organism, the Host -Bite Damage: Not applicable, the Host
Armor does not require sleep or rest, but Armor has no mouth, just small vents to
its pilot does. breathe through.
-Color: Virtually any color is possible, -Bonuses: +1 attack per melee, +3
though there is a tendency towards deep initiative, +2 strike, +2 parry, +4 dodge,
greens, blues, and purples. No matter +2 pull punch, +4 roll with
what color it may be, a Psychosynthetic punch/fall/impact
Host Armor has fine networks of bio- -Penalties: Due to the bio-crystals that
crystals growing in a vein-like lattice up grow on the Host Armor's outer surface,
and down its limbs and torso. The it has a -20% penalty to Prowl,
slightly luminescent bio-crystals Camouflage, and Hide.
converge at the suit's spine, disappearing -Prerequisite: To use a Host Armor with
into its neck near the base of the skull. If this metabolism, the pilot must be a
removed from the Host Armor, these Master psychic.
crystals instantly become inert, losing An alternative to giving the psychic
their eerie glow, then soon experience Mind Knight access to potentially
bio-meltdown, turning into an unusable unbalancing Host Armor. Thanks to
organic sludge.
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demos606 for the recommendation that -Excellent Mobility: -5% penalty applies
led to this creation. to such skills as Prowl, Climb,
For reasons unknown to the Librarians Swimming, Acrobatics, and Gymnastics;
and Engineers who attempted to craft a no penalties to running and flying speed.
Host Armor variant for use by their -Penalties: The bio-luminescent crystals
growing crop of psychic children, comprising the armor make concealment
Master level psychics of the calibre of difficult. This results in a -15% penalty
Maria Santorim and the small percentage to Prowl, Hide, and Camouflage.
of children gifted with such potential by -Feeding: The Bio-Crystal Living
the Santorim Project, are unable to form Armor, like other varieties of Living
a neurological bond with the complex Armor, requires periodic nutrient
bio-engineered nervous systems of Host baths(normally every 1D6+3 days) to
Armors or War Mounts. To balance this remain healthy. However, because such
handicap a new type of Living Armor a small portion of the armor is organic in
was created, one that falls far short of a the traditional sense, the time between
Host Armor, but simultaneously exceeds feedings is dramatically
the capabilities of other Living Armor extended(4D6+12 days). The bio-
designs. crystals of the armor require a different
Bio-Crystal Living Armor(Medium): form of sustenance. For every day the
Nearly seventy-five percent of this living Bio-Crystal Living Armor is not
armor is composed of a self-replicating immersed in a nutrient bath it must be
bio-crystal matrix engineered to focus fed 3D6 I.S.P. by a human psychic.
the mental energies of(reduces I.S.P. -Trade Value: Varies greatly. Worth
cost of psionic powers by 50%) and to 30,000 credits to a House Aesir psychic,
psychically bond with its wearer. This but only 5,000 credits to anyone
psychic bond makes the wearer one with else(psionic bio-enhancements will not
his armor, extending the effects of function without psychic control and
psionic powers that would normally feeding is impossible for non-psychics).
affect only the psychic using them to the -Bio-E: Mind Knights recieve their M.E.
armor itself(i.e. Impervious to Fire, attribute number plus 5D10+50 points of
Resist Damage, etc). Bio-E to enhance their armor.
-M.D.C. By Location: Main Body: Psychic Force Field: A psionic variant of
2D6x10+40, Arms & Legs: 1D6x10+20, the standard Bio-Force Field, this bio-
Head: 1D6x10+40, Psychic Force Field: enhancement is available only to
3D6x10, Light Psi-Bolt Projector(Chest Psychosynthetic Host Armors and their
or Forehead): 1D4x10+25 psychic pilots.
-Initial Bio-Enhancements: The Living -MDC of the Psychic Force Field:
Armor of a Mind Knight comes pre- 3d6x10 MDC is standard, but the MDC
enhanced a basic Psychic Force Field can be increased by spending more Bio-
and a Light Psi-Bolt Projector. They E on it, up to a maximum of 300 MDC.
may be enhanced using Bio-E as the -Penalty: If the MDC of the Psychic
Mind Knight wishes. Force Field is depleted, it cannot be
-Weight: 25 pounds. reactivated again for 12 hours unless the
-Armor Regeneration: 4D6 M.D.C. per pilot expends 1 ISP per 10 MDC of the
minute, and destroyed section will force field. As long as the Psychic Force
regenerate in 12 hours. Field's MDC has not been depleted, it
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regenerates lost MDC at a rate of 1 -Rate of Fire: Each bolt counts as one
MDC per minute(60 per hour). Instead melee attack/action. Cannot fire volleys
of waiting for damage to the force field or simultaneous bolts at the same target.
to recover naturally, the pilot may -Maximum Effective Range: 2000 feet.
choose to spend ISP to forcefully -Payload: Effectively Unlimited.
recharge its MDC at a cost of 1 ISP per However, the pilot may only fire a
10 MDC. number of psi-bolts per minute equal to
-Duration: Indefinite; as long as the pilot their ME attribute without expending
is conscious, the force field can remain additional mental energy. Each psi-bolt
in place. fired within a minute that bypasses their
-Bio-E Cost: 35 points(3d6x10 MDC). ME costs 1 ISP.
The Psychic Force Field's MDC can be -Bonus: +3 aimed strike.
increased by 20 MDC per every -Bio-E Cost: 10
additional 5 Bio-E points spent. -Prerequisite: Psychosynthetic Host
-Prerequisite: The Host Armor must be Armor.
Psychosynthetic. Medium Psi-Bolt Projector: Undergoing
Light Psi-Bolt Projector: Similar in basic further augmentation, the crystal that has
concept to the Bio-Energy Expulsion become a Psi-Bolt Projector changes yet
Vent, the Psi-Bolt Projector uses the again. Root-like extensions grow from
mental energy of the pilot instead of that the edge of the crystal, appearing to have
of his physical body. The organic bio- burrowed beneath the Host Armor's skin.
crystals that grow on the surface of the This does no damage to the Host Armor,
Host Armor serve as a base for a but provides the crystal with a greater
projector, with a single crystal focusing capacity by increasing its
expanding, its structure altering to gather linkage with the pilot.
and focus the mental energy of its pilot -MDC of the Projector: +2D6+4 MDC
into deadly bolts of psionic force. -Mega-Damage: 5d10 MD +bonus MD
Crystals that become projectors double equal to the ME attribute value of the
in size(approx. equal to a robin's egg) human pilot.
and take on a multi-faceted appearance -Special: Living targets(including Host
as if they were cut by a professional Armors with their pilots, War Mounts
jeweler and polished to perfection. linked to an Outrider, etc.) struck by a
-MDC of the Projector: 1d4x10+25 psi-bolt must save vs psionics or suffer a
-Mega-Damage: 3d10 MD +bonus MD -2 penalty to all combat actions and
equal to the ME attribute value of the melee attacks for 1D6 melee rounds.
human pilot. Penalties from multiple strikes are not
-Special: Living targets(including Host cumulative, but duration is.
Armors with their pilots, War Mounts -Rate of Fire: Each bolt counts as one
linked to an Outrider, etc.) struck by a melee attack/action. Cannot fire volleys
psi-bolt must save vs psionics or suffer a or simultaneous bolts at the same target.
-1 penalty to all combat actions and -Maximum Effective Range: 3000 feet.
melee attacks for 1D4 melee rounds. -Payload: Effectively Unlimited.
Penalties from multiple strikes are not However, the pilot may only fire a
cumulative, but duration is. number of psi-bolts per minute equal to
their ME attribute without expending
additional mental energy. Each psi-bolt
132
fired within a minute that bypasses their -Prerequisite: Psychosynthetic Host
ME costs 2 ISP. Armor and a Medium Psi-Bolt Projector
-Bonus: +3 aimed strike. which is replaced by the Heavy Psi-Bolt
-Bio-E Cost: 15 Projector.
-Prerequisite: Psychosynthetic Host Over a decade ago on a mission to
Armor and a Light Psi-Bolt Projector retrieve DNA samples from a newly
which is replaced by the Medium Psi- observed saurian species introduced into
Bolt Projector. one of the Nature Preserves by Gaia, a
Heavy Psi-Bolt Projector: Like a pair of Dreadguards from House Aesir
blooming flower, the crystalline witnessed a strange phenomenon. With
projector literally blossoms. The jeweled their prey in sight they prepared to
facets of the crystal expand and gain the subdue the beast, but it was spooked by
ability to open a series of small petal- a clap of thunder on a cloudless night.
like protrusions that serve to further Harsh blue light surrounded them,
intensify the power of the psionic energy turning the forest into an eerie
bolts it generates. Each time the combination of ethereally illuminated
projector fires a psi-bolt, the crystal landscape dotted with pools of
petals rapidly open into proper impenetrable shadow. Hundreds of feet
alignment for firing then close an instant above the startled Dreadguards, hovering
later. in mid-air, appeared to a be "hole".
-MDC of the Projector: +2D8+6 MDC Curiousity nearly drove the team to
-Mega-Damage: 8d10 MD +bonus MD investigate further, but fearing the
equal to the ME attribute value of the Machine had been alerted by the other
human pilot. wordly display, they prepared to retreat.
-Special: Living targets(including Host The spaceship that then blasted through
Armors with their pilots, War Mounts the "hole" in the air and crashed into a
linked to an Outrider, etc.) struck by a copse of gigantic ferns was too strange
psi-bolt must save vs psionics or suffer a to be ignored. Careful, but very, very
-3 penalty to all combat actions and hurried investigation led the pair to make
melee attacks for 2D4 melee rounds. a startling discovery. The craft had a
Penalties from multiple strikes are not pilot. An injured and unconscious, but
cumulative, but duration is. human pilot.
-Rate of Fire: Each bolt counts as one Her name is Maria Santorim, and she
melee attack/action. Cannot fire volleys was once a pilot in the service of the
or simultaneous bolts at the same target. Consortium of Civilized Worlds. Still
-Maximum Effective Range: 4000 feet. alive and as happy as any human can be
-Payload: Effectively Unlimited. on the accursed planet her ship had the
However, the pilot may only fire a audacity to crash land on, Maria did
number of psi-bolts per minute equal to much more than provide the Splicers
their ME attribute without expending with knowledge that the human race has
additional mental energy. Each psi-bolt spread throughout the cosmos, in
fired within a minute that bypasses their empires so great the Machine could
ME costs 4 ISP. never hope to eliminate their species as
-Bonus: +3 aimed strike. it may wish. You see, Maria is a psychic,
-Bio-E Cost: 25 one powerfully gifted with psionic
ability, and she had no qualms with
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sharing her DNA with the Librarians of -Excellent Mobility: -5% penalty applies
House Aesir. to such skills as Prowl, Climb,
For reasons unknown to the Librarians Swimming, Acrobatics, and Gymnastics;
and Engineers who attempted to craft a no penalties to running and flying speed.
Host Armor variant for use by their -Penalties: The bio-luminescent crystals
growing crop of psychic children, comprising the armor make concealment
Master level psychics of the calibre of difficult. This results in a -15% penalty
Maria Santorim and the small percentage to Prowl, Hide, and Camouflage.
of children gifted with such potential by -Feeding: The Bio-Crystal Living
the Santorim Project, are unable to form Armor, like other varieties of Living
a neurological bond with the complex Armor, requires periodic nutrient
bio-engineered nervous systems of Host baths(normally every 1D6+3 days) to
Armors or War Mounts. To balance this remain healthy. However, because such
handicap a new type of Living Armor a small portion of the armor is organic in
was created, one that falls far short of a the traditional sense, the time between
Host Armor, but simultaneously exceeds feedings is dramatically
the capabilities of other Living Armor extended(4D6+12 days). The bio-
designs. crystals of the armor require a different
Bio-Crystal Living Armor(Medium): form of sustenance. For every day the
Nearly seventy-five percent of this living Bio-Crystal Living Armor is not
armor is composed of a self-replicating immersed in a nutrient bath it must be
bio-crystal matrix engineered to focus fed 3D6 I.S.P. by a human psychic.
the mental energies(reduces I.S.P. cost -Trade Value: Varies greatly. Worth
of psionic powers by 50%) and to 30,000 credits to a House Aesir psychic,
psychically bond with its wearer. This but only 5,000 credits to anyone
psychic bond makes the wearer one with else(psionic bio-enhancements will not
his armor, extending the effects of function without psychic control and
psionic powers that would normally feeding is impossible for non-psychics).
affect only the psychic using them to the -Bio-E: Mind Knights recieve their M.E.
armor itself(i.e. Impervious to Fire, attribute number plus 5D10+50 points of
Resist Damage, etc). Bio-E to enhance their armor.
-M.D.C. By Location: Main Body: So, I think genetic splicing and psionics
2D6x10+40, Arms & Legs: 1D6x10+20, go well together. But I would rather not
Head: 1D6x10+40, Psychic Force Field: base the whole thing on the crossower
3D6x10, Light Psi-Bolt Projector(Chest adventure of a single NPC. (If she were
or Forehead): 1D4x10+25 from the United Nations Warlock,
-Initial Bio-Enhancements: The Living everybody would be slinging elemental
Armor of a Mind Knight comes pre- spells now? Of course not, wrong
enhanced a basic Psychic Force Field example, but it still bothers me) I just
and a Light Psi-Bolt Projector. They dont like such stories. So I came up with
may be enhanced using Bio-E as the Project MindSplice.
Mind Knight wishes. Psionic Inducer: This head implant is
-Weight: 25 pounds. undetectable for the naked eye. The
-Armor Regeneration: 4D6 M.D.C. per Inducer is the basis of MindSplice bio-
minute, and destroyed section will technology, no psionic powers exist
regenerate in 12 hours. without it. It gives the recipient 1d4
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random powers from one lesser knuckles towards the wrist. It gives the
cathegory of psi powers, a base save of recipient the Psi-Sword power. Damage
12 vs Psionics and 4d6 ISP. Those who is half the Rifts standard, but progresses
work actively on advancing these with experience for the MindSplicer
powers (that is, members of the Mind- class.
knight class, though I like Mind-Splicer BioE cost: 30
better) gain a bonus equal to their ME on Requirement: Psionic Amplifier. Also
first level, and 1d6+6 ISP every level must be a MindSplicer of at least 3rd
beyond. level.
BioE cost: 20 Bio-Crystal Resonator Living Armor:
NOTE that I go with the M.E.(x2) + P.E. This is not a permanent fixture, but a
+2D4x10+20 amount of starting BioE, normal body armor. It still needs to be
but it goes to MindSplice implants. bonded to one character. The armor
Psionic Amplifier: This implant is resonates with the mind of its owner,
located on the base of the neck, partially effectively doubling the available ISP
visible. It enhances the power of the for him or her. It can also store 6d6+20
Psionic Inducer to master psionic level. ISP (roll once when creating, not every
The recipient gains 3 lesser powers, not time you use, and add +1d6 per level)
necessarily from one group, or one super Non-psionic attributes as given by
power. Also gains 3d6+20 ISP now and Ectoplasmic Bidet.
+2 every level. Note that base save
remains 12.
BioE cost: 25 Neanderthal
Requirement: Psionic Inducer By Guy
Third Eye: A trademark implant of most While not the true “cave-men” of
(90%) of MindSplicers. Actually, if you history, Neanderthals (also known as
have it, people will accuse you of Cro-Mags and Half-Men among The
reading their minds. If you dont have it, Resistance) are truly a different breed of
but revealed to be a psychic, people will human. Like many things in the Splicer
think even worse things about you. The world, no one is sure where the
implant is an eye located on the Neanderthals originate or how they came
forehead. It instills the powers of See the to be. Physically, they could almost pass
invisible (practically useless right now in for regular humans from a distance or if
Splicers, but who knows), See Aura, properly groomed or attired.
Empathy, Telepathy and either Hypnotic Much like their name sake, Neanderthals
Suggestion or Psychic Omni-sight. No are quite hairy, and both males and
mind reading actually. If you have one females are broad shouldered and barrel
or several of these powers already, cut chested, their limbs thick with corded
the ISP cost in half. muscle. Their musculature is completely
BioE cost: 15 different than regular humans, giving
Requirement: Psionic Inducer. Amplifier them strength to rival even Scarecrows
too for a super power. and Host Armor. Their heads are wide,
Psychic Fencing Glove: Though its an with prominent brows and chins. Their
external fixture, its still permanent, eyes are typically dark, set somewhat
cannot be removed. Looks like a leather further apart than normal, and gleam
glove with small spines going from the with untapped intelligence.
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Neanderthals are a simple, brutal people. simple animals and thus no real threat.
Though not overly aggressive, This means Neanderthals have a
Neanderthals are as violent as they need freedom of movement unheard of among
to be to survive. Most Neanderthals other humans.
gather in loose-knit clans for mutual Neanderthals are focused on survival
protection and survival. They are and food, so many of them are experts at
accustomed to a stark, brutal way of life primitive hunting and fishing techniques.
and seldom display compassion, even to They also adapt at gathering nuts,
their own clan mates. Neanderthals have berries, and other edibles, however, they
been known to abandon sick or wounded have not shown any inclination towards
clan mates to hungry predators in order true agriculture or farming. Everything is
to save the rest of the group. stored in small, easily carried pouches
Neanderthals are both intensely curious and baskets, ready to be carried off or
and deathly afraid of the unknown; their abandoned at a moment’s notice.
first impulse is to flee any person or When approached peaceably by other
object they do not understand. However, humans, Neanderthals make a great
curiosity will almost invariably compel show of appearing strong and violent.
them to return to investigate the source Males will beat their chests, brandish
of the unknown. If forced to fight, weapons, howl and make other fearsome
Neanderthals will attack with a brutal sounds, all in an attempt to intimidate or
savagery that surprises even experienced drive intruders off. Any sudden move
Dreadguard. Normally, a Neanderthal will provoke an attack. However, if the
fights to either escape or drive an enemy strangers approach cautiously, with no
away. However, if a clan of sudden moves, their natural curiosity
Neanderthals finds a safe area, where will emerge and Neanderthals will often
food is abundant, they settle try to communicate. Neanderthal
permanently. If a clan chooses a language is gruff and primal, with
permanent home (normally a cave, primitive words and gestures used in
hidden valley, abandoned structure, etc.), equal measure. Though grammar is
they will defend it to the death of every almost nonexistent, most intelligent
man, woman and child in the clan. To beings can easily establish basic
their simple minds, there is nothing communication. Because of their heavy
higher in life than a place they can call reliance on gestures and body language,
home. Neanderthals excel at reading non-verbal
Oddly enough, N.E.X.U.S. forces cues, even those of more intelligent
completely ignore Neanderthals and will humans, and many Neanderthals are
only attack if struck first. Even then, quick to spot lies or deception through
N.E.X.U.S. forces show remarkable these cues.
restraint, and if the Neanderthals In spite of their brutish nature and
withdraw, the Machine will continue on simplicity, a hidden intelligence and
its way, simply ignoring the primitives. even a sort of nobility lurk in all
Splicer patrols have witnessed both Neanderthals; given enough time, they
robot and drone forces march past could develop into a more civilized
Neanderthals with little or no reaction at culture. All Neanderthals are strangely
all. The accepted theory is that drawn to crafting and the arts and a
N.E.X.U.S. views these primitives as gifted painter, story teller, or craftsman
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is held in high esteem and commands a study in contrasts. Neanderthal PCs are
tremendous respect from the clan. These savage yet gentle, courageous and
clan members are always well cared for frightened, overly curious but not overly
and protected, provided they continue to bright. Even with exposure,
use their “gifts” for the clan. Though the Neanderthals will have little
results are crude, many Neanderthals are comprehension of civilization, customs
gifted (albeit rudimentary) artists and or laws, although they have a high
tool-makers and clan mates can often be regard for life, personal freedom, and
seen proudly wearing simple jewelry, seem to instinctively know good from
hide clothing or brandishing a well made evil. A Neanderthal PC can lead to
stone weapon. interesting encounters, as they see
Most of the Resistance shows nothing wrong with taking food, trinkets,
Neanderthals a measure of respect and shiny objects, or anything they find
even affection. Neanderthals can be attractive. This means, on one hand the
amazingly gentle and even protective of character is likely to share its food,
other humans, especially children. defend a friend and fight evil, but on the
Stories abound of lost children being other hand, eat other people's food, steal
rescued and cared for by Neanderthals, items, urinate in public, accidentally fire
or a Neanderthal fighting to their own a weapon into a crowd, innocently
death to save a completely unknown offend people, start brawls, and break
child. Neanderthals also love canines laws in simple ways without a thought.
(gore hounds included) and often breed Alignment: Neanderthals are simple
dogs and wolves for use as companions creatures concerned mostly with food,
and pets. Some Great Houses have shelter, and basic survival. Almost all
actively started trying to teach or recruit are Unprincipled or Anarchist.
Neanderthals and this is yielding mixed Neanderthals have little grasp of morals,
results. Neanderthals are quick to grasp codes of honor or similar ideals. Truly
the use of basic weapons and simple "good" and “evil” Neanderthals are
armor, but most advanced bio-tech is unheard of.
simply beyond their comprehension. Attributes: I.Q. 1D8+1, M.A. 2D6, M.E.
They are terrified of War Mounts (with 2D6+3, P.S. 4D6+6 (Supernatural P.S.),
the exception of gore hounds) and are P.P. 2D6+7, P.E. 4D6, P.B. 2D6, Spd:
nervous and skittish around Host Armor. 4D6
Despite all attempts to train them Base S.D.C.: Not applicable, see MDC.
otherwise, they still fight like wild men Horror Factor: 5, 10 if a group of 3 or
and grasp only basic tactics. Still, with more attack at once.
time and under the right leadership, Height: 5-6 feet tall, though they often
Neanderthals make excellent local walk hunched and slouched.
guides and can often show the most Weight: 200 plus 4D6x10 pounds
seasoned Packmaster a thing or two Average Life Span: Neanderthals can
about living off the land. live up to their 50’s, but many will die
Player Note: Neanderthals can be fun before reaching that age. Neanderthals
and challenging player characters for who survive into their late thirties and
anyone who enjoys role-playing. beyond are shown tremendous respect
Neanderthals firmly straddle the line and deference by fellow Neanderthals,
between “man” and “animal” and can be even those of other clans.
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Neanderthal Powers and Abilities R.C.C. Related Skills: At first level the
1. Natural M.D.C.: For reasons character can select two "other" skills.
unknown, all Neanderthals are natural Two additional skills can be selected at
Mega-Damage beings. Starting M.D.C. levels 3, 7, and 11.
is the 3D6x10 plus the P.E. attribute Communications: Sign Language
number. A Neanderthal adds an (+20%) only
additional 3D8 M.D.C. per level of Domestic: Any (+10%) NOTE: Though
experience, starting at level two. the character may be talented, singing,
Neanderthals heal more quickly than music or similar art forms will always be
regular humans, regenerating 3D8 of a very primitive quality.
M.D.C. per hour but cannot regrow lost Espionage: Detect Ambush and
appendages or eyes. A Neanderthal is Concealment only.
incredibly strong and hardy and their Medical: Brewing and Holistic Medicine
strength and endurance are considered only (+5%)
Supernatural. Military: Trap Construction (Basic traps
2. Hands Off Status (Special): Because only, +5%) and Trap & Mine Detection
of their primitive demeanor, N.E.X.U.S. only.
forces completely ignore Neanderthals, Physical: Any except Acrobatics,
unless attacked first. This means a Boxing, Fencing, Juggling, Kickboxing
Neanderthal could walk right through and Hand to Hand Combat (+10% where
the middle of a Computer Core and its applicable)
defenses totally unharmed. Similarly, Rogue: Imitate Voices and Sounds only
many in the Resistance behave the same, (limited to animal/bird or other natural
thinking Neanderthals are little more sounds)
than harmless animals. Science: None
3. Vulnerability-Nanoplague: Despite Technical: Art, Breed Dogs, Excavation,
their appearance, Neanderthals are still Leather Working, and Rope Works only
(mostly) human and will trigger a nano- (+10% for all)
plague response per standard rules. W.P.: Battle Axe, Bio-Weapons (melee
However, they seem to instinctively weapons only), Blunt, Knife, Net, Pole
know to avoid metal objects. Arm, Spear, and Staff only.
Average Level of Experience: 1D4+1, Wilderness: Any (+5%)
player characters use the same COMBAT: Attacks per Melee: 4 at first
experience table as the Biotic. level and an additional attack at levels 4,
R.C.C Skills: Land navigation (+15%), 7, 9, 12, and 15.
swim (+20%), prowl (+5%), climb Bonuses (in addition to any attribute or
(+10%), concealment (+16%), mutation bonuses): +2 on initiative, +3
wilderness survival (+20%), prowl to strike, +3 to parry, +2 to dodge, +3 to
(+5%), camouflage (+5%), detect roll with punch, fall or impact, +5 vs.
concealment (+5%), identify plants poison and disease, Critical Strike from
(+10%), fish (+10%), track animals behind/surprise attack, body flip,
(+20%), Track Humanoids (+10%), Skin pin/incapacitate on a roll of 17-20 (must
& Prepare Animal (and Humaniod) announce that this is the character’s
Hides (+10%), General Athletics, intention), Critical Strike on unmodified
Wrestling, W.P. Blunt 19 or 20. Further bonuses are gained as
per the “Hand to Hand Combat Basic”
138
except for the Attacks per Melee (noted silently. They are unable to handle a
above.) rider willing digging but can bury a host
Basic Equipment: War Club or similar armor in less then one minute. And like
simple weapon, loin cloth, fur cloak, their cousins they can have their rear
necklace and/or belt made of various body destroyed and still live but it will
trinkets, teeth, or claws, knife, 50 feet take a while for it to regrow. The Gore
(15.2 m) of primitive rope, a large sack, worm how ever is not as powerful and
a small sack, belt, and water skin. should not be used as a frontal assault
Habitat: Neanderthals can be found in but as a trapper and scouting tool. Unlike
any temperate climate. their almost robotic minded bigger
Guy's Notes: Depending on the player, cousins they do have a personality. They
this RCC can be fun to have as part of a are very nosy and like to see what is
group. Imagine a 3 year old able to going on and make a lot of noise though
bench press a ton or more and you get no one knows where they whimpering
the idea. Its a challenging class and not and sqeeking sound comes from.
for everyone, but a Neanderthal can add Class: Scouting and Trapping
some interesting flavor to any PC group. Crew: one rider on the surface very
Above all, PCs and GMs must remember slowly
that ultimately, this is a VERY simple M.D.C. by Location:
minded character and there are a lot • Eye: 60
things that are merely beyond their • Rear body**: 4D6+60
ability to comprehend. • Main body*: 6D6+100 each
*Depleting the M.D.C. of the Main
Body kills Gore Worm
Packmaster additional material **If the Gore worm rear half is
GORE WORM destroyed reduce all Bonuses by Half as
By Goohometownboy well as speed and weapon damage.
The Gore Worms were created at the Speed:
Packmaster’s Request because they felt -Running- 8 mph. The Gore Worm can
that they had no options and were travel on the surface if necessary, but it
severely under powered and almost is awkward and slow.
obsolete. The Gore worm was created -Leaping- Not possible, though the War
because quit a few Packmasters Liked Mount can explode out of the ground at
the Bore worms so the engineers thought high speed and approximately 15 feet
to make a faster yet smaller version of into the air.
the bore worms. The Gore worm is very -Digging- 80 mph through dirt, sand, and
much like its bigger cousins like in the clay, but only 50 mph through rock,
facts it looks like a bigger version of the concrete, and large deposits of Man or
grubs shot out of a bore cannon and they Machine-made metal. The Gore Worm
are both worms. The Gore worm how needs only 12-15 seconds to completely
ever does have one strange feature and burrow beneath the surface and can
that is its eye it looks like you are achieve sub-surface depths of
looking into a black whole that never approximately 5,000 feet, with slight
ends but yet when in combat it glows red variations depending on the geography
and shot out like a cannon. The worm of the area.
tunnels underground very quickly and
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-Swimming- Not possible, the Gore -Feeding: The Gore Worm is a lithovore
Worm sinks like a stone. A Gore Worm and "eats" from 240-360 lbs of minerals
can survive extreme depths, down to (stones, rocks, dirt, clay, etc) per day,
approximately 7,500 feet and crawl dissolving them with it acidic mucus
along the floor of the ocean at 20 mph or then slurping them up like an organic
choose to burrow beneath the sea floor vacuum pump.
to use a more convenient travel medium. -Sleep Requirements: As an artificial
-Flying- Not even close to possible. organism, the Gore Worm requires only
-Range- Limited only by the Packmaster four hours of sleep/rest per day.
need for food. Other Data:
Statistical Data: An unmanned Gore Worm is able to
-Height: 3-4 feet of the Gore Worm is function on a Child like mentality and
exposed above the ground instincts alone, but unlike its bigger
-Width: 4 feet at the main body's widest cousin it does have a personality and
point in its non-combat form, tends to be curious and loud. Unless
-Length: 5-6 feet from end to end. The properly restrained its tends to wander
main body is 18 feet long and the rear off. It will only follow the commands of
section is 14 feet long. a Packmaster capable of communicating
-Weight: 800lbs 1200lbs. with it using a Bio-Comm. The War
-Cargo: can only pull 800lbs at a very Mount does differentiate between human
slow pace and only on the surface and Machine to the point that it knows to
-Physical Strength: Supernatural PS of run away unless ordered by a
18 + 1D6. Packmaster or Outrider
-Production Cycle: 14-month gestation -Alignment: The Gore Worm is
period, plus 1 year growth time. generally of a good or selfish alignment.
-Operational Lifetime: 60 years. -Gore worms Attributes: IQ:
-Trade Value: 10 million credits for a 1D4+2(average animal intelligence),
healthy, undamaged unit. ME: 1D4+6, MA: 1D4, PS: 19-
-Bio-Regeneration Rate: 2D6+3 M.D.C. 24(Supernatural), PP: 8+1D4, PE:
per melee for the main body and 1D4+2 18+3D6, Spd: See above.
M.D.C. per melee for all other locations. -Number of Attacks/Actions: 4
The Gore Worm possesses exceptional -Combat Bonuses (In addition to
regenerative abilities as a counter- possible attribute bonuses): +4 to strike
balance to its Awkwardness in battle. with ranged weapons, +5 to save vs.
The Gore Worm can regrow destroyed poison & disease, and is impervious to
components in 3D8 +20 hours and even Horror Factor & mind control (and
totally regenerate its entire back half, the possession).
section containing its combat form, in -Equivalent (instinctive) Skills of Note:
6D6+12 days. Land Navigation 68% Prowl 80%
-Horror Factor: 14 against humans (digging slowly) 20% full speed Detect
outside the Resistance, but none against Ambush 70%, understands anyone with
the Machine. a bio-comm. Trap construction 60%,
-Senses & Features: Standard for Mount trap and Mine Detection 40%
senses except for numbers 1, 4 and 6, as -Combat Capabilities: Bore Worms
well as the Seismic Sense bio- Rarely Engage in Hand to Hand but
enhancement. when they do they are a sight to behold
140
and be grossed out by. They usually tend Fenrir
to doggy pile their foes. By Baron of chaos
Body block 2d6 M.D. he fenrir is a something between a
Doggy Pile 3D6 M.D+ 4D6 M.D. for warmount and a gorehoud. To put it
every worm doggy pilled simply they are essentially giant wolf .
Leap attack 2D8 there is 1-70% chance Albeit they are quite something more
to knocking the opponent as large as 12 than this. They are often used By
feet off of his feet and onto is back (and Packmaster as a favored mount, And
a 1-40% chance the victim drops sometimes by outriders too. Albeit is
whatever he was holding) if successful kind too lightweight for their taste. The
the victim loses initiative and 2 melee Fenrir is not just an "heavy hitter", as it
attacks does have strong Alpha-wolf attitude,
Slime Attack – shots a the same mucus it that make it an effective second in
uses on its self to cover its victim. The command for packmasters, albeit this
victim has a 30% chance of falling and means it will "friendly" challenge the
losing 2 attacks every time it moves 10ft packamster once while for the control of
or more slowly or 80% if the victim tries the pack.
to move at full speed. Class: Close combat and troop support
Quicksand Attack: Requires at least 3 Crew: one comfortable, another
gore worms: The Gore Worm can create passenger is possible squeezing a bit, but
a quicksand like whirlpool with a 10 the Fenrir is quite picky and accept only
radius +3 feet for every worm helping its packmaster as rider
out after the 3rd worm. The victim is at a M.D.C. by Location:
-3 to attack, dodge, and parry, loses two Front Legs (2): 4d8+56
attacks and every time it moves it will Hind Legs (2): 4d8+78
sink 1D4 ft. This attack can be used to *Head: 4d10+120
bury victims alive. **Main Body: 4d10+ 210 +PE attribute
Bore Worm Bio-Weapon Systems: Shoulder Spikes(2): 80 each
1. Heat Projector Cannons - is at the * depleting the head will kill the fenrir
center where the “eye” should be ** Depleting the main body will will kill
-Primary Purpose: Anti-Robot and Self- the fenrir but seel below under extra
Defense. features
-Mega-Damage: 1D8x10 Speed
-Rate of Fire: Each force blast counts as Running: 125 mph, but cruising speed is
one melee attack. only 50 mph, Fatigue at only 1/25 of
-Maximum Effective Range: 1,600 feet. normal human. Can run at full speed for
-Payload: Effectively Unlimited. 6 hours with 1d8x5+10 minutes of rest
2. Slime Coating: Makes it impossible to betaween eahc rush, but can go
grapple with and is able to use it in an indefinitively minutes of minutes of rest
attack (see above) between each.
All other enhancements must be added Leaping: 20 feet high and 25 ft across,
by the Packmaster. double with running start
Note: Reduce the amount the Digging: 20 mph, half through rock,
Packmaster is able to spend on the Gore concrete or stone
Worm by 20 due to its automatic bio- Swimming: 40 mph, dog paddle,
weapon systems. maximum depths is 500 ft
141
Flying: not possible...unless you pay for alone as well as packleader. This come
a set of wings for a price, as the Fenrir is no very likely
Statistical Data: to obey to anyone but its packmaster,
Height: 6ft at the shoulder, 8ft at the top and even that, if the pakcmaster has a
of the head weak personality(low MA) or show sign
Width: 5 feet at the main body's widest of weakness(low ME), the fenrir will
point challenge him for control of the pack.
Length: 10-12 feet from end to end. The this involve a duel where one of the two
tail add another 3ft of lenght will admit the defeat. THis is not to
Weight: 1000+ 2d6x100lbs. death, but losing mean losing contorl of
Cargo: can pull 2500lbs, and carry the pack, who will now follow the
1000lbs Fenrir. Of coruse most Pakcmaster know
Physical Strength: Supernatural PS of this and avoid to show themselves too
20+1d8. weak, at least in front of their pack.(and
Production Cycle: 6 months gestational again a pakcmaster with low MA or ME
period, plus 1 year growth time. is not likely to be a good packmaster)
Operational Lifetime: 50 years(special a Alignment: Aberrant. They are more
mutant strain cause 30% of fenrir to live concerned about their pack, and as
twice as that, provided they are not extension of it their Great House, but
killed). very little concerned about humankind in
Trade Value: 15 million credits for a general.
healthy, undamaged unit. Attirbutes: IQ: 1d6+6 (high animal
Bio-Regeneration: 1d4 MDC per 10 intelligence) ME: 15+1d6, MA 2d6+12,
minutes + 50% toward canines, PS: 21-28
Horror Factor: 14 against humans supernatural, PP 1d6+15, PE: 2d6+16,
outside the Resistance(is a big F. wolf), PB 1d6+12, Spd 132(see speed above)
but none against the Machine (is unfair Number of Attacks per Melee: 5
in my opinion). Combat bonuses:( in addition to possible
Senses & Features: Same as Gorehounds attribute bonuses): +6 on initiative, +4
plus the Fenrir can feel its Pack automatic dodge, +5 to pull punch/Bite,
members, included the packamaster, in a +3 roll with punch/fall/impact, +2 to
range of 2 miles and had an disarm, +5 to save vs. HF, +3 to save vs.
extraordinary sense of smell that allow it posion toxins and their effects, duration
to track by smell at 65% and damage are only one third than
Feeding: Omnivore but prefer normal
meat...possibly still bleeding. Eat 50-70 Special - Alpha Wolf- When
pound of organic matter per day. commanding a pack of 3-6 canines, the
Sleep Requirements: As an artificial entire pack, included the fenrir itself,
organism( but still ALIVE dislike enjoy the following bonuses. +10% to all
machines. I am going to remind this skill rolls, +1 to initiative, +2 to strike
every time i post on Splicer Board), the and +1d6 to damage
Fenrir requires only four hours of Equivalent(instinctive) Skills of note:
sleep/rest per day. Climb 50%, Detect Ambush 70%,
Other Data: The Fenrir Is quite peculiar Detect Concealment 70%, Identify
in that it is sensibly smarter than average Plants and fruits 80%, Land Navigation
gorehounds and can perfectly work 80%, Prowl 65%, Swim 80%,
142
Hunting(does not include preparing strike of 14 or lesser, aimed to the head
food) 60%, Track(human, animals and of the Fenrir or rider, will hit the spikes
robot) 75%, understand human language instead
and know well that machines are bad 3. Super Sonic Howling: this is an
thigns to be destroyed effective weapon and good as beacon
Combat Capabilities: Close combat is signal. The larynx of th Fenrir can emit
where these "puppy" excel high frequency super intense blast, wiht
Restrained Head Butt*: 1d6+4 SDC devasting effect:
Full Strenght Head butt*: 1d6+2 MDC Mega-Damage: 2d10 per melee round
Claw Strike: 3d6 MDC - but see below for as long as fenrir is howling, plus
for Bio-WEapon system character with heightened form of
Shoulders Spikes: 2d6 MDC damage hearing must roll vs. 12 or becoming
Biting Attack: 3d6 MDC stunned
Power Bite: cost two attack per melee, Range: 80 ft radius
5d6 MDC - see below for bio-weapon Duration: the fenrir can howl for 2d4
modification melee before needing to take a breath,
Leap Attack: 3d6 MDC, and due bigger also howling can be mad eonly from
mass has 90% to knock off 12 feet tall static position and require all action per
opponents and 60% to knock off bigger melee. But a fenrir can stop howling at
opponents any time.
Running Leap Attack: 6d6 MDC and is Note: The frequency of the howl vary
95% to knock off its feet any opponets slightly by individual fenrir, much like a
30 ft tall or smaller count as two attack vocie in never exactly the same, so from
per melee an howling an expert pakcmaster coudl
Bio-Weapons Systems - This are extra identify the fenrir, or at least pinpoint
bio modifications common to Fenrir what great house spawned it.
1. Modified Glands - Acid enzymes: 4. Keep on growing: The Fenrir
glands in the paws and in the mouth oft continute to grow, till they die. Each 5
he fenrir allow for the production of years of age add 1d4 feet to height,
devasting acid enzymes. These enzymes width and lenght, +30 MDC and +1d6 to
inflict an additional 1d6 damage to claw speed and streght and increase amount of
and bite plus 1d6 for 1d4 additional food to eat of 10 pounds. Every 15 years
melee round. Also these enzymes are add +1d8+1(roll once) to HTH combat
somehow adaptable, as they proven to be
lethal for both metal and flesh(mostly
because is not an actual acid but more Plasmolder
mutated bacterial life that attack By Dr Hellstromme
everything they do not identify, Plasmolders are specialists in the use of
smashing it at molecular level). As side plasmodial slime molds. These lifeforms
effect the Fenrir foam and sweat is are similar to fungi in cellular structure,
crimson red. but have the ability to move and change
2. Protective Shoulder Spikes: Other their shapes within limits. The slime
than be usefull for a riding attack these molds used by Splicers are the easiest to
spikes are long enough to offer imagine as gigantic – that is, human-
protection to fenrir and eventual rider. In sized – amoebas. They are most
short they add a sort of AR. Any roll to effective in an underwater environment,
143
which means the plasmolders are also Attribute requirements: IQ 12, ME 13,
the underwater specialists of the Great PE 13
Houses. Attribute bonuses: +2 IQ and ME, +1d4
Slime molds exist in the forms of bio- PS and PE, +2 PP, +1d6 to swimming
weapons, host armor and quasi-war Speed
mounts (they cannot be ridden, but can OCC bonuses: +4 vs Horror factor, +2
follow simple orders as a mount; so roll with impact, and no penalties to
strictly from this perspective they serve a fight in an underwater environment
similar role as the Falcons). Actually, a Base SDC: 50 plus skills
slime can have some specialized organs Common skills: standard
– it is easier to include eyes or other OCC skill programs: Basic military
important enhancements in the genetic (+15), Bio-technology (+15), Saboteur
make-up than to make the creature form (+15), Underwater (+25) and one skill
them from pure tissue every time. Which program of choice.
leads us to the most important feature of Underwater skill program includes
slime: it can rearrange its own cellular Swimming, Underwater navigation,
structure to create simpler organs and Undersea survival and two other skills
enhancements. Also, it can alter its from Rifts Underseas (which must be
overall shape, forming pseudopods. applicable to the Splicers setting).
Plasmolders, like swarm lords, are Special Skill: Control Slime Mounts:
connected to creatures that even most Slime mounts cannot be given verbal
splicers find strange and often repulsive. commands nor can be controlled via the
They own a slime armor which might as classic neurological link the Outriders
well be the third generation of super- use. The only way is to use a specialized
armors (after proto-armor and classic comm-link, and even then a very special
host armor) in the history of the mindset is needed to interpret the
Resistance, but is not trusted by most feedback. This skills lets plasmolders to
Splicers. Additionally, they can control properly interpret sensory input from
„slime mounts” via a specialized bio- slime mounts and give orders the
comm implant. Since slime hardly has creatures can follow. Base skill is 70 %
any intelligence to speak of, this control plus 3 % per level.
is much more thorough than that of Elective skills: choose four skills at first
packmasters or falconers – more level, and one more at levels three, six,
reminescent to an outrider gaining full nine and twelve.
control of his mount. The difference Any skill can be chosen, +5 to
being, plasmolders do it remotely, and Communications, +5 Medical, +10
sometimes with two or even three Military, +5 technical, +15 water-related
creatures at the same time. Transportation.
As underwater specialists, plasmolders Secondary skills: choose three skills
rarely work together with members of from the secondary list at first level, plus
other classes. They often go on long one at levels four, eight and thirteen.
missions in pairs. Still, they can work Slime host armor: The Plasmolder is one
well with other specialists and have a of many classes who receive an
fair understanding of other types of bio- experimental host armor these days. The
equipment if the need arises. slime armor resembles a mass of jelly
Alignment: any, typically good or selfish (or even a small gene-pool) when
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inactive, with some permanent organs Claws, Spurs, Teeth, Blades, Horns,
floating in it. The whole structure of the Knuckles and other large, bony
(semi)humanoid armor is dissolved in protrusions (but not Quill, Blade or
this state. When the bonded owner steps Spike Launchers) cost double Bio-E, as
in the pool, the armor flows up on him do Reinforced Exoskeleton, Armored
and solidifies. Muscle tissue and body parts and other large, rigid
skeleton is formed within a minute. structures.
Step One: standard for Host armor, but Unique abilities of slime host armor: the
starting MDC is about 25 % less (arms armor can create pseudopods on
2d4x10+10, hands 1d6x10, legs command. These appendages are similar
3d4x10+10, feet 1d6x10+5, head to tentacles, but have a much worse
2d4x10+15, main body 3d6x10+45) and manipulation dexterity (-20 to relevant
PS is 3d6+13, splicer strength. On the skills). A maximum of 4 tentacles can be
other hand, regeneration is at Enhanced operated by a first level plasmolder, plus
rate (as under Biological defenses) for one at every odd level. Also the armor
free. has 3D6 Bio-E points (plus 1D4 per
Step Two: slime armor can only be level) which can be allocated to any
Parasitic, Photosynthetic and temporary enhancements (except the
Thermosynthetic. That means some ones above which cost double Bio-E,
enhancements (those which need those are not available under this power
material-ingesting metabolisms) are at all). This Bio-Energy represents the
unavailable. Note that there are some ability of the armor to rearrange its
exceptions from that (discussed later). cellular structure up to a certain level.
Step Three: Available Bio-Energy points Special Enhancement: The plasmolder
are PE+ME+5d6, plus an additional 2d8 has a modified comm-link implanted
per level. The slime armor gets some into his body. This piece of bio-
enhancements free, and others for a equipment helps "translating" between
reduced cost. the slime mounts and the plasmolder,
Step Four: All slime armors created so besides the classic radio function.
far have Serpentine Lower Body for Standard equipment: Military fatigues,
free, beyond the Regeneration: dress clothing, survival knife, utility belt,
Enhanced ability already mentioned. 1D3 Slap Patches, Face Wrap, tinted
Plus they have Underwater Eyes and goggles, hatchet for cutting wood, one
Sonar. Acid Blood, Chameleon Skin, all light or heavy Bio-Weapon of choice
Resistance (to sg.) enhancements, and one weapon for each W.P. with
Lasarus Glands and Quick Clotting appropriate ammunition for heavy
Blood cost half (actually it has no blood, combat, Slime Grenades and about 2 lbs
but same difference). Can have of Explosive Slime, tent, knapsack,
Electrical Weapons without the backpack, two water skins, two week
prerequisites listed in the book (which supply of emergency food rations, and
prerequisites are unavailable to it some personal items.
anyway, being based on metabolism). MDC Living Body Armor: Has one light
Can have a Gore Cannon too, but every or medium living armor as backup, with
shot does 1D6 MD to the armor itself as 4D6+20 Bio-Energy points for
it is transforming itself to ammunition enhancements.
(2D6 MD per shot for a Heavy Cannon).
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Slime Mounts: Has one Slime Mount Mega-damage: inflicts 1D8x10 MD per
under his command, plus one more at half pound, to a 20 feet area.
levels five and ten. At first level, Trade value: 3,000 credits for a pound,
1D4x10 Bio-Energy points are available practically unavailable.
to enhance the first mount. Plus 10 Slime transmutation grenades: These
points at every new level (distribute slime pieces, suitable for throwing,
among mounts on higher levels). rearrange their cell structure to
Money: Has 2D4x100 credits in precious something else on "detonation". This
metals, relics or trade items, as well as process is known as transmutation
6D6x10 in credits. among Engineers. A grenade can only
The Upside: You and your comrades turn to one material, chosen on creation.
command decent power under the seas, Available grenades include acid (see
where the Machine is traditionally Acid Nodules), chemicals (see Chemical
weaker. While you often got difficult Sprayer), gore (as Light Gore Cannon),
missions, rarely must you cope with anti-metal spores (as Short-range Spore
overwhelming odds. Discharger) and Viral Immobilizer.
The Downside: Your specialized Weight: half pound
equipment might hold the key to new Mega-damage: as related bio-
bio-technologies, but now it is still in its enhancement
infancy. It is your job to find out the Range: 100 ft when thrown, double for
glitches and cope with them on the field. Splicers.
Also, the ground forces believe you have Trade value: 1,500 credits for most,
an easy time in the water, therefore not 3,000 for a Viral Immobilizer grenade.
giving you due respect. Plus there is the Crawling bola: This piece of slime has
"repulsiveness factor" of slime three pseudopods. After thrown onto a
technology. target, these extend and the bola initiate
Slime bio-weapons: Slime is not very an Entangle action twice per melee
good in reproducing edged, blunt or round, until successful. The weapon has
projectile weapons, and have no distinct a +3 entangle bonus, no bonus from the
advantage when used as energy thrower is added to this. The target
weapons. But there are a few areas cannot remove the bola short of
where it excels. destroying it.
Slime explosive charge: This is just a Weight: half pound
piece of unshaped slime mold composed Mega-damage: 2D4 SD initially, but
completely of quasi-stable omega cells. after a successful entangle the bola does
The user just grabs a handful of it, plant 1D6 MD squeeze damage every melee
in the desired place and install a Squig round.
into the mold. When the Squig gives the Mega-damage capacity: 10 MDC, but it
signal, the whole piece of slime is resistant to kinetic energy and physical
destabilizes and explodes. It is at least attacks, and every strike roll below 9
ten times more effective than damages the entangled creature (robot)
conventional chemical charges. Not instead.
suitable for throwing, since the Trade value: 1000 credits.
destabilized cells would explode in the Slime mounts: These "mounts" are
thrower's hand. Other than knowing this, nothing more than human-sized blobs of
it does not require special skills to use. slime. They do not have the classic War
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Mount abilities nor any mental abilities Mental Attributes) and Ranged Weapons
to speak of. Slime molds can be (for double Bio-E cost).
controlled only via the special bio-comm Feeding: unlike Slime Armor, the Slime
that every plasmolder has as an implant. Mount is omnivore. It ingests 20-30
Class: Underwater Support War Mount pounds of organic matter a day.
(also known as “Shoggies”, but nobody Sleep requirements: none as such, but
seem to get the joke anymore) needs a total of four hours of inactivity
Crew: none / special (one controller) per day.
MDC: 2D10 + 80 for a human-sized Other data:
blob. Alignment: not applicable.
Speed: 20 mph in any land environment. Attributes: IQ 2, ME 30 (absolutely
60 mph swimming. Flying and leaping is resistant to any mental hardships), MA
not applicable. 0, PS 25, PP 1D4+4, PE 1D6+20, PB 1,
Statistical data: dimensions vary. What Spd see above.
did you hope for? :) Weight is usually Attacks per melee: Six pseudopod
between 200 - 300 kg. strikes plus one engulf attack.
PS: 25 supernatural Combat bonuses: +4 to Engulf attack. +4
Production cycle: one month gestation to parry, +3 to roll with impact, +6 vs
period, plus one week growth time. poison and disease and impervious to
Operational lifetime: estimated one year Horror factor.
at this stage of the design. Combat capabilities: The Slime mount
Trade value: theoretically about half attacks when commanded or when being
million credits, but worthless for a non- attacked. It instinctively protects itself
plasmolder. by moving away from attacks or putting
Bio-regeneration rate: equal to Super hardened pseudopods in harm's way.
level bio-enhancement. Pseudopod strike: 2D6 MD
Horror factor: 10 for an unmoving blob, Engulf: 5D6 MD initially, plus 1D6x10
15 if moving MD crush / acid damage per melee
Senses and Features: special comm-link, round until the victim is freed. For this,
enhanced hearing (or at least vibration the MDC of the mount must be reduced
sense) and equivalent of seizmic sense, to 25 %.
also heat pits (equivalents), sensitive Bio-Weapon systems: can have Ranged
pseudopods (same as Whiskers), Weapons for double Bio-E cost. These
enhanced senses of taste, olfactory and organs retract to the body when not used,
direction. Also has Self-destruct/bio- but do not dissolve into slime cells. Also
meltdown. Gains resistance to kinetic most of them has Acid Blood.
energy and physical attacks, also Slime
coating (no prerequisite, naturally, in
this case) for free. Profane Archer
Additional enhancements can be chosen by Guy LeDouche
from Vision and Other Sensory, “I may look like a stick figure, but the
Biological Defenses (except Armored Librarians gave me a great gift and made
head, Horned defense and Reinforced me a fine instrument of warfare. Give
exoskeleton), Anatomical Features me a robot and a clear line of sight up to
(except Ambidextrous and Enhanced a mile away, and you can kiss that tin
can goodbye.”
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Designed as a long range attack The Archer’s long arms end in three
specialist, Head Librarian Gatraphon large, claw tipped fingers and a thumb,
was inspired by accounts in ancient providing the Archer with effective
history of masses of archers, able to fill melee attacks. However, their most
the sky with arrow fire. Upon potent weapon is their signature “Bile
completion of the design, Engineer Laser”, a bio-weapon capable of
Supurnus Nathaniel remarked that, to launching searing blasts able to punch
mutate a human into such a creation was holes in the hardest materials. All
“profane”. Gatraphon loved the reaction, Archers are expert shots with the Bile
and the “Profane Archer” moniker was Laser and their feats of marksmanship
adopted. are quickly becoming renowned.
Like many of Branton’s creations, a Alignment: Any, but typically a selfish
Profane Archer is a human volunteer or evil alignment.
who’s been remade into a living weapon. Attributes Requirements: M.E. 10, P.E.
Mutated into a form only vaguely 12, and P.P. 14 or higher.
humanoid, Archers serve as all purpose Attribute Bonuses: +1D4 to M.E. and
scouts, snipers, and fast attack units. +1D6 to P.E. and P.P.
Archers are swift and nimble and, unlike O.C.C. Bonuses: Has Splicer P.S.
Host Armors or other bio-tech, require (strength), +1 on initiative, +1 to strike,
no special nutrients or treatments. Thus, parry, and dodge, +3 pull punch, +3 to
they can stay on the surface for as long automatic dodge. This does not include
as needed. the bonuses from bio-reconstruction (see
With an average height of 8 feet and below.)
gangly, rail-thin appendages Profane Base S.D.C.: Not applicable, see the
Archers resemble a monstrous stick- Profane Archer’s Altered Body.
figure. Archers are extremely spindly, Profane Archer O.C.C. Powers:
and look as if they could be snapped in 1. Profane Archer’s Altered Body &
two with the slightest effort. Though M.D.C.: The Profane Archer’s body has
they may appear somewhat awkward, all been genetically restructured to be
Archers are quick and supple. Their something more than human. This gives
unnatural build allows them to move the once-human Splicer P.S. and turns
easily through tight spaces (like a him into a Mega-Damage creature with
chimney, the bars of a prison cell, a 2D4x10+60 M.D.C. points plus the P.E.
partly open window, etc.) as well as attribute number. Add 2D8 M.D.C. per
densely obstructed pathways like a level of experience, starting at level two.
jungle or forest. Additionally, they are The Profane Archer regenerates 1D8
difficult to see among rocks, trees, and M.D.C. per melee round and can last
shadows, especially when standing still. three times longer during strenuous
With their slim builds and unnatural activity before feeling the effects of
shapes, Archers can easily blend into the exhaustion and fatigue. Profane Archers
shapes, lines, and shadow patterns of the can remain alert and operate at full
background. Archers are experts at efficiency for up to 36 hours without
reconnaissance missions, and a friendly sleep and only needs four hours per 24
rivalry exists between Archers, Vipers, hour cycle to feel completely rested.
and Skinjobs.
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2. Modified Anatomy: The Profane quick turns. In addition, Profane Archers
Archer’s highly modified anatomy offers can climb and swim at half their normal
a number of special abilities: running speed. Bonuses: Profane
Horror Factor: At full height, a Profane Archers can run 40 mph +4D4 mph.
Archer stands about eight feet tall and Profane Archers can sprint at double the
resembles a monstrous stick-figure; this speed, but only in short bursts lasting
grants them a natural Horror Factor of 9. 1D4 minutes. This speed burst can be
However, this is more like an intense performed twice per hour, +1 additional
curiosity or amazement than true fear; burst for each level. Along with the
Profane Archers are not particularly impressive running speed, Profane
menacing look. A Profane Archer’s Archers also receive a bonus of +2 to
height is 7 feet+4D6 inches, weight is dodge.
only 250+2D6x10lbs. • Ambidextrous: All Profane Archer’s
• Double Jointed: The Profane Archer’s are ambidextrous and can use both right
scarecrow-like appearance disguises a and left hands with equal skill. Bonuses:
body that is extremely limber and +1 melee attack, +1 parry, automatically
flexible. In addition, Profane Archers gets W.P. Paired Weapons skill, and
can pop bones in and out of sockets with +5% to the following skills: Climbing,
relative ease. Profane Archers can bend Pick Locks, Palming, Concealment, and
into impossible positions, “collapse” other sleight of hand skills.
bones in their hands and feet to easily • Extraordinary Balance: Profane
slip out of handcuffs or manacles, and Archers have a phenomenal sense of
painlessly dislocate joints to wiggle out balance. They can fire weapons while
of ropes, straight jackets, or even slip moving and shoot accurately from any
through small openings between prison awkward position (hanging upside
bars. Using a combination of their slim down, rolling, leaping, etc.) with full
build and double jointed abilities, bonuses to strike. Bonuses: +3 to roll
Profane Archers can squeeze and wiggle with punch, fall, or impact, +2 to dodge,
their way through any opening taller and +20% to Acrobatics and Gymnastics.
wider than 18 inches. In addition, 3. Clawed Hands: The Profane Archer’s
Profane Archers can curl up into a small, modified hands have three large, clawed
tight ball that is a mere 50% of normal fingers and a thumb. These claws add
height and half normal width. Bonuses: 2D6+6 M.D. to punch damage, as well
Provides a bonus of +1 to roll with fall as a bonus of +15% to the Climbing
or impact and +10% to the Escape Artist skill. Unfortunately, the large claws
skill. make it somewhat difficult to perform
• Elongated Limbs and Body: The delicate tasks, imposing a -10% penalty
Profane Archer’s body and limbs are on any skills requiring manual dexterity.
unnaturally long and extended. The 4. Superior Vision: The Profane Archer
elongated arms provide a longer reach can clearly read a street sign or
(many Profane Archers can reach 12- recognize a face one mile away, has
15ft.), while the legs provide additional polarized eye filters (blocks out glare
speed, height, and add to the overall and reflected light that might otherwise
reach advantage. The slender body and blind the character) and possess passive
flexible build are perfectly designed for nightvision (2000ft. range, sees by light
quick starts, high impact running, and amplification and must have at least
149
starlight to see by; cannot see in absolute Rate of Fire: Each blast counts as one
darkness, requires at least a small light melee attack/action. Volleys and burst
source.) fire may be developed at later levels.
5. Stalker’s Patience: Though the Archer Effective Range: 1800ft.
possesses many formidable abilities, the Payload: Effectively unlimited.
most important characteristic is their However, firing more than 3 blasts per
prodigious patience. Archers can remain melee round weakens the Archer,
perfectly motionless, in positions others causing him to lose two melee
would consider excruciating, for hours, attacks/actions per round and reducing
even days, waiting for the perfect shot. combat bonuses by half for the next 1D6
Even while motionless, the Archer minutes.
remains acutely alert and observant, in a Bonus: +2 to strike on aimed shot only
state of total, intense concentration. Bile Laser Enhancements: As Profane
Archers are able to maintain this attitude Archers progress in levels, they gain
of attention for three hours per P.E. more control over the Bile Laser and its
point. The Archer adds one additional blasts. All Profane Archers may choose
hour per experience level. one enhancement at level 1. With each
During this period of alertness, the additional level of experience, the
Archer is in a state of total awareness character may select an additional
and remains in tune with his enhancement, subject to any limitations
surroundings. The first initial attack contained in the enhancement’s
made while in this state will receive an description.
additional +5 to strike and automatically The following Enhancements may be
counts as a Critical Strike. However, this selected multiple times.
bonus is only good for the first initial • Increased Range: Additional +100ft. to
strike. weapon range (Maximum possible range
6. Bile Laser: The Bile Laser is the is 3,000 ft.)
Profane Archer’s signature weapon. A • Increased Bonus: Additional +1 to
cross between the Bio-Energy Cannon strike on aimed shots only.
and Light Cell weapons, the Profane • Increased Payload: Additional blast per
Archer’s internal organs, throat, and melee round without being weakened.
mouth are modified with the Bile Laser; • Increased Damage: Additional +D8 to
a bio-weapon capable of projecting damage.
searing laser-like blasts at great ranges. • “Point Blank”: Any Bile Laser blasts
Much like exercising muscles, the Bile fired at targets at 50ft. or less gain an
Laser improves with use, continually additional +1 to strike and +D8 to
becoming a better and more powerful damage. By selecting this skill multiple
weapon. As Profane Archers gain times, the character may extend the
experience, they can learn to increase “Point Blank” range by 25ft. with each
damage, range, and even volley fire the selection. The maximum range “Point
weapon. The weapon’s basic, level 1 Blank” can extend is 150ft.
starting stats are as follows: The following Enhancements may only
Mega-Damage: 3D8+M.D. equal to the be chosen once per character:
P.E. attribute number. • “Dead Eye”: The “Dead Eye” Aimed
Shot takes two melee actions and the
Archer receives an additional +2 to
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strike. However, this is not a “standard” of the wide area of the blast, no parries
bonus to strike on aimed shots. For the or dodges are possible; the attack is
purposes of dice rolls, these are Natural determined by a straight roll of the die
Bonuses to Strike, meaning that now a for each target.
die roll of 18, 19, or 20 on a 20-sided • “Thermic Damage”: Bile Laser blasts
die, before other bonuses to strike are now store thermic energy, inflicting
applied, actually counts as a Natural 20! continuous burn damage to the target.
This increases the lethality of the Bile Each blast continues to inflict 2D8 M.D.
Laser, making it ideal for precision shots per melee round to the target for the next
and sniping. “Dead Eye” cannot be used 1D4 melee rounds.
in the same attack as an “Eagle Eye”. Common Skills: Standard
• “Double Spit”: The character may now O.C.C. Skill Program: Assassination
launch two quick shots in a single action (+10%, if evil, but Disguise is replaced
against a single target; aimed shot with Military Etiquette) or Guerilla
bonuses are reduced by ½. Even though Warfare (+15%, if good), plus
two shots are fired, only one strike roll is Reconnaissance/Scout (+20%), and
required; either both shots hit or both either Naturalist/Nomad (+10%) or
miss. Likewise, the defender only has to Outdoorsman (+10%).
make one dodge roll. Elective Skills: Select five Elective skills
• “Eagle Eye”: By taking two actions per from the following list at first level plus
blast, the character now receives an one new Elective Skill at levels 2, 4, 8,
additional bonus of +4 to strike and 10, 12, and 14. All new skills start at
damage. Unlike the “Dead Eye” bonus, level one proficiency.
these are not considered Natural Communications: Any (+5%)
Bonuses. “Eagle Eye” cannot be used in Domestic: Any
the same attack as a “Dead Eye”. Espionage: Any (+10%), except
• “Long Shot”: By taking two actions per Disguise and Impersonation.
blast, the character can increase the Medical: First Aid only.
range of the Bile Laser by 50% (multiply Military: Any (+5%)
range by 1 ½.) If the character posses the Physical: Any
“Dead Eye” or “Eagle Eye” Rogue: Any (+5%) except Seduction and
enhancement (above), either of these many, like Sleight of Hand, suffer
bonuses can be added to the attack, penalties from the clawed hands (listed
creating a devastating long range shot. above.)
• “Spread Shot”: By fully distending the Science: Advanced Mathematics only.
mouth and throat, the Profane Archer Technical: Any (+5%)
can now “Spread Shot” the Bile Laser; Transportation: Any, except Pilot Wing
producing a wide angle blast that can hit Pack, Host Armor Combat, and War
multiple targets at once. The blast counts Mount Combat.
as a single attack and affects a 100ft. Wilderness: Any (+10%)
cone directly in front of the Profane W.P.s: Any
Archer; 01-50% chance of hitting Secondary Skills: The character gets to
everybody (friend and foe) in the line of select four Secondary Skills at level one
fire. Damage is 3D8+8 M.D., plus any and one additional Secondary skill at
applicable bonuses from the “Point levels 3, 6, 9, 12, and 15. These are
Blank” enhancement (above). Because
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additional areas of knowledge that do weapon; disarming you is next to
not receive any special O.C.C. bonuses. impossible. On top of all that, you know
M.D.C. Living Body Armor: A suit of how to live off the land, and can survive
personalized “living body armor” for weeks at a time without assistance.
specially crafted for the Profane The Downside: You’re obviously not
Archer’s spindly frame. The Profane human, and this can often lead to
Archer receives 4D10+45 Bio-E for altercations when away from your
additional enhancements, but is limited House. Though you are a M.D. being,
to the categories of Eyes & Vision you’re not meant for heavy combat and
Enhancement, Other Sensory Features, need to keep your distance to be most
Offensive Bio-Weapons and Ranged effective.
Bio-Weapons, Ranged Weapon
Upgrades and/or Extra M.D.C. (2D6+18
M.D.C. per 10 Bio-E). Note: The Ragdoll
Profane Archer typically goes for Heavy Written & Created by Quantum
Hide Armor or Leatherback Armor The Scarecrows, those creepy, strange,
because they do not hamper running power-hungry creatures that serve their
speed or mobility, but may select one of mysterious Librarian masters. They are
the heavy armors instead. feared for their strength, speed, and
Standard Equipment: Specially designed agility. They strike fear into even the
military fatigues, and extra suit of non- most hardened soldier. They have
living M.D.C. armor, dress clothes, remained unchanged by the librarians for
survival knife, utility belt, first-aid kit, a years. Until now…
Face Wrap (gas mask), hatchet for As the Kraken's assault the shorelines,
cutting wood, one weapon for each W.P. no one noticed the strange figures
with an appropriate amount of crawling out of the Leviathans in the
ammunition for heavy combat, tent, shadows. They did not fire a shot,
knapsack, backpack, two water canteens, merely disgorged their passengers. The
emergency food rations (2 weeks worth) first to meet them did not even see them
and personal items. as their bodies were literally ripped into
Money: Has 1D6x100 credits, in two halves and thrown 20 feet (6m) from
precious metals, relics, or trade items, as their origins. Later, some received a
well as 6D6x10 in available credits. As glimpse of the creatures. They looked
always, money can be spent now on like normal scarecrows, withered,
additional equipment or saved for later. desiccated humans, but there was
The Upside: You’re fast, you’re agile, something wrong. Their muscles seemed
you’re sleek, and you can strike from overly large, and tore through the skin at
any angle, direction, or distance. Your points. The movements were less smooth
eyesight, combined with your than a scarecrow's, and when they
extraordinary balance, easily makes you moved; they seemed to twitch and spasm
one of the best snipers on the planet. forward. The slow, hypnotic movements
Your bile laser is an incredible weapon; delayed the watchers just long enough,
it doesn’t jam, it doesn’t need any and the creature launched itself forward,
external ammunition sources and it gets wrapping its limbs around the host
better with use. With your bile laser and armor's torso, and with a couple of
claws, you’re never truly without a wrenching motions, flung the upper half
152
away. That was the first documented to rip the opponents in half. Roll to
report of what we have come to know as strike to see if the torque for the attack is
the Ragdoll. right, no bonuses. Each attack does
The Ragdoll is a Special Forces version 1D6X10 M.D., and on a natural 19-20
of the Scarecrow. They have been bio- the target is ripped in half. Each attack
engineered and fed the elixir of life. This does 1D6 M.D. to the Ragdoll himself as
deadly combination makes a warrior his muscles rip through his skin.
with unparalleled strength. The elixir 2. Supernatural Strength: Human
provides the supernatural strength, but strength becomes Supernatural P.S.,
the bioengineering provides the unique even stronger than most Splicers (which
muscle twitching that makes the Ragdoll is the equivalent to Robotic P.S.). The
what it is. The uncoordinated Ragdoll can carry up to 50 times his P.S.
movements, and the ripping muscles, attribute in number in pounds, can lift up
actively increase the Ragdoll's strength to 100 times his P.S., and inflicts Mega-
for their favorite attack. The Ragdoll Damage with his bare hands and feet in
wraps its arms around a person, and the melee combat (See the Supernatural P.S.
muscle spasm releases ALL the energy damage table for exact M.D. numbers
in the contracted muscles, usually (see Splicers sourcebook). Note:
resulting in dismemberment. The Minimum P.S. is 30, if lower, adjust P.S.
twitching muscles, which seem random, to 30.
are subconsciously controlled, allowing 3. Super-Endurance: Becomes a Mega-
them to dodge even energy blasts Damage being with 1D6X10 +P.E.
without a thought. One last bio- attribute number for M.D.C. Add 2D6
enhancement provided to the Ragdoll is M.D.C. per level of experience, starting
the inclusion of an elixir storage pouch, at level two. Supernatural endurance
allowing them to spend more time away allow Ragdolls to fight and conduct
from the house. strenuous exercises/activity 10 times
Alignment: Almost always evil or selfish longer before feeling the effects of
Attribute Requirements: None, but a exhaustion, and remains alert, operating
high PS always helps these at full efficiency for up to 5 days (120
straightforward fighters hours) without sleep. Has a problem
Attribute Bonuses: +3D6 PS, which getting to sleep, but only requires 3
becomes Supernatural, +2D6 PE, and hours of sleep.
life extended to 150 years 4.Super-Speed: Add 1D4X10 to speed,
O.C.C. Bonuses: +1 attacks per melee Ragdolls are slower than normal
round, +4 initiative, +8 automatic dodge, Scarecrows due to their awkward
+4 vs poisons, toxins, and disease, +5 to movement. Increased leg spasms allow
saving throw vs Horror Factor the Ragdoll to leap 120 feet (36.6 m) up
Base S.D.C.: Not Applicable; see or across after a short run (half from a
Scarecrow’s Super-Endurance (see dead stop), and 60 feet (18 m) high
Splicers sourcebook). without a short run.
Ragdoll O.C.C. Powers: 5.Super-Healing: Ragdolls bio-
1.Muscle Spasms: Reduce P.P. by -1D4, regenerate 2D6 M.D.C. per melee round
and can perform a tearing attack. Once and is +20% vs coma and death.
Ragdolls grapple an opponent, the Virtually impervious to pain, no amount
Ragdoll can use attacks per melee to try of physical pain will impair the Ragdoll
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until he is down to zero M.D.C. or less. Base Skill: 30% +4% per level of
At that point the Ragdoll will collapse experience. A failed roll mans the trial
into unconsciousness, but the Ragdoll has been temporarily lost. Two
will continue to regenerate and when successful rolls out of three means the
back up to at least 3 M.D.C. above zero, trail has been rediscovered. After two
the Ragdoll regains consciousness and is failures the trail is permanently lost.
ready for action within 1D4 seconds Cannot track by smell through moving
(one melee action). water.
6.Superior Senses: The Ragdoll 7. Retractable Finger Talons (Optional):
possesses the same incredible acute These set of razor sharp talons retract
senses as the Scarecrows: Crystal clear into protective sheaths within the thick
sight and hearing, can clearly read a muscled fingertips, leaving only a slight
street sign about one mile (1.6 km) away pointed edge that the casual observer is
and hear a whisper (a 10 decibel noise) not likely to notice… until it’s too late.
up to 100 feet (30.5 m) away. Senses of The talons are used to help secure
touch and taste are slightly increased, struggling quarry/opponents for the
about twice as good as a normal human. muscle spasm assaults and aid the
The sense of smell, however, is greatly Ragdoll in climbing when necessary.
enhanced, roughly equal to a dog’s (a Maximum Damage: +1D6 M.D. to
thousand times more keen than a normal normal punch damage, and 4D6+10
human). Ragdolls can track a scent that M.D. for Claw Strike/Slash Attack.
is two days (48 hours) old, provided it Bonus: +15% to Climbing Skill
hasn’t rained in time, and recognize an 8.Horror Factor: The Ragdoll has a
odor from smelling a small sample. natural Horror Factor of 11 at first level
Specific scent abilities: that increases by +1 at levels 3, 6, 9, 12,
1) Recognize and accurately identify and 15.
general/common/known smells, 9.Penalties: In addition to the
including gases, food, and other desiccation, which reduces the P.B. by
distinctive odors. ½, and M.A. by -1D4, he cannot resist
Range: 100 feet (30.5 m) per level of orders from his librarian. If the
experience. commands seem suicidal or against the
Base Skill: 60%+2% per level of Ragdoll’s alignment, he can attack to
experience save at -6, he loses 1D6 MDC every year
2) Identify specific odors, including the after his transformation from permanent
scent of specific individuals, items, or damage of the muscle spasms. Can go up
monsters. to two months before running out of
Range: 25 feet (7.6 m) +10 feet (3 m) elixir of life with a full storage pouch.
per level of experience. Cannot detox, as afterwards the muscle
Base Skill: 36% = 2% per level of spasms would destroy the character. He
experience (+10 % to recognize familiar is -5 to strike with ranged weapons.
or common scent, +15% to follow a Common Skills: Standard
blood scent). O.C.C. Skill Programs: Assassin +20%
3) Track by smell alone! Does not need or Espionage +20%, Martial Artist, and
to follow tracks or any other visible trail. 2 or choice at +5%
Range: Roll once for every 1000 feet Elective Skills: select two additional
(305 m) of the trail. skills from Espionage or Rogue, one
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physical, and one of choice at level one. Librarians and will destroy your enemies
Select one additional Elective Skill at swiftly.
levels 2, 4, 6, 8, 10, 12, 14. All new Downside: You are a slave to your
skills begin at level one proficiency. Librarian, and there is no way out. When
Communications: Any (+10%). he goes crazy, you have no choice but to
Domestic: Any, except Begging and go along with it or be crushed by your
Wardrobe & Grooming own spasm muscles.
Espionage: Any (+10%), except
Disguise and Impersonation.
Medical: None. Reaper
Military: Any (+5%), except By Vaporsight
Demolitions, Demolitions Disposal This is mostly background and work in
and Demolitions Underwater. progress for a variant host armor based
Physical: Any, except Boxing. on Slappy's Swarmlord. I came up with
Rogue: Any (+15% to Prowl), except the idea while running a campaign
Seduction. earlier this year. At gencon, me and one
Science: Advanced Mathematics only. of my players had the pleasure of
Technical: Any. meeting Chuck Walton and his
Transportation: Any, except Host Armor excitement for the setting renewed my
Combat and War interest and stoked the ole intellectual
Mount Combat. fires. That being said, lemme introduce
Wilderness: Any. you to the idea behind the Reaper.
W.P.s: Any, except W.P. Paired Developed by a minor house to fill a
Weapons, Modern Weapons rather strange role, both as a spiritual
and Quick Draw. icon linked with their views on life and
Secondary Skills: Five secondary skills death, and as way to make the impact of
at level one, and one more at levels 3, 6, inter-House warfare less of a resource
9, 12, 15 drain, this House created a variant of
MDC Living Body Armor: Never wears their Swarmlords. By tweaking the
one, as it restricts the overly large metabolism and changing some
muscles. fundamental aspects of the armor, they
Standard Equipment: Vest of office, created a horror to behold. One that was
hooded cloak, set of dress clothes, Face seldom seen, but for the most dire
Wrap, tinted goggles, one light Bio- circumstances. The Reapers oversee the
weapon, two MDC daggers, weapon for introduction of genetic material to the
each WP, knapsack, backpack, Genepool and protect their Engineers
saddlebag, water skin, two weeks and fledgling Saints.
emergency rations. The daggers and any In a seedling or other settlement, outside
other melee weapon have 1D4X10 Bio- their host armors, a Reaper pilot has a
E available for upgrades. strange role. They oversee the rites of
Money: 2D4X100 credits the dead and their introduction into the
Upside: You are the strongest there is. bio-mass of Genepool.
You can rip a human in half in a second, Reaper armor differs from a Swarmlord
and can wrench open a host armor given in a few different ways, most notably is
time. You are the future face of the the lack of a swarm. The hive is replaced
by a rookery. Unlike the falconer's more
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flexible Warhawk, the Reapers rookery Common Skills: Standard.
holds a myriad of single purpose birds. O.C.C. Skill Program: Basic Military
Another major change is the fact that (+20%), Athletics (+10%), Bio-
Reapers are always Carnivore, Vampiric, Technology (+10%), and Infantryman
or Parasitic in Metabolism. (+10%) or Medical Coroner (+10%).
While Reapers see some field time Elective Skills: Select any one
against the Machine, they are primarily Wilderness Skill and three Electives
fielded as shock weapons against other from the following list at first level.
human Houses to keep them in line. Select another two Elective Skills at
After battle, they scour the field, gorging levels 2, 4, 8, and 12. All new skills start
themselves and their Ravens on the at level one proficiency.
bodies of the dead. While much of this Communications: Any (+5%)
fuels the rapacious demand of the Domestic: Any (+10%)
Rookery and Armor, the excess is stored Espionage: Any (+5%)
in fat cells for later deposit into the Medical: First Aid only.
Genepool. Military: Any (+5%)
The minor house, was based somewhat Physical: Any
on Celt mythology, and as far as the way Rogue: Gambling and Find Contraband
I used them, they had eventually been only.
absorbed by a House based on Nordic Science: Any (+5%)
myth. Technical: Any
As these guys were boogie men in my Transportation: Any, except Pilot Wing
campaign, I only have the barest idea of Packs.
stats and such. I am planning on using Wilderness Survival: Any (+10%)
the Swarmlord as a template, or make it W.P.s: Any
a template that you lay over the Secondary Skills: The character gets to
Swarmlord. They are big, hulking, and select four Secondary Skills at level one
scary. They wield a scythe as badge of and one additional skill at levels 3, 6, 9,
office and some have access to a 12, and 15. These are additional areas of
splicer's-tech upgrade to their armor that knowledge that do not receive any
gives them a cloak that literally soaks up special O.C.C. bonuses.
blood and the like as it brushes the dirt. Reaper Aerie Armor: The Reaper
As said, these guys are boogie men. receives an experimental Host Armor
This is the basic stats and such for the design known as The Aerie, the Bio-
Reapers. I used the Swarm Lord by Tech equivalent of living power armor,
Slappy as a template. brimming with weapons, Bio-
Alignment: Any, but typically Aberrant Enhancements, and a special organic
or selfish. nest that continuously spawns powerful
Attribute Requirements: I.Q.: 13, M.E.: Bio-Tech avians. The Reaper is
14, and P.S.: 14 or higher. genetically bonded to one specific Hive
Attribute Bonuses: +1 to I.Q., +1D6 to Armor.
M.E., and +2D4 to P.S. Step One: Standard for Host Armor,
O.C.C. Bonuses: +2 to save vs. insanity, except for the following changes:
and +6 to save vs. horror factor. M.D.C. of the Nest is 2D6x10+30, speed
Base S.D.C.: 50, plus any from Physical and leaping ability is reduced by 15
skills.
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percent, and weight is increased by create ammunition for other Bio-
4D4x10 lbs. Weapons proves to be just too much for
Step Two: Determining Metabolism. the suit (and the pilot) to handle.
Aerie Armor is is either Carnivore or Besides, Reapers consider their Avians
Vampiric. All aspects are identical for to be far superior weapons to any Bio-
normal Host Armor, except that Aerie Weapon available for “lesser” suits of
Armor must consume twice the usual Host Armor, so they do not see this as a
amount of food each day. This is limitation at all.
necessary to sustain the various types of Special Aerie Armor Bonuses: +6 on
avians that grow within the aerie. initiative and the pilot cannot be
.Step Three: Available Bio-Energy surprised from behind, +1 to strike and
points for the Reaper is M.E. attribute parry, and +5 to Horror Factor. Avians
number, +P.E. attribute number, will also attack anything that threatens
+1D4x10 points, plus points from their the Aerie Armor. Any robot, drone,
chosen metabolism. These Bio-E points animal, or even human that attacks the
can be used to purchase Bio- Hive Armor in hand-to-hand combat will
Enhancements from any category except be assaulted by any Avian currently
Ranged Bio-Weapons. In addition, the perched in the Aerie every time the
Reaper starts with 5D4x10 Bio-E points opponent successfully strikes the armor
that are used to purchase Avains for the (just select the most abundant Avian in
character’s personal murder. Each level the character’s personal murder in order
of advancement, starting with level two, to determine damage) .
the Reaper gets an additional 1D6 Bio-E Avian Generation: The organic Aerie
to add to the capabilities of the actual constantly spawns new Avians to replace
Host Armor, and 1d4x10 Bio-E points to birds that die in combat or from old age.
be used to strengthen the Aerie. These The amount of Avians the Aerie can
Bio-E points can be spent as soon as create is proportional to the total size of
they are acquired or saved and combined the character’s personal murder. They
with points from subsequent levels of can replace half their murder in 24 .
experience. Penalties: As the character adds more
If the Reapers Hive Armor is destroyed, Avians to his murder, the organic Aerie
another will be bonded to him. It will mounted on the armor grows larger as
only have the most basic Bio- well. For every 4 Avians, add another
Enhancements, but it will have 5D4x10 4D6 M.D.C. to the aeire and 50 pounds
Bio-E points available to purchase to the weight of the armor. The increased
Avians. Reapers are just too rare, and the weight decreases speed and leaping
Resistance does not want to squander ability by 10 percent. For every 8
their training. Avians, the Reaper suffers additional
Step Four: Biological Enhancements, penalties of -2 to parry and dodge. Once
Weapons, and Avians. Bio-E points the swarm reaches 16 Avians, the Aerie
allocated for Bio-Enhancements and becomes so heavy it forces the Hive
Avians must be spent separately. Armor to hunch forward in order to
Selections can be made from any of the support the weight. When the armor is
categories, except Ranged Bio-Weapons. forced to assume this posture, all
The energies of the suit are dedicated to penalties from increasing the size of the
manufacturing Avians, and trying to swarm are doubled. At this point, most
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Reapers enhance their Aerie Armor with The smallest of the offensive birds is a
Elongated Arms in order to keep the suit shedder, many of their non-primary
more stable (future penalties are not flight feathers are actually rather
doubled, they increase at the standard advanced organic missiles. They don't
rate). have the explosive power as those on
Standard Equipment: Military fatigues, host armor, but they are meant to attack
dress clothing, survival knife, utility belt, flesh targets and rip them apart with
first-aid kit, Face Wrap, tinted goggles, razor edged missiles more then
hatchet for cutting wood, one light or detonations.
heavy Bio-Weapon of choice and one The last type is called the Vulture and is
weapon for each W.P. with appropriate truly large compared to it's cousins, its
ammunition for heavy combat, tent, big noggin is packed with sensory
knapsack, backpack, two water skins, enhancements and like all of the birds,
two week supply of emergency food has a biocomm built in, though slightly
rations, and some personal items. more advanced than it's combative
Money: Has 1D6x100 credits in precious brothers and sisters allowing the Reaper
metals, relics or trade items, as well as to share senses and benefit from some of
6D6x10 in available credits. Money can its capabilities.
be spent now on additional equipment or 4. As envisioned, Reapers are actually a
saved for later. carry over of a minor House that had
1. The Reaper's Ravens are much like been absorbed by a Great House we've
bug swarms, since the base Armor was patterned on Norse mythology and the
based largely on the Swarm Lord, they Reaper house as something akin to
can start with a few powerful Ravens or Celtic. That being said, the house has
a myriad of weaker but utility birds. We been full absorbed and integrated into
are looking at around 3-5 for a starting the larger whole and the Reapers have
Reaper. made a true name for themselves. As
2. They cost Bio-E that can be spent on someone said earlier, they are the
more Ravens and Crows, or upgrading Choosers of the Slain on the battlefield
existing ones. and there is an honor to being Culled by
3. So far we have only a few Raven a Reaper. Most funeral rites involve a
types, and we are coming up with better Reaper attending like a minister does last
names once I have something worthy of rites. To be shunned by the Reaper is to
posting; the largest of the Birds are be found not worthy of providing for the
meant to get close and physically attack House.
their opponents with powerful talons and The Reapers and their Engineers have a
armor piercing beak. This is the bird strange relationship with the Great
most commonly seen with Reapers as Houses Librarians. The House of the
this is also the model that can gorge and Aesir maintain three separate Librarians
recover genetic material for the Pools. that they call the Norns. The Norns
The next largest is what we call the control the fate of the house, how it will
Beamer, having basically a Bio-Energy be led and keep the lore and such, but
vent built into the mouth, it is not as once someone has fallen, their thread of
physically tough, but makes up for fate is cut and no longer under their
durability with ranged capability. purview.
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Among the forces of the house, it is a Mega-Beam Upgrade- (Cannot already
privilege and a fear to work with a have Flame Breath, or Electrical
Reaper. Dreadguard find it an honor to Discharge upgrades, requires Increased
fight next to them, though this is Size and Solar Wings) this mutation
lessened by the fact that Reapers are brings forth the most damaging
usually only sent on the field when capabilities of a Beamer, requiring 2
fighting other Houses. Biotic's, because melees to deploy and fire, dealing
of their odd standing in the house as it is, 1d8x10 mega damage at targets nearly
are usually overjoyed to fight with a half a mile away. While deployed, the
Reaper nearby since if they fall they are bird loses all bonuses to Dodge for one
almost guaranteed to be fed back to the melee round. 30 bio-e
Vats and enter the Houses version of Solar Wings (Requires increased size)-
Valhalla. +10 damage, makes payload effectively
Beamers- Flying energy expulsion vents, unlimited. +10 MDC. 20 points
Beamers are small targets that resemble Ripper
natural crows at a distance. Up close it is +5 to Strike and Dodge
impossible to mistake them for anything Base MDC of 60
natural. Their vent mounted just along Dealing 2d6+3 mega-damage per strike.
the chest aimed by the head. They have Always attack the head or exposed
basic senses, unless a vulture is nearby. sensors and do not suffer the negative
+5 to strike and dodge for normally attacking small targets. 3
Base speed 70 mph Melees per round – 15 bio-e
Base MDC 40 Increased Speed +2 to dodge– 10 bio-e
Deals 2d8+10 M.D. (cannot take aimed Increased Size +10 MDC and +4 to
shots) damage– 20 bio-e
May fire 10 blasts per minute before High Frequency Claws (Cannot already
needing rest. have Acid Edged Talon) +2 to strike,
3 attacks per melee– 30 bio-e +1d6 damage– 20 bio-e
Increased Speed +2 to dodge– 10 bio-e Acid Edged Talons – (Cannot already
Increased Size +10 MDC and +2 have High Frequency Claws) deals an
damage and gain 5 more shots per additional 1d6 acid damage for 1d4
minute, -1 dodge– 20 bio-e rounds following a successful strike. 15
Flame Breath- (Cannot already have bio-e
Lightning Discharge, or Mega-Beam Claw Upgrade 1 Base damage becomes
Upgrade) this upgrade replaces the 3d6– 10 bio-e
Beamers standard attack and gives them Claw Upgrade 2 (requires Increased
a variant of flame breath dealing 3d12 Size) Base damage becomes 3d6+6– 20
ONCE per melee and has a range of 30 bio-e
feet.- 15 bio-e Flying Blade Plumage (requires
Electrical Discharge- (Cannot already Increased Size) – gain a flying blade
have Flame Breath, or Mega-Beam dealing 1d4 mega-damage. 4 bio-e ea
Upgrade, must have Increased Size)- this (max 4)
upgrade replaces the Beamers standard Missile Hawks – +5 to strike and dodge
attack and deals 2d12 electrical damage base MDC 40
and have a chance to be stunned. Range has four missiles that take four hours to
of 30 feet. – 10 bio-e regrow. Dealing 5d8 with 5m blast
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radius, per missile. 3 attacks per melee. Red Liners
40 bio-e per bird By Krispy
Increased Speed +2 to dodge– 10 bio-e “Most motorcycle problems are caused
Increased Size +10 MDC and gain 4 by the nut that connects the handlebars
more missiles, -1 dodge– 20 bio-e to the saddle.”
Solar Wings (Requires increased size)- Put simply, Red Liners are daredevil
Reduces regrowth time by 1 hour. +10 maniacs on wheels. Rather than ride
MDC. 20 bio-e animals or clunky cars, these thrill
Point Defense Cells (Requires Solar seekers charge into battle on souped up
Wings)- Places a cluster of Super Light combat motorcycles and lightening
Cells along the head and wings, to quick hovercycles, the faster the better.
provide defence against missile fire. While Road Dogs protect the clan, Red
Each cell gets a reaction shot at any Liners are the experts at quick hits,
volley of incoming missiles, or they can feints, ambushes, and surprise attacks.
be used when in close with an enemy Most Red Liners are devil-may-care
(within 30 feet). When used as offensive crackpots who charge into the heart of
weapons they gain no bonus to strike battle — they zip in and out of forest
and deal 1d10 damage. Using the cells in tangle, snake along winding canyon
this way uses all the birds actions per systems, and charge straight at
melee. 6 bio-e each (8max). N.E.X.U.S. herself.
Harrier(Requires Increased Size, and In combat, Red Liners swoop in, raining
cannot have Phoenix or Thunderbird death from all directions, weaving
upgrades)- doubles payload of missiles, around other vehicles and fallen
+2 to strike and dodge, each missile comrades, and dodging enemy fire,
dealing 7d8 with no blast radius. 20 bio- while engaging in wild attack runs at
e 200+ mph (320+ km)! They make
Phoenix (Requires Increased Size, acrobatic maneuvers and use surprise
cannot have Harrier or Thunderbird attacks that scatter, confuse and hurt the
upgrades)- For every two missiles, the enemy. Riding into battle isn't as easy as
missile hawk can grow one napalm one might think, especially if one wants
canister dealing 3d8 damage with a 15m their troops to remain disciplined and
blast radius. Anything in the radius organized under heavy weapons fire,
continues to burn for 1d4 rounds, explosions, and swirling melee combat!
dealing 2d8 mega-damage per melee. 20 It requires skill, focus and courage, all
bio-e commodities held in abundance by Red
Thunderbird (Requires Increased Size, Liners.
Cannot have Harrier or Pheonix Away from combat, Red Liners are
upgrades)- For every two missiles the bawdy, lively, outspoken, rough and
newly christened Thunderbird can grow tumble nomads given to noisy
one Lightning cannister. This cannister gatherings, wrestling, roughhousing,
deals 5d10 electrical damage, potentially practical jokes, loud laughter,
stunning living targets or EMP machine storytelling, singing, dancing, sports, and
ones. 20 bio-e. good-natured brawling and teasing.
Physical power, prowess and skill are
appreciated and shown respect, but they
are just weapons, like the sword and
160
rifle; a man's true worth lies in how he In game mechanics, skill penalties for
uses his weapons. tricks, vehicular attacks (ram, sideswipe,
Special Red Liner O.C.C. Abilities & etc.), and evasive maneuvers are reduced
Bonuses by half, plus the character is +2 to dodge
1. Special Combat Maneuvers: Red when driving, +2 to roll with impact to
Liners love to fly in overhead or make survive a crash, punch, or fall, +1 action/
spectacular leaps with their vehicles to attack per melee round when using a
land in the middle of enemy forces or vehicle (an extra turn, leap, shot with a
even on an enemy vehicle!. In the case vehicle's weapon, etc.) and an additional
of TechnoJackers, their nanoarmor helps +1 to dodge when piloting small, fast
to protect them from the fall and vehicles like jet packs, hovercycles,
inevitable gunfire. From a tactical point snow mobiles and motorcycles. Piloting
of view, most enemies are so startled and on instinct when blinded or vision is
unnerved by this daring attack that those obscured by smoke, fog, etc., means
involved or nearby are momentarily reducing piloting skill only by half (as
stunned; equal to a Horror Factor of 16. opposed to -90%).
Those who roll below a five actually run 3. Trick Shooting: Like the Road Dogs,
away and lose 1D4+2 melee Red Liners have mastered some of the
attacks/actions other than to run and take arts of Trick shooting:
cover. Most others (a roll of 5-16) are • Can fire a traditional two-handed
momentarily dumbfounded and lose two weapon, like a rifle, one-handed without
melee attacks/actions even as the Red penalty (normally the shooter loses all
Liner and any passengers continue their strike bonuses).
attack. This maneuver is incredibly • Can fire a weapon from a moving
effective against small groups of 6-12 vehicle with only a -2 penalty and can
enemies, especially if a pair of Red even make an aimed or "called shots"
Liners are making the attack, because it from a moving vehicle.
causes confusion, divides/scatters the 4. Special OCC Bonuses: +2 on
group and inflicts damage. Using this initiative, +1 to roll with punch, fall or
tactic on larger groups is usually impact, +1 to pull punch, +2D6 to
suicidal. physical S.D.C., +2 to save vs. Horror
2. Red Liner Vehicle Combat Driving: Factor at levels 1, 3, 6,9,10, 12 and 15,
This skill supplements other driving and immune to the effect of their own
skills and makes the Red Liner a master special attack (and similar) as noted
of the above.
roads when driving ground vehicles Alignment: Any, but most are
(ground hugging hover vehicles are Unprincipled (25%), Anarchist (33%),
included, but aircraft, 'bots and power and Miscreant (20%).
armor are not). Red Liners are Attribute Requirements: M.E. 12
aggressive road-hogs and cool-headed (incredible nerve and daring), and P.P.
"chicken" player. Tricks, dangerous 14 or higher. A high P.S. and reasonable
maneuvers, and car chases are I.Q. are helpful but not required.
challenging and fun — although any O.C.C. Skills:
passengers are likely to fear for their Radio: Basic (+10%)
lives! Pilot: Motorcycles (+20%)
Pilot: Hovercycles (+20%)
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Pilot: Two of choice (+15%); any except limited (Any, Only, None) as previously
robot vehicles, power armor and ships. indicated in the list.
Read Sensory Equipment (+10%) Standard Equipment: A suit of M.D.C.
Weapon Systems (+10%) body armor that is typically a
Land Navigation (+20%) hodgepodge of homemade armor (50-60
Wilderness Survival (+10%) M.D.C.), but any modern armor (30-100
Camouflage (+10%) M.D.C.) can be used. Most Red Liners
Gymnastics prefer medium and heavy armor. The
General Athletics character starts with a large Vibro-
W.P. Energy Rifle Sword or Vibro-Claws, and one weapon
W.P. Heavy Energy Weapon for each W.P. plus four extra ammo-
W.P. One of choice. clips for each. Other items include a
W.P. Two Ancient Weapons of choice. survival knife, pocket mirror, gas mask
Hand to Hand: Expert. Hand to Hand: and filter, tinted goggles, hatchet for
Expert may be changed to Martial Arts chopping wood, flashlight, lighter, a
(or Assassin if evil) for the cost of one medium-sized sack, saddlebags,
O.C.C. Related skill. backpack, bedroll, a canteen or water
O.C.C. Related Skills: Select four other skin, belt, boots, travelling clothes, cloak
skills at level one and one skill of choice or cape (often fur), 30 feet (9 m) of cord
plus one piloting skill at levels 3, 6, 9 (600 lb./270 kg test strength), and some
and 12. personal items. Additional weapons,
Communications: Any (+5%) explosives, and special items over time
Domestic: Any (and through role-playing).
Electrical: Basic Electronics only. Vehicle: All Red Liners begin with a top
Espionage: Wilderness Survival only. of the line motorcycle or hovercycle.
Mechanical: Basic and Automotive Money: Starts with 2D4x1OO credits
Mechanics only (+10%). and 2D4x1OO worth of tradeable goods.
Medical: First Aid only. Wealth is not as important to the Red
Military: Any Liner as
Physical: Any, except acrobatics. fame, glory, and an opportunity to kick
Pilot Skills: Any (+10%) some ...
Pilot Related Skills: Any (+10%)
Rogue Skills: Any
Science: Astronomy and Math only Road Dog
(+5%) By Krispy
Technical: Any (+5%) “Strong and content I travel the open
W.P. Any road”.
Wilderness: Any (+5%) The Road Dog is a toughened, grizzled
Secondary Skills: The character also gets veteran of the forgotten causeways
to select four Secondary Skills at level forged by the lost civilizations. Most
one and one additional skill at levels 2, Road Dogs are sworn to protect their
5, 7, 10, and 14. These are additional Traveler clan, his vehicle (typically a
areas of knowledge that do not get the souped-up car, motorcycle or
advantage of the bonus listed in hovercycle) and his body placed on the
parentheses. All Secondary Skills start at line daily to allow the clan will to
the base skill level. Also, skills are scratch out an existence. Road Dogs are
162
both protectors and providers for their more civilized. There is a sort of code or
clan; their skill behind the wheel honor that all Road Dogs seem to
combined with their fighting ability and instinctively embrace. The Road Dog
knowledge of the highways makes them understands it's all a man can do to
more than capable of dealing with any survive out here without going at each
hostile forces that threaten the clan. other's throat. But all too often might
Road Dogs are responsible for the makes right and justice comes at the end
protection of their clan and will of gun.
frequently scout ahead, run interference, As noble and heroic as the Road Dog
and generally remain a watchful can be, they are ruthless when it comes
guardian over the rest of the clan. Unlike to combating those they despise,
the Marauder, the Road Dog of the N.E.X.U.S. and Marauders in particular.
highways is something of a self-styled Such enemies are fair game, and Road
hero meting out justice and retribution Dogs show little to no mercy in dealing
and protecting the innocent. While some with them. Frequently, the Road Dog
may be loners, most are committed to attacks them on sight without
the protection of their fellow Travelers, provocation and with extreme prejudice.
even those not of their clan. These When the battle is done, he takes what
individuals are supportive of what prizes he wants from their battered or
friends they have, hate injustice and dead bodies: weapons, ammunition, E-
slavery (they more than most, they clips, fuel, water, food, clothes, etc. —
appreciate freedom) and are full of even their vehicles, or strips them down
vengeance for any wrongs committed for spare parts or trade. Likewise, since
against them or innocent people, Marauders, Waste Crawlers and
especially children. N.E.X.U.S. are fair game, the Road Dog
In the wilderness of Splicers, Road Dogs has no qualms about lying, cheating, or
are fiercely protective of their Traveler stealing from them.
clan. However, all but the most hardened Road Dogs can be an enigma to other
Dogs will often come to the aid of characters, performing acts that seem
peasants, Retro-Villagers, and other cold, contradictory or which others
nomads. The Marauders and Machine simply don't understand. One moment
forces are primary enemies, but Road the warrior may be obviously touched by
Dogs also battle Waste Crawlers, an act of kindness, beauty or love, and
monsters, and all dark forces who seek the next, step over a dying enemy lying
to pillage, enslave, torment and kill the in the smoking wreckage of his vehicle
innocent and helpless. All have seen a to retrieve the gasoline in its tank or the
lot of combat and many have traveled ammo-belt around his waist. Gentle,
the roads their entire lives, often in a compassionate and often completely
cloud of dust at 100+ mph. selfless toward Travelers, farmers, and
While committed to their Traveler clan, peasants trying to carve a life out of the
Dogs have been known to frequently aid wastelands, they are merciless and cold-
in struggles of growing communities, blooded to their enemies, killing without
Retro Villages, and even the occasional remorse. They are an enigmatic mix of
Great House. Ironically, the Road Dog good and bad, mercy and revenge,
sees the people he protects as better than gentleness and cold steel. Furthermore, a
him, more responsible, more noble, and lot of them hide their fears, dreams and
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emotions behind the rough exterior, per level and I.Q. bonus. Note that this
concealing a compassionate soul that ability does not allow the Road Dog to
longs to find some peace in the world. use any weapons and sensor systems,
Few Dogs live past the age of 35. None just to pilot the vehicle. The Game
can deny that they get a thrill out of the Master may rule that some vehicles
speed and the danger of car to car road cannot be used even by this character.
fights and combat in general. While 4. Vehicle Combat Skill: Road Dogs are
most Dogs watch over a Traveler clan, truly one with their vehicles, beyond
some may travel alone, in pairs or hook even other Technojackers. These are the
up, for a time (days to years) with other bonuses and abilities the Road Dog gets
adventurers. when he is behind the wheel of a
Special O.C.C. Abilities & Bonuses: vehicle.
1. TechnoJacker: All known Road Dogs • +2 extra attacks/actions per melee
are TechnoJackers, and possess all round, +1 additional attack/action at
TechnoJacker abilities as outlined in the levels 5, 9, and 15.
Splicers main book. • +4 non-combat actions per melee
2. Crash Survivability: They know the round. These are actions that do no
absolute limits, strengths and damage and involve maneuvering to
weaknesses of their machines. This dodge, swerve, brake, accelerate, etc.
includes knowing how to brace oneself • +2 on Perception Rolls
or go limp during a crash; many able to • +1 on initiative at levels 1, 3, 5, 7, 9,
walk away from the worst wrecks with 11, and 13
little more than scratches. As such, they • +2 to strike with any vehicle mounted
are +2 to roll with punch, fall or impact weapons with an additional +1 at levels
at levels 1, 3, 5, 7, 9, 11 and 13, and 2, 4, 6, 9, and 12.
+10% to save vs. coma and death. A • Automatic Dodge, even if piloting a
successful roll with impact means taking vehicle that does not normally have a
half damage. Even in M.D.C. smash-ups, dodge, such as a tank. However, the
the character takes S.D.C. and Hit Point vehicle must be traveling at a minimum
damage rather than M.D. speed of 50 mph for this dodge. +1 to
3. Natural Driving Ability: All Road this auto-dodge at 1, 2, 4, 7, 11, and 15
Dogs are “naturals" at piloting almost • Can “goose” the vehicle for an
any vehicle. The character is +15% to additional 10% greater speed and range
pilot any vehicle he is trained with and than is believed possible based on the
+25% on one particular favorite vehicle vehicle’s description
type of choice (usually a car or similar). 5. Snapshooting from a moving vehicle:
Furthermore, Road Dogs get their full • Can fire a traditional two-handed
combat bonuses while in a vehicle, as weapon, like a rifle, one-handed without
well as additional abilities (see Vehicle penalty (normally the shooter loses all
Combat Skill, below). When faced with strike bonuses).
an unfamiliar vehicle, the Road Dog has • Accurately shoot while riding or
a base percentage of 30% plus 1% per driving a moving vehicle (normally a
level of experience, plus I.Q. bonus, if wild shot), but strike bonuses are half
any, to pilot it. If the vehicle is very and a "called" shot is impossible.
alien and difficult to operate, the Road 6. Stubborn and Rugged: With all Road
Dog has a base chance of 15% plus 1% Dogs, a certain concrete willpower tends
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to develop; +2 to save vs. mind control, Pilot: Any (+10%)
pain, hallucinatory drugs and similar Pilot Related: Any
effects. Rogue: Any except Computer Hacking.
7. Special O.C.C. Bonuses: Science: Math only.
+1D4x10+15 S.D.C., and +1D4 to P.P., Technical: Any (+5%), except Computer
P.E., Spd, and M.E. attributes. Operation and Programming
Alignment: Any, but tend towards Transportation: Any (+10%) except Pilot
Scrupulous, Unprincipled, Anarchist and Wing Packs, Host Armor Combat, and
Aberrant. War Mount Combat.
O.C.C. Requirements: I.Q. 8, M.E., P.P. W.P.: Any
and P.E. 10 or higher. Wilderness: Any (+5%)
O.C.C. Skills: Secondary Skills: Also select four
Speaks English and The Cant at 88% Secondary Skills from the previous list.
+2% per level (most are illiterate) They are limited by "Any, Only and
Basic Math (+10%) None," and do not receive any of the
Radio: Basic (+10%) bonuses listed in parentheses. These are
Detect Ambush (+10%) additional areas of knowledge and start
Basic Mechanics (+10%) at the first level of proficiency. The
Automotive Mechanics (+12%) character may select one more
Vehicle Armorer (+10%) Secondary Skill at levels 3, 6, 9, and 12.
Pilot: Automobile (+20%) Standard Equipment: Starts with a suit of
Pilot: Motorcycle or (+20%) homespun M.D.C. armor or light to
Pilot: One of choice (+15%) medium armor. Other equipment
Roadwise (+20%) includes one or two M.D. weapons and a
Land Navigation (+20%) couple of S.D.C. weapons reflective of
Wilderness Survival (+10%) the character's W.P., survival knife, 2D4
W.P. Knife wooden stakes and a mallet, 1D4 signal
W.P. Energy Pistol flares, 1D4 smoke grenades, camp stove,
W.P. Three of choice (any) sleeping roll, some basic rations (enough
Hand to Hand: Expert to start, but can be for 2D6 days), sunglasses or silt goggles,
changed to Hand to Hand: Martial Arts air filter mask, two canteens, three
for one O.C.C. Related skill selection or gasoline cans, backpack, satchel, box of
to Assassin for two skills. matches, cigarette lighter, first-aid kit,
O.C.C. Related Skills: Select three and any other bits and pieces okay with
Physical skills of choice (any) plus four the G.M. The vehicle will also carry
other skills. Select one additional skill at some essential but very basic tools. If he
levels 2, 4, 6, 9, 12 and 15. New skills wants to have a better tool set, he may
start at the first level of proficiency. buy it with his vehicle funds.
Communication: Any (+5%) Vehicle: The character starts with a high
Domestic: Any quality car, or pick-up truck or jeep-type
Espionage: Any vehicle and a 30,000 credit budget to
Medical: First Aid, Holistic Medicine spend on improvements for his own
and Paramedic only (+5%). vehicles (any money not spent on the
Military: Any (+5%) vehicles is not counted as available
Physical: Any (+5%), except Acrobatics funds; eliminate it).
and Gymnastics
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Money: Starts with 3D6x100 in saleable/ maximum potential to assist surface and
tradable items and 1D6x100 in credits. amphibious activities.
Sasquatch are often sent ahead of
platoons to scout out areas, even running
SASQUATCH alongside Gorehounds or scouting areas
By Premier from high above in the treetop canopy,
The Sasquatch is a new type of guerilla staying concealed in their camouflaged
warfare soldier that has devoted chameleon skin and dense foliage.
themselves so keenly to the cause of Sasquatch are also assigned as Mountain
their Great House and the Resistance Sentinels to defend and protect hidden
that they have also sacrificed their Outposts and to comb the harsh climate
physical humanity to preserve it. These to rescue comrades and toss foes over
furry soldiers are giants among men and the edge, literally.
beast among the predators of the wild. Few soldiers have been gifted to become
Sasquatch are a recent addition to the Sasquatches and the ones that are, often
Resistance and have been assigned to sad to say, were once the badly
Recon operations, battlefield Warriors, disfigured, maimed or severely injured
Search and Rescue and Enforcers in the soldiers that have proven themselves
militia and make great defenders, immensely in the field, but have been
especially at Haven entrances. Sasquatch none the less ostracized by haven society
excel as platoon sentry units when because of their unsettling war wounds.
traversing wild habitats where they Saints & Engineers are simply so rare
blend in naturally, especially in the and extremely busy in most Great
Preserves because of their temporary Houses that often many soldiers go
protection as Gaia is currently without corrective cosmetic surgery for
“undecided” as to their classification and days or months at a time before going
most robot machines overlook their before one of the benevolent sacred
presence as a natural creature. However, beings. In some cases soldiers who
Necroborgs and Necrobots will attempt aren’t “dying right away” may have to
to predate anything alive and moving. live with facial disfigurements,
This protected status is sure to change lacerations or other unsightly wounds
quickly as the Machine inevitably the best they can or even go back into
becomes more aware of the Sasquatches’ the field, for as long as they can and
activities as Gaia is not shy in her aren’t becoming infected. Many civilians
biological observations and it will only shamefully don’t wont to see the horrific
be a matter of time before Gaia begins to reminders of the war that goes on the
capture live specimens for her cryo-zoos, surface, nor do they prefer to be
taxonomy and Xeno-zoological analysis. reminded of the high costs and sacrifices
For now however, as long as Sasquatch that are being made every day by those
role play as natural primate creatures who place their life on the line. This
they are often left alone after a few hours cruel & selfish facet of humanity can be
of recorded observation by drones or a sad reminder that even while locked in
probes. It is during this short window of a war for survival against the oppressing
time that the Resistance should try to Machine, WE still have so much
utilize the Sasquatches to their growing to do in order to conquer
ourselves. Many Philosophers have
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asked what would humans do if they nerve endings, and painkillers or
actually won the war against N.E.X.U.S anesthetics can damage this process.
and how would things be governed Once the new protective Sasquatch skin
thereafter, and sadly such selfish and and outer fur coat is successfully grafted
hurtful behaviors may continue to plague (lasting nearly 2-3 days of rigorous
man leaving very little as an optimistic torture) the next series of physical
future. enhancements are conducted.
Many might consider Sasquatches as The next stage, the Warriors are imbued
simple furry versions of Biotics but with all sorts of physical recovery,
nothing could possibly be far from the enhanced regeneration and
truth. Biotics are often criminals, morphological enhancements & powers
mentally ill, rebels or unproven soldiers to strengthen their combative prowess
who are more experimental in design, and mobility to survive in the rugged
often viewed as a form of salvaging terraign without the need or requirement
humans to preserve a form of militia of Living Armor or Host Armor. The
infantry and grunts, even having to mind outcome is a specimen that could lure
wipe the humans before the process. many to push others over to sign up for
Sasquatch however, retain all of their the Sasquatch program if it weren’t for
prized previous military knowledge and the painful or the very selective process.
field expertise as it is invaluable wisdom Sasquatch are beautiful titans of men,
and experience that the Resistance needs with long flowing scentless manes &
in the field, not another mindless or tufts of hair with corded sculpted
insane greener. Librarians & Warlords muscles that well define their statue and
agreed that the time gained from having power. The face of a Sasquatch is not
to avoid training or completely re- like that of a guerilla or orangutan as
training a Splicer and the Bio-E capacity many might have suspected the
that is already developed makes a Librarians to do, but in fact are quire
Sasquatch a rare soldier commodity. If sentient brewing with intelligent soulful
anything Sasquatches would be closer eyes and a slight pronounced muzzle
compared to a Skinjob. However, unlike resembling a cross between an alluring
the stealth & assassin styled Skinjobs, Rhesus macaque, Tamarin (Emperer or
Sasquatch are chosen warriors who have Cotton Top), Olive male baboon and a
already proven field combative prowess slight predatory hint of a Snow leopard.
and thus the Librarians decided that The muzzle houses large powerful
Sasquatches will receive devote rewards canine eyeteeth with the tips slightly
for their loyalty and valor in the field revealed at the lip line. The upper bodies
and especially for surrendering their of the Sasquatch are well powered and
bodies to the Talents behind robust exuding extreme amounts of core
Biotechnology to further the cause of the muscle and strength housed inside. The
Resistance. coat’s coloration can range anywhere
First, these chosen warriors undergo an from blond, bright orange, crème, tan,
unforgettable process quite similar to amber, sable, to dark gray, silver, any
that of the Skinjobs as their human skin shade of brown or solid black or pure
is flayed from their bodies while still Ivory when the Camouflage skin is not
conscious as the nerve endings must be activated. Despite all the augmentations
carefully separated and connected to live Sasquatch still retain their voice box and
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capability of speech. They also have a Some seasoned Dreadguards suspect this
Bio-Comm surgically implanted to is just another ploy secretly conducted to
where they can speak and communicate goad more humans to cheerfully become
to others within a 6-mile radius. experimental prototype guinea pigs and
Sasquatch also can utilize and emit an puppets for the Librarians causing them
encrypted Beast Roar that can be to keep a watchful eye on Sasquatch
boomed loudly like a roaring tiger or activities. Skinjobs have also taken
lion to communicate several worded notice of the well received response of
messages (like a Whales song) across a Sasquatch over their more harder to look
5-mile radius. When in combat at appearance and wonder if they will
Sasquatch have been known to release soon be the obsolete models being
deep growls and roaring like some form replaced by the “furry boys.” Some
of large big cat. Skinjobs make it known that they
Once a Sasquatch has been reborn and disprove of jobs being assigned to
awakened from the Engineer’s recovery Sasquatch over them and seek to always
chamber, they are groomed and checked demonstrate the Skinjob superiority in
thoroughly by Geneticist to approve the field, especially when it comes to
everything. The Sasquatch is then sent to stealth and close range combat. A few
train for several weeks to get recent Sasquatch casualties have been
accustomed to his new body. This suspected as foul play and to be caused
specialized camp is often located in a by the hands of Skinjobs.
Preserve & or an isolated mountain Alignment: Any, but typically good or
range where all the natural senses and selfish, as the warriors have grown much
abilities can be brought up to speed, closer & compassionate to their
honed and executed to meet the required comrades of the militia rather than the
standard (meaning the specs listed in the cruelty & unappreciative habits of the
stats, nothing additional). Sasquatch get people they protect and die for. (30% are
one Seasoned Officer to shadow for his Principled, 20% are Scrupulous, 30%
training duration until the pup can prove Unprincipled and 18% Anarchist.)
that they have earned the respect of the Attribute Requirements: First and
Officer Sasquatch. Sometimes this is a foremost character has historically been
special tribal hunt (melee weapons only) either a severely wounded Archangel,
of a certain formidable alien predator Outrider, Packmaster, Roughneck or
species that will FULLY test & utilize Skinjob to qualify for the program.
all the required physical attributes of a Dreadguards & Saints are hands off and
Sasquatch, or is a feat of agility in Biotics are too much of a liability to risk
climbing to the top of a tall tree or the conversion, not to mention they often
mountain that has treacherous forms of have insanity issues to boot. Scarecrows
travel and numerous predators or are hands off as the call of the Elixir
machine patrols that pose a significant means they will be limited to overall
threat and to retrieve something back to field time where as the Sasquatches are
the leader in a certain allotted time, etc. designed to last in the field for long
Once then, they return to the Great isolated durations at a time. This is not
House to report for duty and may join to mention that the Scarecrow’s
any platoon(s) for operation regeneration abilities would fight the
assignments. surgical conversion process.
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With that being said: I.Q. 11, P.E. 14, 50 feet (15.2 m) away from the source of
and P.P. 12 or higher. A high P.S. is water and the fur is odorless.
suggested, but not mandatory. 2. Enhanced Physical Strength, Body &
Attribute Bonuses (after being remade): Elongated Arms: The human character is
+2D10 to P.S., +1D4 to P.P., +1D4 to bio-engineered & augmented into a
P.E. and +1D10x10+25 to Speed soldier creature with supernatural
attribute and can leap 50 feet (15.2 m) strength P.S., even as strong as most
across after a short run (half from a dead Splicers (which is the equivalent to
stop), and 30 feet (9 m) high without a Robotic strength. P.S.) The Sasquatch
short run. can carry up to 70 times his P.S. attribute
O.C.C. Bonuses: Has Splicer P.S. number in pounds, can lift up to 100
(strength), +1 attack per melee round, +3 times his P.S., and inflicts Mega-
on initiative, +4 to beastial automatic Damage with his bare hands, claws and
dodge (the act of dodging does not use feet in melee combat. The body muscle
up a melee attack, but one must still roll fibers and musculature as a whole has
a dodge), +3 to save versus toxins, been augmented to allow a Sasquatch to
poisons and drugs, +20% to save versus run at an accelerated speed and can run
coma and death. through the densest jungles at half his
Base S.D.C.: No Applicable, See MDC maximum speed. Add +1D10x10+25 to
Skin & Fur and Enhanced Physical Speed attribute and can leap 50 feet
Strength & Body. (15.2 m) across after a short run (half
Sasquatch Powers: Below is a list of the from a dead stop), and 30 feet (9 m) high
Standard features and new Bio-E without a short run. The arms of a
enhancements wont be allowed until Sasquatch have also been elongated and
level 3 unless the Sasquatch has done are long and massive with coiled muscle
some exceptional feat that warrants it, like a gorilla or large male baboon
but most Engineers wont push the adding +5 to the Sasquatch’s P.S.
physical limits any further until level 3 attribute and gives a 4 foot (1.5 m) reach
(GM’s call). : advantage beyond a normal human’s
1. M.D.C Skin & Fur Coat: The reach. The powerful long arms are
Excruciating process of becoming a excellent for grasping, lifting and
Sasquatch gives the character extremely climbing and add an additional +20% to
temperature resistant and durable, bio- the climbing skill.
synthetic skin and fur with 2D6X10+60 The enhanced body also adds 2-3 feet to
M.D.C., and gets an additional 2D8 the height of the character and adds
M.D.C. per level of experience, starting 3D8X10 pounds of muscle, bone, tissue
at level two. The Fur is well insulated and fur to the character’s natural
with several thousands of hair follicles unarmored weight.
condensed into each inch of fur, like that 3. Righting Reflex: The Sasquatch
of a river otter’s and is also impervious automatically relaxes, rights itself and
to Mega Damage temperatures such as lands on its feet or in a way to minimize
fire or extreme cold, (Does half damage any damage the same as a cat. Like most
and skin is literally dry within minutes felines, the Sasquatch morphology has a
once character emerges from water.) The unique “vestibular apparatus” that allows
fur sheds water very quickly making it the Sasquatch to orient himself in midair
difficult to track once the character gets and land safely on all fours (hands and
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feet), spreading and absorbing damage 6. Organic Pounce Thrusters: These
that would otherwise cause injury. This smaller less powerful versions of the
is also used to recover from falls and Organic Thrusters enable a being the
orient the Sasquatch to snag any nearby size and weight of a Sasquatch to make
branches or availed ledges with ease in- great use of their propulsion ability with
order to recover. the bonus of silenced noise reduction
Bonus: +3 to roll with fall or knockdown when in use. Dual Pounce Thruster
impact (but not punches and kicks), and nozzles are mounted in the center of the
takes no damage from any fall less than shoulders (4 total) and two on each leg
48 feet (14.6 m), automatically landing calf for hovering, underwater swimming
safely on all fours. The Sasquatch takes and enhancing leaps, especially within in
only half damage from any falls from a high terraign such as mountains of
greater height up to 1000 feet (305 m) treetop canopy.
All other falls from a higher height do Flight Ability: 100 mph (160 km) with a
full damage. maximum altitude of 200 feet (610 m).
4. Super-Healing: The Sasquatch bio- Underwater: May be used underwater
regenerates 1D6+2 M.D.C. per melee with a speed of 50 mph (80 km).
round and is +20% to save versus coma Bonuses when Flying: +1 initiative, +2
and death. Sasquatch have a high pain to dodge, and +2 to roll with fall or
tolerance and threshold as their body impact.
releases endorphins to deduce the pain Bonuses when Leaping: +1 to strike, -2
but they aren’t totally insensitive to pain. to dodge (when boosted leap has been
Once a Sasquatch is down to zero committed to a direction), only way to
M.D.C. or less, the character will change direction is to bounce off of
collapse into unconsciousness (like any another structure, +50 feet (15.25 m)
other character), but the Sasquatch will additional to leap distance, +100 feet
continue to regenerate and when back up (30.5 m) to height of leap. The M.D.C.
to at least 3 M.D.C. above zero, the of each nozzle is 2D4X10 M.D.C.
character regains consciousness and is 7. Chameleon Skin: The Color an fur
ready for action within 1D4 seconds pattern of the Sasquatch can change to
(one melee action). adapt to any habitat situation, so that the
5. Reinforced Exoskeleton: Sasquatch coat can transform to look like rippling
have exceptionally thick, extra hard and water, moving or stationary leaves,
resilient alien exoskeleton and bones to green grass and scrub, dirt rocks, a brick
carry all of their bulk and mass and are wall, concrete, metal, tree bark and
difficult to break. similar natural earth patterns, colors and
Bonuses: +30 M.D.C. to the main body environments with exactly the right
and +7 M.D.C. to all other locations. shades and reflections. (Anything that is
Mega Damage: A head butt does +1D6 worn over or covers the fur skin stands
M.D., a running ram/body block does an out on the otherwise concealed
extra +3D6 M.D., a Pounce Thruster Sasquatch. (Standard Chameleon Skin
Ram/Body Block does +1D6X10+15 limitations and detection table as written
M.D., and +2D6 M.D. bonus to punches, in Splicers sourcebook 2004 Pg 83.)
elbows and kicks from the Sasquatch. +1 8. Enhanced Senses:
to roll with punch, fall or impact. Special Sight: The eyes of a Sasquatch
have a violet or indigo iris revealing
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their enhanced abilities at play. The Eyes Sasquatch cannot carry more than a third
allow the Sasquatch to see into the of his usual amount when climbing or
thermal, infrared and ultraviolet upside down.
spectrums of light and color. These eyes Bonuses: +15% to Climbing Skill.
also provide similar vision to that of an 10. Retractable Claw Sabers: (4) long
eagle with stereoscopic capability, black retractable claw like sabers made
enabling the character to recognize a of an alien bone DNA concoction
face or read a small signup to a mile (1.6 capable of cutting through steel are
km) away. The eyes also provide passive sheathed in forearm housings that are
nightvision. concealed by long flowing hair. The
Range: 200 feet (610 m). 2’5” foot claw sabers are sharpened
Special protective eyelid lens used EVERY time they are unsheathed as
originally for keeping out extreme cold they race against the inner sheath
and air pressures can be extracted to go housings, sometimes creating sparks
across the pupils. In addition the lenses when they are extracted. The claws also
work in conjunction with long whisker regenerate 2D6+3 M.D.C. per melee
like fur strands hidden among the mane round or (1D6x10 M.D.C. per minute) if
to allow the Sasquatch to see and sense broken.
the flow of electricity in electrical wires Mega Damage: +2D6+6 M.D. in
and machines (including robots) and addition to Splicer P.S. punch damage.
living creatures as well as natural Claw Strike/Slash: 6D6+10 M.D. and a
electromagnetic energy. Sasquatches can Power Claw Strike/Slash: 1D6X10+10
use this sense to feel the presence of a M.D., but counts as two melee attacks.
machine, robot or creature behind a wall, Penalties: Even with alluring and
rock ledge, in a white out, around the somewhat “cuter” and majestic
corner or hiding behind cover or under appearance, the Sasquatch is still a very
camouflage within a 20 foot (6.1 m) large beastly looking titan sculpted in
radius. muscle and exuding serious power &
Special Scenting Ability: Due to the strength, almost like a large “seemingly
enhanced olfactory of the Sasquatch it is tame” Siberian tiger in a room on a
almost as keen as an adult bear. leash, its still a TIGER and the fear and
(Essentially the same as the Scarecrow’s discomfort it exudes is similar to that of
scenting & tracking ability with double a Sasquatch. It instills a horror factor of
the range as written in Splicers 7 and reduces the M.A. by 1D4 points.
sourcebook 2004, Pg 160.) The Character has truly sacrifice their
9. Gripping Hairs: placed along the pads humanity and cannot be restored. The
of the feet and along the underneath of character cannot use the skills of
the padded hands are numerous small Impersonation, Seduction (some may
tentacle like hair fibers. These gripping still try with a –30%), Wardrobe,
hairs cling to most “rough” surfaces like Picking Pockets, Pick Locks, and cannot
trees, rock, concrete, wood, snow, etc., adorn Host Armor. Worse, the
allowing the Sasquatch to scale such Sasquatch’s mind is not alone. There is a
surfaces vertically or horizontally, even alien symbiote silently hissing and
ceilings. watching the activities of the Sasquatch
Limitations: climbing speed is one third and sometimes its alien like noises can
the usual running speed and the be heard skittering inside the mind and
171
head of the Sasquatch. Sasquatch have a braid their flowing hair into various
25% chance of having violent forms of ponytails with the latter having
nightmares when asleep and may lash more flowing ponytails.
out at anything within a 10-foot (3 m) Common Skills: WIP
radius until completely awakened. This O.C.C. Skill Program: WIP
is one of those issues that the characters Elective Skills: WIP
wish they knew before they signed up to Secondary Skills: WIP
being converted at the hands of the M.D.C. Living Armor: None.
Librarians’ suggestions. Unlike Standard Equipment: WIP
insanities where the issue may stem from Money: Has 4D4X100 credits worth of
some psychological challenge or precious metals, relics or tradable goods
interpretation, this creature is very real as well as 3D8X100 in available credits
and it has some twisted purpose that and previous money before the
Librarians will eventually exploit in the conversion. As always money can be
future. Who knows what this alien spent immediately on additional
creature really is and or what it is up to equipment or saved for later.
and why it was placed there in the first The Upside: WIP
place. What has been noticed by the The Downside: WIP
more seasoned Sasquatch is that the 1. A new type of stealth: Cloak.
older they get, the more feral and battle 2. An alien form of teleportation (range
raged they seem to become and the 50-100 feet/ 15 to 30 m). So thats how
worse their nightmare frequency. they lose their pursuers. In fact, the
Increase nightmare chances by 10% per eldest msot seasoned prototype
level of experience and has a 30% Sasquatch officers are the ones with the
likelihood of getting Delusional Alien, ability to teleport and other Great House
Feral, Animal like or Psychosis: Violet Librarians and Engineers are being
Rage at levels 5, 8 and 11. (See Splicers designed to try & infiltrate the secret
sourcebook Pg 148 for details on these Sasquatch compounds to either:
insanities) A: Learn how they truly do it
Special Note: B: Obtain a viable sample to take back to
> Mane or Mantle (Sometimes these an outpost and get back to the Librarians
long flowing manes or baboon like to try & reverse engineer
mantles are upgraded to a Quill Mane by ...but for some reason it's trickier & far
the more seasoned Sasquatch Warriors. more difficult than it seems.
The long flowing hair tuffs on the IN actuality, Sasquatch have let onto the
forearms and lower legs may also be Neo Sasquatch that they aren't
upgraded in the more seasoned teleporting at all, but in fact, when they
Sasquatch). Also noted are the Apache, are being pursued, one Sasquatch simply
Cheyenne and Cherokee Sasquatch cloaks and another Sasquatch nearby
Special teams who also braid or adorn receives a deep encrypted growl that is
long flowing stallion horse like pony heard below human hearing capacity and
tails as a signature of their recognition it tells the Sasquatch certain key
and prowess. Nubians descendents may information (fur color, physical build,
braid their hair or place them into long etc.) and that Sasquatch's cloak "if"
wild dreadlocks. Norse & Tibetan receptive, replicates the fur pattern and
descendents have also been known to almost near identical idenity of the
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Sender. This misleads pursuers to 5. Hair Needles: These long hair strands
thinking that the orginal Sasquatch are treated and braided into fine crafted
actually teleported to get that far so needles and are able to be thrown at high
quickly. All the while the other velocity by Sasquatch, creating a deadly
Sasquatch is cloaked and laying low silent dart/needles/shuriken styled
until the coast is clear. weapon. The needles can be laced with
Such gimmickry tricks are a learned bio-toxins of any of the various biotech
keystone of the Sasquatch tribes and spores or gases.
must be discovered and learned. Others, 6. Alien scent replication: Not the best
especially Librarians suspect that it is bio-weapon to be proud of but the
this trick that is the deception and that in stinker does come in handy. This ability
fact Sasquatch do have some hidden allows a Sasquatch to replicate a pungent
secret alien relic technology to teleport gaseous odor that not only can make
them short distances and are using some Warmounts or Host Armors vomit their
other alien device to link to it and are contents, but it can be used to replicate
holding out. The Splicer Resistance must signature scents of various alien
decode the truth one way or the other. predators. Such scents can be used to
What say you as I know true draw in and lure these creatures, thus
Teleportation as a new splicers power setting traps for Splicers or robots alike.
may open up floodgates that we don't These scents could be a creature(s) in
want. heat or a rival male species that is
3. War Bone Gauntlets. Huge Weapons violating another male's territory during
with an array of devices and weaponry musk, etc. Or a scent could be used to
built into large gauntlet like shields that deter predators as in the smell of a
are placed on each hand and arm. Such larger' predator's scent marking and
Gauntlets could house multiple serrated territorial marking or the smell of death
whips for climbing assistance and of a certain species to possibly instill
combat, navigation, Garrot, Quill fear within that same species if it's
launchers, explosive liquid gels that nearby. Or scents could be made to
could be opened to purposely splatter intoxicate, confuse or shake possible
onto targets or trail for a long range trackers such as Gorehounds,
sabotage, Hologram projectors to scan a Scarecrows, etc..
scanned in desiganted area to monitor 7. A large & powerful Sasquatch
hidden camera traps, etc. Slingshot that can propel specialized
4. Bio Spears. A huge natural wood & or explosive chig rounds that are grown and
bone looking heavy Spear polearm with resemble large acorns. Other round types
biotechnology enhancments built inside could include miniature virus
to use as a melee weapon and or a med- immobilizers, or Grub nest eggs that can
long range discharge weapon or even as be thrown at opponents like a
a large blow gun that hooks up to one of professional baseball pitcher's heater, but
the Sasquatch's organic thruster ports for only we are talking Sasquatches and a
propulsion. A slight muccle twitch from much bigger solid ball :eek: , and upon
the Sasquatch and a silent needle the size contact the ball's burst and the grub go
of a splintered baseball bat is launched at burrowing into their targets immediately.
high velocity. 8. A Glaive: A jagged frisby like bio-
weapon that cuts down everything in its
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thrown path, spinning at high velocity & ◦ WP: 1 of choice (Typically knife or
silently and returns back to the signature blunt but can be any)
scent of its rightful Sasquatch. O.C.C. Related Skills:
9. A powerful and very large Select 5 skills from the list below.
Warhammer or Tomahawk to make Communications: Any (+10%)
great use of the core strength and power Domestic: Any
of the Sasquatch. Of course each could Electrical: Stunt Man, Basic Only.
have its own biotech enhancement i.e. Riggers: Any (+10%)
Lightning Discharge upon impact or Espionage: Any except sniper
Concussive force or even a Bio Mechanical: Stunt Man, Basic Only.
Expulsion Energy shockwave that Rigger: Any (+10%)
fountains over the hit target Medical: Paramedic only
Military: Demolitions (All),
Camouflage, Weapon Quality, and
Stunt Man Parachuting Only (+5%)
By Krispy Physical: Any (Stunt Double gets +10%)
Alignment: Any, but typically good. Pilot: Basic: Any (Stunt Double gets
Attribute requirements: I.Q. 13, M.E. 11, +10%)
P.E. 14 Pilot: Advanced: Any (Stunt Double gets
O.C.C. bonuses: +4d6 S.D.C., +4 to Roll +5%)
with Impact, +4 to Pull Punch Rogue: None
O.C.C. Skills: Science: Chemistry: All, Math (All) only
Lang./Lit: Native 98% Technical: Any
Pilot: Automobile 98% (No penalties Wilderness: Any
for stunt driving) Weapon Proficiencies: Any
Athletics Secondary Skills:
First aid (+5%) Select 3 skills at start from the list
TV & Video (+20%) above. These skills start at level one
Hand to Hand: Basic (Can be proficiency and do not get the listed
upgraded to expert at the cost of two bonuses. Select 1 additional skill at
skills, Martial Arts for three) levels 3,8,9, and 14.
Select one of the following Skill Equipment:
Packages: Riggers get a vehicle, a modestly
• Rigger: Specializes in refitting and furnished apartment and $4d6x100 in
building devices for use by other stunt miscellaneous parts, 80% possess a
men. firearm of some sort. Riggers also have
◦ Automotive Mechanics (+15%) limited access to explosives. $2d6x100
◦ Mechanical Engineering (+10%) in adventuring gear.
◦ Demolitions (+10%) Stunt doubles get a nice, suburban house
◦ Demolitions: Disposal (+10%) (fully furnished), a new vehicle
• Stunt Double: Specializes in doing (typically a truck), and 3d6x100 in
stunts in place of actors in action films adventuring gear. Stunt doubles usually
◦ Gymnastics (+15%) have 1d6 weapons, both modern and
◦ Acrobatics (+15%) ancient. All Stunt Men start with
◦ Swimming (+10%) $2d6x100 in cash.
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Swarm Lord produce hundreds of insects, but it is not
By Slappy large enough to house them all. This
The Bio-Technology of the Resistance means that the majority of the bugs are
may sometimes seem alien and strange, constantly crawling all across the surface
but it was designed to mimic the of the armor. This is the major reason
inorganic technology of old. Organic why Hive Armor has only achieved
rifles and melee weapons looked and limited popularity among the Resistance.
worked like their mechanical Most humans cannot stand being near
equivalents, and Host Armor and War these suits, much less wear one. The
Mounts were modeled after the robot writhing mass of insects covering the
vehicles and power armor that the armor is a truly disturbing sight, and
humans were comfortable with. It helped Hive Armor (like all Host Armor) passes
them quickly adapt to this bizarre new all physical sensation experienced by the
technology when the Nanobot Plague armor through to the pilot. This means
rendered their previous armaments that anyone wearing Hive Armor
useless. Subsequent generations that constantly feels as though hundreds of
grew up with Bio-Technology saw it as insects are crawling over every inch of
perfectly normal, and the mechanical- his or her bare skin. Experiencing this
like designs became standard templates sensation for even a few minutes can
used by all Great Houses throughout the drive the most strong-willed person
Resistance. Some Librarians, however, insane, so pilots need to adapt to the
have experimented with designs that feeling before they can even hope to
take the idea of “living weaponry” to the command Hive Insects.
next level. Swarm Lords endure a tortuous six
One such design is known as Hive month training regiment in order to
Armor. This bulky suit of armor is prepare them to don their Hive Armor.
similar to standard Host Armor except it They spend every waking moment
has a large insect hive mounted on its covered in insects. They begin their
back. From this honey-combed mound, training handling just a few at a time,
the suit can produce a seemingly endless and then slowly add more and more bugs
supply of powerful Bio-Tech bugs called until they can sit naked in a pile of
Hive Insects that the pilot directs as thousands of insects without thinking
weapons. These living rounds possess a twice. In time, they not only learn to
rudimentary intelligence that allows tolerate the feeling, they learn to love it.
them to track down their prey like tiny This is another reason why Swarm Lords
cruise missiles. Each individual bug is are not very common among the
capable of inflicting considerable Resistance. Most people simply find
damage for its small size, but the true them creepy, which does not inspire
power of this suit becomes apparent many to follow in their footsteps. Of
when the pilot unleashes their insects in course, these same people will gladly
large swarms. The devastating swarms fight at the side of these powerful
released by even one suit of Hive Armor warriors.
can ravage a small platoon of robots. Swarm Lords can strengthen their armor
These experimental suits of Host Armor with the standard Bio-Enhancements
are piloted by a special breed of warrior available for Host Armor, but the real
known as Swarm Lords. The hive can power comes from the various types of
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insects they grow within the hive on Military: Any (+5%)
their back. Hive Armor can house Physical: Any
multiple types of insects simultaneously. Rogue: Gambling and Find Contraband
All the bugs recognize the other species only.
as part of the same hive, and they all Science: Any (+5%)
work together to protect their queen, the Technical: Any
Hive Armor pilot. They patrol the area in Transportation: Any, except Pilot Wing
search of danger (robots), attack any Packs.
man or machine that threatens the armor, Wilderness Survival: Any (+10%)
and destroy any target the pilot W.P.s: Any
commands. The hive looks like a low Secondary Skills: The character gets to
profile turtle shell on younger suits, but select four Secondary Skills at level one
as the armor matures, the hive grows and one additional skill at levels 3, 6, 9,
into an enormous mound. It eventually 12, and 15. These are additional areas of
grows so large that the Hive Armor must knowledge that do not receive any
lean forward in order to support the special O.C.C. bonuses.
weight. This hunch-backed stature slows Swarm Lord Hive Armor: The Swarm
the armor down somewhat, but most Lord receives an experimental Host
Swarm Lords gladly trade the decreased Armor design known as Hive Armor, the
mobility for the increased payload of Bio-Tech equivalent of living power
powerful Bio-Tech Hive Insects. armor, brimming with weapons, Bio-
Alignment: Any, but typically good or Enhancements, and a special organic
selfish. hive that continuously spawns powerful
Attribute Requirements: I.Q.: 13, M.E.: Bio-Tech insects. The Swarm Lord is
14, and P.S.: 14 or higher. genetically bonded to one specific Hive
Attribute Bonuses: +1 to I.Q., +1D6 to Armor.
M.E., and +2D4 to P.S. Step One: Standard for Host Armor,
O.C.C. Bonuses: +2 to save vs. insanity, except for the following changes:
and +6 to save vs. horror factor. M.D.C. of the Hive is 2D6x10+30,
Base S.D.C.: 50, plus any from Physical speed and leaping ability is reduced by
skills. 15 percent, and weight is increased by
Common Skills: Standard. 4D4x10 lbs.
O.C.C. Skill Program: Basic Military Step Two: Determining Metabolism.
(+20%), Athletics (+10%), Bio- Hive Armor is always a Lithovore. All
Technology (+10%), and Infantryman aspects are identical for normal Host
(+10%) or Man-Hunter (+10%). Armor, except that Hive Armor must
Elective Skills: Select any one consume twice the usual amount of
Wilderness Skill and three Electives minerals each day. This is necessary to
from the following list at first level. sustain the various types of metal-eating
Select another two Elective Skills at insects that grow within the hive.
levels 2, 4, 8, and 12. All new skills start Step Three: Available Bio-Energy points
at level one proficiency. for the Swarm Lord is M.E. attribute
Communications: Any (+5%) number, +P.E. attribute number,
Domestic: Any (+10%) +1D4x10 points, plus an additional 20
Espionage: Any (+5%) points for the Lithovore metabolism.
Medical: First Aid only. These Bio-E points can be used to
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purchase Bio-Enhancements from any effect weapons like rail gun bursts,
category except Ranged Bio-Weapons. grenades, and missiles as well as impact
In addition, the Swarm Lord starts with weapons like fists, clubs, and blades will
5D4x10 Bio-E points that are used to have to first get through the thick layer
purchase Hive Insects for the character’s of insects in order to damage the armor
personal swarm. Each level of beneath. When these types of weapons
advancement, starting with level two, the strike the armor, the damage inflicted is
Swarm Lord gets an additional 1D6 Bio- only half. The other half of the damage
E to add to the capabilities of the actual is soaked up by the Hive Insects
Host Armor, and 4D10 Bio-E points to crawling on the surface. The bugs may
be used to strengthen the hive. These blunt the effect, but they suffer the
Bio-E points can be spent as soon as consequences. Every time this layer of
they are acquired or saved and combined bugs absorbs damage for the armor, a
with points from subsequent levels of number of insects equal to one quarter of
experience. the total damage inflicted are killed.
If the Swarm Lord’s Hive Armor is Precision weapons like lasers, particle
destroyed, another will be bonded to beam blasts, and even single rail gun
him. It will only have the most basic rounds may hit one or two bugs, but the
Bio-Enhancements, but it will have majority of the damage will travel
5D4x10 Bio-E points available to through to the armor. Flame thrower
purchase Hive Insects. Swarm Lords are weapons inflict major damage to the
just too rare, and the Resistance does not Hive Insects. In this case, take the total
want to squander their training. amount of damage inflicted and divide it
Step Four: Biological Enhancements, in half. One half of the amount damages
Weapons, and Hive Insects. Bio-E points the armor, and the other half represents
allocated for Bio-Enhancements and how many insects were destroyed.
Hive Insects must be spent separately. In addition to physically shielding the
Selections can be made from any of the armor, Hive Insects will also attack
categories, except Ranged Bio-Weapons. anything that threatens the Hive Armor.
The energies of the suit are dedicated to Any robot, drone, animal, or even
manufacturing Hive Insects, and trying human that attacks the Hive Armor in
to create ammunition for other Bio- hand-to-hand combat will be assaulted
Weapons proves to be just too much for by 2D4 Hive Insects every time the
the suit (and the pilot) to handle. opponent successfully strikes the armor
Besides, Swarm Lords consider their (just select the most abundant insect in
Hive Insects to be far superior weapons the character’s personal swarm in order
to any Bio-Weapon available for to determine damage) .
“lesser” suits of Host Armor, so they do Hive Insect Generation: The organic
not see this as a limitation at all. hive constantly spawns new Hive Insects
Special Hive Armor Bonuses: +6 on to replace bugs that die in combat or
initiative and the pilot cannot be from old age. The amount of insects the
surprised from behind, +1 to strike and hive can create is proportional to the
parry, and +5 to Horror Factor. The total size of the character’s personal
hundreds of insects crawling all across swarm. For every 200 insects in the
the Hive Armor also offer a limited swarm, the hive can generate 2D6 new
amount of defensive protection. Area insects every 10 minutes.
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Penalties: As the character adds more your Hive Armor. The buzzing insects
insects to his swarm, the organic hive constantly whirling around your armor
mounted on the armor grows larger as also makes stealth impossible. For all the
well. For every 200 insects, add another Hive Armor’s strength, it is nearly
4D6 M.D.C. to the hive and 50 pounds worthless once all the Hive Insects are
to the weight of the armor. The increased exhausted, so you need to be careful not
weight decreases speed and leaping to exhaust your Bio-Tech insects too
ability by 10 percent. For every 400 quickly or you will be a sitting duck for
insects, the Swarm Lord suffers the Machine. Furthermore, most people
additional penalties of -2 to parry and find the massive swarm of insects
dodge. Once the swarm reaches 800 crawling across your armor creepy; the
insects, the hive becomes so heavy it rest find it absolutely terrifying. Few
forces the Hive Armor to hunch forward people can tolerate being near you, but
in order to support the weight. When the they generally make an exception in
armor is forced to assume this posture, battle. Of course, after the day is won,
all penalties from increasing the size of they go right back to politely avoiding
the swarm are doubled. At this point, you.
most Swarm Lords enhance their Hive
Armor with Elongated Arms in order to Hive Insects
keep the suit more stable (future The true power of the Swarm Lord lies
penalties are not doubled, they increase in his loyal army of Bio-Tech insects.
at the standard rate). There are eight types of Hive Insects that
Standard Equipment: Military fatigues, the character can choose from in order to
dress clothing, survival knife, utility belt, build his personal swarm. The different
first-aid kit, Face Wrap, tinted goggles, species work together in perfect
hatchet for cutting wood, one light or harmony and view each other as
heavy Bio-Weapon of choice and one members of the same hive. This lets
weapon for each W.P. with appropriate Swarm Lords add insects of every type
ammunition for heavy combat, tent, to their swarm if they choose to do so.
knapsack, backpack, two water skins, Each Bio-Tech insect is surprisingly
two week supply of emergency food powerful on its own, but their true power
rations, and some personal items. is revealed when they combine their
Money: Has 1D6x100 credits in precious attacks as large swarms. A single Swarm
metals, relics or trade items, as well as Lord can devastate a platoon of robots in
6D6x10 in available credits. Money can minutes, but he must be careful not to
be spent now on additional equipment or exhaust his supply of insects too quickly.
saved for later. Most Hive Insects quickly die after
The Upside: You control a massive army attacking a target (or on impact), plus
of hundreds of intelligent Bio-Tech they were designed to have limited
weapons. Despite their size, these tiny lifespans. Hive Insects only live for 48
little insects pack tremendous destructive hours before they die and dissolve into
power. They allow you to take on dozens sludge. This is a safety measure built
of opponents single-handedly and into their genetic code to ensure Hive
prevail. Insects never grow out of control and
The Downside: Your hive may be threaten the environment. When they are
strong, but it dramatically slows down nearing the end of their lives, the bugs
178
will crawl back into the hive so their ultraviolet range). All Hive Insects are
remains can feed the rest of the swarm. Lithovores which means they eat pure
This prevents the Swarm Lord from minerals and metallic alloys (of course,
leaving a trail of dead bugs everywhere the Nanobot Plague quickly kills these
he goes, and it helps nourish the hive. bugs after they consume metal). They
The organic hive constantly spawns new were designed to find the taste of metal
insects to replace lost bugs, but this takes delicious and the taste of organic
time. material repulsive. Even if commanded
Swarm Lords communicate with their to eat a living target, Hive Insects will
insects through a neurological only take small bites before the repellant
connection formed when the bugs’ feet taste forces them to break off their
are in contact with the Hive Armor. attack. This is another safety measure
Their simplistic and alien minds can built into the insects to ensure they never
only communicate basic ideas like become a danger to humans. Hive
danger is near or the direction of a Insects mainly eat a mineral rich paste
target, but this is often more than secreted within the hive or the remains
enough. The hundreds of Hive Insects of other Hive Insects that have died of
crawling all across the armor make it old age. This is more than enough to
impossible for anyone to sneak up on a sustain the entire hive indefinitely, so it
Swarm Lord, and they can send out is unnecessary for the bugs to seek
scores of insects in all directions to scout additional food from external sources.
out trouble. The bugs cannot The only time they consume anything
communicate the type of threat or else is when they are attacking robotic
number of opponents, but they can lead targets.
their Swarm Lord master right to the
target or warn him which direction to Rules for Swarm Attacks
avoid. Another major limitation is that Swarm Lords telepathically direct their
Hive Insects can only identify robotic insects through a neurological
adversaries. They cannot distinguish connection formed between the skin of
between Waste Crawlers and other their Hive Armor and the feet of their
humans from the Resistance, and they insects. This means that once the Hive
cannot tell the difference between loyal Insects break contact with the armor, the
War Mounts and the deadly alien pilot can no longer communicate with
predators released by the Gaia them in any way. The bugs will follow
personality. This significant limitation is the last command issued by the Swarm
why they will never replace Gorehounds Lord to the best of their ability, but if
or Black Talon War Hawks as scouts. they cannot complete their mission, they
Unless stated otherwise, all Hive Insects will return to the hive for further
are roughly two-inches long and possess instructions. Communicating with so
thick chitinous armor like a beetle or many minds at once (even such simple
cockroach. Beneath their armored shells and primitive minds) requires a great
are four insect wings that allow them to deal of concentration. The character
fly at impressive speeds. Their must spend one melee action for every
compound eyes give them a good field 20 Hive Insects that he issues a
of vision, but the range is average at best command. So if a Swarm Lord wanted to
(although they can see into the launch a swarm of 100 insects, it would
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cost 5 melee attacks. The character can insects. Anyone attempting to do this
also choose to launch smaller swarms at must roll an 18 or higher (with strike
multiple targets. In this case, each swarm bonuses). However, on a successful
also counts as one melee attack (even if strike, the attacker only succeeds in
all the swarms total less than 20 insects). destroying 1D4 insects (even if the
Swarm attacks are nearly impossible to swarm contained hundreds of bugs). To
evade unless the target is able to move make a significant dent in a swarm
faster than the flight speed of the Hive requires a flame thrower or some other
Insects. If the target cannot travel faster kind of area effect weapon. Grenades
than the swarm, then it can only dodge and missiles work if the swarm has
the attack if it rolls a natural 18 or landed on an object, but it is impossible
higher. If the target is faster than the (or at least extremely difficult) to strike
swarm, then the Swarm Lord must make the swarm with these types of weapons
a strike roll. Each swarm attack (no when they are airborne. When attacking
matter how large) only requires one roll the swarm with a flame thrower (or
to strike. Either the entire swarm reaches similar weapon), roll to strike as normal.
its target, or the entire swarm misses. The swarm will perform evasive
However, if the swarm does initially maneuvers when it is assaulted by
miss its target, it will continue to track rolling to dodge the attack (include
down its target until the insects finally bonuses listed under each insect, high
succeed or the target retreats out of roll wins). The swarm cannot completely
visual range (1200 feet). The target can dodge an attack, but it can reduce the
continue to dodge the swarm, but the number of insects that are lost. On a
persistent little insects will never give up successful strike, roll damage for that
until their prey falls. Actually, they do weapon as normal, but now this number
not even stop when this happens. The represents how many insects were
Hive Insects will continue to attack the destroyed. If the swarm successfully
fallen robot until they expend all their dodges the attack, this just means that
energy and die or they finally succumb the number lost is only half. For
to the Nanobot Plague. The swarm has example, an Incinerator Robot fires its
two attacks per melee as it continuously plasma napalm launcher at an
tries to track down its prey. The only approaching swarm of 20 Locusts. It
bonuses that apply are the strike bonuses rolls a 14 which means the strike is
listed under each individual Hive Insect. successful. However, the swarm also
If the target does escape, then the swarm rolls a 14 (with bonuses) which means
will return to the hive for new the dodge was also successful (ties
instructions. always go to the defender). The robot
The only way to completely dodge a then rolls 3D6 to determine damage. It
swarm attack is to either flee out of rolls a 12, which would normally mean
visual range (1200 feet) or destroy the 12 of the bugs are fried in midair, but
swarm. Unfortunately, unless the target since the swarm was able to evade the
has a flame thrower or some other area attack, only 6 of the insects are
effect weapon, this is a very difficult destroyed and the remaining 14 reach
proposition. Firing into the swarm with a their target and begin to feast on the
precision weapon like a laser only has a combat robot.
small chance of hitting more than a few
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Obviously, swarms that have suffered Color: Light brown with dark green
losses will also lose some of their accents.
destructive potential. To calculate Mega-Damage from a Single Insect:
damage inflicted by a weakened swarm, 1D4 per melee round for 1D4 melees.
roll damage as normal, and then reduce Additional Abilities: None.
the damage by the equivalent ratio. The Mega-Damage from a Swarm Attack:
reduction ratios should be calculated by • A swarm of 20 Locusts inflict 5D8 per
quarters (one quarter, half, and three melee round for 1D6 melees.
quarters; always round down). Of • A swarm of 40 Locusts inflict 8D8 per
course, if the swarm is reduced to a few melee round for 1D6 melees.
insects, just use logic and calculate • A swarm of 60 Locusts inflict 5D8+20
damage based on each individual bug. per melee round for 2D4 melees.
• A swarm of 80 Locusts inflict 6D8+30
Types of Hive Insects per melee round for 2D4 melees.
Swarm Lords generally have a mixture • A swarm of 100 Locusts inflict
of all types of Hive Insects within their 7D8+40 per melee round for 2D4
personal swarms. They are primarily melees.
designed for combat, but creative Swarm • Every additional 20 Locusts added to a
Lords have discovered many inventive swarm adds one additional melee round
uses for their bugs. Below is a list of all to the duration of damage.
the different types of Hive Insects Additional Swarm Effects: None.
available to the Swarm Lord. Bio-E Cost: 35 points for every 50
Locusts.
Locusts Bio-Enhancements:
Locusts were the first Hive Insects • Regurgitation: Locusts can be
designed by the Librarians. These small enhanced with a reflex that forces them
armored beetles were modeled after the to regurgitate periodically when they
ravenous grubs used in Bore Cannons. consume metallic alloys. This allows the
The Librarians hoped to create flying voracious bugs to actually eat longer
versions of these powerful living rounds before they finally gorge to death.
that were intelligent enough to seek out Increase the duration that damage is
and destroy robotic adversaries on their inflicted by 50 percent. In other words,
own. They may require the direction of a 1D4 melees becomes 1D4+2 melee
Swarm Lord, but they are still incredibly rounds, 1D6 melees becomes 1D6+3
effective weapons. These vicious bugs melee rounds, and 2D4 melees becomes
are like flying piranhas. They can 3D4 melees.
consume several times their size in metal Bio-E Cost: 20 points for every 50
before they burst from overeating or are insects.
killed by the Nanobot Plague. Their Prerequisite: None.
destructive power makes them the • Acidic Regurgitation: Once Locusts
preferred Hive Insects of most Swarm receive the Regurgitation Bio-
Lords. Enhancement, they can be further
M.D.C. of each Insect: 2 each. modified so that when they do
Flight Speed: 80 mph. regurgitate, they disgorge a powerful
Bonuses: +5 to strike and +3 to dodge. acid. The acid is incredibly damaging to
inorganic material, but nearly harmless
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to humans (no damage at all, just mild is combat. Once these Hive Insects chase
skin irritation). This increases the down and land on their prey, they
damage done by a Locust (or Locust overload their internal plasma furnaces
swarm) by 50 percent. and detonate. The tiny six-inch
Bio-E Cost: 20 points for every 50 explosion from a lone bug inflicts decent
insects. damage, but when Fire Flies combine
Prerequisite: Regurgitation. their power in swarms, they are utterly
• Enhanced Flight Speed: Locusts can devastating.
receive larger, more powerful wings that M.D.C. of each Insect: 3 each.
allow them to achieve much greater Flight Speed: 60 mph.
flight speeds. Increase flight speed to Bonuses: +3 to strike and +3 to dodge.
120 mph. Color: Black with bright orange
Bonuses: +1 to strike and +1 to dodge. highlights.
Bio-E Cost: 10 points for every 50 Mega-Damage from a Single Insect:
insects. 2D4
Prerequisite: None. Additional Abilities: Each Fire Fly can
light a three-foot area and can also
Fire Flies radiate temperatures up to 120 degrees
These fat little bugs are about one inch within the same three-foot area.
longer than the average Hive Insect and Resistant to heat and fire (takes half
nearly twice as fat. They can perform damage).
multiple functions, but their main role is Mega-Damage from a Swarm Attack:
to act as miniature, self-guided plasma • A swarm of 20 Fire Flies inflict 6D10
grenades. Fire Flies are able to generate to a 10-foot area
a small amount of super-heated plasma • A swarm of 40 Fire Flies inflict
within their abdomens. They can douse 8D10+10 to a 15-foot area
or ignite their internal fires at will and • A swarm of 60 Fire Flies inflict
can even control the intensity. When lit, 10D10+20 to a 20-foot area
this bright orange flame can illuminate a • A swarm of 80 Fire Flies inflict
three-foot area around the bug. The 10D10+50 to a 25-foot area
internal plasma furnace also gives off a • A swarm of 100 Fire Flies inflict
good deal of heat, but the heat resistant 10D10+100 to a 30-foot area
carapace that each fly possesses limits • Every additional 20 Fire Flies added to
the amount of heat released. They feel a swarm adds an additional 5 feet to the
warm to the touch, but they can still be blast area.
safely handled by an unarmored human. Additional Swarm Effects: Every 20 Fire
Many Swarm Lords like to use Fire Flies Flies creates a thermal “blind spot” that
to confound the Thermographic Optics covers a 100-foot area. Robots relying
used by the Machine. One Fire Fly on these sensors will be unable to
appears as a three-foot wide blotch on a accurately target the swarm (-4 to strike
thermal imager that is roughly the same the swarm) or see anything beyond it.
temperature as a human being, and The light from their internal plasma
multiple insects can create a heat screen furnaces illuminates the same 100-foot
that makes these advanced optics almost area for every 20 Fire Flies. Swarms of
useless. While Fire Flies make excellent Fire Flies are resistant to flame weapons
lanterns and radiators, their true purpose
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(only half the normal amount of insects allows them to catch and stun difficult
are destroyed on a successful strike). prey, so that the slower Hive Insects can
Bio-E Cost: 40 points for every 50 Fire take them down. Single insects can only
Flies. stun smaller robots, but swarms of
Bio-Enhancements: Lightning Bugs can combine their
• Increased Intensity: Fire Flies can have electrical attacks to overwhelm large
their internal plasma furnace Bio- targets (penalties and damage are
Enhanced so that it burns much hotter. identical for robotic and organic targets).
Damage is increased by 50 percent, as is Also much like Fire Flies, Lighting Bugs
the area that the bugs can illuminate and can generate a bright light that can
heat. Each Fire Fly can now radiate illuminate a four-foot area.
temperatures up to 150 degrees. M.D.C. of each Insect: 2 each.
Bio-E Cost: 30 points for every 50 Flight Speed: 140 mph.
insects. Bonuses: +6 to strike and +5 to dodge.
Prerequisite: None. Color: Bright blue with white highlights.
• Enhanced Flight Speed: Fire Flies can Mega-Damage from a Single Insect: 1
receive larger, more powerful wings that point, plus any target with 30 M.D.C. or
allow them to achieve much greater less is stunned for 1D4 melees. Stunned
flight speeds. Increase flight speed to 80 targets are -1 attack per melee, -1 to
mph. strike, parry, and dodge, and reduce
Bonuses: +1 to strike. speed by 25 percent.
Bio-E Cost: 10 points for every 50 Additional Abilities: Each Lightning
insects. Bug can light a four-foot area. Resistant
Prerequisite: None. to electricity (takes half damage).
Mega-Damage from a Swarm Attack:
Lightning Bugs • A swarm of 20 Lightning Bugs inflict
Much like Fire Flies, Lighting Bugs are 3D4, plus any target with 180 M.D.C. or
capable of generating intense energies less is stunned for 1D4+1 melees.
within their abdomens. Unlike Fire Flies Stunned targets are -1 attack per melee, -
which create high-intensity plasma, 1 to strike, parry, and dodge, and reduce
Lightning Bugs generate a powerful speed by 30 percent.
electrical charge. Once they make • A swarm of 40 Lightning Bugs inflict
contact with their target, they release this 5D4, plus any target with 250 M.D.C. or
charge as a powerful blast that fries the less is stunned for 1D4+2 melees.
delicate circuitry of the Machine’s Stunned targets are -1 attack per melee, -
legions (along with the Lightning Bug). 2 to strike, parry, and dodge, and reduce
Most robots created by N.E.X.U.S. have speed by 35 percent.
multiple redundant systems and self- • A swarm of 60 Lightning Bugs inflict
repair subroutines that quickly reroute or 4D8, plus any target with 400 M.D.C. or
repair damaged systems, so these effects less is stunned for 1D6+1 melees.
are only temporary. This electrical Stunned targets are -2 attacks per melee,
discharge does little damage compared -2 to strike, parry, and dodge, and reduce
to some other Hive Insects, but it is more speed by 40 percent.
than enough to temporarily stun most • A swarm of 80 Lightning Bugs inflict
opponents. Lightning bugs are a faster 5D8, plus any target with 600 M.D.C. or
than the average Hive Insect which less is stunned for 1D6+2 melees.
183
Stunned targets are -2 attacks per melee, greater flight speeds. Increase flight
-3 to strike, parry, and dodge, and reduce speed to 200 mph.
speed by 50 percent. Bonuses: +1 to strike and +1 to dodge.
• A swarm of 100 Lightning Bugs inflict Bio-E Cost: 10 points for every 50
6D8, plus any target with 900 M.D.C. or insects.
less is stunned for 2D4+2 melees. Prerequisite: None.
Stunned targets are -3 attacks per melee,
-3 to strike, parry, and dodge, and reduce Stingers
speed by 60 percent. Stingers are shaped a little bit different
• Every additional 20 Lightning Bugs than normal Hive Insects. The hard
added to a swarm means it is capable of carapace covering the insect’s back
affecting an additional 300 M.D.C. of comes to a single hard point above its
the target. head. This razor sharp spike is actually a
Additional Swarm Effects: The light hollow tube that allows the Stinger to
from their abdomens can illuminate a inject its target with a powerful organic
150-foot area for every 20 Lightning acid. The acid is incredibly damaging to
Bugs. Swarms of Lightning Bugs are metallic alloys and inorganic materials,
resistant to electrical weapons (only half but is relatively harmless to living tissue
the normal amount of insects are (no damage, just mild skin irritation).
destroyed on a successful strike). The acid acts like the insect’s blood, so
Bio-E Cost: 30 points for every 50 this complete disgorging of all the bug’s
Lightning Bugs. vital fluids is always fatal. The acidic
Bio-Enhancements: blood is also the reason why Stingers are
• Ranged Discharge: Lightning Bugs can more likely to inflict damage. Even if the
be Bio-Enhanced so that their powerful target swats and kills scores of bugs
electrical discharge can be delivered at a before they can inject their stinger, their
distance. The range is limited to a few blood will still eat away at their prey.
feet, but it makes it much more difficult M.D.C. of each Insect: 2 each.
for targets to evade their attacks. Flight Speed: 70 mph.
Opponents are -4 to dodge the swarm. Bonuses: +5 to strike and +3 to dodge.
Bio-E Cost: 10 points for every 50 Color: Bright yellow with black stripes
insects. like a hornet.
Prerequisite: None. Mega-Damage from a Single Insect:
• High-Intensity Discharge: Lightning 1D6 per melee round for 2 melees.
Bugs can be further Bio-Enhanced in Additional Abilities: None.
order to dramatically increase the power Mega-Damage from a Swarm Attack:
of their electrical discharge. Damage, • A swarm of 20 Stingers inflict 4D8+2
stun penalties, and duration are all per melee round for 1D4+2 melees.
doubled. • A swarm of 40 Stingers inflict 6D8+6
Bio-E Cost: 25 points for every 50 per melee round for 1D4+2 melees.
insects. • A swarm of 60 Stingers inflict 4D8+15
Prerequisite: Ranged Discharge. per melee round for 1D6+2 melees.
• Enhanced Flight Speed: Lightning • A swarm of 80 Stingers inflict 5D8+25
Bugs can receive larger, more powerful per melee round for 1D6+2 melees.
wings that allow them to achieve much
184
• A swarm of 100 Stingers inflict incredibly effective. On a successful
6D8+35 per melee round for 1D6+2 strike, the swarm begins to wrap the
melees. target in super-strong webbing. Larger
• Every additional 20 Stingers added to a targets take longer to incapacitate, but
swarm adds one additional melee round once the Weavers begin, it is nearly
to the duration of damage. impossible to stop them. The only way
Additional Swarm Effects: None. to interrupt the process is to quickly kill
Bio-E Cost: 30 points for every 50 the insects with a flame thrower or
Stingers. similar weapon. Of course, this is more
Bio-Enhancements: likely to destroy the target then free it.
• High Frequency Stinger Blade: The These Hive Insects can also quickly
sharp spike the Stingers use to inject weave barriers and seal shut doors,
their acid payload can be Bio-Enhanced windows, or other access points.
with a high-frequency field. This allows Weavers do not perform suicidal attacks
the little bugs to stab the injection tube like most Hive Insects, but they have no
deeper into their target before they idea when the job is done. They will
release their corrosive liquid. Increase dutifully continue to apply webbing,
damage inflicted by a Stinger (or a even to a fallen opponent, until they
swarm of Stingers) by 50 percent. eventually die of old age or are
Bio-E Cost: 20 points for every 50 individually recollected by the Swarm
insects. Lord.
Prerequisite: None. M.D.C. of each Insect: 2 each.
• Enhanced Flight Speed: Stingers can Flight Speed: 70 mph.
receive larger, more powerful wings that Bonuses: +5 to strike and +3 to dodge.
allow them to achieve much greater Color: Light brown hair with black
flight speeds. Increase flight speed to accents.
100 mph. Mega-Damage from a Single Insect:
Bonuses: +1 to strike and +1 to dodge. None. Can immobilize a target the size
Bio-E Cost: 10 points for every 50 of a cat within 2D4 melee rounds. The
insects. webbing dissolves after 2D6 minutes,
Prerequisite: None. but Weavers continue to apply new
webbing until they eventually die of old
Weavers age (unless recollected by the Swarm
Weavers look like two-inch long spiders Lord).
with wings. Despite their small size, they Additional Abilities: Can weave a trip
can create a mega-damage webbing that wire that is strong enough to trip a target
is strong enough to hold the most with a Robotic/Splicer P.S. of 20. The
powerful opponents. Their sole purpose webbing can support 400 pounds and has
is to quickly immobilize difficult prey so 1 M.D.C. per 10 foot length.
that it can be dealt with by allies. Just a Mega-Damage from a Swarm Attack:
handful of Weavers can incapacitate a Weavers cannot hurt their prey, but they
human-sized target in seconds, and large can immobilize them. Targets with a
swarms can even disable giant P.S. less than those listed below will
hunter/killer robots like Assault Slayers eventually be incapacitated at the end of
and Battle Tracks. Lone Weavers are the duration (no matter how much they
nearly worthless, but swarms of them are struggle). Targets with a P.S. higher than
185
the listed amount will simply keep only one minute. Every additional 20
breaking new web strands as they are insects added to the swarm decrease the
applied. They will never be time it takes by one melee round. It
immobilized, but the act of breaking free requires a Robotic/Splicer P.S. of 35 to
does distract the target which means it break the seal or 20 M.D.C. to cut
loses 2 attacks every melee round. through. Every additional 20 insects
• A swarm of 20 Weavers can increase the P.S. requirement by 5 and
immobilize a target with a the M.D.C. of the seal by 10. For every
Robotic/Splicer P.S. of 25. It only takes 20 Weavers in a swarm, they can create
one melee round for every 200 lbs. of a thin web wall that covers a 50-foot
the target. The webbing cocoon has 30 area and has 25 M.D.C.
M.D.C. Bio-E Cost: 25 points for every 50
• A swarm of 40 Weavers can Weavers.
immobilize a target with a Bio-Enhancements:
Robotic/Splicer P.S. of 35. It only takes • Speed Weaving: Weavers can receive a
one melee round for every 400 lbs. of Bio-Enhancement that allows them to
the target. The webbing cocoon has 50 expel their webbing faster. This means
M.D.C. the time it takes to immobilize an
• A swarm of 60 Weavers can opponent is reduced by half. For
immobilize a target with a example, a swarm of 20 Weavers would
Robotic/Splicer P.S. of 45. It only takes be able to cocoon 400 lbs. every melee
one melee round for every 700 lbs. of round.
the target. The webbing cocoon has 70 Bio-E Cost: 10 points for every 50
M.D.C. insects.
• A swarm of 80 Weavers can Prerequisite: None.
immobilize a target with a • Enhanced Flight Speed: Weavers can
Robotic/Splicer P.S. of 50. It only takes receive larger, more powerful wings that
one melee round for every 1000 lbs. of allow them to achieve much greater
the target. The webbing cocoon has 90 flight speeds. Increase flight speed to
M.D.C. 100 mph.
• A swarm of 100 Weavers can Bonuses: +1 to strike and +1 to dodge.
immobilize a target with a Bio-E Cost: 10 points for every 50
Robotic/Splicer P.S. of 60. It only takes insects.
one melee round for every 2000 lbs. of Prerequisite: None.
the target. The webbing cocoon has 120
M.D.C. Impact Beetles
• Every additional 20 Weavers added to Impact Beetles are the pinnacle of Hive
a swarm means it is capable of affecting Insect bio-engineering. These hard-
a target with an additional 5 points of shelled beetles are able to manipulate
Robotic/Splicer P.S., it increases the their internal Bio-Energies in order to
amount of weight that can be affected create powerful, if somewhat limited,
each melee round by 1000 pounds, and it effects. They can either use this energy
also adds another 20 M.D.C. to the to project a tiny one square-foot force
webbing cocoon. field, or they can actually propel
Additional Swarm Effects: Twenty themselves at super sonic speeds like a
Weavers can seal an entryway shut in living rail gun round. Their destructive
186
power is impressive, but most Swarm can attempt to strike a single target. A
Lords prefer to use Impact Beetles for swarm of 10 Impact Beetles inflict
their defensive abilities. Individually, 2D6x10, and a swarm of 20 Impact
their tiny force fields can only deflect a Beetles inflict 5D4x10. Maximum
few points of mega-damage, but swarms effective range is 1500 feet.
of Impact Beetles can create powerful Additional Swarm Effects: Impact
defensive barriers. Impact Beetles are Beetles can combine their tiny Bio-
also much more versatile than standard Energy barriers into powerful force
Bio-Force Fields. They can crawl all fields. Every beetle adds 4 points to the
across the Hive Armor to create a form total M.D.C. of the energy field. Combat
fitting shield, or they can fly off the suit causes a massive energy feedback that
and create mobile walls or domes. kills the insects. One beetle is killed for
Swarm Lords can even lend their bugs to every 4 points of M.D.C. depleted from
other humans or Bio-Tech creations in the field. The beetles can form a force
order to provide them with a personal field of any shape. The size of the field
force field. However, most people are is determined by the number of insects.
uncomfortable with Hive Insects Each bug can project a one square-foot
crawling across their skin, and will often barrier, so 20 Impact Beetles can create a
panic. Unless the recipients of the bugs 20 square-foot force field.
roll a 14 or higher to save verses Horror Bio-E Cost: 20 points for every 10
Factor, they will panic and brush off the Impact Beetles.
protective insects. Impact Beetles can Bio-Enhancements:
also attack targets as swarms, but they • Increased Accuracy: Impact Beetles
project themselves so fast that it makes it can be Bio-Enhanced so that they can
difficult for more than a handful to better track their prey at high speeds.
coordinate their assault. Double maximum effective range.
M.D.C. of each Insect: 2 each. Bonuses: +2 to strike
Flight Speed: 60 mph, but can reach Bio-E Cost: 10 points for every 10
speeds of Mach 2 when they are insects.
attacking a target. Prerequisite: None.
Bonuses: +6 to strike and +2 to dodge. • Enhanced Projectile Speed: Impact
Color: Solid black. Beetles can also be Bio-Enhanced so that
Mega-Damage from a Single Insect: their kinetic attack is much faster and
3D6. Maximum effective range is 1500 thus, more powerful. Attack speed is
feet. increased to Mach 3 and damage is
Additional Abilities: Each beetle can increased by 50 percent.
project a flat, one square-foot force field Bio-E Cost: 10 points for every 10
up to two feet away. The force field has insects.
4 points of M.D.C. and lasts for 3D4+10 Prerequisite: None.
minutes. Once the duration elapses, the
beetle cannot reactivate a new field for Stink Bugs
24 hours. If the field is destroyed in Basic Stink Bugs are not designed for
combat, the energy feedback kills the combat, but rather their role is to help
beetle. the Swarm Lord better direct the hive.
Mega-Damage from a Swarm Attack: Each insect is capable of spraying two
Only small swarms of Impact Beetles distinct chemicals up to three feet away.
187
One chemical is a scent marker that dissipates after one melee round and the
helps other Hive Insects (and other scent marker spray dissipates after 4D4
Splicers) track down opponents even minutes.
when they retreat out of visual range. All Mega-Damage from a Swarm Attack:
Hive Insects can track this scent up to None.
half a mile away, and Gorehounds, War Additional Swarm Effects: A swarm or
Mounts, and suits of Host Armor with 20 Stink Bugs can cover a 100-foot area
Enhanced Senses can track the scent for with either type of chemical. In the case
two miles. This is mainly used when the of the recall chemical, this area is large
Swarm Lord wants to ensure a particular enough to affect 4D10 insects.
opponent is dealt with, or when he wants Bio-E Cost: 10 points for every 20 Stink
to secretly follow a target to its home Bugs.
base. The other chemical the Stink Bug Bio-Enhancements: Stink Bugs do not
can release is called the “recall spray.” have to limit themselves to just two
When this chemical is sprayed on any types of chemicals. By reducing the
Hive Insect, it will immediately stop payload of their other chemical attacks,
what it is doing and return to the hive. they can add one additional chemical
Each Hive Armor has its own unique spray. Stink Bugs with three different
recall scent, so there is never any chemical sprays can use each type twice
confusion. This chemical is useful for per 24 hour period.
recalling Weavers that have successfully • Paralysis Chemical (Minor): Stink
immobilized an opponent and do not Bugs can be enhanced with a chemical
realize their job is done, but it is mainly that can cause paralysis on contact. The
used to order swarms to break off their chemical is absorbed through the skin,
attack. This can be done for many so gas masks and Face Wraps are
reasons, but most Swarm Lords do this ineffective. It only affects unarmored
when it becomes apparent their bugs are humans and other S.D.C. creatures.
unable to catch their prey and are just Anyone within the area of effect must
wasting their time chasing it. Once the make a roll to save vs. non-lethal poison
Stink Bugs deliver their “message,” they of 14 or higher or else by completely
immediately return to the hive. They can paralyzed for 2D6 melee rounds. The
spray each chemical three times per 24 chemical dissipates immediately after it
hour period, so Swarm Lords generally is sprayed.
keep it in reserve until absolutely Bio-E Cost: 30 points for every 20
necessary. insects.
M.D.C. of each Insect: 2 each. Prerequisite: None.
Flight Speed: 100 mph. • Paralysis Chemical (Major): The
Bonuses: +2 to strike and +4 to dodge. Paralysis Chemical Bio-Enhancement
Color: Light green with yellow can be further enhanced so that it will
highlights. affect M.D.C. creatures and even Bio-
Mega-Damage from a Single Insect: Tech creations. Anyone within the area
None. of effect must make a roll to save vs.
Additional Abilities: Can spray a two- non-lethal poison of 14 or higher or else
foot radius with either type of chemical. by completely paralyzed for 2D6 melee
The recall spray will generally affect rounds. Bio-Tech weapons and devices
1D4 insects. The recall chemical are also paralyzed by the spray and will
188
not function unless they save vs. non- allow them to achieve much greater
lethal poison as well. Suits of Host flight speeds. Increase flight speed to
Armor can be paralyzed, but the spray 140 mph.
does not pass through to the pilot Bonuses: +1 to dodge.
(although he will likely be trapped Bio-E Cost: 2 points for every 20
inside). The only creatures that are insects.
immune to the spray are the Stink Bugs, Prerequisite: None.
so they must be careful not to harm any
of the other Hive Insects or the Hive
Armor. The chemical dissipates Spy Flies
immediately after it is sprayed. All Hive Insects can be used as
Bio-E Cost: 40 points for every 20 miniature spies and scouts, but none are
insects. better suited to the job than Spy Flies.
Prerequisite: Paralysis Chemical These tiny bugs are half the size of a
(Minor). normal Hive Insect which makes them
• Burning Vapors: This is the only even harder to spot than usual, and they
enhancement that allows Stink Bugs to possess a mild version of Chameleon
actually damage machines. The Skin that allows them to change colors
corrosive spray is destructive to to match the primary color in the
inorganic material, but nearly harmless background. Spy Flies are also
to living tissue (no damage, just mild incredibly fast. They can scout out
skin irritation). The spray inflicts 2D6+3 trouble and deliver the news back to the
M.D. every melee round for 1D4 melees. hive faster than any other Hive Insect. In
Multiple insects only increase the area addition, all Spy Flies possess Enhanced
affected, but not the damage. The Sight. They can see infrared spotlights
chemical dissipates immediately after it used by the Machine and can spot the
is sprayed. heat signatures of hidden robots,
Bio-E Cost: 10 points for every 20 humans, and animals. Spy Flies are the
insects. only Hive Insects that are not released in
Prerequisite: None. coherent swarms. Once they leave the
• Stench Chemical: This noxious hive, they scatter in all directions to
chemical spray irritates the eyes and search for trouble. Once they spot a
causes the victim to cough and gag. The robot, they rush back to the hive to warn
spray only affects people that are not the Swarm Lord. They cannot
wearing a gas mask or some other type communicate the exact nature of a
of environmental helmet. The spray threat, but they are still an excellent
dissipates after 2D6 melees. Any resource for sniffing out ambushes and
unshielded people or animals within the concealments. Their sense of smell is
area of effect will be -4 to strike, parry, also twice as acute as other Hive Insects.
and dodge until they leave the toxic This means Spy Flies can still track the
cloud. scent marker left by Stink Bugs even
Bio-E Cost: 10 points for every 20 when the target moves out of range of
insects. the rest of the hive (one mile range).
Prerequisite: None. M.D.C. of each Insect: 1 each.
• Enhanced Flight Speed: Stink Bugs can Flight Speed: 180 mph.
receive larger, more powerful wings that Bonuses: +6 to dodge.
189
Color: Solid black, but they can change Bio-E Cost: 2 points for every 20
color at will. insects.
Mega-Damage from a Single Insect: Prerequisite: None.
None. Use the exp table slappy said that fits it
Additional Abilities: Enhanced Sight, uses Biotic & Packmaster exp talb
Enhanced Sense of Smell, and METAMORPH & SWARMLORD
Chameleon Skin. Levell: 0,000 - 1,950
Mega-Damage from a Swarm Attack: Level 2: 1,951 - 3,900
None. Level 3: 3,901 - 8,600
Additional Swarm Effects: Spy Flies Level 4: 8,601 - 17,600
provide their Swarm Lord master with Level 5: 17,601 - 25,600
the equivalent skills of Detect Ambush Level 6: 25,601 - 35,600
and Detect Concealment. 20 Spy Flies Level 7: 35,601 - 50,600
provide a base skill of 30% for each or a Level 8: 50,601 - 70,600
bonus of +15% to each skill if the Level 9: 70,601 - 95,600
Swarm Lord already possessed them. Level 10: 95,601 - 129,900
Every additional 20 Spy Flies released Level 11: 129,901-179,960
into the environment provides a bonus of Level 12: 179,961 - 229,960
+15% to both skills. In addition, every Levell3: 229,961 - 279,960
20 Spy Flies scouring the area for Level 14: 279,961 - 329,960
trouble gives the Swarm Lord a bonus of Level 15: 329,961 - 389,961
+1 on initiative and every 40 Spy Flies
provides a bonus of +1 to dodge.
Bio-E Cost: 10 points for every 20 Spy Sweeper
Flies. By Slappy
Bio-Enhancements: Sweepers are the demolitions experts of
• Electromagnetic Vision: Spy Flies can the Resistance. Their main responsibility
be enhanced with Electromagnetic is to disarm bombs and land mines
Vision. This allows the tiny insects to planted by the Machine and rival Great
see robots through walls or around Houses, but their training also makes
corners. In addition, it allows Spy Flies them expert saboteurs. They wear an
to detect Nex-Androids that are experimental suit of Host Armor called
attempting to pass themselves off as Shellback Armor that gives them the
human. Range is only five feet, so the tools to disarm or detonate nearly any
Spy Fly usually has to land on the target type of explosive device, plus some of
in order to be sure. the thickest armor in the Resistance in
Bio-E Cost: 10 points for every 20 case things go wrong. Sweepers are
insects. among the handful of people that know
Prerequisite: None. how to disarm Bio-Tech explosives, and
• Enhanced Flight Speed: Spy Flies can they are the only humans (other than
receive larger, more powerful wings that Technojackers) capable of dismantling
allow them to achieve much greater bombs that use metallic components.
flight speeds. Increase flight speed to For decades, the task of sniffing out
250 mph. bombs and land mines was the
Bonuses: +1 to dodge. responsibility of Packmasters and the
Gorehounds under their command.
190
While they were very effective at finding Machine’s robot minions and
explosive devices, there was little they installations.
could do to actually disarm them. Since members of the Resistance knew
Conventional bombs set by rival Great very little about the Machine’s
Houses could be disarmed, but the technology, the first batch of Sweepers
majority of explosive devices were we actually trained by Technojackers.
placed by the Machine’s forces and it Fortunately, since few humans could
was nearly impossible for a human to safely handle N.E.X.U.S. manufactured
safely touch them. These devices were explosives, the Machine did not bother
primarily composed of metal, and the creating complicated devices, so it did
Nanoplague made most attempts to not take long to educate the first
disarm them suicide. Really all Sweepers how to properly disarm them.
Packmasters could do was mark them for Once they mastered this skill, their
other troops to avoid, or detonate them training quickly switched to
with Chigs and Squigs (which was not understanding how to best utilize their
very helpful when they were trying to explosive payloads against the Machine.
maintain a low profile). The Sweepers have worked out better
This all changed with the creation of the than anyone could have imagined. Their
Sweepers. Their Shellback Armor gave presence in the field has prevented
them the tools to safely disarm any of hundreds of Splicers from falling victim
the Machine’s devices (in spite of the to explosive booby traps, and their
Nanoplague) and the protection to demolitions skills have allowed the
survive nearly any sized blast in case the Resistance to reap incredible destruction
pilot failed. The armor has dozens of upon the Machine.
eight-foot long retractable tentacles that Alignment: Any, but typically good or
the pilot uses to operate on explosive selfish.
devices from a relatively safe distance. Attribute Requirements: I.Q. and M.E.:
Plus as an extra precaution, the suit is 14 or higher.
able to create a containment field around Attribute Bonuses: +1D4 to I.Q., +2 to
the device by covering it in experimental M.E., +1D6 to P.S., +1 to P.P, and +1D6
Bio-Tech insects known as Impact to P.E.
Beetles. Sweepers are trained to work O.C.C. Bonuses: +4 to roll with impact,
quickly in order to prevent a Nanoplague +2 to save vs. insanity, and +5 to save
Response, but if it does happen, the vs. horror factor.
tentacles are designed to take the brunt Base S.D.C.: 30, plus any from Physical
of the damage. The excessive amount of skills.
limbs allows the pilot to continue Common Skills: Standard.
working even as the Nanoplague tears O.C.C. Skill Programs: Basic Military
tentacle after tentacle apart. If all else (+10%), Saboteur (+20%), Guerilla
fails and a device proves too difficult to Warfare (+20%), and Technical (+15%)
disarm, Sweepers are also equipped with or Construction (+15%).
multiple types of explosive chemicals Special Skills:
and Bio-Tech devices that they can use • Disarm Bio-Tech Explosives:
to detonate the bomb. Sweepers are also Sweepers have been trained how to
trained how to use their explosive disarm Bio-Tech explosives like Migs
payloads for maximum effect against the and Trench Foot Mines. Usually, once
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these devices have been set, even Military: Any (+10%)
touching them will trigger the explosive. Physical: Any
Shellback Armor is equipped with a Rogue: Any
special Bio-Toxin that is capable of Science: Any (+10%)
paralyzing small Bio-Tech devices for Technical: Any (+20%)
2D6 melee rounds. This gives the Transportation: Any
Sweeper enough time to surgically Wilderness Survival: Any (+5%)
severe any of the devices triggering W.P.s: Any
mechanisms. The skill roll determines if Secondary Skills: The character gets to
the Sweeper successful cuts all triggers. select five Secondary Skills at level one
On a failed roll, at least one trigger and one additional skill at levels 3, 6, 9,
remains and the device immediately 12, and 15. These are additional areas of
detonates once the effects of the Bio- knowledge that do not receive any
Toxin wear off. Base Skill: 60%+3% per special O.C.C. bonuses.
level of experience. Shellback Host Armor: Sweepers receive
• Disarm Metallic Explosives: The an experimental Host Armor design
Nanobot Plague makes touching metallic known as Shellback Armor. The
objects a dangerous and often deadly Sweeper is genetically bonded to one
affair. Sweepers, however, are trained on specific Shellback Armor.
how to disarm bombs that use metal Step One: See the specific details on
components. Shellback Armor is Shellback Armor below.
designed to take the brunt of the damage Step Two: Determining Metabolism.
from a Nanoplague Response, but Shellback Armor is always a Lithovore.
sometimes despite their best efforts, the Step Three: Available Bio-Energy points
Nanobots actually trigger the device. for the Sweeper is M.E. attribute
Sweepers are trained how to prevent this number, +P.E. attribute number,
from happening, but it is by no means +2D4x10+20 points, plus an additional
one hundred percent. On a successful 20 points for the Lithovore metabolism.
skill roll, the device is successfully Each level of advancement, starting with
disarmed. On a failed roll, a Nanoplague level two, the Sweeper gets an additional
Response is triggered. Roll on the 5D4 Bio-E to add to the capabilities of
standard Nanoplague Response Table to his current Shellback Armor. These Bio-
see the effects, plus roll to see if the E points can be spent as soon as they are
device itself is accidentally triggered acquired or saved and combined with
(01-30% chance). Base Skill: 40%+3% points from subsequent levels of
per level of experience. experience.
Elective Skills: Trap and Mine If the Sweeper’s Shellback Armor is
Construction (+20%) and select six destroyed, another will be bonded to
Elective Skills from the following list at him, but it will only have the most basic
first level, plus one additional at levels 2, Bio-Enhancements. Further
4, 6, 8, 10, and 12. All new skills start at augmentation will only occur with each
level one proficiency. additional level of experience or as a
Communications: Any (+5%) reward for impeccable service.
Domestic: Any (+5%) Step Four: Biological Enhancements and
Espionage: Any Weapon Systems. Selections can be
Medical: First Aid only. made from any of the categories, but
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most Sweepers focus on Biological unimaginable devastation upon the
Defenses in order to give themselves Machine, but it is rare that any human
better protection in the field and the can find a moment of peace in the field.
unique Bio-Enhancements that are only Your thick armor does protect you
available to Shellback Armor. somewhat from the Machine’s fury, but
Standard Equipment: Military fatigues, a it also makes you a slow and easy target
suit of non-organic body armor for back to hit. You may have the tools to disarm
up or disguise, dress clothing, survival metallic bombs, but the Nanoplague
knife, utility belt, first aid kit, 2 Slap makes your success rate far from perfect.
Patches, Face Wrap, tinted goggles, You know how to work around these
hatchet for cutting wood, one light Bio- Nanobots, but no one knows how to
Weapon and one heavy Bio-Weapon of completely stop them. You have taken
choice and one weapon for each W.P. more than your fair share of explosive
with appropriate ammunition for heavy blasts at point blank range, and it is
combat, a good Mega-Horse for always in the back of you mind that your
transportation, tent, knapsack, backpack, Shellback Armor might not survive the
two water skins, emergency food rations next one.
(two weeks supply), and some personal
items. Shellback Armor
Handheld Weapon Bio-Enhancements: Shellback Armor is a specialized suit of
Sweepers receive 5D4 Bio-E at level one Host Armor specifically designed for
plus 5 Bio-E at each additional level of demolitions and demolitions disposal. It
experience starting at level 2. Bio-E can gets its name from the thick turtle shell
be distributed between all the weapons mounted on the back of the armor. This
in the character’s personal armory or shell does provide the pilot with
applied to one favorite item. additional protection, but its main
Money: Has 1D6x100 credits in precious purpose is to shield the nearly one
metals, relics or trade items, as well as hundred pounds of explosive chemicals
6D6x10 in available credits. Money can and Bio-Tech organisms that the suit
be spent now on additional equipment or continuously produces. The original
saved for later. intent of these explosives was to
The Upside: You are a walking detonate bombs and mines when all
explosives factory with the knowledge attempts at disarmament failed, but
and skill to make the most of it. You can Resistance leaders realized that the sheer
bring down nearly any obstacle, amount of destructive power these suits
structure, or opponent with a few carried made Sweepers ideal saboteurs
cleverly placed charges. Your skills at and demolitionists as well.
finding and disarming explosives make The suit combines some of the latest
you a hero among your fellow soldiers, breakthroughs in Bio-Technology with
and they make sure to return the favor by the thickest armor ever produced for a
watching your back in the field. suit of Host Armor. This bulky armor
The Downside: You are a walking allows the pilot to work around the
explosives factory, which does have its problems posed by the Nanobot Plague
drawbacks in the middle of a war zone. while disarming bombs using metallic
When allowed to operate in peace, the components, and the strength to survive
bombs you place can inflict nearly any sized blast in case he fails.
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Mounted on each forearm of the suit are versatile, but they are perfectly suited for
over a dozen eight foot long retractable the task of demolitions disposal.
tentacles that the Pilot uses to work on Shellback Armor offers some of the best
explosive devices from a relatively safe protection in the Resistance, but this
distance. Each tentacle is as articulate as increased shielding does come at the cost
the pilot’s own fingers and many of of decreased speed and mobility. They
them are tipped with useful tools that can run at a decent speed for their size,
make the pilot’s job even easier. The but the thick armor makes them
reason for the excessive number of somewhat ponderous and cumbersome
tentacles is to give the pilot back up in battle. This usually is not much of an
limbs to work with as the Nanoplague issue since Sweepers rarely engage in
destroys them. As long as the frontline combat. Their role is to clear
Nanoplague does not actually trigger the the field of enemy explosives or cover it
device, a Pilot can continue to work with their own traps.
uninterrupted as the Nanobots tear Class: Host Armor
through tentacle after tentacle. Once the Crew: One Sweeper
job is done, the incredible regenerative M.D.C. by Location:
powers of these limbs quickly restore • Arms (2): 3D6x10+20 M.D.C., +10
any damage done. additional M.D.C. per level of
Before starting work on any explosive experience (starting at level 2); both
device, the pilot first covers it with arms have the same M.D.C.
strange Bio-Tech Insects known as • Hands (2): 2D6x10+20 M.D.C., +15
Impact Beetles in order to create a additional M.D.C. at levels five, ten, and
containment field. This is a safety fifteen; both hands have the same
measure meant to absorb the bulk of the M.D.C.
blast in case of failure. Each bug is • Retractable Tentacles (28): 70 M.D.C.
capable of generating a small Bio-Force each, +5 additional M.D.C. at levels
Field, and when they combine their five, ten, and fifteen
strength, they can create a force field • Legs (2): 4D6x10+20 M.D.C., +10
strong enough to contain almost any additional M.D.C. per level of
sized blast. The energy field hovers a experience (starting at level 2); both legs
few inches over the device, so even if have the same M.D.C.
the explosion completely destroys the • Feet (2): 2D6x10+30 M.D.C., +20
containment field, the power of the blast additional M.D.C. at levels five, ten, and
is greatly diminished (the remaining fifteen; both feet have the same M.D.C.
M.D. that pierces the field is halved, as • Head: 2D6x10+20 M.D.C., +10
is the blast radius). Shellback Armor is additional M.D.C. per level of
the only other suit of armor capable of experience (starting at level 2)
growing Bio-Tech Insects. These Impact • Main Body: 8D6x10+150 M.D.C., +10
Beetles are slightly different than the additional M.D.C. per level of
ones generated by Hive Armor. They are experience (starting at level 2)
unable to propel themselves at sonic • Turtle Shell: 6D6x10+250 M.D.C.,
speeds and the force fields they create +10 additional M.D.C. per level of
are much smaller in size (although much experience (starting at level 2), if the
more powerful). They may not be as M.D.C. of the shell is depleted to zero,
then there is a 70% chance that the
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explosive payload will detonate, pilot and will not function for any other
inflicting 6D6x10 M.D. to the main body person.
of the armor and half damage to Bio-Regeneration: 2D6 M.D.C. per hour
everything within a 40-foot radius. Note: for the main body and 1D4 M.D.C. per
The turtle shell can only be targeted with hour for all other locations except the
a called shot. However, it is a large retractable tentacles which regenerate at
target, so there are no penalties to strike. a rate of 1D6 M.D.C. per melee round.
Speed: Only the tentacles can be regrown once
Running: 4D6+20 mph. The act of severed, all other locations require at
running does tire out the pilot, but at least one point of M.D.C. in order to
only 10% of the normal fatigue rate. regenerate. However, an Engineer can
Leaping: Only 10 feet high or 15 feet generate and attach a replacement limb
across. with minimal difficulty.
Digging: 20 mph through sand or dirt, Horror Factor: 7 for humans and other
but one quarter as fast through rock or intelligent life forms; none against the
concrete. Digging tires out its pilot, but machines.
at half the usual fatigue rate. To dig Senses and Features:
down enough to adequately hide from • Advanced Sight: About equal to that of
enemies on the surface takes 3D6 an eagle, able to recognize a face or read
minutes. a small sign up to a mile away, passive
Swimming: 10 mph; swimming tires the nightvision (light amplification, range:
pilot but at 10% the usual rate. 200 feet), polarization (to prevent
Underwater Depth: Shellback Armor can blinding and reduce glare).
withstand pressure up to 1000 feet down. • Sound Amplifying Hearing: Able to
Statistical Data: hear a whisper 300 feet away.
Height: Approximately 2-3 feet is added • Enhanced Sense of Taste and Smell:
to the height of the pilot. Track by smell is possible at 50%+4%
Width: About 4 to 5 feet, based on the per level of experience, special bonus of
size of the pilot. +10% when attempting to detect or track
Length: About 3 to 4 feet, based on the explosive chemicals. The character can
size of the pilot. also recognize the distinct scents and
Weight: Adds about 500 to 700 pounds smells of individuals and can detect
to the weight of the pilot. when people experience extremes of
Cargo: Contained within the turtle shell emotions at 60%+2% per level of
on the suit’s back is about 100 pounds of experience. Enhanced sense of taste
explosive chemicals and Bio-Tech gives the Sweeper the ability to
Organisms. recognize the exact components in
Physical Strength: 4D6+15 – Splicer anything the armor tastes at a skill of
P.S. is equal to Robotic Strength. 50%+4% per level of experience, special
Production Cycle: Six month gestation, bonus of +10% when tasting explosive
plus 6 months growth time. chemicals.
Operational Lifetime: 2D10+50 year life • Can accurately sense magnetic north at
span. all times.
Trade Value: None, because each • Project the pilot’s voice at up to 80
Shellback Armor is bonded to a specific decibels.
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• The armor is shielded from damage open and spits the entire payload in one
from high intensity sounds, radiation, massive glob about 10 feet away. It is
and normal heat, fire, and cold. not quite far enough away to protect the
• Shellback Armor purifies the air before armor in case this explosive glob is
it is passed on to the pilot, removing all detonated, but it does give the pilot a
toxins, poisons, and impurities. small head start. Even the slightest spark
• Built-in gills to allow the pilot to will ignite this high-explosive
breathe underwater for an unlimited concoction, so it is best to take cover.
amount of time. Detonating this explosive glob inflicts
• Bio-Comm 4D6x10 to a 40-foot area. The pilot can
• Shellback Armor has instinct driven perform an emergency payload dump at
reflexes that are roughly the equivalent any time, but most will wait until the last
of a biological combat computer. These possible second since it has pretty rough
instinctual drives assess threats, plot on the armor. The Shellback Armor is
available targets and route the relevant incapable of generating any new
data directly to the pilot’s mind as sort of explosives for 36 hours while the turtle
enhanced reflex action. The armor is shell recovers from this incredibly
able to simultaneously track up to 18 damaging maneuver.
targets and to identify as many as 4000 Feeding: Lithovore, the suit eats 60 to 90
enemy images and sounds (bonuses are pounds of minerals (stones, rocks, dirt,
included below). clay, etc.) a day.
• Instinctive Skills: Dowsing 60%, Sleep Requirements: Shellback Armor
Excavation/Mining 50%, Land requires 3D4 hours of
Navigation 80%, and Masonry 60%. sleep/rest/inactivity per day, during the
• Seismic Sense: Able to detect day or night hours.
miniscule vibrations in the ground, Combat Bonuses: +1 to strike, +5 to
feeling earthquakes, thunder, explosions, parry (mainly due to the retractable
and even the approach of heavy vehicles, tentacles), -1 to dodge, +3 to entangle,
robots, troop movement, and stampeding +1 to disarm, and +4 to roll with punch.
animals up to 12 miles away. Demolitions Tools and Weapon
• Resistance to Physical Attacks: A layer Systems:
of heavy tissue filled with impact 1. Retractable Tentacles (28): A ring of
resistant fluid cushions Shellback Armor fourteen small holes runs around each
from blunt attacks, falls, and explosive wrist of the armor. The pilot can extend
concussions (all inflict half damage). an eight-foot long tentacle from each one
• Emergency Explosive Payload Dump: of these holes. Each tentacle is
If the turtle shell is ever breeched, the incredibly articulate and when multiple
explosive chemicals and Bio-Tech tentacles are used together, it feels as
creatures within become completely natural to the pilot as using his own
exposed to enemy fire. At this point it hands. Several of the tentacles on each
takes very little to set off a devastating arm are tipped with different tools to
chain reaction within the armor. The better help the pilot perform his duties.
armor is capable of quickly expunging In order to safely work from a distance,
all explosive chemicals in an emergency one tentacle on each wrist has a standard
with a simply mental command from the eye mounted on the tip. Most Sweepers
pilot. The turtle shell actually rips itself enhance these eyes with Macrovision,
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but in the beginning they are just regular device, so even if the explosion
human eyes. Another pair of tentacles completely punches through the
(one on each arm) is tipped with tiny containment field, the power of the blast
bone spikes. They are shaped like a is greatly diminished (the remaining
screwdriver head and can be used like a M.D. that pierces the field is halved, as
chisel to pry open bomb casings, or they is the blast radius). The insects sit on the
can actually be used as screwdrivers. device and project their force fields over
Another set of tentacles are tipped with their heads. This means they actually sit
razor sharp scalpels to allow the inside the containment field, so if the
Sweeper to disarm Bio-Tech explosives, bomb detonates they are all instantly
and a final set of tentacles are equipped destroyed. However, the field actually
with tiny pincers that can be used as remains a few milliseconds after their
tweezers for delicate procedures. The bugs’ demise, which is more than
rest of the tentacles act as disposable enough time to absorb the brunt of the
fingers that can be torn apart be the explosion.
Nanobot Plague and quickly replaced. The Sweeper decides how many Impact
They are designed to automatically Beetles to use for the containment field
detach if they are ever exposed to and then releases them through a small
anything that would threaten the armor opening in the turtle shell by a simple
(like the Nanoplague Response that metal command. The armor transmits a
creates a metallic poison). Each Tentacle mental image of the target to the insects,
regenerates at a rate of 1D6 M.D. per and once released, they speed directly to
melee round, and severed tentacles will the target and activate their force fields
completely regenerate within 1D4 hours. as soon as they land. They can maintain
Primary Purpose: Demolitions Disposal their force fields for 4D6+10 minutes
Secondary Purpose: Defense before they run out of energy and die.
Mega-Damage: Only the scalpels are Even if the Sweeper finishes working
capable of inflicting any damage, and before this time elapses, the Sweeper has
each one only inflicts a measly 1 M.D. no way to deactivate the bugs or
Rate of Fire: Equal to the number of recollect them. Note: Individual Impact
attacks per melee. Beetles will automatically shift or
Effective Range: 8 feet. deactivate their force fields as necessary
2. Mini-Hive: Within the armor’s turtle to allow the Shellback Armor’s tentacles
shell is a miniature hive that is capable access through the containment field.
of generating special Bio-Tech insects These small openings do not reduce the
known as Impact Beetles. These overall protection of the field.
powerful insects are used to create a Primary Purpose: Demolitions
containment field around explosive Containment
devices before the Sweeper begins Secondary Purpose: Defense
working. Each bug is capable of M.D.C. of the Force Field: Each insect
generating a small four inch by four inch can create a tiny four inch by four inch
Bio-Force Field, and when dozens of force field with 10 M.D.C. Multiple
these bugs combine their strength by insects can combine their strength for a
overlapping their force fields, they can more powerful containment field. Every
contain nearly any sized blast. The Impact Beetle adds 10 M.D.C. to the
energy field hovers a few inches over the force field.
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Duration: The force field can be same poison used by the Butchers. It was
maintained for 4D6+10 minutes before designed to only affect small Bio-Tech
the insect runs out of energy and dies. devices like Migs and Trench Foot
Rate of Fire: Requires one melee attack Mines, but it can also be used to
to release the Impact Beetles. incapacitate Bio-Tech pistols, small
Effective Range: Typically 10 feet, but melee weapons, and other small Bio-
Sweepers can direct the insects to a Tech devices (larger devices are
target up to 50 feet away. completely unaffected no matter how
Payload: 10 Impact Beetles. One spent many doses they are sprayed with). Any
insect is regrown every 4D6 minutes. device sprayed with the chemical must
Additional Impact Beetles can be make a roll to save vs. non-lethal poison
purchased at a cost of 5 Bio-E for each of 16 or higher or else by completely
insect up to a maximum of 30 Impact paralyzed for 2D6 melee rounds.
Beetles. Sweepers are very adept at spotting the
3. Squig Generator: Shellback Armor is signs of a successfully paralyzed device,
capable of growing the organic blasting so they know when it is safe to operate.
caps known as Squigs within its Primary Purpose: Demolitions Disposal
enormous turtle shell. While not very Secondary Purpose: Defense
powerful on their own, these detonators Rate of Fire: Equal to the number of
are the primary component of nearly attacks per melee.
every explosive device the Sweepers Effective Range: 10 feet.
create. They are generated and stored Payload: 5 doses of Bio-Toxin. Spent
within the turtle shell. When the pilot blasts are regenerated 24 hours after they
needs one, a simple mental command are used. Additional doses can be
causes the suit to squeeze one Squig purchased at a cost of 5 Bio-E per dose
through the suit’s internal ductwork up to a maximum of 20 doses.
where it emerges in the armor’s palm. Bio-Enhancements Only Available to
The pilot can determine which hand the Shellback Armor:
Squig will appear in. 1. Primer Cord Generator: The left
Primary Purpose: Demolitions forearm of the armor can be equipped
Secondary Purpose: Demolitions with a hollow tube capable of creating a
Disposal special explosive rope known as primer
Mega-Damage: 1D4 M.D. cord. It is composed of a high-explosive
Rate of Fire: Requires one melee action chemical wrapped in an outer casing of
to summon a Squig. Mega-Damage silk. It is processed
Payload: 24 Squigs. Shellback Armor within the armor’s turtle shell and then
can create one Squig every 12 hours to squeezed through the forearm tube like
replace spent detonators. Additional toothpaste. It is completely dry by the
Squigs can be purchased at a cost of 5 time it is expelled from the armor. The
Bio-E for every 2 Squigs up to a Sweeper can choose what length he
maximum of 40 Squigs. wants the suit to produce. No matter how
4. Tech Paralyzer Bio-Toxin: Mounted long the primer cord is, the entire length
on the right forearm is a small tube that detonates almost instantly. It is primarily
is capable of spraying a special Bio- used as a detonator to link multiple
Toxin known as Tech Paralyzer up to 10 charges together across a distance, but it
feet away. It is a diluted version of the also packs pretty impressive destructive
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power when wrapped around an object. Bio-E Cost: 20 Bio-E per Mig
Sweepers routinely wrap primer cord Generator, up to a maximum of 2.
around multiple support beams in order 3. Agitation Mine Generator: The turtle
to collapse buildings and other shell can be Bio-Enhanced to create
structures. The Mega-Damage silk small baseball sized explosives known
surrounding the primer cord protects it as Agitation Mines. The tiny mines are
from premature detonation and makes it designed to detonate if they are disturbed
difficult to cut, but it can still be in any way. Even the vibrations from
detonated with a Squig. Every one foot heavy robots traveling too close to the
length of cord has 1D4 M.D.C. Spent mines can set them off. They are grown
primer cord is regenerated within the within the turtle shell and released
turtle shell at a rate of 10 feet every 12 through a small opening behind the left
hours. or right shoulder (pilot’s choice). Each
Primary Purpose: Demolitions mine looks like a lumpy ball of mottled
Secondary Purpose: Assault brown and tan colored flesh (to better
Mega-Damage: 1D6 M.D. per five feet help them blend in with the
of primer cord, but the damage is environment). To activate the mine, the
drastically increased when wrapped wielder first squeezes a small nerve
around on object. If this case damage is cluster on top of the mine. He then has
1D6 M.D. for every foot of primer cord four seconds to place the mine before it
wrapped around the object. becomes active. Once activated, the
Rate of Fire: Requires one melee action slightest touch will detonate the mine.
to create 10 feet of primer cord, so Even the Sweeper that created the mine
creating 40 feet of cord would require 4 cannot touch it without setting it off.
melee actions. These mines are surprisingly powerful
Bio-E Cost: 10 Bio-E for every 10 feet on their own, but they are primarily used
of primer cord up to a maximum payload as detonators to set off larger traps.
of 100 feet. Sweepers love to use agitation mines in
2. Mig Generator: Shellback Armor can combination with primer cord wrapped
have up to two Mig Generators mounted around support beams to drop thousands
on the underside of the turtle shell, just of tons of debris on top of the enemy.
behind the hips. The Sweeper just This is a great way to immobilize
reaches back and plucks them off. These dangerous threats like Assault Slayers.
Migs are somewhat different than the Primary Purpose: Demolitions
standard versions. They are not self Secondary Purpose: Assault
sustaining, so once they are removed Mega-Damage: 4D8 M.D., to an 6-foot
from the armor, they will dry up and die radius.
within 48 hours if not used. It takes 24 Rate of Fire: Equal to the number of
hours to grow a new Mig once one is attacks per melee.
removed. Effective Range: Can be thrown up to
Primary Purpose: Assault 200 feet.
Secondary Purpose: Defense Bio-E Cost: 8 Bio-E for every Agitation
Mega-Damage: 1D8x10 M.D., to a 12- Mine up to a maximum of 20 mines.
foot radius. 4. High Explosive Putty Generator:
Rate of Fire: Requires one melee action Shellback Armor can be Bio-Enhanced
to remove a Mig from the armor. to create a special high explosive putty.
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It has the consistency of clay, and can be skilled warriors are sought out by
hand molded into any shape the pilot techlords and the few great houses that
desires. It is generally used to create are aware they exist.
shaped-charges capable of punching SDC 60+1d4x10 hit points PEx2 +3d4
through heavy armor. The putty is rather per level
durable and will not explode if exposed Bonuses
to normal S.D.C. fire, explosives, or +1d4+2 IQ,PS,PP,ME,SPD
electricity. It can only be detonated by 2 attacks 3initiative 3 perception rolls 2
Mega-Damage fire, energy blasts, or strike parry dodge
explosives (like Squigs). The putty is Skills
generated and stored within the turtle Espionage(martial arts if freelancer, if
shell. When the pilot needs some, a trained by kingdom or great house gets
simple mental command causes the suit assassin or commando)
to squeeze one pound of putty through , Saboteur, weapons training, one
the suit’s internal ductwork where it program of choice
emerges in the armor’s palm. The pilot Elective skills are the same as normal
can determine which hand the putty will technojackers with the following
appear in. Spent putty regenerates at a changes
rate of 1 pound every 12 hours. Medical add field surgery
Primary Purpose: Demolitions Military add blind fighting
Secondary Purpose: Assault Abilities
Mega-Damage: 1D6x10 M.D., to a 10- Tech points IQ+MEx2 +1d4x10 +
foot radius. If the pilot takes the time to 1d6x10 per level
mold the putty into a shaped charge Nano Armor
(which takes 2 melee actions), the Machine meld
damage from the charge is increased 50 Self regeneration
percent. However, this does decrease the NOTE: techno warriors do not get jury
blast radius by 50 percent. rig Machine / tech combat awareness
Rate of Fire: Requires one melee action similar to cyber-knight but it is altered
to summon one pound of putty. Level:
Bio-E Cost: 15 Bio-E for every pound of 1. Completed occ training and all
putty up to a maximum of 20 pounds. bonuses
2. Paired weapons the tech warrior gets
wp shield, knife and sword. +1 to parry
Techwarrior at 2,4,6,9,11,14 +1 to strike at 2,7,11,15
By Hellbound both for hand to hand and modern wps
Tech warrior 3. Combat acrobatics ability to fight and
During the beginning days of the plague strike even when moving and off
it was the few technojackers that held balance, no penalty to strike when
the line against the machines while the moving. Gets autododge
rest of humanity licked their wounds and 4. Tech combat awareness basic allows
adapted. What was not common the tech warrior to focus on the machine
knowledge was the development of and gets a sort of six sense when dealing
some technojackers into tech warriors with the machine and becomes aware of
and it was these few souls who held the one opponent and all weapons systems
line so humanity could rise again. These from the opponent.
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The warrior is aware of and able to react blind fighting when against this warrior.
to all mechanical devices and weapon This power can be used to stealth or
used by that particular opponent, conceal the warrior for up to 5 minutes
including guns, vibro blades, neural plus 2 minutes at levels 9,12,15
mace, environmental body armor, power against human operators read cyber
armor, cybernetics/bionics weapons and knight
systems, computers, optics systems, 7. +2 autododge against non tech does
sensors, robots, vehicles and other not affect #5 or 10
devices. Basically any machine with 8.Advanced combat awareness basically
moving parts or that uses electricity or like number 4 but applies to all
has a computer chip. opponents.
This allows the warrior to know the very 9. Hijack Robots/machine similar to
instant a targeting computer or radar machine control except the warrior takes
locks on, the moment he falls into the total control of the robot infects it with a
crosshairs of a gun, when a trigger is virus that programs the machine to fight
about to be pulled, when an energy cell alongside its new ally until it shuts itself
charges to fire, or cybernetic muscle down or it deletes the virus. The virus
tenses or a turret begins to turn. More will last 2d6+3 minutes then fries the
than that though, the warrior can actually computer network at the end of the time
feel the weapons and war machines as frame. The machine can attempt to purge
they come online or are drawn to be used the virus before it runs it course once
against him. Its as if he can see them as every 4 minutes. The machine needs
clearly as the weapon being pointed in 16save or higher to purge the save gets a
his face. +1 to strength at levels 11 and 13. The
Bonuses warrior does not need to maintain
The warrior knows what his opponent is contact with a hijacked robot and can
doing the same instant his opponent does give it orders by radio or verbally.
it, enabling the warrior to react faster +3 10. improved autododge +6 against tech
initiative against attacks from modern +8 versus artificial intelligence and
guns and machines, +6 against artificial computers this replaces number 5 and
intelligence and computers the Warrior does not add to it.
also gets a general +3 to strike parry and 11. EMP wave or some other form of
dodge. disruption very much like number 6 but
The tech laden opponent is –3 to instead of sensors it is designed to wipe
dodge/autododge and strike the warrior. out robots or any thing joined together
5. +4 autododge against technology. And by nanites. Basically it disrupts the
any effects produced by a mechanical nainites holding things together so the y
device. fall apart. Basically this ability will
6. Disrupt electronics The warrior either disrupt/destroy necrobots/borg with one
creates em waves or some other form of shot. Equal to hand to hand attacks range
disruption that affects Sensors, optics, 1,000ft no real damage to objects the
weapon systems, computers to either make up the nanite construction.
blink off and on provides mixed readings 12. +2 attacks
or faltering signals. This makes the 13. nanite communication treat like
electronics unreliable artificial secure radio can send and receive
intelligence and other robots act like
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messages up to 200miles rarely used started with certain abilities free which
since very few people have this ability would allow some to start with advanced
14. abilities
15. Creation of attack drone SENSES enhancement
standard equipment: Vision 6 options per eye if you don’t like
Non aligned tech warriors use the what option you have replace it with
standard technojacker list. another (you don’t get the tech points
Tech warrior from one of the kingdoms back they are lost)
Uniform, sunglasses, communication Anti dazzle protects eyes from bright
watch 1-25mile range scrambled,multi lights from spotlights to solar flares and
optic goggles(helmet in goggles) you can watch a solar eclipse with no
Gets pulse laser rifle and pistol use problem tech cost 10pts
what’s in the book since I have long ago Thermograph tech cost 15pts
ditched PB weapons. advanced thermo allows you to see thru
Techno armor until further time just use walls tech cost 20pts Prerequisite:
traix t-11 armor. When I have more time Thermograph
will write them up fully. Which can be Night vision/low light also known as
enhanced even repaired by nano armor. starlight amplifies available low light to
Data scanner consider it like a phase visible levels tech cost 10pts
world portable scanner. IR tech cost 10pts
Enhanced Vibro sword +2 strike and UV tech cost 10pts
parry 6d6+4damage Image enhancement high-resolution
1d4 regular knives graphics capability allows user to
jeep or motorcycle electrical can be enhance and refine images viewed.
powered by a technojacker When activated will increase perception
food rations for 4 week supply 2-1liter by 2 and initiative by +3allowing
canteens and 1-3liter water bladder. tecnojacker to pick up visual cues in
Tent, bed roll, and some personal items greater detail.
Skills and abilities of the different types Micro vision acts like palladiums normal
of technojackers macro vision eyes had to rename tech
Not sure if I want to start from scratch or cost 15pts
work from basic profile Macro vision acts like a set of binoculars
Technojackers are capable of enhancing tech cost 10pts provides magnification
themselves with and thru nanites. With from 1-6x cost additional 2 tech points
the use of tech points which can be spent per additional x1 power to a total of
on ablilities. x100 power.
Tech points are determined by one of Target sight basic target sight of +1 to
these ways: strike to both hand to hand and modern
IQ+ME+PE+STRX2+1d4x10 + weapons tech cost of 15pts
1d6x10per level this would be used if Enhanced target +2 to strike tech cost
starting from scratch and letting players 20pts Prerequisite: target sight
pick all abilities from scratch Advanced target predicts targets
IQ+MEx2 +1d4x10 + 1d6x10 per level movement +3 to strike tech cost 30pts
will be used if using baseline as Prerequisite: enhanced target sight
indicated in book or from several types Total target allows P.P. bonus to be
of technojackers. Where each type added to strike bonus + 1 strike and
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reduces all targeting requirements by 1 Spike launcher
attack/action. Tech cost 30pts Whip
Prerequisite: advanced target sight and Quill launcher
machine meld Weapon mimic
Heads up display displays data from Hardpoints
other devices within touch tech cost 10 Electrical discharge
add 1pt per foot of range to a 10ft max Increased energy capacitors
range Mono wire/lash/whip
Magnetic field detector Nano grenades Prerequisite:
Audio: 8 options total ears share abilities Nano probes Prerequisite:
if you don’t like what option you have Sonic scream
replace it with another (you don’t get the MISC enhancement
tech points back they are lost) Nanite storage just as it sound create
Sound filtration system tech cost pts pools of nanites in the body at key
Amplified hearing tech cost pts locations
Sound editing tech cost pts Increased Nanite storage just as it sound
Echolocation tech cost pts create pools of nanites in the body at key
Sound tracking tech cost pts locations
Prerequisite: Increased nanobot armor thicker and
Radar tech cost pts stronger than basic on both levels
Ground sensor tech cost pts Prerequisite:
Motion sensor tech cost pts Improved nanobot armor thicker and
Enhanced memory total recall tech cost stronger than basic on both levels
pts Prerequisite:
Editic memory tech cost pts Prerequisite: Improved machine meld stronger and
Bio scanner tech cost pts longer than before can be total control
PHYSICAL enhancement and a bit more Prerequisite:
Str tech cost pts Enhanced regeneration faster stronger
PE tech cost pts than what the technojacker gets normally
PP tech cost pts Prerequisite:
IQ tech cost pts Complete regeneration faster stronger
ME tech cost pts than what the technojacker gets normally
SPD tech cost pts Prerequisite:
PB tech cost pts Longevity enhancement much like
Flesh sculpt tech cost pts immortality Prerequisite:
Flesh mimic tech cost pts Nano Repair an increased form of jury
Sdc increase tech cost pts rig instead it actually repairs said item
Str to robotic increase strength to robotic takes longer and requires
when desired limited time tech cost pts skill/knowledge Prerequisite:
Advanced version total tech cost pts Metal consumption/construction
Prerequisite: absorption of metals to be used in
Enhanced reflex (autodoge) tech cost pts construction of items provided the
Cyber knight anti machine sense/combat character has skills or complete
training tech cost pts knowledge of item Prerequisite:
WEAPONS enhancement Chameleon field
Claws Stealth field Prerequisite:
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Radio another (you don’t get the tech points
Basic back they are lost).
Scrambler For palladium friendly ranges use
Wide band bionics optic ranges. I do not so I deleted
Long range them from the post
ULF Anti dazzle protects eyes from bright
Shielding lights from spotlights to solar flares and
Toxins you can watch a solar eclipse with no
Radiation problem tech cost 5pts
Heat Recorder acts like a camera and can
Cold record in 2 or 3D when combined with
Fire holo projector what the tj sees can be
Pressure replayed for all to see or the tj melds
Microwaves with a tv. Tech cost 5pts
Sonic Thermograph tech cost 10pts
Acid Advanced thermograph allows you to
Skill theft steals one skill at a time from see thru walls. tech cost 20pts
the machine that the robot was Prerequisite: Thermograph
programmed with and stores it Night vision/low light also known as
Nano Replacement starlight amplifies available low light to
Image projection projects an image for visible levels tech cost 5pts
other to see(R2D2 from starwars for IR tech cost 5pts
simple reference) UV tech cost 5pts
Holofield project a holographic image Image enhancement high-resolution
around the person projecting what ever graphics capability allows user to
image recorded or created enhance and refine images viewed.
Transfer of healing nanites must remain When activated will increase perception
in contact until complete. Allows by 2 and initiative by +3allowing
character to lay hands on others while tecnojacker to pick up visual cues in
touch is maintained they can direct the greater detail. Tech cost 10pt
nanites to heal the person once contact is Micro vision acts like palladiums normal
broken the revert to normal macro vision eyes had to rename tech
programming and induce plague results. cost 5pts
using Macro vision acts like a set of binoculars
IQ+MEx2 +1d4x10 + 1d6x10 per level tech cost 10pts provides magnification
will be used if using baseline as from 1-6x cost additional 2 tech points
indicated in book or from several types per additional x1 power to a total of
of technojackers. Where each type x100 power.
started with certain abilities free which Target sight basic target sight of +1 to
would allow some to start with advanced strike to both hand to hand and modern
abilities weapons tech cost of 10pts
Sensors Enhanced target +2 to strike to both
SENSES enhancement hand to hand and modern weapons tech
Vision 6 options per eye if you don’t like cost 15pts Prerequisite: target sight and
what option you have replace it with replaces it
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Advanced target predicts targets the terror masks. These are actually huge
movement +3 to strike tech cost 15pts flat insect like beings, whose shell oddly
Prerequisite: enhanced target sight and resemble humanoid faces. Sometime
replaces it monstrous and sometimes very nice
Total target allows P.P. bonus to be looking. But despite the look these alien
added to strike bonus + 1 strike and creature are symbiote that need to bond
reduces all targeting requirements by 1 with other life forms in order to survive.
attack/action. Tech cost 20pts Before entering in symbiosis, the Terror
Prerequisite: advanced target sight and masks just lay in hibernation until a
machine meld. No it is not an error this viable host come close, generally a
does not replace advanced target but S.D.C. being. In this status they look like
does require it. odd white porcelain mask, but when the
Heads up display. Displays data from host is close enough, roughly 10ft range,
other devices within touch tech. Great the mask jump grabbing the face of the
for displaying info from data pads or victim and digging a series of organic
leaving cameras around the corner to tendrils trough the mouth, the nose and
watch your back so long as you don’t skull.
walk further away than your range. cost Needless to say the process is both
10 add 1pt per foot of range to a 10ft painful and shocking. The host cannot
max range rebel, because the symbiote release a
Magnetic field detector can sense large paralysis toxin in his bloodstream.
mass of metal(100lbs or greater) within Slowly, the mask start spreading inside
100m and railguns and ant-grav units up the host body, changing it, modifying it
to 1000m when in use. Tech pts cost 15 for its own purpose. A parallel neural
Advanced magnetic resonator system grow, muscle fiber are
requirements Magnetic field detectors reinforced, bones are
can be used to map metal structures and strengthened ,internal organs are covered
detect large deposits of magnetic ore. with a thin net of M.D.C. reinforcement
Range 2000ft Prerequisite Magnetic muscle and new ones grow, skin harden
field detector. Tech pts cost 15 and become paler, the entire chemistry
Radiation sensor sees radiation different of the body is changed; in a word, the
colors for different types of radiation and body mutate. At the same time the
brightness for strength tech cost 5pts Symbiote start instructing its host, one
working on audio sensors will post when could say brainwashing it trough prizes
ready. and punishment method, with the end
result of the host being more
cooperative. Oddly enough after a while,
Terror Knight with little talking and many pleasure
By the Baron of Chaos center stimulation, the host are actually
In the weird world of Splicer, there are very happy of the symbiosis. And they
not just War mounts and killer machines don’t even discovered the improvement
around. There are also alien creatures their body had undergone.
crawling around. Most of these are just Of course nothing is for nothing, is a law
animals, powerful and with unnatural of nature.
abilities, but still animals. But there are The Symbiote do need its host for a
others that are quite more smarter. Like reason: survival. The host is the feeding
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carried. The “mouth” trough the Terror M.D.C.: 1d8x10 (this is added to head
mask could feed of its nutriment: energy, M.D.C.) regenerate 1d6 per melee
bio-energy to be more precise. Has complete control over its host
So a life of bio-vampirism start for the biology
Terror knight(so called for their ability Has 360% perception and increase host
to create bio-energy sword), constantly awareness of eventual dangers, they
preying upon other humans, although the cannot be taken by surprise(bonus were
symbiote do prefer the life energy of added to O.C.C. bonus above)
splicer bio-tech, war mounts and host Appearance: choose one
armor especially. Skull/demonic like: HF 12 , reduce PB
The Terror knight are often viewed as by 25%
wicked monsters; some of them are Featureless/hockey mask: HF 10, reduce
slightly wild and their feeding habit is PB by 2d4
frightening to extreme, for them any Angelic/kabuki mask: HF 8, add 1d6 to
piece of bio-technology is just a tasty PB
lunch! This and the fact that the mask Physical transformation: as note above
symbiote seem to be a natural enemy of the Mask symbiote completely transform
the gene-pool, well they are not going to the body of its host, turning it into
receive a warm welcome in human something more the human .
sanctuaries. Despite this, most Terror - Splicer Strength: as noted in attribute
Knight tend to fight for humankind bonus
against machines legion, for nothing else - Supernatural endurance: M.D.C.
to save their food resource . So they live 2d4x10+PE , fatigue 20 times less than
as exiled, away from the human refuge, normal human, can remain alert for two
vagabonding from one place to another, days(48 hours) with no ill effect, need
hiding in the darkness and fighting to only 5 hours of rest each day, is
survive in this damned world. impervious disease, +4 to save vs.
Alignment: The Mask symbiote does poison and toxins, +20% save vs. coma
have anarchist alignment, the owner can death, impervious to heat and cold, hold
be of any alignment breathe for PE+10 minutes, does not
Attribute requirements: apparently none, register pain and stop only when drop at
but the symbiote is particular picky on –50 M.D.C +10 per level
its host PE 12, ME 14 or more. An high - Enhanced reflex and agility: the
PS is helpful is not mandatory but help symbiote parallel neural system and new
Attribute Bonuses: +3d6 to P.S. muscles allow faster reactions and
( Splicer/Robotic), +1d4 P.P. (min 17), agility plus add +15% to Acrobatics,
+1d6 to P.E., age one year each 10, +6d6 Climbing and Gymnastic
Spd - Enhanced Speed: +6d6 to Spd and leap
O.C.C. bonuses: +1 attack per melee, +8 12ft high and 20ft across from a dead
on initiative, +1 to strike, +3 parry and stop, double with a running start
dodge, +3 to pull punch, +3 roll with - Regenerative Trance: The Terror
impact, can survive falls from 100ft, +4 Knight , or better his symbiote, can place
save vs. HF himself in a regenerative coma, he
Terror Knight O.C.C. power appear dead even to most advanced
Symbiote stat: sensors and unnatural senses. In this
I.Q. 12+2d6, M.E. 20, M.A. 3d6 coma he is +6 to save vs. poison/ toxins
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and heal all damage suffered at rate of only 6 time each day. After the end of
1d4x10 per minute. Severed limbs and the supercharge the Terror knight is
organs regrow in 1d4 hours, even heart weak for 3 hours: reduce P.S. by 10
and part of brain to 60% of its mass, can points and reduce initiative and speed by
be regrow these ones taking 2d6+2 hours half
each. Bonus from supercharged status
- Bio modification: The symbiote, in Add 1d4+1 to P.S. which becomes
addition to above, utterly modify its host supernatural for the duration of
answering to some subconscious desires supercharge
of him. The host get 3d10+30 Bio-E Triple Speed
point worth of Biological Enhancements Add 5d6 points to M.D.C.(can replenish
. lost M.D.C.)
Energy Vampirism: The Terror Knight +2 to initiative
no more need to feed or drink, he just +2 attack per melee
need of feed upon bio-energy. +10% to save vs. coma/death
The feeding attack done with physical Bio-Energy Sword: Actually can take
contact, a hug, a kiss or the classical any shape, a sword, a machete, an
choking grip; inflict 2d6x10 points of energy 7inch long claws, whatever shape
damage directly to Hit Points to SDC fit Terror knight personality. Also the
beings, Mega damage to M.D.C. living color change greatly. This sword, made
being . This drain of life force left the from bio-energy is a very effective
victim, if he survive, weakened for 2d4 weapon, and can also shot energy bolt
hours, minutes for M.D.C. beings, has from the tip. At the third level they
no initiative , -4 to combat bonuses, and discover how to channel the sword into
reduce skill performance, attack per any natural weapon they could
melee, P.S and Speed by 75%, plus tires possess(Serrated whip, claws, horns)
twice as quickly combining the damage
The Terror knight need 2d4x10 hit point/ Damage: 3d8+PE +2 per level of
M.D.C. worth of bio energy per week experience, energy bolts does 2d8+PE
plus an additional 2d6 per level (the megadamage
older the more the energy need), is Range: 500ft for the energy bolt
impervious and could feed upon bio- Bonus: +1 initiative, +3 to strike and
energy blast disarm
Non bio-energy can substituted, like the Duration: 5 minutes + PE, plus one
energy cell of a robot(robot drained do minute at level 3, 5, 7, 10 and 15, mor
no suffer damage but only the side ehtan this make the Terror Knight
effects and lose 2d6 years from their Hungry(hmmmm nothing beat
power system operational life) or an Scarecrow’s energy after a fierce
energy clip, but makes him nausea and battle!!)
weak (-3 on initiative, -1 attack per Payload: Unlimited, but shooting more
melee and reduce speed by 20%) that 20 blast per minute weaken the
Gorging: Feeding more than 60 hit point Terror knight and make him hungry. No
in less than 4 minutes cause the Terror penalty if shooting and feeding at same
knight to become supercharged. This time.
effect is temporary lasting only one hour Bio-Energy Shield: Another use of bio
and to avoid indigestion can be repeated energy, a Knight styled energy shield
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appearing at Terror Knight hand great M.D.C. Living Body armor: none
for parrying physical blows, and is Standard Equipment: The Terror knight
useful for bashing too has very little needs, so their equipment
M.D.C: PEx5 take damage only if is minimal, being unwelcome presence
targeted , not if parrying in human refuge limit their chance to
Duration: 2 minutes per 5 point of PE +1 acquire additional stuff too. Most of
minute at level 3, 6, 9 and 15 their owning is what is scavenged from
Bonus:+3 to parry their victims or built by themselves. This
include 1d4 set of clothes, one suit of
Energy Tracking: once feed on someone ceramic armor, two melee bio-weapon of
else energy they can track the energy choice(1d10+10 bio-e each), a crossbow
trail at 78% , range 600ft with 2d4 vibro-quarrels and does have
Common Skill: Standard 50% chance to have a riding horse as
O.C.C. Skill Programs: mount
Hunter/Trapper(+20%), Weapons Money: 2d6x10 credits in precious
Training(+10%) , Outdoorsman(+20%) stones and valuable stuff. As usual this
and one skill program of choice (often money can be stored or spent for
martial artist or assassination) additional stuff
Elective Skills: Select 5 Skill from the The Upside: Being a Terror Knight is the
following list at first level. Plus select best thing you could experience, you are
other two Elective skills at levels 2, 5, 7, the ultimate predator and everyone else
9, and 13. all new skills start at level one is prey. But best of all is the knowledge
proficiency. that your friend carries, and a new open
Communications: Bartering, Sign perception of the world around you. You
Language and Language only (+10%) know that you exist as a balance element
Domestic: Any to the Librarians and Engineers, whose
Espionage: Any(+15%), except Disguise actions you always watch, carefully.
and Impersonation The Downside: You’re feared, a lot.
Medical : First Aid and Toxicology only Dreadguards have orders to kill you if
Military : Blind Fighting and Trap you come too close to Human
Construction only underground sanctuaries. So you've
Physical : Any always acted between shadows. And
Rogue: Any(+10%) worst of all you know that they are
Science: None somehow right, because you can’t help
Technical : Any seeing other living beings as a tasty
Transportation : Any except Host Armor lunch. This not counting that your
Combat, Wing Pack and War Mount symbiote sometimes is really annoying
Combat constantly talking in your head!
Wilderness : Any(+15%)
W.P.s : Any except WP. Armor and
Siege Weapons Trailblazers
Secondary Skills: The character get to by Guy LeDouche
select 4 secondary skills at level one plus Based on a concept by Todd Yoho
one at level 6, 9, 12 and 15. These are With the Machine rearranging continents
additional area of knowledge starting and landscapes on a regular basis, it can
without any O.C.C. bonus be extremely easy to lose one’s way.
208
Landscapes are changed, the flow of A Trailblazer’s true strength lies in their
rivers can be shifted, and familiar knowledge of the landscape. Many
landmarks destroyed or relocated. It is in Trailblazers stick to one particular
this capacity that the Trailblazers came region; though that region may span
to be and earned their namesake. A hundreds of miles. Others are constantly
combination of scout, trapper, on the move, roaming from one territory
frontiersman and explorer, Trailblazers to the next. No matter their habits, all
are men and women who prefer to spend Trailblazers are highly skilled
their time in the untamed wilderness. cartographers and their services are
They are no strangers to harsh conditions desperately sought after by Great
and they are ever the tougher for it. The Houses, communities, military units, and
years of life in the outdoors means many anyone in need of accurate regional
are powerfully built, conditioned to maps or knowledge. Trailblazers
harsh climates and environments, and all regularly lead groups or individuals from
around tough as nails. They live their place to place, easily working through
lives to the fullest, as they recognize that woods or swamps that would otherwise
each day is a struggle to survive. They seem impossible to navigate. The ability
thrive on challenge and while not as to safely lead people through the
refined as some, they are by no means dangerous wilds to an appointed
primitive or backwards. They consider destination is a rare one, making the
themselves to be one with the land and Trailblazers important people. Payments
are stealthy, cunning, resourceful and for a Trailblazer’s service usually come
self-reliant. A Trailblazer can be a native in the form of tradable goods, supplies,
to the wilderness, a member of a Great or special services. These may include
House or hail from a Retro-Village. new clothes, nutrients for bio-equipment,
Regardless of their origins, Trailblazers healing, and so on. However, pay is
feel an irresistible pull to the wilderness usually fair because many Trailblazers
and all are hardened experts at hunting, take their reward in the company of
trapping, wildlife, and living off the people, a hot meal, and the knowledge
land. that they did a good thing for someone.
As their name suggests, Trailblazers Despite their desire to live in the wild,
know all the paths through the many Trailblazers are “people persons”
wilderness, and know their home regions and skilled storytellers or musicians.
with astonishing familiarity. Like the Still, no matter how much they like the
Deliveryman, a Trailblazer is often the company of people from time to time,
only means of communication for Trailblazers will always feel the need to
wilderness people, Great Houses, and return to the wilderness and continue
out of the way villages. Even when not their explorations. Unfortunately, the
carrying “official” communications, Trailblazer’s skills also bring them
Trailblazers are always willing to share unwanted attention as they are often the
news, rumors, and recent events, as well targets of Waste Crawlers, bandits, spies,
as being good at storytelling. All these and raiders from other Houses who have
attributes, combined with the in-depth need of the Trailblazer’s special regional
knowledge of the landscape and its knowledge. Often, they will force the
denizens, makes the Trailblazers Trailblazer into service or don’t want
welcome visitors almost anywhere. their enemies/intended victims to have
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the resources at their fingertips. Medicine (+15%), but the latter counts
However, due to their tremendous as two skill selections.
knowledge, Trailblazers are rarely killed Military: Trap Construction and Trap &
by other humans, even the vile Waste Mine Detection only (+10%)
Crawlers (though they can certainly Physical: Any, except Acrobatics (+10%
expect to be roughed up.) where applicable).
Alignment: Any, but lean towards Rogue: Card Shark and Seduction only.
Principled, Scrupulous, and Science: Advanced Math, Anthropology,
Unprincipled. Biology, and Botany only.
Attribute Requirements: I.Q.: 9, M.A.: 9, Technical: Any (+10% to Lore,
M.E.: 11, and P.E.: 12 or higher. A high Languages, and Rope skills only)
P.S. and P.P. are helpful, but not Transportation: Any, except Host Armor
required. Combat, Pilot Wingpack, and War
O.C.C. Bonuses: Add a bonus of Mount Combat.
+1D4x10 to the characters physical Wilderness Survival: Any (+20%)
S.D.C., +1D4 to the M.E., P.S. and P.E. W.P.s: Any except Heavy and Heavy
attribute, +1D6+6 to Spd attribute, +1 on Bio-Weapons.
initiative, +2 roll with impact, +3 to save Secondary Skills: The character gets to
vs. pain, poison and disease, +10% to select five Secondary Skills at level one
save vs. Coma & Death, +1 to save vs. and one additional skill at levels 4, 7, 9,
Horror Factor at levels 2, 4, 6, 9, 12, and 12, and 15. These are additional areas of
15. knowledge that do not receive any
Base S.D.C.: 40, plus any from Physical special O.C.C. bonuses.
skills. Special Trailblazer Skills:
Common Skills: Standard. 1. Regional Land Navigation
O.C.C. Skill Program: Survivalist (exclusive): This is specific knowledge
(+25%), Cowboy (+15%), about one particular region that the
Reconnaissance/Scout (+20%) or Trailblazer frequents; the character
Naturalist/Nomad (+25%) and either knows the area like the back of their
Man Hunter (+15%) or Hunter/Trapper hand. It can be a character’s home range,
(+20%) an adopted stretch of territory, or
Elective Skills: Select any one Domestic favorite region for hunting and
skill (+15%) and Wilderness skill exploring. The Trailblazer’s extensive
(+20%) and seven other skills from the knowledge of the area enables them to
following list at first level. Select find hiding places, more easily spot
another three additional skills at level 3 ambushes, travel at maximum speed
and one at levels 4, 6, 8, 11, and 14. All when on the run without leaving much
new skills start at level one proficiency. of a trail behind for others to follow (or
Communications: Any (+5%) leave a super-obvious one if he desires
Domestic: Any (+10%) to lead them on), or do general scouting
Espionage: Detect Ambush, Detect without missing a vital detail, while
Concealment, Escape Artist, and covering twice as much ground as those
Intelligence only (+5%) in pursuit. Bonuses: When in their home
Medical: First Aid (+10%), Animal region, the Trailblazer is truly one with
Husbandry (+10%), and Holistic the land. They receive a bonus of +25%
to Detect Ambush, +30% to Camouflage
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skill to conceal himself, a vehicle or completely negated when outside of the
inanimate objects, but only +10% to home area.
Camouflage himself and others. In Heightened Sense of Hearing:
addition, the character applies an Range: 150ft.+10ft. per level of
additional bonus of +10% to Land experience radius
Navigation, Tracking, (people, animals, Estimate distance: 45+5% per level of
and robots) and Prowling. Note that experience
these bonuses apply only when the Estimate speed and direction: 30%+5%
character is in their home region. Range: per level of experience
Regional knowledge is centered on one Recognize voices and other sounds: 35%
specific landmark, such as a particular +5% per level of experience
lake, river, mountain peak, valley, Great Heightened Sense of Smell:
House, Retro-Village, Boneyard, ruin, Range: 100 ft.+10ft. per level of
etc. The home range extends for a radius experience radius
of 1D6x10+60 miles (112 to 192 km) Recognize specific odors: 40%+5% per
around that landmark. Add 1D4x10 level of experience
miles (16 to 64 km) for each level of Alert and Ready: Extremely difficult to
experience the Trailblazer has remained surprise, as the character is likely to
predominantly in the region. No increase detect the smell or noise of a person,
if they have been traveling or vehicle, gun or machine/robot before it
adventuring beyond that territory. reaches them.
2. Direction Sense: Trailblazers rarely Bonuses: +2 on initiative, +1 to dodge,
get lost and often claim to “sense” the +1 disarm, +5% to Detect Concealment,
correct direction to take. Through a +10% to Detect Ambush.
combination of natural instinct and 4. Cross Country Pacing: Trailblazers
subconscious recognition of signs and are well known for pacing themselves
indicators others would miss, for cross-country travel. This not only
Trailblazers very rarely wander includes pacing their physical exertion
aimlessly. If in unknown territory, a and speed, but also pacing their food and
Trailblazer can make a check every 15 water intake, enabling them to cover
minutes to make sure they are on the great distances on foot or horseback, at a
right trail. Base Skill: 60%+3% per pace that can be maintained for days.
level. This skill, combined with Regional Land
3. Regional Environmental Awareness Navigation, also enables them to
(exclusive): The Trailblazer knows their accurately predict how long a trip will
home territory better than anyone and take (for them alone or with others in
this gives them a strong connection with tow-the latter always taking twice as
their environment. They are survivors long) within 2D6X10 minutes, 6D6
completely in tune with the language of hours if unfamiliar with the area. On
the wilderness. For Trailblazers, this foot, this skill enables the character to
isn’t any superpower, but rather a move at full running speed cross country
heightened sense of awareness and for a time equal to his P.E.x5 in minutes
ability to read the warning signs around without overexerting themselves.
them. The following abilities and This makes the Trailblazer an excellent
bonuses apply ONLY when in the messenger between parties with no other
Trailblazers home region. They are form of communication. While no
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substitute for bio-comms or equivalent of the Basic Math skill (if
Deliverymen, the Trailblazer is able to they do not have it already) at a fixed
cut across country easily, avoiding base of 50%, plus any applicable bonus
roads, trails, and other well trafficked for an exceptional I.Q. attribute. If the
areas in favor of little known hunting Basic Math skill is already knows,
trails, waterways, and shortcuts. (Note: Cartography grants a +5% bonus. Base
Trailblazers never reveal their most Skill: 45%+5% per level of experience.
secret and favorite routes to clients or A successful roll means the map is not
strangers unless it is an absolute only accurate and easy to use, but
emergency.) These folks come and go elegant and aesthetically pleasing. A
without anyone knowing how, when, or failed roll indicates that some details
where they’ve been. Once a Trailblazer were wrong, other details have been left
travels out of sight, they seem to simply out, and the scale and specified locations
vanish into the wilderness. are off by 1D10 miles.
Base Skill: 35%+5% per level of 7. Special Expertise: A Trailblazer
experience always has some distinguishing feature
5. Trail Blaze: Not only can the or ability that makes them stand out
Trailblazer navigate the wilderness, but from others. When the character is
they can cut and mark trails for others to created, the player must choose one of
follow. Base Skill: 40%+5% per level of the following benefits:
experience. A failed roll means the trail • Bio-Tech “Knack”: The character just
cannot be followed by others as seems to have a talent for getting the
intended. most out bio-tech. Any bio-tech items
6. Cartography: The specialized art of (weapons, armor, etc.) have an
mapmaking and map reading, additional 4D8 M.D.C. and can last an
cartography is one of the most important additional 1D4 days between nutrient
skills that a Trailblazer learns. baths.
Trailblazers can produce highly accurate • Gunman: A dead eye shot with bows,
maps with a wide variety of tools, crossbows, throwing weapons, pistols or
including ink and paper, navigational rifles of all kinds (choose at creation.)
plotting, and even advanced memory The character either gets an extra melee
files for Liberians. Cartography also attack when using the their particular
includes a basic understanding of weapon, suffers no penalties when
geology, estimation of distances, and the shooting while moving (i.e. running,
gauging of altitude, distance, depths, etc. riding, etc.) and is +1 to strike in all
Trailblazers are able to make extremely modes of attack (Aim, Burst, or Wild). If
accurate land and underwater maps, the G.M. allows it, the character can use
including topography, prevailing winds the Gunfighter’s W.P. Paired Weapon:
or currents, terrain type and other Revolvers, W.P. Sharpshooting:
pertinent geographic information. This Revolvers and Rifles, and Quick Draw
also includes the ability to accurately Initiative as described on page 91 of
read and interpret a map, adding +10% Rifts New West or the Quick-Draw and
to Navigation skills when a map is Throwing Initiative, and Paired
present. Cartography also includes the Weapons on page 38 of Rifts Spirit
rudiments of mathematics. A Trailblazer West.
with the Cartography skill has the
212
• Horseman: The character is a masterful Standard Equipment: They are likely to
rider with the Horsemanship: Cowboy carry map making and survey equipment
skill. In addition, the character is +2 on in a protected, hard case. Writing
initiative and +1 to dodge when riding a implements include six pieces of white
horse or similar animal. chalk, two pieces of charcoal, a ceramic
• Fast: The character has amazing pen with 24 refills, 1D6 pens or markers
reflexes and is speedy in all things. Add of various colors, a sketchbook, and 6D6
+3 to initiative, +1 to P.P. and +3D6 to sheets of loose paper. Other items
Spd. include traveling clothes (typically
• Charmer: Famous for a glib tongue, a camouflage fatigues or other hunting
sense of humor, or simply a smooth clothes), set of dress clothes, one pair of
talker, the character has natural moccasins or similar hiking footwear, a
charisma. Add 1D6 to P.B. and M.A., pair of gloves, 2D4 heavy cloth sacks,
plus gets the Seduction skill (+15%) and 1D4 waterproof sacks, small
+5% to Disguise and Impersonation hammer/mallet, 120 feet of rope,
skills if applicable. survival knife, utility belt, first-aid kit,
Living Armor: The Trailblazer O.C.C. 1D6 Slap Patches, Face Wrap, Extractor,
does not get the powerful Host Armor, tinted goggles, hatchet for cutting wood,
preferring to travel light and fast. Each tent, knapsack, backpack, two water
Trailblazer has a customized suit of skins, emergency food rations (two
Living Body armor, usually Dragon weeks supply), and some personal items.
Scale or Chitinous (player’s choice) with Weapons: The Trailblazer starts with
the following modifications: two Bio-Weapons of choice (light or
+1D6x10+15 to the Main Body, +3D8 to heavy), as well as one weapon for each
the arms, +3D10 to the Legs. In W.P. with appropriate ammunition.
addition, the Trailblazer does not suffer Trailblazers prefer precision long-range
any movement penalty in the armor. weapons with many favoring modified
The Trailblazer also gets 3D20+20 Bio- Light Cell Laser Rifles. Bows and
E points worth of enhancements of specialty arrows are also favorite items.
choice, but is limited to the categories of As Trailblazers often operate in the
Eyes & Vision, Other Sensory Features, wilderness for weeks or months at a
Biological Defenses, Offensive Bio- time, most of them have an Extractor
Weapons, Ranged Bio-Weapons, and organism to supply the bio-equipments
Ranged Weapon Upgrades. Each level, nutrients.
the Trailblazer gets an additional 2D6+8 Money: Has 2D6x100 credits in precious
Bio-E for additional enhancements of metals, relics or trade items, as well as
choice. 6D6x10 in available credits. Money can
War Mount: Trailblazers do not receive be spent now on additional equipment or
a personal War Mount and prefer to saved for later.
operate without them. However, The Upside: Your stealth skills are
Trailblazers do have a fondness for Gore impressive, but your knowledge of the
Hounds and Mega Horses and may have outdoors and ability to survive in the
one or both as a traveling companion. wild are unparalleled in the Resistance.
These War Mounts start out standard You can slip past both robots and
without any upgrades. Splicers with ease, and disappear
without a trace. No one knows more
213
about the surface than you; you know Bio-Evolution:
every short cut and hiding spot there is. 1. Metamorphosis: Sometime after
You can lead the Resistance right past entering puberty(13 +1D4 years old), the
the Machine, and you take pride in Transcended sloughs off mere humanity
helping anyway you can. In addition, to become something more. They
you enjoy a certain “hands off” status, transform into M.D.C. beings, their
even among the vile Waste Crawlers. physical and mental abilities greatly
The Downside: You can handle yourself expand(represented in the attribute
well enough in a fight, but you’re not bonuses listed above), and a number of
really meant for heavy combat. Without other changes take place(Transcended
a little assistance, you wouldn’t last long become supernaturally strong and
in a sustained fight. Most of the time, resilient, rapidly regenerate damage,
you are on your own, and will etc).
sometimes go days or weeks without 2. Bio-Evolution: The Transcended
ever seeing another human being. begins with 3D6x10 +P.E. attribute
number Bio-E to effect their personal
evolution. At each new level of
Transcended experience, starting at level two, the
By Ectoplasmic Bidet Transcended gains an additional 1D4x10
Alignment: Any. Bio-E for further modification. Bio-
Attributes: I.Q. 3D6+3, M.E. 3D6+6, Evolution in some ways resembles a
M.A. 3D6, P.S. 3D6+15(Supernatural), caterpillar's transformation into a
P.P. 3D6+3, P.E. 3D6+6, P.B. 3D6+3, butterfly, with the Transcended
Spd. 3D6+30 excreting a silk-like substance from their
Size & Weight: Varies greatly. As per pores that forms an ultra tough
standard human size and weight, but cocoon(2D4x10 M.D.C.) after entering
Bio-Evolution frequently changes this into a self-induced trance state. While in
dramatically. the trance, which lasts several
S.D.C. & H.P.: As per human days(1D4+2), the Transcended's
standard(before initial Metamorphosis) consciousness is focused entirely on the
M.D.C.: 1D6x10 +P.E. attribute number, difficult task of recoding their DNA. The
plus 1D6 M.D.C. per additional level of trance cannot be willfully ended
experience. prematurely, but if the cocoon is
P.P.E.: 1D4x10 destroyed the evolution attempt is
Average Lifespan: 120 +1D6x10 years. ruined. Bio-E is not permanently
Life expectancy may be enhanced expended by the interruption, but the
through Bio-Evolution(+1D4+4 years Transcended suffers potentially fatal
per 1 Bio-E expended). damage(1D4x10 +1 M.D. per Bio-E to
Natural Abilities: Bio-Evolution(see be spent). Another attempt cannot be
below), Supernatural Physical Strength, made for 1D4 weeks. A successful Bio-
Regenerate 1D6 M.D.C. per melee Evolution attempt is physically taxing,
round, Fatigue at 10% the standard rate leaving the Transcended
of a normal human, Require only four weakened(reduce melee attacks &
hours of sleep per 24 hour period(Sleep bonuses for all combat actions by 50%
may be postponed up to 72 hours and skill performance by -30% for 1D4
without ill effect) hours per 1 Bio-E expended) and
214
ravenously hungry(must consume three and the potential to develop such powers
times more food than normal for at least has forever been lost to the Transcended
three days). and their progeny.
3. Genetic Template Assimilation: Vulnerabilities/Penalties: None.
Transcended can modify themselves Skill Programs: As per education level,
with any bio-enhancement they gained plus "Common" skills.
access to through Bio-X's influence, but Secondary Skills: As per education level,
cannot create new enhancements on their plus two additional Secondary Skills at
own. To avoid becoming biologically levels 3, 6, 9, 12, & 15. Secondary Skills
obsolete as new bio-enhancements are are additional areas of knowledge
developed, a Transcended is able to starting without any special O.C.C.
assimilate the DNA of Splicer bio-tech bonuses.
devices, permanently adding relevant When everyone is special, no one is...
genetic information to their own No one is certain who created the Bio-X
genome. This can be done by ingestion virus. The ancient Great Houses, those
of a small sample(as little as an ounce few still remaining, often engage in
will do) of fresh flesh or blood from any heated debate(and the occasional
creature with new bio- firefight), eager to claim credit for Bio-X
enhancements(assimilating all new and its role in the survival of Humanity
enhancements) or intravenous injection against the Machine. Centuries have
of a prepared DNA solution similar to passed and the truth is likely to remain
that used to pass newly created bio- forever lost. What is known, however, is
enhancements from a Librarian to an the manner in which Bio-X first
Engineer. Once assimilated, the augmented the human race. Taking
templates for bio-enhancements are advantage of the vast amount of
passed on to Transcended offspring. available storage space built into the
Combat: Varies with HtH skill selection. human genome, in the form of so-called
R.C.C. Bonuses: +2 attack per melees, "junk" DNA, Bio-X was engineered to
+1 initiative, +2 strike, parry, & dodge, replace this useless evolutionary detritus
+1 pull punch, +3 roll with punch, fall, with the genetic template to all known
or impact, +10% to save vs coma & Splicer bio-enhancements and to create a
death. biological mechanism for the person to
Magic Powers: None. Magic is an make use of this new DNA in a
unknown discipline on the Splicers' constructive way. A benign retro virus
home planet. In the event that a with no discernible side effects, Bio-X
Transcended is exposed to magic and had infected the entirety of the human
chooses to learn the mystic arts, their race before anyone suspected its
ability to Bio-Evolve is severely limited existence well over a decade later.
by the excessive levels of P.P.E. that Only when the first generation of
come to reside within a magic user's Transcended children began to mature,
body. Magic wielding Transcended and their instinctive ability to "Bio-
receive only 1D6 Bio-E per additional Evolve" became apparent, did anyone
level of experience. realize what had been done. Bio-
Psionic Powers: None. Psychic ability Evolution, now an everyday facet of life,
does not naturally occur within the signaled a sudden and drastic shift in the
human populace of the Splicers' world Resistance power structures of the time.
215
The position of Warlord with its absolute Assassination, Medical Doctor or Host
authority became untenable and Pilot).
Librarians & Engineers lost a great deal Elective Skills: Select five Elective
of their importance, as everyone, no Skills from the following
matter their allegiance or creed, became list at first level, plus another one
capable of bio-enhancing themselves Elective Skill at levels 2, 5,
nearly at will. Bio-X could not be cured 9 and 13. All new skills start at level one
because its work had already been done. proficiency.
The DNA of every human had been Communications: Any (+5%).
rewritten. Eliminating the virus would be Domestic: Any.
useless since the alterations would be Espionage: Detect Ambush, Detect
naturally passed on to future generations Concealment, Intelligence, Sniper or
through procreation. Bio-X did not just Wilderness Survival only.
herald the birth of a new species of Medical: First Aid only (+5%).
humanity, it ushered in a concept long Military: Any (+10%).
lost with the advent of the Machine; Physical: Any, except Boxing, Kick
democracy(yeah, it's cheesy). Boxing or Wrestling.
Rogue: Card Shark, Find Contraband,
Seduction or Streetwise only.
PROTEUS AMPHIBIOUS Science: Basic and Advanced
PACKMASTER Mathematics only (+4%).
By Kevarin Technical: Any (+5%).
Alignment: Any, but typically good or Transportation: Any, except Host Armor
selfish. Combat, War Mount Combat.
Attribute Requirements: I.Q. 12, P.S. 10, Wilderness: Any.
P.P. 13 and P.E. 10 or higher And a love W.P.s: Any.
of animals is helpful Secondary Skills: The character gets to
Attribute Bonuses:+2 to I.Q. +1D4 to select four Secondary Skills initially.
P.S. and P.E., +1D6 to P.P. and Spd These are additional areas
attributes. of knowledge, starting without any
O.C.C. Bonuses: +1 to parry and dodge, special O.C.C. bonuses. The character
+2 to roll with punch, fall or impact, and may select one more Secondary
+4 to save vs. Skill at levels 3, 6, 9, 12 and 15.
Horror Factor. and the Proteus has a Bio- Sea Dragons: The Proteus begins with
Comm. unit inserted inside the skull two Sea Dragons at level one, and one
(standard type), additional Sea Dragon at levels
enabling him to. communicate with both 3, 6, 9 and 12. Each Sea Dragon can be
human and Sea Dragon operatives. Bio-Enhanced any way the character
Base S.D.C.: 40, plus any from Physical wants and they have 6D6+30
skills. Common Skills: Standard +5%. Bio-E available for each Sea Dragon
O.C.C. Skill Programs: Communications plus gains another 1D 10+20 Bio-E per
(+ 15%), Reconnaissance/Scout(+25%), level of experience to spend on one
Support Man (+20%) or more of his Sea Dragons for
Veterinary(+15%) and one Skill additional enhancement. Slain Sea
Program of choice (except for Dragons are replaced with the basic
216
animal with 6D6+10 Bio-E for a couple of sets of dress clothing,
enhancements. survival knife, utility belt, first-aid kit, a
Proteus Personal Thruster Pack: The Face Wrap (gas mask), tinted goggles,
Proteus is issued a specially designed hatchet for cutting wood, one weapon
under water thruster pack as his for each W.P. with any needed
personal combat vehicle that ammunition (lD6xlO), and a spare
automatically gets Sonar. This thruster Thruster pack
pack is smaller and not as powerful as for transportation and combat (standard
a normal thruster pack and although it features; no enhancements), tent,
can propel the Proteus threw the water at knapsack, backpack, two water skins,
a good speed ( 25 mph) it emergency food rations (two week
doesn't have the power for full flight. supply) and some personal items.
Out of the water the best the pack can do Money: Has a trade item, salvaged
is a thruster assisted leap artifacts or precious metals that will
doubling the Proteus's jumping distance. gamer 2D6x 100 credits as well as 2D6x
Speed Bonus: +10 mph at level one, plus 100
1D6+6 mph per level of advancement. credits in cash. As always, money can be
Combat Bonuses when using the spent immediately on additional
Personal Thruster Pack: +1 additional equipment or saved.
attack/action per melee round at levels
1, 4, 8 and 12; +2 to initiative, +2 to SEA DRAGON
strike and parry, +4 to dodge and disarm, Class: Amphibious Troop Support, War
and +3 to roll with impact, punch Mount
or fall. These bonuses only apply when Crew: Typically none, but can carry one
the Proteus is in water. human size rider if necessary.
M.D.C. Living Body Armor: A suit of M.D.C. by Location:
personalized “living body armor” with • *Front Legs (2): 175 each
5D10+40 Bio-E for additional • *Hind Legs (2): 175 each
enhancements • *Clawed Feet (4): 80 each
of choice and/or Extra M.D.C. (2D6+18 • Tail: 200.
M.D.C. per 10 Bio-E). Note: The • **Head: 150*
Proteus typically uses Heavy Hide, or **Neck: 175*
Dragon Scale • ***Main Body: 350*
Heavy armor, but may select one of the * A single asterisk indicates a difficult to
other armors instead (see Equipment hit target and attackers must aim and
section for complete stats). make a
Additional Bio-E : The Proteus gets an “Called Shot” to hit it, and even then is -
additional 15 Bio-E points per level of 3 to strike.
experience that can be spent on ** Destroying the head or neck kills the
enhancements on there Living Body Sea Dragon. Period.
Armor. *** Depleting the M.D.C. Of the main
Standard Equipment: Military fatigues, body kills the Sea Dragon.
an extra suit of non- organic M.D.C. Speed:
armor (pick one from the Equipment Running: the Sea Dragons legs are not
section), really designed for running but it can run
at a maximum
217
speed of 60 mph. But normal cruising Bio-Regeneration Rate: 2D6 per hour to
speed is around 45 mph. The act of the main body and 1D6 per hour to all
running tires the other locations.
Sea Dragon faster than Swimming and it Horror Factor: 12 but 16 for a group of
can only maintain it max speed for 2 four or more against humans, no H.F.
hours before tiring For machines
and need 2D6 x10+60 minutes of rest Feeding: The Sea Dragon is a Carnivore.
before running again. The Sea Dragon It needs to eat 20 to 40 pounds of animal
can run at cursing matter a day, and may gorge on up to 60
speeds for up to 6 hours before tiring and pounds at one time. After gorging, the
needing to rest for 1D6 +60 minutes Sea Dragon can go 2D4 days without
before running again. feeding and without suffering any ill
Leaping: 10 ft high or 10 ft across. effects.
Digging: 10 mph through sand or dirt. 8 Color: The scales on its body can range
mph through clay, rock or stone. from a sandy brown color to black .
Digging does not tire out Sleep Requirements: As an artificially
the Sea Dragon and it can dig an created organism, the Sea Dragon only
adequate hole to bury itself in 1D4 requires 4 hours of sleep per day.
melees. Senses and Features: Standard for a War
Swimming: The Sea Dragon has a small Mount, with the exceptions of #1
gill thruster system built in to its body Neurological Link and Controls,
and its tail is laterally #4 Self – Destruct Mechanism and #6
compressed to increase its surface area union of Man and Beast ( gets numbers
to aid in swimming. it has a max 2, 3,& 5).
underwater speed of 30 mph Other data: ( for individual animals):
and a max surface speed of 50 mph. Almost all Sea Dragon are “unmanned”
Maximum depth is 400ft and does not and are not used as War Mount,
need to surface to breath. but as an amphibious attack animal,
Flying: Not Possible . usually under the control of a Proteus.
Statistical Data: They usually are directed by the
Height: 3-4 feet at the shoulders can Proteus and are deployed in units of 2-7
raise its body and head to a max of 5-6 ft animals. And are normally used for
.Width: 3-4 feet. scouting, ambushing enemy forces,
Length: 7-8 feet with a 6-foot long tail. and supporting ground and sea
Weight: 500-700 lbs. operations. Without there designated
Cargo: Can carry 500 lbs on its back or Proteus, a Sea Dragon will follow strong
pull 1000 lbs. Additional weight commands from another Proteus, but all
decreases the Sea Dragons others only have a 1-25% chance to get
speed. An extra 500 lbs. decreases speed them to listen to their commands
by 50%, and any additional weight (+20% if a Packmaster)
greater than 1500 lbs. Alignment: Any: Sea Dragons tend to
makes movement totally impossible. have strong personalities, but the
Physical Strength: 1D4+20, supernatural majority 75% fall into the good or
Production Cycle: 7 month gestation selfish
period plus 1 year growth cycle. category and are friendly and protective
Operational Lifetime: 30 year life span. of humans.
218
Attributes: I.Q.: 1D6+6, M.E.: 1D6+8, Traveler Charlatan
M.A.: 2D6+10, P.S.: 21-34, P.P.: By Krispy
2D6+10, P.E.: 2D6+12, P.B.: 2D4+10, "Old men and far travelers may lie with
Spd.: 60 mph on the ground, 50 mph on authority."
the water. Quick witted and highly charismatic,
Number of Attacks per Melee: Five Charlatans are known by many names:
Combat Bonuses: +4 on initiative, +4 to con artist, hustler, confidence man, thief,
strike in hand to hand combat, +4 to and grifter being the most common. Like
parry, +4 to dodge, +4 to automatic the Traveler Merchant, all Charlatans are
dodge, masters of sleight-of-hand and
+6 to dodge while Swimming, +6 to roll persuasion and it’s said they can even
with punch, +3 to pull punch, +2 to convince (or trick) the dead into giving
disarm, pin/incapacitate on a natural 18- up their secrets. Regardless of alignment
20, or world view, all Charlatans learn to
and impervious to horror factor, disease, think on their feet and use words
and poison. carefully and to their advantage (even
Equivalent (Instinctive) Skills of Note: the most good hearted are masterful
Land Navigation 90%, Track by Scent liars.)
65%, Detect Ambush 70%, Detect A good Charlatan is a cat-burglar, pick-
Concealment 65%, pocket, con-man and actor, all rolled into
and understands the Native Language of one. Individual Charlatans are as varied
the Great House that created it and one as the Traveler Clan themselves: some
other common language at 70%. are slimy little weasels, some mean
Combat Capabilities: looking punks, while others are suave
Bite: 3D6 M.D. and debonair or seductive beauties.
Restrained Claw Strike: 1D6 S.D.C. Regardless of how the Charlatan may
Claw Strike: 4D6 M.D. look or act, timid or bold, crude or
Power Claw Strike: 4D8 M.D., but sophisticated, cocky or seductive, male
counts as two attacks or female, all are masters of their craft.
Dual Claw Strike: 1D4x10 M.D., counts A Charlatans arsenal is vast and includes
as one melee attack if done while concealed weapons, disguises, forgeries,
swimming , counts as two melee attacks misdirection, subterfuge, secret
if done accomplices, and their wits.
on the ground,(the Sea Dragon rears up Although infamous for taking risks in
on its hind legs and strikes with its everything, most Charlatans like to play
claws). the odds — which is the safer way to go.
Tail strike: 3D6 M.D. Whenever possible, they will secretly
Sea Dragons Bio-Weapon Systems: stack the odds in their favor, making
Standard Sea Dragon come equipped their accomplishments look more
with Medium-Size Claws on its front impressive than they may really be. This
and hind legs, applies to all things, including their
and Bio-Comms. Those bonded to a dealings with people. Thus, Charlatans
Proteus can be further modified as often investigate and research their
described under the Proteus O.C.C. opponents and get a feel for their
personalities, quirks, likes and dislikes.
This gives the huckster an edge, because
219
he or she can then recognize the cigar to send up Indian-like smoke
meanings of certain responses, emotions signals, folds the arms in different
and the likelihood of violence. It also positions, use innocent looking hand
tells the Charlatan just how far he can signals (scratches his nose or eyebrow,
push his luck against his opponent(s). etc.), hums a tune or sings a song, or
Some old tricks in stacking the odds in plays snatches of songs on a musical
one's favor include polite and cheerful instrument, and so forth, ALL as coded
conversation, flattery, and a cheerful signals to send information to the
disposition even when losing. Charlatans Charlatan. In games of chance or cons,
are also fond of a tried and true strategy: the sidekick might also sit in on a few
alcohol. rounds in which the Charlatan
Most people, particularly men with deliberately allows the sidekick a series
something to prove, refuse to of wins before he calls it a night with his
acknowledge that alcohol impairs their winnings (this also throws suspicion off
abilities. In fact, most will insist a little the Hustler because he has lost those
“buzz” is harmless. But to these sharp hands too, not that he wagered an
eyed characters, nothing could be further excessive amount).
from the truth. Consequently, most Special OCC Abilities:
Charlatans nurse their drinks after the 1. Hustling: The Charlatan is well
first two, or even switch tea or apple practiced in manipulating games of
juice for bourbon and other types of chance including, but not limited to,
booze, while they encourage others to cards, dice, pool, and the classic shell
drink, often buying rounds for game. All Charlatans have been
everybody. Hustlers will frequently use a rigorously trained in rigging these games
secret partner or friend to send coded of chance and have the touch (and nerve)
signals or perform a variety of other of a surgeon and the speed of a viper.
tricks and scams. The hands are trained to notice and feel
When a Traveler camp’s supplies run variations and marks that indicate certain
low and all members are broke, it is the cards, weighted dice, etc. As for speed,
Charlatan who begs, borrows, and steals the character can easily stack a deck,
for survival. A typical Charlatan palm key cards or other small items, and
worldview has been born not only of deal from the top, middle and bottom of
necessity, but a love for life on the edge. the deck with lightning speed. These
Just as the Red Liners seek the thrill of characters can usually make dice dance
combat, Charlatans seek the and put whatever cards they want
psychological high of using their wherever they wanted them. This skill
cunning and wits to get the better of offers the following bonuses:
people. • Recognize marked cards, loaded dice,
Note: Charlatans often enlist the aid of a or similar cheats at -10%.
"sidekick," helper or partner to cheat and • +2 extra melee actions per round
to serve as a general assistant. This involving the palming, concealment,
lackey is usually a fellow Charlatan or dice throwing, stacking and dealing of
apprentice who pretends to be either an cards or similar acts.
affable fellow or an innocent bystander. A failed roll means the character has
While keeping an eye on the mark, the fumbled the trick, missed (or misread)
sidekick will often puff on a cigarette or one of his secret markings, or was too
220
obvious and is caught cheating! Base 6. Other O.C.C. Bonuses: +1D4 to M.A.,
Skill: 24% +4% per level of experience. +1 to P.P., +1D6 to Speed, +1 to P.P.,
Add +4% if the character also has the +2D6+6 to S.D.C., +4 on initiative when
Palming Skill. palming, picking a pocket, or cheating,
2. Confidence Man/Woman: It’s been otherwise +2 on combat initiative. +1 to
said that a good Charlatan can make disarm on a "called" shot (the intent to
even a dead man give up their secrets. disarm must be announced), +2 to pull
While this may not be true, all punch. +1 to save vs. horror factor at
Charlatans are excellent performers and levels 3, 5, 6, 7, 9, 11,13 and 15.
can normally talk their way out of most Player Character & G.M. Notes: A
situations. Charlatans are consummate known Charlatan is usually regarded as a
liars who can meld truth and facts with troublemakers or, at best, a good natured
lies and fiction so masterfully that all but rogue. However, their money and daring
the most suspicious person will likely be are usually welcome at most gambling
won over. Base Skill: 35%+5% per level establishments. These characters make
3. Quick-Draw Initiative: Handguns or great scoundrels, con artists and villains,
Throwing Knives (special; pick one): as well as likeable rogue player
This is a special P.P. bonus exclusive to characters.
the Charlatan: +1 to initiative for every Alignment Limitations: Unprincipled,
two P.P. points above 14 (maximum P.P. anarchist or any evil. A Charlatan cannot
30; for a max. bonus of +7). This means be of a good alignment.
a Charlatan with a P.P. of 24 is +4 on Attribute Requirements: I.Q. 10, M.A.
initiative (plus any other initiative 12, M.E. 10, P.P. 12 or higher.
bonuses from skills) whenever he uses O.C.C. Skills:
that particular type of weapon. Note: Speaks American and The Cant at 90%
The full bonus applies only to the use of Speaks one language of choice (+20%)
handguns or throwing knives; the player Literacy: American 97%
must pick one. This bonus does not Concealment (+15%)
apply to any other type of weapon. In the Math: Basic 98%
case of knives, the Charlatan can use his Pick Pockets (+15%)
quick hands and keen eyes to inflict Disguise (+20%)
either normal damage or double damage Escape Artist (+15%)
by going for a vital spot (called shot). Cardsharp (+20%)
4. Tolerance to Alcohol: Can drink twice Seduction (+12%)
as much as the average person before Palming (+20%)
feeling any ill effects. Streetwise (+10%)
5. Always alert: A master at taking Piloting Skill: One of choice (+10%)
advantage of others, a Charlatan is Horsemanship: General (+20%)
always on their guard for the slightest Play Musical Instrument: one of choice
hint of deception or trickery. Anyone (+10%)
engaging in a game of chance against Dance (+15%)
these characters will have any Find Contraband (+14%)
appropriate skill rolls reduced by -10%. Prowl (+10%)
Likewise, pick pockets and those trying W.P. Revolver
to palm or conceal something from the W.P. Energy Pistol
Charlatan are also -10% to do so. W.P.: Choice of two (any)
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Hand to Hand: Basic to start, but can be magnifying glass, portable tool kit (for
changed to Expert for the cost of one palming and escaping), a dozen quality
O.C.C. Related skill or two skills to pick cigars (whether the character smokes or
Martial Arts (or Assassin if evil). not; they make nice gifts and bribes), a
O.C.C. Related Skills: Select five other bottle of fine bourbon, a bourbon bottle
skills from any of the available skill (with the label) filled with tea (the same
categories. Plus select one additional color as the real thing), cigarette lighter,
skill at levels 3, 6, 9 and 12. All new pocket mirror, a pair of handcuffs, 50 ft
skills start at level one proficiency. (15.2 m) of lightweight rope, utility belt,
Communications: Any except Bio- knapsack, backpack or saddlebags, air
Comms (+5%) filter, and canteen.
Domestic: Any (+5%, +15% to sing and Weapons include straight-edge razor
play instruments) (2D4 S.D.C. damage), 1 or 2 folding
Espionage: Any pocket knives (easy to hide in a boot or
Medical: First Aid only (+5%) palm and conceal), a small pistol (also
Military: None easy to conceal), a conventional
Physical: Any, excluding Acrobatics, “obvious” weapon, energy pistol of
Wrestling and Gymnastics. choice, one additional weapon of choice,
Rogue: Any (+10%, particularly Card 1D4+1 additional E-clips/ammo clips for
Sharp and Seduction) each of the weapons, five smoke
Science: None grenades and six flares (for distractions).
Technical: Any (+10%; languages Vehicle: A small car, hovercycle or land
+15%) buggy are the character's choices for a
Transportation: Any except Host Armor vehicle (pick one).
Combat, Pilot Wing Packs, and War Money: Starts with 4D4x100 in credits
Mount Combat. and 2D4x100 in trade goods (most of it
W.P.: Any stolen). The Charlatan enjoys the good
Wilderness: Any (+10%) life and tends to spend money quickly
Secondary Skills: The character also gets and freely on life's many pleasures and
to select three Secondary Skills from the extravagan
list, excluding those marked "None," at
level one and one additional skill at
levels 4, 7, 10 and 13. These are Traveler Merchant
additional areas of knowledge that do By Krispy
not get the advantage of the bonus listed “Everyone lives by selling something.”
in parentheses. All Secondary Skills start The Traveler Merchant is an adventurer
at the base skill level. who survives as a wheeler and dealer,
Standard Equipment: Light to medium buyer and seller of goods and services.
M.D.C. body armor of choice, mirrored The Merchant typically acts as the
sunglasses, quality set of traveling Traveler clans legitimate business agent
clothes, at least one set of “special — they negotiate the price, terms and
clothing” with numerous hidden pockets, services of a deal. In the alternative or in
set of fancy "business" clothes, pen addition to representing a clan or group ,
flashlight, notepad and pens or markers, most Traveler Merchants will buy and
“game” materials (playing cards, marked sell anything they think they can make a
cards, loaded dice, etc.) pocket profit at: Animal furs (teeth, bones or
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anything else), drinking water, fuel, for that one big break that will make
batteries, soap, fabrics, even computers, them rich, but somehow they never seem
medical supplies and vehicles, body to find it. Rich or poor, most Merchant s
armor, weapons, ammunition, tools, enjoy what they do, never stop wheeling
information and so on. While most of and dealing, and see what they do as a
these savvy and sweet-talking Merchants step towards bringing civilization back
will gladly represent and sell the services once more. Many are well educated (by
of others (anything from fighters, heroes, Splicer standards), and know a little
mechanics and other professionals, to about survival in the wilderness. But
prostitutes, assassins, professional card their most important attribute is they
dealers/gamblers/cardsharps, and other know a lot of people. And the most
disreputable occupations), most hate to skilled and charismatic have made a lot
get personally involved in physical labor of friends and connections, often in high
or fighting themselves. They consider places.
themselves "idea men" and "people Special O.C.C. Abilities & Bonuses:
persons" and detest getting down and 1. Evaluate the Value of Goods: This
dirty in the trenches. ability is used to evaluate the value of
Whether the Traveler Merchant is objects, wares and products. Not just
honest, an outright crook, or somewhere their dollar value, but their general level
in between, these affable opportunists of quality, craftsmanship, artistry, age (if
are part of the lifeline between the perishable) and any other general
Traveler clans and the “outside” world. appraisals the player may wish his
Unlike their close counterparts, the character to make. Base Skill: 50% +4%
Charlatan, Merchants represent the per level.
“legitimate” face of the Traveler 2. Gemology: Skill in identifying and
community. Without their cunning, wile, appraising the value of precious metals
scheming, and willingness to take a (silver, gold, etc.) and stones (jade, ruby,
chance (sometimes insane gambles), sapphire, diamond, etc.). This ability
many Clans and settlements would dry also enables the person to identify fakes,
up and blow away. Not only do they but at a penalty of-10%. A failed roll
help supply communities, but they also means the character cannot tell whether
encourage communications and or not the item is fake or real, or its
interrelations between different people value is grossly under or overestimated.
and places that can help a House or Base Skill: 25% +5% per level of
Retro-Village mature, grow and build experience.
alliances. Love or hate them, they help 3. Contacts: Every time a Merchant
fill a necessary function in the savage visits a community and makes a
wilderness. purchase or sale, he is making some
The typical Merchant is an intelligent, contact with people. While the majority
friendly and diplomatic character. Most are nothing more than customers and
are very affable, open and honest (to a passersby, he develops a closer, stronger
point). The majority dress very well, relationship with some. These can
because image is important, and many include artisans, craftsmen, other
will make and lose a fortune many times merchants, arms dealers, adventurers,
in their lives, while others are small-time heroes, criminals, farmers and ranchers,
dreamers and schemers always searching and civil leaders. For instance, a
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Merchant, upon visiting another clan, Lore: Two of Choice.
Great House or other community, is W.P. Two of choice.
likely to be able to dig up someone dealt Hand to Hand: Basic to start, but can
with in the past, and vice versa. Those upgrade to Expert at the cost of three
with whom he has struck a good O.C.C. Related skills; no other Hand to
business relationship or friendship he Hand combat is available.
can call upon for favors, and vice versa. O.C.C. Related Skills: Select seven other
This can get the character not only skills of choice, plus two additional
information, gossip and leads on good skills at levels 3, 6, 9 and 12. New skills
deals, but illegal and special things like start at the first level of proficiency.
forged documents, disguises, stolen Communication: Any (+5%)
goods (sold/fenced to him for cheap), Domestic: Any (+10%)
access to a safe house, free or Espionage: Disguise, Escape Artist and
inexpensive supplies, discreet associates, Intelligence only
criminal connections and so on. Mechanical: Basic and Automotive only
Whenever a Merchant visits his trading (+5%)
partners or people who owe him a favor, Medical: Brewing and First Aid only
he has a 15% chance, +4% per level of (+10%)
experience (and +4% per every five Military: None
M.A. points above 18), of finding Physical: Any except Boxing, Wrestling
someone useful to increase his dealings, and Acrobatics
help him out, or dig up valuable Pilot: Any (+10%), except Robot Elite
information. and military vehicles
4. Special Bonuses: +1D6 to M.A., Pilot Related: Any
+1D4 to P.B., +1 on initiative, +1 to roll Rogue: Any
with punch, fall or impact. Science: Any (+5%)
Alignment: Any, but often Unprincipled Technical: Any (+15%)
or Anarchist. W.P.: Any
O.C.C. Requirements: I.Q. and M.A. of Wilderness: Carpentry and Boat
10 or higher. A high P.B., P.E. and P.P. Building only
are also helpful but not a requirement. Secondary Skills: Also select four
O.C.C. Skills: Secondary Skills from the previous list.
Speaks English and The Cant at 92% They are limited as above, but do not
Literate in English (+15%) receive any of the bonuses listed in
Basic Mathematics (+20%) parentheses. These are additional areas
Radio: Basic (+10%) of knowledge and start at the first level
Wilderness Survival (+10%) of proficiency.
Land Navigation (+10%) Standard Equipment: An M.D.C. flak
Pilot: Two of choice (+10%) vest (easy to conceal) and one light suit
Find Contraband (+20%) of M.D.C. armor or any type of
Streetwise (+6%) homespun armor, one weapon for each
Cardsharp (+12%) W.P., an S.D.C. knife (1D6 damage), a
Recognize Weapon Quality (+15%) pair of scissors, a pair of sunglasses, a
General Repair and Maintenance lighter, a wristwatch, a mini-pocket fan,
(+10%) CD recorder, language translator,
Law (+15%) flashlight, note pad, 1D6 pens or
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markers, air filter, suitcase, satchel or Noon Day Gorge are surely some of the
briefcase (with 10 M.D.C.), backpack, strangest. Called “Wildlings” by the few
bedroll, and personal items. His clothing people who know the area, the creatures
will be designed for travelling but he'll of the Gorge are unlike any we’ve ever
also have one suit of excellent quality recorded. Possessed of a surprising level
for important meetings and formal of ferocity and sentience, clearly capable
occasions. The Merchant will have a of thought and reason, these creatures
collection of give-away-items to impress could become fearsome opponents.
potential clients, including things like Until now, I’ve not once regretted my
bubble gum, candy, fruit, moonshine or decision to leave The Bastion for the
beer, cigarettes, refillable pens, markers, surface world. I was certain that
beads, and other very inexpensive odds humanity would eventually triumph over
and ends. the Machine and one day reclaim the
Vehicle: Starts with a modest vehicle, planet as our own. But our recent
typically a jeep, pickup truck or hover disastrous excursion into the Noon Day
car. Note: Will usually be part of a larger Gorge has shaken my resolve. For all my
Traveler group. NPCs are likely to have knowledge, I cannot begin to fathom
2-8 assistants. how such life came about. I suspect the
Money: 2D6x1000 credits in hand of a Splicer group or even the
saleable/tradable stock. This may be Machine itself. The chances of this type
anything from of food, seeds or skins to of life occurring naturally are next to
electronics, fuel, M.D. weapons, impossible.
clothing or medicine. The character also The inhabitants are as savage as they are
starts with 1D6x1000 in credits. An NPC bizarre, and far more numerous than we
will have twice as much. could have known. I only hope they are
content to remain in the Gorge. If they
ever rose up in force, I don’t know that
The Wildlings they could be stopped.”
By Guy Ledouche -From the journals of Dr. R.J Blair,
THE WILDLINGS OF NOON DAY Genetics Research and Testing, Bastion
GORGE Outpost #3113
“I’ve been on the surface now for almost Nestled within the lush, forested rises of
2 years and I am still stunned by myriad the Caroline Hills, the Noon Day Gorge
of life that surrounds us. In an is the largest of the many valleys located
environment torn apart by war it’s a in the range. Located a few days journey
enough of a miracle that anything from the ruins of the ancient city of
survives. Our planet has been devastated Carlotta, the Noon Day Gorge
by nuclear weapons, nanomachines still encompasses almost a million acres.
infest the atmosphere, and the residue of With elevations ranging from 6,000 feet
countless chemicals and biological at Lone Bald Mountain to 1,200 feet
horrors can still be seen. Despite this, or along the Wassee River, the Gorge and
maybe because of it, life has not only its surrounding areas are a heavily
survived, but it’s thrived! And in forested vast wilderness.
multitudes to boggle the mind. So named because direct sunlight only
Of all the life forms I’ve seen since reaches the valley floor during midday
leaving The Bastion, the beings of the hours, the Noon Day Gorge and its river
225
are the heart of this area, formed at the other materials, the Wildlings are the
base of a timeworn hydroelectric dam. true inhabitants and rulers of the Noon
Water is routed to the river through two Day Gorge.
massive circular tubes, from the Wildlings come in all shapes, sizes, and
upstream side of the dam. The water structures: leaves, vines, bark, fungus
originates from the bottom of Noon Day and any other matter resembling plants
Lake; as a result, the Noon Day River or leaves form a Wildlings body. Some
remains cool and brisk, with an average have the general shape of bipedal
temperature of 50 degrees year-round. humanoids with two arms, two legs, and
Flowing downhill for several miles, the a head, but many others have multiple
river has numerous stretches of vine-like or tentacle-like limbs. Some
whitewater rapids as it flows toward the may have only large lumps for heads,
Fontana Lake. Along with the main others may sport fully developed heads
river, the entire area is crisscrossed with with appendages resembling eyes, nose,
numerous small streams, creeks, mouths, and even ears. The organs of a
waterfalls, and old growth forest areas. Wildling are truly bizarre and have no
This vast wilderness is filled with a real counterpart in mammalian life
variety of plant and animal life: several forms. Wildlings frequently have
hundred species of birds reside year- abilities as powerful as many bio-
round or migrate through in the spring. weapons, ranging from explosive seed
The entire gorge is abundant with pods to acidic sap.
wildflowers and wildlife, including a Unlike animals or humans, Wildlings
variety of bear, deer, elk, and wolves. rarely need to eat in an animal sense.
With a constant year round temperature, Though the occasional Wildling has
the Noon Day River itself is a perfect carnivorous tendencies, the vast majority
habitat for trout and other game fish, of Wildlings “feed” simply on sunlight
providing a steady food supply for many and water. All Wildlings possess some
predators in the area. Untouched by the level of intelligence, though it is near
Machine (with the exceptional fly over impossible to gauge or measure. The
by various N.E.X.U.S. forces) the few mind and intelligence of a Wildling is
humans known to make their home in far removed from humanity; they are
these immense woodlands are able to completely alien in nature and their
carve out a relatively easy existence. inhuman mind-set has made them seem
Those in the Resistance who are aware all the more frightening and monstrous.
of the Gorge guess it is a Machine Wildlings seem to function on instinct as
Preserve, though none know for sure. In much intellect. All Wildlings
another time and place, the Gorge would demonstrate intelligence and cunning,
be a nature lover's dream. but even this differs dramatically from
While home to wildlife and a scant one “species” to another, with Wildlings
number of humans, the true inhabitants exhibiting advanced strategies and
of the Gorge are beings the Resistance tactics such as coordinated attacks,
has dubbed “Wildlings.” Also known as feints, ambushes, and even large troop
“Plant People” and “Green Men”, operations. They instinctively seem to
Wildlings appear to be intelligent, living, select the best strategy or tactic for the
animate vegetation. Seemingly situation and act swiftly.
composed of grass, leaves, fungus and
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Wildlings are ferocious fighters and behave much like the Native Americans
extremely territorial. However, of legend; taking only what they need
Wildlings are by no means stupid and from the environment. Large groups,
will use a variety of tactics in combat, even peaceful ones, seem to be
from massive swarming attacks to “hit immediately considered “invaders” and
and run” feints. If outmatched, a elicit unprovoked attacks from
Wildling will retreat, however, they will Wildlings.
always return, and usually in with more Thus far, Wildlings are only known to
of their kind. When fighting Wildlings, exist in the Noon Day Gorge. They seem
words are meaningless. There is no room to have no desire for conquest and none
for explanations, negotiations, or have been reported outside of the Gorge.
apologies; these words fall on deaf ears. However, as alien and as territorial as
Wildlings do not communicate with Wildlings are, those that know of their
other life; if they have any understanding existence feel it’s only a matter of time
of words or languages, they do not show before they begin to leave the Gorge and
it. While they are obviously able to explore the outside world.
communicate in some form or fashion, Standard Wildling Features And
no one has ever observed a Wildling Abilities
speaking or discovered any evidence of a All Wildlings have the following
written language. Despite this, Wildlings common features:
are highly evolved intelligent social •Plant Class: All Wildlings are
beings. The few humans who make their descended from a general class of plant
home in the Gorge have reported and not a specific species. Despite its
Wildlings that use tools and implements. evolution, a Wildling will still bear some
Others tell of ritualistic gatherings of resemblance to its Plant Class. Each
Wildlings and some witness accounts Plant Class offers its own set of bonuses
speak of actual communities of abilities.
Wildlings. While Wildlings tolerate Brush: Descended from some
small groups of humans (usually no nondescript or common weed, bush,
more than 8-12), large groups or groups grass or other familiar plant, this type of
that create a disturbance will be attacked Wildling is the most common.
without provocation. While a lone Resembling regular, ordinary plants
individual, pairs, or other small groups more so than other Wildings, Brush
can usually move about undisturbed, this Wildlings gain a +15% to Prowl rolls.
is only true if the interlopers are quiet, Brush Wildlings are hardy and adaptable
keep a low profile, and keep moving. and roll 4D6+10 for P.E. Starting
Travelers through Wildling territory M.D.C. is the P.E. attribute with an
must be careful to keep their disruption additional 95+2D4x10.
of the environment to a minimum; Blooming: Descended from any number
Wildlings are as protective over plants of flowering plants, Blooming Wildlings
and animals as they are of their own are attractive, radiant, and eye catching,
territories. While a small group may be even by human standards. All Blooming
able to kill an occasional animal or start Wildlings add +1D6 to M.A. and +3D4
a small fire, anything further will bring to P.B. scores. Starting M.D.C. is the
an immediate and deadly response. The P.E. attribute with an additional
few humans that call the Gorge home 65+2D4x10.
227
Succulent: Descended from cacti or affect animal life. However, they are
similar plant. Succulent Wildlings need vulnerable to defoliating chemicals and
only a quarter of the water as other are -5 to save vs. gases, sprays, and other
Wildlings and automatically receive the chemical attacks designed to kill
“Thorns” enhancement. Starting M.D.C. vegetation.
is the P.E. attribute with an additional Resistance to Cold: Wildlings take no
80+2D4x10. damage from cold down to freezing
Lichen: Descended from lichen, algae, temperatures. Termperatures colder than
or even fungus. Lichen Wildlings do not that or M.D.C. or magical cold inflicts ½
need sunlight to grow, but do require damage.
regular contact with soil. Lichen Resilience: Wildlings can be extremely
Wildlings are tough, spongy, and difficult to kill. While exposed to
fibrous, giving them an immunity to sunlight, even with cloud cover, all
regular fire and heat. M.D. fire and heat Wildlings heal 6D6 M.D.C. per half
(including plasma) inflict ½ damage hour and can regrow any lost body parts.
against Lichen Wildlings. Additionally, Deprived of sufficient sunlight healing is
their minds are so alien, even compared reduced to 1D6 M.D. per half hour.
to other Wildlings, they receive a +3 to Reducing a Wildling to zero M.D.C.
their M.E. attribute and are immune to does not truly kill it. When M.D.C. is
any type of mind control. Starting depleted, a Wildling will fall over,
M.D.C. is the P.E. attribute with an appearing dead. However, it is merely
additional 170+2D4x10 immobilized; seemingly dead until it
Tree: Descended from any tree plant. bio-regenerates and walks again a half-
Tree Wildlings are massive and strong, hour later. To be truly destroyed, a
roll 5D6+4 for both P.S. and P.E. Wildling must be burnt to a cinder,
Additionally, both P.S. and P.E. are exposed to some sort of chemical
considered Supernatural. Automatically defoliant, or otherwise destroyed
gains the “Heavyweight” enhancement. completely. To be destroyed completely,
Starting M.D.C. is the P.E. attribute with a Wildling must suffer mega-damage
an additional 400+2D4x10, starting equal to its P.E. past zero.
height is 5 feet +1D6 feet, add 1D4x100 Hibernation: Provided there is sufficient
to starting weight. sunlight and a base amount of nutrients
Vine: Descended from ivy, kudzu, and water, Wildlings can go into a
black-eyed susan, or similar. Vine hibernation state. This deathlike state
Wildlings are flexible and nimble, can be maintained for 60 days+10 per
rolling 4D6+4 for P.P. and automatically level of experience. While in this state,
receive the “Vines” enhancement. the Wildling is unaware of what’s
Starting M.D.C. is the P.E. attribute with happening around it except for within
an additional 100+2D4x10. the ground and the plants immediately
•Plant Body: Regardless of Plant Class, a surrounding it. People can pass by,
Wildling’s body gives it several abilities: battles fought, etc. and the Wildling can
Resistance to Pain: Weapons inflict remain oblivious. During hibernation,
normal damage but Wildlings are only healing continues as normal. It takes a
about half as sensitive to pain as Wildling 1D6x10 minutes to come
mammals. Wildlings are impervious to completely out of the hibernation state.
any drugs or toxins designed to hurt or
228
Conditional Invisibility: Even advanced night or otherwise locked away from the
sensor systems cannot differentiate sun; Wildlings can only operate at peak
between ordinary plants and these plant efficiency for two hours plus one hour
life forms, making Wildlings invisible to for every level. Beyond that,
sensors. Furthermore, they do not performance is greatly impaired: attacks
register on heat sensors or infrared. per melee, combat bonuses, and speed
Unless moving, they are also invisible to are all halved. Wildlings can survive up
mechanical detection when hiding to four days plus one day per level
among other plants and are extremely without any sunlight. After that, they
difficult to see with the naked eye must go into hibernation to conserve
(considered to have Prowl at 55%+5% energy. If unable to hibernate, Wildlings
per level of experience.) will enter a “coma” and die after 1D6+6
•Variable Size: Wildlings vary greatly in days of total darkness. Note that even
size, shape, and form. Some could pass heavily overcast skies are sufficient to
as human from a distance; others are keep them alive.
simply a great mass of vines and teeth. Affinity with Plant Life: Wildlings are
Regardless of their shapes, all Wildlings naturals at agriculture and raising plants.
continue to grow throughout their entire They are superior farmers with a feel for
lives. A Wildling’s starting height is the amount of water, type of soil, need
based on its P.E. attribute. A Wildling for sunlight, and other conditions that
has roughly 2 feet of height for every 5 affect plant growth. All Wildlings have
points of P.E. For every year’s growth or the instinctive equivalent of Botany,
level gained, a Wildling adds a +1 to its Gardening, and Identify Plants at 80%
P.E. and an additional 1D8 to its M.D.C. +1% per level. Wildlings can also sense
A Wildling continues to grow as long as the condition of soil or down to its exact
it lives or gains levels (or both.) chemical composition, as well as the
•Natural Senses: A Wildling has natural condition and needs of plants. Wildlings
senses equivalent to the Antennae can determine if there is any blight,
ability, Enhanced Hearing, (both located disease, insect or animal infestation,
in the Splicers Main Book, pg. 80) and insufficient water, suffering from toxins/
Seismic Sense ability (Splicer Main poisons, and so on.
Book, pg. 83). Wildling R.C.C. and NPC Base
•Nourishment: Wildlings do not Attributes:
normally require feeding in the same The following are the base attributes for
sense as an animal or human. The only all Wildlings. All attributes are modified
substantive food most Wildlings need is based on the Plant Class and any
a small supply of water (roughly 18-20 applicable mutations (listed below.)
oz. per day), a small amount of soil, and GM/Player Note: Not recommended as a
exposure to sunlight. Though soil is player character. Wildlings are like
required, a few grams or inches is all unpredictable forces of nature; they
that’s need for the Wildling to “root”. think and behave completely differently
Sunlight is the most important. For from humans or other forms of life. If
Wildlings, at least two hours of strong one is allowed as a player character, it
sunlight are needed every day to would most likely be some rare
maintain good health; four to six hours aberration or total outcast. If used as a
in cloudy or even overcast conditions. At player character, the character should
229
have trouble understanding much about R.C.C. Related Skills: At first level the
humans; the needs and actions of character can select two "other" skills.
humanity would be quite confusing and One additional skill can be selected at
difficult (if not impossible) to fathom. levels 4, 8, and 11.
Moreover, it will have no understanding Communications: Sign Language
(and likely will not develop any) of (+20%) only
human society or laws. These beings are Domestic: Any (+10%) NOTE: Though
so different from humans that it may be the character may be talented, singing,
impossible to fully understand or relate music or similar art forms will always be
to them. Any player character should of a very alien and inhuman quality.
behave in a limited alien way, often Espionage: Detect Ambush and
coming across as confused, distracted, Concealment only.
and savage. Medical: Brewing and Holistic Medicine
Alignments: Anarchist or miscreant only (+5%)
Attributes: I.Q. 2D6+2, M.A. 2D6+2, Military: Trap Construction (Basic traps
M.E. 3D6+2, P.S. 3D6+10 (considered only, +5%) and Trap & Mine Detection
Splicer Strength), P.P. 3D6+2, P.E. only.
3D6+10, P.B. 1D6+2, Spd: 4D6 Physical: Any except Acrobatics,
Base S.D.C.: Not applicable, see MDC. Boxing, Fencing, Juggling, Kickboxing
Horror Factor: 10, 15 if a group of 3 or and Hand to Hand Combat (+10% where
more attack at once. applicable)
Height: Varies, average 5 feet tall. Rogue: Imitate Voices and Sounds only
Weight: varies according to size; most (limited to animal/bird or other natural
Wildlings weigh 200 plus 4D6x10 sounds)
pounds Science: None
Average Life Span: Unknown Technical: Art, Breed Dogs, Excavation,
Wildlings Powers and Abilities: Detailed Leather Working, and Rope Works only
above in “Standard Abilities” and below (+10% for all)
in “Enhancements”. W.P.: Battle Axe, Bio-Weapons (melee
Average Level of Experience: 1D4+1, weapons only), Blunt, Knife, Net, Pole
player characters use the same Arm, Spear, and Staff only.
experience table as the Biotic. Wilderness: Any (+5%)
R.C.C Skills: Preserve Plants & Fruits, COMBAT: Attacks per Melee: 4 at first
Preserve Foods, Astronomy, and level and an additional attack at levels 4,
Camouflage at 70%+2% per level of 7, 9, 12, and 15.
experience. The character also has the Bonuses (in addition to any attribute or
instinctive equivalents of Land enhancement bonuses): +2 on initiative,
navigation (+15%), concealment (+6%), +3 to strike, +3 to parry, +2 to dodge, +3
wilderness survival (+20%), detect to roll with punch, fall or impact,
concealment (+5%), identify plants Critical Strike from behind/surprise
(+20%), fish (+10%), track animals attack, body flip, pin/incapacitate on a
(+20%), Track Humanoids (+10%), Skin roll of 17-20 (must announce that this is
& Prepare Animal (and Humanoid) the character’s intention), Critical Strike
Hides (+10%), General Athletics, and on unmodified 19 or 20. Further bonuses
Wrestling. are gained as per the “Hand to Hand
230
Combat Basic” except for the Attacks extremely “elastic”, allowing it to adapt
per Melee (noted above.) and become resistant to various attacks
Basic Equipment: Has little need for the that it encounters. Examples include
tools or weapons of humans. developing flame resistant bark and
Habitat: Wildlings are currently only leaves or toughened fibers to resist
known to inhabit the Noon Day Sun physical attacks.
Gorge. When a Wildling suffers damage from
an attack, it must decide whether or not
WILDLING ENHANCEMENTS to begin the process of adapting to the
All Wildlings have some level of attack suffered. The adaption process is
mutation or enhancement. Each Wildling time consuming, taking 2D6+3 days to
begins with 1D6+3 enhancements. These complete per adaptation. The Wildling is
may be chosen randomly or the GM may able to reduce this time by one day for
pick the preferred enhancement. every 2 levels of experience. The
Wildlings continue to develop Wildling may engage in other activities
enhancements as they grow; each level during this time; the adaption process
of experience or year of growth the doesn’t require any effort on the
Wildling may add an additional Wilding’s part. Once the process is
enhancement. GM’s may add or complete, a Wildling will only suffer
substitute to the enhancements below as half damage when face with that
they see fit. particular attack type again. A Wildling
can have a total of three immunities at
Acidic Sap: The Wildling’s thick, sap- any given time. It may “shed” an
like bodily fluids are made of a highly immunity to adapt to new attacks
alkaline and corrosive substance. The whenever it chooses.
sap is harmless to other Wildlings and The Wildling may adapt to any of the
plants, but significant damage to metals, following attack types: Cold, Electricity,
humans, and animals. Effects: The sticky Heat, Kinetic Energy (includes cutting,
sap-like fluid inflicts 3D8 M.D. per piercing and similar), Lasers, and
melee round to any being or object it Physical (includes blunt, crushing,
comes into contact with. The sap burns explosives and similar).
for one minute (4 melee rounds) before Bullet Seeds: The Wildling has
becoming inert or until washed off with 1D6x10+5 small, pointed seed pods
copious amounts of water. growing on its body. Each pod contains
Acid Spray: The Wildling is able to a small, pressurized gas bladder at the
secrete a potent acidic spray to burn base of the thorn-like seed. The Wildling
enemies in close proximity. Effects: The can launch the seed with tremendous
spray does 3D8 M.D. per melee round to force and velocity. Effects: Each seed
any non-plant substance it comes into inflicts 3D8+3 M.D. The Wildling can
contact with. The acid continues to burn launch one seed at a time, up to 150ft.,
for 1D8 melee rounds or until washed each counting as one melee attack. It
off with copious amounts of water. The takes roughly twenty minutes for the
Wildling is able to spray up to six times Wildling to grow replacement seeds.
per hour, with a range of 30 feet. Carnivorous: The Wildling can live off
Adaptive Defense: The Wildling’s of soil and sunlight but now requires a
cellular and bodily structures are small amount of meat to complete its
231
diet. The Wildling must consume 25 to The Wildling is able to control its
40 lbs. of meat per week. To facilitate its altitude by releasing or filling the
new diet, the Wildling grows a “mouth” bladder as required. The Wildling rises
somewhere on its body. The mouth at a rate of roughly 3 feet per melee
inflicts 3D8 M.D. per bite. This round. Much like the balloon, it cannot
enhancement may be taken multiple control the direction it floats and simply
times with a corresponding mouth drifts on wind currents.
developing anywhere on the body. Each Giant: The Wildling is a literal giant,
selection increases the amount of meat towering over others of his kind. The
needed by 5lbs. Wildling is 10 feet +1D6 feet tall and
Electrical Generation: The Wildling able weighs an additional 1D6x50 lbs. for
to generate and release powerful each foot over 10 feet. The Wildling
electrical discharges. Effects: The strength is considered Supernatural and
electrical blast inflicts 4D12 M.D., either adds an additional 3D4+3 to P.S. M.D.C.
by touch or a range of 30 feet. Any is increased by an additional 4D6x10
humans or other biological creatures M.D.C. The Wildling’s Spd. attribute is
who survive the damage must roll to doubled and it receives +2 to strike and
save vs. stun attack (15 or higher, with parry. However, the Wildling may only
any bonuses from P.E.) or they lose have a maximum Dodge bonus of +4
initiative, two attacks per round and are - due to its size.
4 on all combat actions for 2D4 melee Gliding: The Wildling’s body has some
rounds. Electrical attacks on Host Armor structure that allows it to glide on air
inflict the M.D. to the armor plus 2D6 currents. Typical speed is 10mph. but
S.D.C. or Hit Point damage to the pilot may increase up to 50mph if riding a
inside. The pilot does not suffer any strong enough wind. The Wildling
additional penalties. requires a strong wind or jumping from
Explosive Seed Pods: The Wildling can at least 30 feet to glide. The Wildling
generate and “fire” large nut-like seeds can only glide in roughly the same
that explode on impact. Effects: Each direction as the wind. Maximum altitude
seed inflicts 3D8 M.D. with a blast is limited to 10,00ft. Bonuses: +1 to
radius of roughly 10 feet. The Wildling dodge and +1 to roll with fall or impact
can launch one seed at a time, up to while in flight.
150ft., each counting as one melee Heavyweight: The Wildling is a large
attack. The seeds grow back within and thick, able to absorb and deliver
minutes of release, offering a virtual tremendous damage. Despite the mass,
unlimited supply. Taking this the Wildling still moves with surprising
enhancement twice will increase damage speed and agility. Effects: Add 2D4x20
to 5D8 M.D., increase the blast radius to pounds to the character’s weight, +10
20 feet, and increasing range to 300ft. damage to punches, kicks, head butts, or
Gas Bladder: The Wildling is able to other physical attacks, +1 to P.E.
synthesize helium or similar lighter than attribute, and +1D8x10+10 to M.D.C.
air gases in an inflatable bladder. The but reduce Spd. Attribute by 20%.
bladder can expand to twice the size of Husk: The Wildling’s physical structure
the Wildling and allows it to float in the is extremely dense and tough, allowing it
air like a hot air balloon. It takes a full to withstand greater physical damage.
minute to fill the bladder completely. Effects: Adds 30 pounds to the
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Wildling’s weight and increases M.D.C. be extra arms, legs, vines, or any
by 50 points. This enhancement may be combination thereof. For each pair of
chosen multiple times. “arms”, the Wildling adds one melee
Imitate Natural Sounds: The Wildling is attack and +1 to parry, disarm, and
able to imitate any natural sounds heard entangle. Each pair of “legs” adds +10
in the last 24 hours. These could include mph to running speed and +10% to
the sound raindrops, the calling of birds overall balance. Additional vines follow
or animals, and even human voices. The the guidelines of the “Vines”
Wildling’s chance of success is 55% enhancement, listed below.
+5% per level of experience. Note that Poison Thorns: The Wildling’s “Thorns”
while the Wildling can imitate a voice, it enhancement (see below) is now coated
doesn’t actually speak the language. It’s in poisonous droplets. The poison is
only capable of imitating the exact constantly secreted but dries out quickly
words spoken by the voices. when separated from the body. Anyone
Massive Mouth: The Wildling’s mouth making strong contact with the Wildling
is truly monstrous, able to deliver bites (striking, wrestling, etc.) now receives
that inflict tremendous damage and can the same poison effects described in the
easily tear through steel, armor, or sever “Poison Sap” enhancement below. The
an entire limb. The Wildling’s mouth damage inflicted by the “Thorns”
can easily support its own weight plus enhancement remains the same. The
carrying capacity above the ground, Wildling must have the “Thorns”
hanging only by teeth. The Wildling enhancement before choosing this one.
must have the “Carnivorous”
enhancement (above) before it can Poison Sap: The Wildling’s thick, sap-
choose this enhancement. Effects: The like bodily fluids are now extremely
Wildling’s bite is considered toxic to organic beings. Anytime the
Supernatural and inflicts damage Wildling is injured in combat, it exudes
accordingly. Additionally, the massive this sap from the wound. The sap is
mouth adds an extra +3D8 M.D. to bite poisonous upon contact with organic
damage and receives an additional +3 to skin, even the hide of Host Armors or
strike. However, this is not a “standard” War Mounts. The sap remains toxic until
bonus to strike. For the purposes of dice it hardens into a harmless resin. Effects:
rolls, these are Natural Bonuses to Anyone coming into contact with the
Strike, meaning that now a die roll of 18, sap, even from a light touch, must roll to
19, or 20 on a 20-sided die, before other save vs. non-lethal poison (a roll of 16 or
bonuses to strike are applied, actually higher.) The toxin is potent enough to
counts as a Natural 20! affect Host Armors and War Mounts. A
Massive Limbs: The Wildling’s arms, successful save means the victim feels
legs, vines or other limbs are now larger nothing more than a slight tingle. A
and longer than normal. Massive arms or failed roll means the victim suddenly
tentacles can reach an additional five feels nauseous, feverish, and stricken
feet and add five points to P.S. Massive with severe stomach cramps, nausea, and
legs add three feet to height and +10 vomiting. For the next 2D4 rounds the
mph to running speed. victim is -2 melee attacks, no initiative
Multiple Limbs: The Wildling has 2D4 (last to go in any turn), -2 to strike,
extra limbs. For Wildlings, these could parry, and dodge, -25% to perform skills
233
and Spd. is reduced by 30%. Additional -15% to perform skills (-30% to perform
contact adds an additional 2D4 rounds to skills that involve balance), -2 on
the duration. initiative and -2 on all combat rolls.
Razor Leaves: Similar to the “Thorns” Radar or sonar type abilities are
enhancement, except the Wildling now seriously disrupted; reduce range and
sports dangerous, serrated leaves along related skills and abilities by -50%.
its body. These leaves inflict 2D4 M.D. Characters with any type of Advanced or
to anyone attempting to grapple with the Heightened Hearing suffer double
Wildling. Anyone striking the Wildling damage and are temporarily deafened
will still inflict damage but takes 1D6 (1D4+2 melee rounds) by these attacks
M.D. in return. Bonuses: Add +15 unless they have some sort of hearing
M.D.C., +1D6 M.D. to normal protection to block or muffle the sound.
punch/kick damage, +1D6 entanglement A deafened individual suffers an
damage, and +1 to roll with punch, fall additional -2 on initiative, -4 on combat
or impact. If combined with the rolls, has difficulty communicating, and
“Squeeze Vines” enhancement below, frequently trips and falls while running.
the razor leaves rip like teeth on a Sensory Enhancement: The Wildling has
chainsaw, inflicting jagged, ugly some sort of enhanced sense, roughly
wounds. Damage for an entanglement equivalent to Host Armor. The Wildling
attack of this type is 4D8 M.D. per may choose any sense from the “Eyes &
squeeze and requires twice as long to Vision Enhancement” category (pg. 77)
heal. or “Other Sensory Enhancements”
Rooting: The Wildling is able to “root” category (pg. 79). This selection may be
itself into the ground. This takes three chosen multiple times.
melee actions to accomplish and must be
done on open ground (not concrete, Spore Generation: The Wildling is able
stone, metal, etc.) Once anchored, the to generate and expel a number of spores
Wildling is nearly immovable, but can from its body. The Wildling may only
still attack and use any abilities. Moving generate one type of spore to begin with,
the Wildling requires Supernatural P.S. but additional types can added each time
greater than the Wildling’s own P.S. this enhancement is chosen. The
Twice the Wildling’s P.S. attribute are Wildling can release the spores as an
needed to move it with Robotic or area effect mist around itself and a 12 ft.
Splicer P.S. diameter or it can be squirted at a
Screech: The Wildling is able to emit an particular target up to 25 feet. All gases
ear-piercing screech that hurts the ears can neutralized with copious amounts of
and impairs all those who hear it. This water. Effects: Each spray counts a one
enhancement requires the “Imitate melee attack. The Wildling can generate
Sounds” enhancement listed above. enough gas for up to ten attacks every 24
Effects: The screech inflicts 2D4 M.D. hours. All victims must save vs. non-
the first round and each subsequent lethal poison at 16 or higher. NOTE:
round the Wildling continues to screech. Host Armors or others with a keen sense
To maintain the screech, the Wildling of smell suffer double the penalties
uses up half of its attacks. The screech noted. The following types of gases are
affects all non-Wildlings within a 20 available:
foot radius. Additionally, all victims are
234
Burning: An airborne corrosive inflicting remain asleep for 3D6 minutes. Victims
2D6 M.D. and continues to burn, may be awoken with smelling salts or
inflicting an additional 2D6 M.D. for similar or by violent physical shaking.
1D4+1 melee rounds. Organic opponents Even after awaking, victims remain
additionally suffer severe eye irritation groggy and -5 to strike, parry, and dodge
and blurred vision; victim loses initiative for the duration of the Sleep effect.
and is -4 on combat rolls for 2D4 melee Stench: A horrifyingly noxious fume and
rounds. Characters with any enhanced irritant that causes violent coughing,
sight or super vision have the range of gaggling, and eyes to water. Victims are
their ability reduced by half. -4 on all combat rolls and lose two melee
Euphoria: Victims are stricken with a actions/attacks as long as they stay in the
euphoric happiness and sense of joy, area of effect and for one melee round
even in life and death situations. Victims after exiting it. Characters with any
will often giggle and laugh throughout enhanced sight or super vision have the
the experience. Victims cannot shout or range of their ability reduced by half.
speak clearly, Prowl is impossible, skill
performance is -40%, lose initiative, -2 Squeeze Vines: The Wildling has an
to combat rolls and Spd. is reduced by additional 2D4 vines, along with any
30% for 1D4+1 rounds. other limbs it possess. These vines are
Poison: A concentrated chemical that thicker and while they can grasp objects,
inflicts 4D6 M.D. for every melee round they are unable to perform fine
the victim is exposed. For characters in manipulation. The vines can constrict
Host or Living Armor, the pilot takes an and squeeze with tremendous force.
additional 1D6 damage direct to S.D.C. These snake-like vines are able to
or Hit Points. In addition to physical perform the same combat maneuvers as
damage, the victim(s) feels sick and the “Serpentine Body” detailed in the
weak, reduce Spd. by 20%, P.S. by Splicers main book, pg. 91. If multiple
1D6+2 points (reduce damage vines are being used, each vine adds the
accordingly) and is -1 on all combat equivalent of five points to the
rolls. Exposure lasts while in the cloud Wildling’s P.S. score for determining
or spray and an additional 1D6+1 rounds Crush/Squeeze damage or pulling
afterwards. Victims must roll to save victims free. Each vine has 1D6x10+10
every round. A successful save means no M.D.C.
additional damage, but the penalties Stink Weed: The Wildling is covered by
persist. fine vines with small, bulb-like clusters
Scent Marker: Used for identification, covering their body. Up to two clusters
warning, and tracking by covering a can be opened at will each melee round.
person, thing, or area with a distinctive This action counts as one melee attack,
scent. Only the sprayer or beings with regardless of the number of clusters
enhanced smell can detect the marker. opened. Opening these clusters releases
The chemical marker can be smelled up a repugnant, sickly sweet odor.
to 2 miles away and adds a +20% bonus Smashing or cutting attacks have a 45%
to track for the sprayer and +12% for chance per attack of opening a cluster,
others who can detect the scent. with the same effects. Effects: Any
Sleep: The gas causes organic beings to organic non-Wildling within 10 feet
fall asleep within 1D4 melee rounds and must roll to save vs. non-lethal poison
235
(16 or higher.) Characters with any type Section 2: Host Armour
enhanced smell suffer a -6 penalty to the
Anthropovore Host Armor
this roll. A failed roll means the victim
By Clockpunk
feels nauseous and begins retching and
These kinds of Host Armors are
gagging. The victim is -3 on initiative, -1
commonly met with a loathing mixture
on all combat rolls, and -10% on skill
of hatred and fear, for they derive
performance due to the terrible smell.
sustenance through absorbing spliced
Opening two clusters doubles the range
genetic material – they are cannibalistic.
and penalties. The smell lasts one minute
This particular metabolism, it is
per level of the Wildling and radiates
rumored, was created specificaly for
around it like a flower. A successful save
inter-House wars and conflicts, and so
means the character is still -1 on
present a constant threat to all other
initiative and -5% on skill performance.
defenses which a community may have
in place, especially to those that did not
Thorns: The Wildling is covered in
grow that particular Host Armor.
extremely durable, sharp spines roughly
Feeding: The Anthropovore Host Armor
6 to 9 inches long. These thorns inflict
requires a minimum of 10 pounds of
3D6 M.D. to anyone attempting to
spliced matter per day, be it biologically
grapple with the Wildling. Anyone
created weapons, discarded host armors
striking the Wildling will still inflict
or anything else created by gene pools. If
damage but takes 1D6 M.D. in return.
it gorges itself on 30 to 60 pounds in one
Effects: Add +30 M.D.C., +1D6 M.D. to
feeding, it can survive for 2D4 days
normal punch/kick damage, +1D6
without further sustenance without ill-
damage for entangling attacks, and +1 to
effects.
roll with punch, fall or impact.
Sleep Requirements: The Host Armor
Vines: The Wildling has 2D4 fine vines
requires 2+1D6 hours of rest per day, as
in addition to any other limbs it may
it is within the dormant state that its
possess. The vines are 1D6+3 feet long
digestive enzymes are fully active and
and grasp objects and perform other fine
able to break down the organic matter
manipulations. Each vine has a P.S. of
consumed.
10 and can be used to strike or entangle
Color of Host Armor: Typically solid
objects or victims. Effects: +1 to parry,
dark colors, such a brown, green or
+2 to entangle and pin, +5% to
black, with markings of a single other
Gymnastics and Climb. For every four
much more striking color, akin to the red
vines the Wildling acquires, it gets one
‘hourglass’ of black widow spiders.
additional melee attack/action and an
Special Senses: Anthropovore Host
additional +2 to entangle and pin. The
Armors are able to sense spliced
vines have an M.D.C. of 1D4x10+10
material, be it other Host Armors, grown
organic weapons or genetically modified
creatures, within their line of sight.
These will appear to the wearer through
the Host Armor’s default visual senses
as rough glowing outlines bathed in a
blood red glow, and will thus be unable
to discern specific details of what
236
exactly it is without utilizing over means spliced payload formed by its own Bio-
of visual identification. Enhancements.
Bonus Bio-E points: 40 additional Bio-E
points. Rumors claim that such suits can Bio-Trooper Host Armor
absorb the effects of any spliced By Snake eyes
weapons/beasts they consume, but this is Class: Host Armor
untrue. Crew: One.
Bite Damage: 3D6 M.D. vs. organic Level: One
material, 2D6 M.D. vs. synthetics; the Total Bio-E Used: 190
teeth are tailored to chew through bone Bio-E Remaining: 20
and genetically modified flesh rather Base M.D.C. By Location:
than pierce metals and other materials. Hands (2): 60
Bonuses: These Host Armors are Arms (2): 125
especially efficient when combating Legs (2): 180
other splicers, as their unique Feet (2): 80
composition affords them a deal of Head: 110
protection from similarly developed Main Body: 250
materials. Any direct attack from such Speed:
weapons deal only one-third their usual Running: 90 mph.
amount of damage against the Host Leaping: 20 feet high or 40 feet across
Armor, which will indeed attempt to from a standing position
consume any such creations which it Digging: 20 mph through sand or dirt,
comes into contact with. +3 to parry but one quarter as fast through rock
against such Bio-Tech and or concrete.
Enhancements, +1 melee attack vs. other Swimming: 30 mph
Host Armors. This also provides a Underwater Depth: 700 feet down
psychological advantage against other Flying: Not possible
splicers, as they fear for the well-being Statistical Data:
of their own precious suits of Host Height, Width and Length: Standard
Armor which results in a Horror Factor Weight: Adds 300 lbs. to the weight of
of 12 against those who recognize it for the pilot.
what it truly is (until then it only gets the Cargo: None, other than what the
standard value of 7 in this field). character can carry
Penalties: Anthropovre Host Armor Physical Strength: 32 Splicer P.S.
users are not able to directly handle any Production Cycle: Standard
external bio-tech that was not grown by Lifetime: 40 years
the same engineer as itself at all without Horror Factor: Standard
beginning to exude digestive enzymes Bio-Regeneration: Enhanced
which begin breaking the bio-tech down Senses and Features: Standard for all
almost immediately. Spliced matter of Host Armors,
any form is fair game, even creations Plus, Armored Eyes (10 M.D.C. each),
from the same Gene-Pool can be used to Radar (6 mile),
satiate the hunger of these Host Armors, Seismic Sense, Bio-Force Field (150
but they will always go for outside M.D.C.),
sources first, and not consume any Quick Clotting Blood,
Penalties: None
237
Feeding/Metabolism: Omnivore/see Spore Discharger: 60 each
Splicers pg. 74 Speed:
Sleep Requirements: requires 1D6 hours Running:
of sleep/rest/ Leaping: 20 feet high or 40 feet across
inactivity per day, during nighttime from a standing position
hours Digging: 20 mph through sand or dirt,
Combat Bonuses: +2 on initiative, +1 to but one quarter as fast through rock
strike, +2 to parry, or concrete.
+1 to dodge, +1 to pull punch, +2 to roll Swimming: 30 mph
with fall. Underwater Depth: 700 feet down
Basic Instincts: Dowsing 50%, Identify Flying: 200 mph (alt. 25,000 feet)
Plants & Fruits 60%, Statistical Data:
Land Navigation 60%, Prowl 40%, Height, Width and Length: Standard
Track Animals 40%, Weight: Adds 300 lbs. to the weight of
Wilderness Survival 50%. the pilot.
Bio-Weapon Systems: Cargo: None, other than what the
Organic Rockets character can carry
Mega-Damage: 5D10 each Physical Strength: 33
Range: One mile Production Cycle: Standard
Payload: Four (4) per shoulder Lifetime: 45 years
Spore Discharger (2) Horror Factor: Standard
Mega-Damage: 4D8 M.D. with a ten Bio-Regeneration: Basic
foot blast radius Senses and Features: Standard for all
Range: 300 feet Host Armors
Bonus: +1 to strike Plus, Armored Eyes (M.D.C. 10 each),
Hand to Hand Combat: Radar, Sonar,
Head-Butt: 1D6 Bio-Force Field (150 M.D.C.), Quick
Body Block: 1D6 Clotting Blood,
Punch: 1D6 M.D. Organic Thrusters (M.D.C. 140/30),
Kick: 2D8 M.D. Heat Resistance
Penalties: None
Bio-Trooper II Host Armor Feeding/Metabolism: Omnivore (see
By Snake eyes Splicers pg. 74)
Class: Host Armor Sleep Requirements: requires 1D6 hours
Crew: One. of sleep/rest/
Level: One Inactivity per day during nighttime hours
Total Bio-E Used: 195 Combat Bonuses: +1 APM, +3/+4 on
Bio-E Remaining: 15 initiative, +2/+3 to strike,
Base M.D.C. By Location: +3 to parry, +2/+4 to dodge, +1 to pull
Hands (2): 60 each punch, +2/+4 to roll with fall,
Arms (2): 120 each Basic instincts provide Dowsing 50%,
Legs (2): 170 each Identify Plants & Fruits 60%,
Feet (2): 60 each Land Navigation 60%, Prowl 40%,
Head: 120 Track Animals 40%,
Main Body: 260 Wilderness Survival 50%
Heat Cannon: 130 Bio-Weapon Systems:
238
Heat Projector Cannon (1-left Height, Width and Length: Standard
shoulder) Weight: Adds 500 lbs. to the weight of
Damage: 5D8 M.D. (light blast), the pilot.
1D8x10+10 (heavy blast) Cargo: None, other than what the
Range: 1800 feet (549 m) character can carry
Payload: Effectively Unlimited Physical Strength: 32, Splicer P.S.
Spore Discharger (2-right arm) Production Cycle: Standard
Damage: 4D8 M.D. (10 foot splash/blast Lifetime: 45 years
radius) Horror Factor: Standard
Range: 300 feet (91.4 m) Bio-Regeneration: Super
Payload: Effectively Unlimited (spores Senses and Features: Standard for all
are generated on demand) Host Armors, plus
Bonus: +1 to strike Armored Eyes, Nightvision (normal
Hand to Hand Combat: range), Resistance to Lasers,
Head-Butt: 1D6 M.D. Resistance to Kinetic Energy/Attacks,
Body Block: 1D6 M.D. Resistance to Physical Attacks,
Punch: 1D6 M.D. Claws (small-non-retractable), Super
Kick: 2D8 M.D. Light Cells (2x forehead)
Quick Clotting Blood, as well as basic
Centaur Host Armor instincts of Dowsing 50%,
By Snake eyes Identify Plants and Fruits 60%, Land
Class: Host Armor Navigation 60%, Prowl 40%,
Crew: One. Track Animals 40% and Wilderness
Level: One Survival 50%
Total Bio-E Used: 176 Penalties: None, as long it gets enough
Bio-E Remaining: 29 (to be used on food
ranged weapons, etc.) Feeding/Metabolism: Omnivore
Base M.D.C. By Location: Sleep Requirements: The suit requires
Hands (2): 60 each 1D6 hours of sleep/rest/inactivity
Arms (2): 120 each per day, generally during nighttime
Legs (4): 140 each hours.
Feet (4-hooved): 40 each Combat Bonuses: Bite does 1D8 M.D.,
Head: 130 +2 initiative, +1 to strike, +2 to parry,
Main Body (upper): 270 +2 to dodge, +1 to pull punch and +2 to
Lower Body: 170 roll with fall.
Speed: Bio-Weapon Systems:
Running: 170 mph Hand to Hand Combat:
Leaping: 20 feet high or 40 feet across Head-Butt: 1D6
from a standing position Body Block: 2D6
Digging: 20 mph through sand or dirt, Clawed Punch: 2D6+3 M.D.
but one quarter as fast through rock Kick: 4D6+4 M.D.
or concrete.
Swimming: 30 mph DAEMON CLASS “HYBRID” HOST
Underwater Depth: 700 feet down ARMOR
Flying: Not possible By Snake eyes
Statistical Data:
239
Background: The new Daemon Host Running: 55 mph
Armor, developed by House DarkHaven, Leaping: Can leap up to 15 feet high,
is used specifically by the Hells Angels or 30 feet (12.2 m) across
aerial troops. This new armor was Flying: 220 mph
designed by a high-ranking Geneticist as Swimming: Triples the normal
a request by the commander of the Hells swimming speed
Angels when she nearly lost her life in Underwater Depth: The Host Armor can
an attack by a group of renegade withstand
Technojackers along with their small pressure up to 150 feet down
army of ‘bots. Statistical Data:
This new lightweight Host Armor is a Height: add a few inches to the height of
form-fitting suit that is a combination of the pilot
Host Armor and “Living” body armor Width: add a few inches to the pilot
that is lighter weight and gives the pilot Length: Adds a few inches to the pilot
added protection on par with the Weight: +80 lbs. added to the pilot's
Chitinous “Living” armor without the weight
movement penalties. Another interesting Cargo: None, other than what can be
feature is that like true Host Armor, this strapped to the
suit can be continually “upgraded” plus Host Armor or carried
the armor does not bond with the pilot, Physical Strength: 20 (Splicer/Robotic
so anyone can use/wear it. So far, only Strength)
the Hells Angels senior officers have this Operational Lifetime: 25 year life span
new armor, though more are being made Bio-Regeneration: 6D6 M.D.C. per
for the rest of the troops, but until then minute
they have to rely on the standard (or 6D6x10 M.D.C. per hour) for the
Archangel garb. The look of the armor main body,
unnerving, it is solid black with a pair of 2D6 M.D.C. per minute for all other
large leathery bat-like wings sprouting locations.
from the back, the legs resemble the hind Horror Factor: 9 for humans and other
legs of an animal such as a goat or bull, intelligent life forms;
including hoofed feet, the head also has none against the machines.
a demonic look along with a mouth full Senses & Features: The Host Armor has
of sharp teeth (the mouth is just for all common Host
show), the head usually has pair of Armor features, plus, Radar, Resistance
horns, if not more. to Heat, Resistance
Class: Hybrid Host Armor to Kinetic Energy/Attacks, Resistance to
Crew: One Human Pilot Lasers, Elongated
Base M.D.C. by Location: Running Legs, Hoofed Feet, Medium
Arms (2): 2D4x10+40 each Claws, Horns (medium)
Hands (2): 25 each NO METABOLISM: Unlike a true Host
Legs (2): 2D4x10+50 each Armor, this suit has no metabolism to
Feet (2): 40 each feed itself, though it could
Head: 1D6x10+50 be considered Photosynthetic
Main Body: 2D8x10+80 Hand to Hand Combat: Rather than use
Armored Eyes (2): 10 each ranged weapons,
Speed:
240
the pilot may engage in hand to hand one in ten times the cutting dies. The
combat: ones that survive can be planted in
Restrained Punch: 2D6+5 S.D. another community. The process takes
Full Strength Punch: 1D6+4 M.D. years, usually 3-10 years (roll a d8+2) to
Power Punch: 2D6 M.D. nurse a cutting to the point it can be
Kick: 1D4 M.D. moved.
Leap Kick: 2D4 M.D. Abner had instructed the Seedling the
house stared with to tunnel down into
Delong the bedrock before branching out like a
By Boxee tree. He had insisted the house remain
House Delong is a small hidden until they were able to start a new
hidden+growing house. They live deep Seedling in a seperate location to keep
underground, They have plenty of food the house safe from not only the
and are one of the few housesthat train maching but also raiding by other
their children to be more then just houses.
warriors, they have school k-8, anything House DeLong started its second
else is learned through teachers or Seedling a few years ago and have a
realing. They have dug a large square second location set up 20 miles from
field about 500'x800' as an open range their first Seedling.
for livestrock. House DeLong is very secretive they
House DeLong started like many houses only allow outsiders into the second
as a series of natural caves. The early seedling base and only into the
yeas were rough they learned to avoid antechamber to the complex. Since they
the machines minions. They managed to have started their scouting of the surface
get a Seedling and rather then plant it they have made contact with three other
right away they had their engineers study houses and a small group of techno-
it. The Seedling was as many splicer jackers. The techno-jackers are lead by
products are alien in origin. Leon Ross a charismatic man that keeps
While not able to recreate the Seedling his "family" in an old para-military
the engineer was able to learn how to bunker near a small "Ghost Town".
create a new creature, like a saint it When Leon needs to talk to house
requires a human host. An elder of the DeLong he leaves an old wooden
house Abner DeLong agreed to become baseball bat leaning against a petrified
the new creature as long as his wife, tree stump.
Winnifred, was allowed to become a Leon respects the houses privacy and has
saint, both were advanced in years, in never tried to find their base of
their mid seventies and wanted to be operations.
useful to their house. House DeLong produces only Lithovore,
Abner stepped into the genepool and Parasitic, Thermosynthetic, and
emerged with his lower body replaced Vampiric Host Armors. About a third of
by tentacles, like an octopi. all their host armors are winged. They
He was able to direct the Seedling and have very few Archangles, and Outriders
was even able to create cuttings from it this is balanced to a degree by the flying
like you can with some trees, thus host armors. They have a higher then
creating more Seedlings as time went on. normal precentage of Saints to ease the
The cutting process is not a sure thing pressure of Parasitic and Vampiric Host
241
Armors. Biotics are more common as the warriors, they have school k-8, anything
house will not allow members to be cast else is learned through teachers or
out, so punishment for crimes are much reading. They have dug several fields
steeper then usual. Often the choice is underground about 500'x800' as an open
Biotic or execution, about a third choose ranges for livestrock. Livestock varies
to become Biotics. chickens, sheep, cows, and pigs. The
About a third of the population is non- "fields" are mixed grass and custom
combatant. They are mostly children as created mushrooms, the grains are grown
few make it in to old age. Some of the in seperate areas. Each field has an
elders that wish to keep serving the artifical stream running through the area.
house are, depending on the houses Some fields have open access to
needs at the moment are offered a choice connecting fields. The fields are kept
of Biotic, Saint, Scarecrow, or Skinjob. seperated from living areas by stone
The community is large and growing, stairways. There are lifts if they need to
the house has over 40,000 members. move the animals to other areas through
Even so they are living better then many the tunnel systems. The cows were taken
other families. This is mostly due to their into the tunnels as newborns, the first
access to the Seedlings they are able to ones were hand fed milk.
create, and their ability to direct the Other livestock we might find repolsive
growth of the seedlings as they desire. are toobers that taste like cooked meats.
The living area is spread out over many The other are grubs, they taste like crab
miles, and is maze like to those not meats. The grubs eat bugs and rotting
raised in the house. A defense that has meats, people like to spice and bbq with
yet to be tested in battle. them.
I did mention total size is 40,000 with a About a third of the population is non-
third non-combatants. I am still working combatant. They are mostly children as
on the percentages. The main part of the few make it into old age. Some of the
house is about a mile down into bedrock, elders that wish to keep serving the
the secondary part is closer to the house are, depending on the houses
surface it connects into several natural needs at the moment, are offered a
caverns and very old sewer systems. The choice of Biotic, Saint, Scarecrow, or
part of the house a mile down recycles Skinjob.
and draws air and water through vents. The community is large and growing,
the vents are monitered and have filters the house has over 40,000 members.
to keep out metal particles and vermin. It Even so they are living better then many
is worth noting the lower and upper other families. This is mostly due to their
house are not directly connected, you access to the Seedlings they are able to
need to travel above ground. The house create, and their ability to direct the
is very secretive, and are almost growth of the seedlings as they desire.
paranoid about leading outside forces to The living area is spread out over many
the main house a mile down. miles, and is maze like to those not
House Delong is a small hidden but raised in the house. A defense that has
growing house. They live deep yet to be tested in battle.
underground, They have plenty of food The main part of the house is about a
and are one of the few houses that train mile down into bedrock, the secondary
their children to be more then just part is closer to the surface it connects
242
into several natural caverns and very old the bedrock before branching out like a
sewer systems. The part of the house a tree. He had insisted the house remain
mile down recycles and draws air and hidden until they were able to start a new
water through vents. the vents are Seedling in a seperate location to keep
monitered and have filters to keep out the house safe from not only the
metal particles and vermin. It is worth maching but also from raiding by other
noting the lower and upper house are not houses.
directly connected, you need to travel House DeLong started its second
above ground. The house is very Seedling a few years ago and have a
secretive, and are almost paranoid about second location set up 20 miles from
leading outside forces to the main house their first Seedling.
a mile down. House DeLong is very secretive they
House DeLong started like many houses only allow outsiders into the second
as a series of natural caves. The early seedling base and then only into the
yeas were rough they learned to avoid antechamber to the complex. Since they
the machines minions. They managed to have started their scouting of the surface
get a Seedling and rather then plant it they have made contact with three other
right away they had their engineers study houses and a small group of techno-
it. The Seedling was as many splicer jackers. The techno-jackers are lead by
products are alien in origin. While not Leon Ross a charismatic man that keeps
able to recreate the Seedling the engineer his "family" in an old para-military
was able to learn how to create a new bunker near a small "Ghost Town".
creature, like a saint it requires a human When Leon needs to talk to house
host. An elder of the house, Abner DeLong he leaves an old wooden
DeLong agreed to become the new baseball bat leaning against a petrified
creature as long as his wife, Winnifred, tree stump. Leon respects the houses
was allowed to become a saint, both privacy and has never tried to find their
were advanced in years, in their mid base of operations.
seventies and wanted to be useful to House DeLong produces only Lithovore,
their house. Abner stepped into the Parasitic, Thermosynthetic, and
genepool and emerged with his lower Vampiric Host Armors. About a third of
body replaced by tentacles, like an all their host armors are winged. They
octopi. have very few Archangles, and Outriders
He was able to direct the Seedling and this is balanced to a degree by the flying
was even able to create cuttings from it host armors. They have a higher then
like you can with some trees, thus normal precentage of Saints to ease the
creating more Seedlings as time went on. pressure of Parasitic and Vampiric Host
The cutting process is not a sure thing Armors.
nine in ten times the cutting dies. The Biotics are more common as the house
ones that survive can be planted in will not allow members to be cast out, so
another community. The process takes punishment for crimes are much steeper
years, usually 3-10 years (roll a d8+2) to then usual. Often the choice is Biotic or
nurse a cutting to the point it can be execution, about a third choose to
moved. become Biotics.
Abner had instructed the Seedling the House DeLong has developed a class of
house stared with to tunnel down into biotic specifically designed to sabotage
243
the robots of the machine. They are into the tunnels as newborns, the first
called Gremlins, they are short three feet ones were hand fed milk.
tall. They have acid blood, chameleon Other livestock we might find repulsive
skin, leathery wings, and two acid are toobers that taste like cooked meats.
nodules (usually mounted on the chest so The other are grubs, they taste like crab
they may be sprayed in a foward arc, or meats. The grubs eat bugs and rotting
down when they fly over a target.). meats, people like to spice and bbq with
Gremlins may be male or female and are them. House DeLong have been eating
streile, they cannot reproduce naturally. these foods for many years and see
They are created as normal biotics with nothing wrong with these specific grubs.
the following changes, features as above, Food is usually cooked, but can be eatten
MDC is PEx5, bio-e is 3d4x10+20. They "raw". The recent addition of live stock
do not get Living armor as it would has many house cooks very excited.
negate their chameleon skin. Gremlins About a quater of the population is non-
may be sent on solo long range missions combatant. They are mostly children as
or be part of a unit. Gremlins sneak into few make it into old age. Some of the
supply depots and use their acid nodules elders that wish to keep serving the
to quietly weaken machine supplies. As house are, depending on the houses
part of a unit they make excellent needs at the moment, are offered a
pointmen and scouts. All Gremlins at choice of Biotic, Saint, Scarecrow, or
first level develop narcisissism rather Skinjob. All of these processes make the
then rolling on the random insanity character an MDC creature and add
table. years to life and quality of life.
House Delong is a small hidden but Lesiure in House DeLong is not what we
growing house(40,000 members). Their today would have. They have a few
main base is deep underground, they writers and printed materials are highly
have plenty of food and are one of the valued. There are "nightclubs" where
few houses that train their children to be people can go relax and listen to live
more then just warriors, they have musicians and drink a wide range of
school k-8, anything else is learned liquid refershments. There are rules
through teachers or reading. about behavior, mostly similar to the
They have dug several fields ideals we hold today. Nudity is less of a
underground about 500'x800' as an open taboo but is forbidden in most areas, not
ranges for livestrock. Livestock varies to limit expression, but for common
chickens, sheep, cows, and pigs. The hygene.
"fields" are mixed grass and custom The community is large and growing,
created mushrooms, the grains are grown the house has over 40,000 members.
in seperate areas. Each field has an Even so they are living better then many
artifical stream running through the area. other families. This is mostly due to their
Some fields have open access to access to the Seedlings they are able to
connecting fields. The fields are kept create, and their ability to direct the
seperated from living areas by stone growth of the seedlings as they desire.
stairways. There are lifts if they need to The living area is spread out over many
move the animals to other areas through miles, and is maze like to those not
the tunnel systems. The cows were taken raised in the house. A defense that has
yet to be tested in battle.
244
The main part of the house is about a nurse a cutting to the point it can be
mile down into bedrock, the secondary moved.
part is closer to the surface it connects Abner had instructed the Seedling the
into several natural caverns and very old house stared with to tunnel down into
sewer systems. The part of the house a the bedrock before branching out like a
mile down recycles and draws air and tree. He had insisted the house remain
water through vents. the vents are hidden until they were able to start a new
monitered and have filters to keep out Seedling in a seperate location to keep
metal particles and vermin. It is worth the house safe from not only the
noting the lower and upper house are not maching but also from raiding by other
directly connected, you need to travel houses.
above ground. The house is very House DeLong started its second
secretive, and are almost paranoid about Seedling a few years ago and have a
leading outside forces to the main house second location set up 20 miles from
a mile down. their first Seedling.
House DeLong started like many houses House DeLong is very secretive they
as a series of natural caves. The early only allow outsiders into the second
yeas were rough they learned to avoid seedling base and then only into the
the machines minions. They managed to antechamber to the complex. Since they
get a Seedling and rather then plant it have started their scouting of the surface
right away they had their engineers study they have made contact with three other
it. The Seedling was as many splicer houses and a small group of techno-
products are alien in origin. While not jackers. The techno-jackers are lead by
able to recreate the Seedling the engineer Leon Ross a charismatic man that keeps
was able to learn how to create a new his "family" in an old para-military
creature, like a saint it requires a human bunker near a small "Ghost Town".
host. An elder of the house, Abner When Leon needs to talk to house
DeLong agreed to become the new DeLong he leaves an old wooden
creature as long as his wife, Winnifred, baseball bat leaning against a petrified
was allowed to become a saint, both tree stump. Leon respects the houses
were advanced in years, in their mid privacy and has never tried to find their
seventies and wanted to be useful to base of operations.
their house. Abner stepped into the House DeLong produces only Lithovore,
genepool and emerged with his lower Parasitic, Thermosynthetic, and
body replaced by tentacles, like an Vampiric Host Armors any class that can
octopi. get host armor must pick from the
He was able to direct the Seedling and limited selection. However any class that
was even able to create cuttings from it gets host armor may choose one from
like you can with some trees, thus the list regardless of normal class
creating more Seedlings as time went on. limitations. About a third of all their host
The cutting process is not a sure thing armors are winged. They have very few
nine in ten times the cutting dies. The Archangles, and Outriders this is
ones that survive can be planted in balanced to a degree by the flying host
another community. The process takes armors. They have a higher then normal
years, usually 3-10 years (roll a d8+2) to precentage of Saints to ease the pressure
of Parasitic and Vampiric Host Armors.
245
Biotics are more common as the house table. At level five they get to save vs
will not allow members to be cast out, so insanity. At level ten they get to save vs
punishment for crimes are much steeper insanity.
then usual. Often the choice is Biotic or
execution, about a third choose to Brindle Stormgun-
become Biotics. The biotics are treated This weapon is made for the grendel
as powerful warriors, they are usually warmounts of House DeLong. It is an
stick to their own kind, or become very over/under weapon style. The upper bore
close to the unit to which they are rifle has good range (2000') and the
assigned. In house DeLong those that mega upgrade gives it decent damage.
volenteer do not have their memory The electro-pulse gun can be used to
totally wiped they do lose some memory take out sensors and some robotic
but for the most part are intact. systems. This weapon was developed to
Criminals have their memory almost fight heavy combat at longer range then
wiped clean. the grendel normaly fights at.
House DeLong Biotics are well adjusted Top weapon is a mega-bore rifle (double
to their role in society, practice damage).
medatation, and have a code of honor to Mega-damage: 2d10 per grub, and 2d10
follow. They do not get the first level for the next 1d4 melee rounds after it
insanity, they get a saving throw to the hits. +2 to hit on called shots only. Rate
fifth level insanity. At level ten they get of fire is one grub per shot.
to save vs insanity. Range: 2000ft.
House DeLong has developed a class of Payload: 18 mega grub rounds. Takes
biotic specifically designed to sabotage 3d6 minutes to replace each mega grub,
the robots of the machine. They are Takes 1d4 hours to regrow its entire
called Gremlins, they are short three feet payload.
tall. They have acid blood, chameleon Under weapon is an electro-pulse gun.
skin, leathery wings, and two acid (page 134).
nodules (usually mounted on the chest so The Brindle Stormgun is double the size
they may be sprayed in a foward arc, or of a standard weapon and is awkard for
down when they fly over a target.). anyone under ten foot tall. Anyone under
Gremlins may be male or female and are ten feet tall gets a -3 on all shots and will
streile, they cannot reproduce naturally. have a hard time carrying this weapon
They are created as normal biotics with around. It is designed for a grendel sized
the following changes, features as above, warmount.
MDC is PEx5, bio-e is 3d4x10+20. They Weight: 50lbs.
do not get Living armor as it would
negate their chameleon skin. Gremlins Bilar Heavy Assault Weapon-
may be sent on solo long range missions This weapon is made for the grendel
or be part of a unit. Gremlins sneak into warmounts of House DeLong. It is an
supply depots and use their acid nodules over/under weapon style. The upper
to quietly weaken machine supplies. As weapon is light cell laser rifle has an
part of a unit they make excellent unlimited payload. Variable weapon
pointmen and scouts. All Gremlins at settings and decent range make this a
first level develop narcisissism rather solid weapon on its own. The under
then rolling on the random insanity barrel weapon is a bio-rocket slinger
246
with double the normal payload, 16 ** Destroying the head will eliminate all
organic rockets it takes 2d4 hours to optics and sensory systems, reduces the
regrow spent rockets. The rockets can maximum speed, the number of melee
fire one, two, or four rockets at a time. at-tacks and all bonuses by half.
The Bilar Heavy Assault Weapon is *** Depleting the M.D.C. of the main
double the size of a standard weapon and body kills the War Mount.
is awkard for anyone under ten foot tall. Speed:
Anyone under ten feet tall gets a -3 on Running: 330 mph (528 km) maximum,
all shots and will have a hard time but normal cruising speed is only 120
carrying this weapon around. It is mph (193 km). The mount can reach
designed for a grendel sized warmount. speeds of 420 mph (672 km), but only
Weight: 125lbs. for short bursts of 2D4 melee rounds,
after which it must drop to cruising
These weapon systems come in handy speed for the next 2D6 minutes or pull
when the outrider is using a borrowed up lame. Note: The War Mount can run
mount or when his personal mount has all day at cruising speed without fatigue,
been killed in combat and he has to use a but can only maintain maximum speed
basic model. These weapon systems are for 1D4 hours at a stretch, with an hour
a bit big for the average host armor, but of rest or walking in between each full
can be used in a jam. speed run.
Leaping: The mount can leap up to 80
The House DeLong strider is a terror feet (24.4 m) high or across from a
bird. It looks like phorushacidae, standing position, an additional 50% that
American eagle markings. It is heavier distance with a short running start, and
build then the standard strider and has a double running at full speed.
stubby tail. The head looks like an eagle Digging: 10 mph (16 km) through sand
with powerful a powerful beak made to or dirt, but half as fast through clay, rock
snap off limbs and rip metal like tinfoil. or stone. Digging does not tire the War
The feet lose the classic scythe and have Mount and it can dig a hole deep enough
small claws. to adequately hide in one minute.
Class: Rapid Strike War Mount. Swimming: not a great swimmer but can
Crew: One rider. swim as fast as a human.
M.D.C. by Location: Flying: Not possible.
• Heat Cannon 3d4x10+20 Statistical Data:
• Casting Launchers 1d6x10+10 each Height: 8 feet
• Legs (2) - 220 each Width: 4 feet
• Hands and arms- 2d6x10+10 each Length: 5 feet
• Head-180** Weight: 1000-1200 lbs.
• Main Body – 320*** Cargo: 800 lbs can be carried on its
• Rider's War Saddle - 100 back, but it can pull up to 2600 lbs, but
* A single asterisk indicates a small, low any weight over 1000 lbs reduces the
profile, or shielded target that is difficult Strider's maximum speed by half.
to hit. An attacker must aim and make a Physical Strength: ID4+30 (Supernatural
"Called Shot" to hit such targets, and P.S.).
even then is -3 to strike. Production Cycle: One year gestation,
plus one and half years growth time.
247
Operational Lifetime: 55 year life span. Equivalent (instinctive) Skills of Note:
Trade Value: 3-4 million credits for a Climb 80%/60%, Hunting 80%, Land
healthy, undamaged unit. Navigation 90%, Pick Pockets 50%,
Bio-Regeneration Rate: 4D6 M.D.C. per Prowl 50%, and understands languages
hour for the main body and ID8 M.D.C. (3) at 80%. Recognizes robots and
per hour for all other locations. The War machines as enemies to be avoided.
Mount cannot regrow severed limbs or Weapon systems are as follows-
destroyed weapon systems (reduced to Heat Projector Cannon center of chest
zero or less), there must be at least two fires foward.
M.D.C. points remaining to regenerate Damage: 1d8x10+10 MDC.
lost limbs, and such extensive re- Maximum Range: 1800'
generation takes 1D6+6 days. Payload: unlimited.
Heat Resistance. Casting Launchers on each shoulder
Horror Factor: 8 against humans not linked can fire one or both at same target
with the Resistance, none against robots. as one attack. Casting launchers are
Senses & Features: Standard for War about one foot long.
Mounts. Damage:3d8 MDC per single shot, four
Feeding: The Strider is a carnivore eats round burst 1d8x10 MDC.
50lbs of carrion/meat a day. Range: 1400'
Sleep Requirements: As an artificial Bonus +1 to hit on aimed shots.
organism, the War Mount requires only Payload: 60 rounds/gun.
four hours of sleep/rest per day. Spinnerets and webbing on both
Other Data: forearms allow more combat options.
An unmanned Terror bird is able to Combat Capabilities:
function independent of a rider using its Has full arms and hands with small
animal-like intelligence and instincts to claws that are fully articulated.
respond to any given situation. Terror Bite: 7d6 mdc
birds like humans and accept them as a clawed hands and feet: 4d6+3 mdc
member of the flock. Head butt 1d4 mdc
The animal recognizes robots as a Restrained strike 5d6 SDC
dangerous enemy. Body Block/Ram: 4D6 M.D. and has a
War Mount Attributes: I.Q. 1D4+6 01-50% chance of knocking an opponent
(medium to high animal intelligence), as large as 12 feet (3.6 m) tall off his
M.E. 1D6+7, M.A. 1D8+8, P.S. 31-34 feet. If knocked down the victim loses
(Supernatural P.S.), P.P. 1D8+8, P.E. initiative and two melee at-tacks/actions.
1D8+ 18, P.B. 2D6, Spd. (see Speed This attack counts as two of the War
above). Mount's melee attacks.
Number of Attacks Per Melee: 4
Combat Bonuses: +3 on initiative, +2 to Dragon-Horse
strike with ranged attacks, +3 to strike in By Snakeeyes
hand to hand combat, +3 to parry, +4 to Class: Enhanced/Modified Mega-Horse
dodge, +1 to pull punch, +2 to roll with Crew: One rider; two when necessary
punch, fall or impact, +2 to disarm, +5 to M.D.C. by Location:
save vs. mind control attacks and the Front Legs (2): 3D10+50
War Mount is totally immune to Horror Hind Legs (2): 4D10+60
Factor (and possession). Head: 5D10+70
248
Main Body: 4D6x10+60 good natured similar to a regular horse
Wings (2): 6D6+40 or mega-horse.
Combat Tail: 1D6x10+10 Attributes: I.Q. 1d4+8 (high animal
Speed: intelligence), M.E. 2D8+12
Running: 50 mph (80 km) for two hours M.A. 2D6+15, P.S. 2D8+20
at a time, but needs periods of rest or (Supernatural), P.P. 2D6+12
slower speed. P.E. 3D6+20, P.B. 2D4+14, Spd: 74 (see
Leaping: 8 feet (2.4 m) high and 20 feet speed above)
(6.1 m) across Attacks per Melee Round: four [4]
Swimming: 8 mph (12.8 km) on the Combat Bonuses (in addition to possible
water's surface only attribute bonuses): +2
Flying: 120 mph (192 km), with a (+3 in flight) on initiative, +3 (+4 in
cruising speed of 50 mph (80 km) flight) to strike with kick attacks,
Statistical: Data: +5 to automatic dodge, +2 to pull punch/
Height: 8 feet (2.4 m) at the shoulders. kick, +2 (+3 flight) to roll,
Length: 7 feet (2.1 m) from tip of the +2 to save vs. poison and disease, +6 to
nose to the rump, save vs. Horror Factor (and possession).
Plus an 8 foot (2.4 m) long tail. Equivalent (instinctive) Skills of Note:
Weight: 2000 lbs. (900 kg). Begging 50%, Climb 50%/0%
Cargo: 800 lbs. (360 kg) can be carried Identify Plants & Fruit (stuff to eat)
on its back, but can 80%, Land Navigation 90%,
pull 5000 lbs. (2250 kg). Swim 65%, and understands languages
Physical Strength: 2D8+20 (2) at 75%, Recognizes robots and
(Supernatural). machines as enemies to be avoided or
Bio-Regeneration: Recovers 6D6x10 attacked.
M.D.C. every hour for the main body, Combat Capabilities: Front Leg Kick:
and 1D6x10 every hour for the other 2D6+6 M.D.
locations. Rear Leg Kick: 5D6+4, Stomp: 1D6,
Operational Lifetime: 30 years of service Bite: 5D4 M.D.
Trade Value: 60,000 to 90,000 credits Head Butt or Body Bump: 2D4+2 M.D.
Senses & Features: Standard for War Tail Attack: 6D6 M.D. (4 spikes)
Mounts, Dragon-Horse Bio-Weapon Systems:
(gets numbers 1, 2, 3, 5 & 6-see book for 1. Plasma Breath:
details, pg. 109 &110) Primary Purpose: Anti-Robot
Feeding: Eats 20 to 30 lbs. (9 to 13.5 kg) Mega-Damage: 6D12 per fiery blast.
of animal and/or vegetable matter per Rate of Fire: Once per Melee
day. Maximum Effective Range: 40 feet (12.2
Sleep Requirements: Needs 8 hours of m)
sleep, generally during Payload: 18 blasts per 24 hours,
nighttime hours. automatically regenerates
Rider: Bareback or traditional saddle Bonus: +4 to strike per attack
placed just behind the shoulders 2. Short-Range Spore Discharger (2):
Other Data (for individual animals): Resembles a pair of horns on the head.
Alignment: Any, though tends to be Primary Purpose: Anti-Armor/Anti-
strong willed, but otherwise Robot
Secondary Purpose: Assault/Defense
249
Mega-Damage: 4D8 each per blast, 8D8 depletion rate, the Host Armor is able to
per simultaneous attack damage is operate in low temperatures that would
inflicted to a 10 (3 m) blast radius normally impair its abilities, or even
Duration: The spores continue to do 1D8 cause it damage, without suffering any
M.D. to any metal, including any metal undue side-effects. The faster depletion
that comes in contact with it, rate provides the armor with greater
for the next 3D4 melees as the spores thermal energy, allowing it to operate as
complete their life cycle and die. if it were in an environment with an
Maximum Effective Range: 300 feet ambient temperature of 75+ degrees
(91.4 m). Farenheit. A tapped capacitor continues
Rate of Fire: Each blast of spores counts to discharge its payload at an even
as one melee attack. depletion rate, even if the pilot would
Payload: Effectively Unlimited; rather pause the loss of energy and save
regenerated on demand if for later or increase the pace to gain
Bonus: +1 to strike temperature related bonuses.
2. Tusk Spears (2): Housed along each -Penalties: When thermal capacitors are
side of the head. charged, the Host Armor is no longer
Primary Purpose: Assault/Defense invisible to infrared optics, thermal
Mega-Damage: 3D8 per spear sensors, or heat detection, with each
Rate of Fire: Each spear counts as one charged capacitor raising the chance of
melee attack being detected by +10%. A maximum of
Maximum Effective Range: 120 feet (36 10 capacitors causes the Host Armor to
m) radiate heat just as if it were any other
Payload: Four spears total; two on both type of armor.
sides of the face each will grow back in -Bio-E Cost: 5 points per capacitor to be
three hours. added.
Thermal Capacitors: -Prerequisite: The Host Armor must be
The Host Armor contains thermal Thermosynthetic.
capacitors, gel-filled vacuoles in
strategic locations within its body that Elphant Host Armor
allow for the absorbtion and retention of By Snake eyes
heat. The absorbed heat can be held Class: Host Armor
almost indefinitely in the vacuoles until Crew: One.
tapped by the pilot of the Host Armor to Level: One
provide the armor with nourishment or Total Bio-E Used: 200
to negate the effects of extreme cold. To Bio-E Remaining: 0
charge a capacitor, the armor must be Base M.D.C. By Location:
exposed to temperatures in excess of 75 Hands (2): 80 each
degrees farenheit for 2 hours, 100 SDC Arms (2): 145 each
heat or fire damage within one melee, or Legs (2): 200 each
1 MD of heat or fire damage, though this Feet (2): 100 each
in no way reduces damage to the armor. Head: 160
Once tapped, the capacitor slowly loses Main Body: 370
its stored heat over the period of one Prehensile Trunk: 134
hour or a less efficient, but more Tusk Spears (4): 28 each
beneficial 15 minutes. At the one hour Organic Rockets (6): 11 each
250
Spore Dischargers (2): 60 each Range: 300 feet
Speed: Payload: Unlimited (spores are
Running: 80 mph generated on demand)
Leaping: 20 feet high or 40 feet across Bonus: +1 to strike
from a standing position Organic Rockets (6)
Digging: 20 mph through sand or dirt, Damage: 5D10 M.D. each
but one quarter as fast through rock Range: One mile
or concrete. Payload: 3 rockets per shoulder
Swimming: 30 mph Bonus: +5 to strike & dodge
Underwater Depth: 700 feet down Hand to Hand Combat:
Flying: Not possible Head-Butt: 1D6 M.D.
Statistical Data: Body Block: 1D6 M.D.
Height, Width and Length: Standard Punch: (clawed) 3D6+6 M.D.
Weight: Adds 500 lbs. to the weight of Kick: 2D8 M.D.
the pilot.
Cargo: None, other than what the GARGOYLE HOST ARMOR
character can carry By Snake eyes
Physical Strength: 34 Class: Host Armor
Production Cycle: Standard Crew: One.
Lifetime: 50 years Level: One
Horror Factor: Standard Total Bio-E Used: 220
Bio-Regeneration: Enhanced Bio-E Remaining: 0
Senses and Features: Standard for all Base M.D.C. By Location:
Host Armors, Hands (2): 70 each
Plus, Armored Eyes (10 M.D.C. each). Arms (2): 130 each
Seismic Sense, Legs (2): 190 each
Increased M.D.C. (x3), Heat Resistance, Feet (2): 100 each
Quick Clotting Head: 120
Blood, Prehensile Trunk, Large Claws, Main Body: 290
Tusks/Tusk Spears, Wings (2): 50 each
Penalties: None Spore Discharger (2): 60 each
Feeding/Metabolism: Herbivore (see Speed:
Splicers pg. 73 for details) Running: 90 mph
Sleep Requirements: Requires 1D4 Leaping: Standard
hours of sleep/inactivity per Digging: Standard
day, generally during nighttime hours Swimming: 30 mph
Combat Bonuses: +4 on initiative, +2 to Underwater Depth: 700 feet down
parry, +3 to dodge, Flying: 200 mph.
+2 to roll with fall, Base instincts of Statistical Data:
Identify Plants & Fruits 90%, Height, Width and Length: Standard
Land Navigation 70%, Wilderness Weight: Adds 400 lbs. to the weight of
Survival 60% the pilot.
Bio-Weapon Systems: Cargo: None, other than what the
Spore Dischargers (2-one per arm) character can carry
Damage: 4D8 M.D. (10 foot splash Physical Strength: 34, Splicer P.S.
radius) Production Cycle: Standard
251
Lifetime: 50 years GORGON MEDIUM ARMOR
Horror Factor: Standard By Snakeeyes
Bio-Regeneration: Enhanced Class: Host Armor
Senses and Features: Standard for all Crew: One Human Pilot (Devlin Steele)
Host Armors, plus Level: four [4]
Enhanced passive nightvision (light Total Bio-E Used: 363
amplification). Bio-E Remaining: 3
Range: 6000 feet, Armored Eyes, Base M.D.C. by Location:
Enhanced Sight (2000 ft.), Arms (2): 125 each
Enhanced Hearing (range varies), Hands (2): 60 each
Chameleon Skin, Ambidextrous, Head: 135
Quick Clotting Blood, Elongated Serpentine Lower Body: 260
Running Legs (dog-like), Wings, Main Body: 358
Medium Claws (hands & feet), 2x Spore Armored Eyes (2): 10 each
Dischargers (1 per arm) Casting Rifle: 70
Penalties: Likes to hunt, stalk, and kill. Heat Projection Cannon: 100
Hates being penned up with Spore Launcher: 60
Nothing to do. The pilot must make Speed:
regular fresh kills and needs Running (crawl/slither): 77 mph
To find enough food to sustain the Host Leaping: NOT POSSIBLE
Armor. The character may Digging: 20 mph (32 km) through sand
also exhibit a tendency to be aggressive. or dirt, but
Feeding/Metabolism: Carnivore one quarter as fast through rock or
Sleep Requirements: The suit requires concrete.
2D4 hours of sleep/rest/inactivity Swimming: 30 mph (48 km/25.9 knots)
per day, generally during daylight hours. Underwater Depth: The Host Armor can
Combat Bonuses: Bite does 3D8 M.D., withstand
+3 initiative, +2 to strike, +1 to parry, pressure up to 700 feet (213.4 m) down
+1 to dodge, +1 to pull punch and +3 to Flying: NOT POSSIBLE
roll with fall, Land Navigation 70% Statistical Data:
Track 60%, Track Animals 80%, Height: Can stand up to 11 feet (3.3 m)
Wilderness Survival 60% tall/high
Bio-Weapon Systems: Width: About 3.5 feet, based on the size
Spore Discharger of the pilot
Mega-Damage: 4D8 (splash radius, 10 Length: 14 feet added to the length of
feet) the Host Armor
Range: 300 feet Weight: 400 lbs. Added to the weight of
Payload: Effectively Unlimited the pilot
Bonus: +1 to strike Cargo: None, other than what the
Hand to Hand Combat: pilot/Host Armor
Head-Butt: 1D6 M.D. can carry/strapped to the back, or slung
Body Block: 2D6 M.D. over the shoulder.
Punch: 3D6 M.D. Physical Strength: 39 (Splicer/Robotic
Kick: 3D8+6 M.D. Strength)
Operational Lifetime: 58 year life span
252
Bio-Regeneration: 2D6+3 M.D.C. per Taste/odor), Track by Heat 76%
melee round Weapons:
(or 1D6x10 M.D.C. per minute) for the 1). Medium Claws: These are non-
main body and retractable talon-like claws
1D4+2 M.D.C. per melee (or 4D6 on each hand.
M.D.C. per minute) Mega-Damage: See Hand to Hand
for all other body locations. Combat
Horror Factor: 7 for humans and other 2). Medium-Sized Teeth: Resembles
intelligent life forms; large Snake Fangs
none against the machines. Mega-Damage: See Combat
Senses & Features: The Host Armor has 3). Heat Projector Cannon: Mounted
all common Host over right shoulder
Armor features, plus; Armored Eyes, Mega-Damage: 5D8/1D8x10+10 per
Forked Tongue, Heat Pits, blast
Acid Blood, Chameleon Skin, Super Range: 1800 feet (549 m)
Regeneration, Ambidextrous, Payload: Effectively Unlimited
Resistance (M.D.C. Heat & Cold). 4). Short-Range Mega-Spore Launcher:
Feeding: The Host Armor must eat from Located on the left arm
20 to 30 lbs. (9 to 13.5 Mega-Damage: 8D8 with a 10-foot
kg) of vegetable and/or animal matter a splash radius
day. Range: 300 feet (91.4 m)
Sleep Requirements: As an Omnivore, Payload: Effectively Unlimited
the suit requires 1D6 hours Bonus: +1 to strike with an aimed shot
of sleep/rest/inactivity per day, generally 5). Casting Ultra-Rifle: Mounted on the
during the nighttime hours. left shoulder
Penalties: Likes to hunt, stalk and kill. Mega-Damage: 3D8+3 per shot or
Hates being penned up with 1D8x10+6 per
Nothing to do. The pilot must make four shot burst.
regular fresh kills and needs to Range: 2800 feet (853 m)
find enough food to sustain the Host Payload: 120 rounds/castings
Armor. The pilot may also exhibit Bonus: +2 to strike on an aimed shot (+0
a tendency to be aggressive. for burst)
Bonuses: +1 attack per melee round, +3 6). Hand to Hand Combat: Rather than
to strike, +3 to parry, +3 to dodge, use ranged weapons,
+4 to entangle, +5 to auto dodge, +4 on the pilot may engage in hand to hand
initiative, combat:
+1 to pull punch, +3 to roll with punch, Restrained Punch: 1D10 M.D.
W.P. Paired Weapons. Full Strength Punch: 4D6 M.D.
Has basic instinctive skills of Land Power Punch: 6D6 M.D.
Navigation 70%, Track (people) 65%, Tail Slash: 4D6 M.D.
Track Animals 80%, Wilderness Tail Crush/Squeeze: 3D6+24 M.D.
Survival 60%, Track by Taste 76% Bite: 3D8 M.D.
Identify Specific Taste 56% (76% for
common tastes), Identify Common HUNTER : Proto-Host Armor
Odors 76%, Locate/Track Taste or Odor By Technogothic
to its Source 46% (66% for strong Standard Features :
253
MDC By Location : Physical Endurance (PE) : 18 + 2d6
Main Body : 260 + 4d6 x 10 ( 300 MDC (Supernatural)
to 500 MDC ) Production Cycle : 1 Month
**Head : 150 ( Thick helmet ) Reproduction Cycle : Unique among
Arms : 20 + 2d4 x 10 Host Armor, HUNTER P-HA can
*Hands : 10 + 1d4 x 10 reproduce among themselves. This is an
Legs : 25 + 2d4 x 10 Asexual process , were just a single
*Feet : 15 + 1d4 x10 HUNTER is needed, and it splits off a
*Shoulder Bio-Energy Vent : 6d6 + 24 bud around the size of a football from
MDC. Heals, regrows in 24 hours. it’s back. This bud quickly grows within
*Shoulder Heat Projectors (2) : 3d4 x 10 One month three times the size. Then it
+ 20 MDC each. Heals, regrows in 24 can select a Host itself. The buds are
hours. picky as to who they choose as Host
*Forearm Bone Blades (2) : 2d4 x 10 + Pilots however. The Vat grown Hunters
18 MDC each blade. Only takes damage are not picky however. The Armors are
if Targeted. Regrow within 24 hours. sexually mature at only 2 years old, and
*Forearm Crescent Blades (2) : 2d4 x 10 produce offspring at least once every 2
+ 18 MDC. Only takes damage if years. The Host Pilot can force the armor
Targeted. Regrows within 24 hours to bud once every 2 months however if
*Forearm Super-Light Cell : 30 MDC he so wishes.
*Forearm Organic Rocket Launcher : 50 Operational Lifetime : Unknown. As few
MDC. original Host Pilots/Armors are known
SPEED : to still be around. One known Hunter
Running : 100 mph +1d6 x10 per level claimed to be well over 500 years old.
of exp. DNA Bonding Process : When grown in
Leaping : 30 Feet across or 60 feet High the Vats or birthed as a Bud, this unique
from a Standing Position, +5 feet per Host Armor is not designed for a single
level of exp. Host Pilot. Instead this Host Armor
Digging : 20 mph seems to form a Bond on whoever wears
Swimming : 40 mph. it. Once a Host Pilot is selected, they are
Underwater Depth : 11,000 ft (Roughly bonded for Life. Rumors say the armors
2 miles) can never be removed after bonding, but
Flying : Flight is not Possible until 5th since the Hunter P-HA are so rare
level, which when the Host Pilot gains nowadays no one knows for sure. The
access to the Flight Thrusters. current Host Pilots will not comment on
Statistical Data : the subject either. The Hunter P-HA can
Height : 7 Feet on Average (even if Host survive the death of their Host Pilot
Pilot was much shorter) however, but only for 48 hours. It it
Weight : +400 pounds to Host Pilts’ finds a willing Host in that time, it will
weight. bond with them.
Cargo : None, other than what the Bio-Regeneration : As per the Enhanced
character can carry. Regeneration feature. 1d6 per minute
Physical Strength (PS) : 35 (Always) (6d6 x10 MDC per hour). The Armor
Supernatural Strength can regrow severed limbs also as per the
Physical Prowess (PP) : 22 (always) time requirements for Super-
Regeneration feature.
254
Senses and Sensors : Can only fire One at a time however. No
Advanced Senses, Bio-comms, Valleys.
Enhanced Hearing, Enhanced Senses, One mile range.
Standard Bio-Features for the HUNTER Forearm Super-Light Cell (Avaible at
Proto-Host Armor : (All standard Host 3rd level)
Armor features) Plus in addition : 1d10 md
Heat Pits (range extended to 300 ft) Disposition :
Enhanced Sight (Infrared, Ultraviolet, It should be mentioned, No one knows
and Thermal Visions) how this this Proto-Host Armor feeds,
Chameleon Skin (At First level) even if it does at all.
*Stealth Field (Upgrades at Third Level) All Host Pilots become increasing
Resistance to Heat ( at First level ) aggressive after the bonding process.
Resistance to Cold (at first level) They like to Hunt and Kill.
Resistance to Kinetic Energy/Attacks (at Host Pilots grow increasingly arrogant,
first level) cocky, cold, and cruel, and as heartless
Enhanced Neurological Connections (At as human get. They develop a respect for
first level) only other HUNTERS and Dreadguards
Supernatural PS (At first level) (which they see as “poor” relatives).
Quick Clotting Blood (at First level) They do not Bluff, will not waste time
Body Spikes/Blades : Defensive with torture or questioning and show no
adaptation inflicts 1d6 md to opponents mercy. These traits are in full force by
who engage in grappling and HtH 5th Level, and slowly build until that
attacks against the Hunter P-HA. time.
Flight Thrusters (At Fifth Level, Pilot The Hunter Proto-Host Armor is heavy
gains access to the Organic Thrusters) front loaded, but only learns to use a few
200 mph flight speed. 25,000 feet max extra features it already possess as the
altitude. Host Pilot advances in Exp. It is not
Claws (Hands and Feet) Small : +1d6+3 known why the Hunter P-HA restricts
md if used in HtH attacks. (at first level) useage of a few of its feature until later.
Forearm Bone Blades (2) 1d6x10 md It was theorized the Armor had to wait
(retractable) (at first level) for the Host Pilot to adapt to the changes
Forearm Crescent Bone Blades (2) : 2d6 that the bonding process does to the
md (retractable) (At first level) body.
Shoulder Mounted Bio-Energy Vent (1)
(At first Level) Kali Host Armor
PE + 2d8 md, 1,800 feet range, +3 Strike By Snake eyes
Shoulder Mounted Dual Heat Projector Class: Host Armor
Canons (At first level) Crew: One.
Single Heat Canon : 5d8 md Level: One
Dual Heat Canons : 1d8 x10 md ( Not Total Bio-E Used: 206
available until 5th level ) Bio-E Remaining: 4
1,800 feet range Base M.D.C. By Location:
Forearm Organic Rockets (2) (Not Hands (6): 100 each
avaible until 6th level Arms (6): 150 each
5d10 md per rocket. Legs (2): 210 each
Feet (2): 110 each
255
Head: 170 Land Navigation 60%, Prowl 40%,
Main Body: 430 Track Animals 40%,
Speed: Wilderness Survival 50%,
Running: Bio-Weapon Systems:
Leaping: 20 feet high or 40 feet across Hand to Hand Combat:
from a standing position Head-Butt: 1D6 M.D.
Digging: 20 mph through sand or dirt, Body Block:
but one quarter as fast through rock Punch: (clawed): 2D6+3 M.D.
or concrete. Kick: 2D8 M.D.
Swimming: 30 mph This has no built in weapons, it can hold/
Underwater Depth: 700 feet down use any hand-held weapon
Flying: Not possible
Statistical Data: Leviathan Host Armor
Height, Width and Length: Standard By Snake eyes
Weight: Adds 420 lbs. to the weight of Class: Host Armor
the pilot. Crew: One.
Cargo: None, other than what the Level: One
character can carry Total Bio-E Used: 215
Physical Strength: 31 Splicer/Robotic Bio-E Remaining: 5
P.S. Base M.D.C. By Location:
Production Cycle: Standard Hands (2): 60 each
Lifetime: 48 years Arms (2): 120 each
Horror Factor: Standard Legs (2): 180 each
Bio-Regeneration: Super Feet (2): 80 each
Senses and Features: Standard for all Head: 130
Host Armors Main Body: 280
Extra Arms (4 extra), Armored Eyes, Tentacles (8): 50 each
Ambidextrous, Bio-E Vents (2): 45 each
Enhanced Neurological Connections, Armored Eyes (2): 10 each
Quick Clotting Blood, Speed:
Small Claws (sharp nails), Increased Running:
M.D.C. (x4) Leaping: 20 feet high or 40 feet across
Penalties: None from a standing position
Feeding/Metabolism: Omnivore Digging: 20 mph through sand or dirt,
Sleep Requirements: Requires 1D6 but one quarter as fast through rock
hours of sleep/inactivity or concrete.
per day, generally during nighttime Swimming: 60 mph
hours Underwater Depth: 3000 feet down
Combat Bonuses: +4 initiative, +1 to Flying: Not possible
strike, +4 to parry, Statistical Data:
+1 to dodge, +1 to pull punch, +2 to roll, Height, Width and Length: Standard
+1 to entangle, Weight: Adds 300 lbs. to the weight of
+1 to disarm, W.P. paired weapons, +2 the pilot.
to auto dodge Cargo: None, other than what the
Basic instincts of Dowsing 50%, Identify character can carry
Plants & Fruits 60%, Physical Strength: 32 Splicer/Robotic
256
Production Cycle: Standard is due in large part to the dietary needs
Lifetime: 50 years of the suit itself. While the "fish food"
Horror Factor: Standard provides a steady supply of nutrition, it
Bio-Regeneration: Enhanced is also a time consuming task to meet the
Senses and Features: Standard for all dietary needs of the Host Armor. To
Host Armors, plus Armored Eyes, assist pilots in feeding, the engineers
Underwater Eyes, Sonar, Chameleon have designed the Limnivore Host
Skin, Floating Air Bladder, Tentacles (4 Armor with a special set of hydro-jets,
pair), intake valves, and filters mounted across
Webbed Hands & Feet, Bio-E Expulsion the body of the suit. This method of
Vents (2) propulsion also serves as the Host
Penalties: See Splicers pg. 73 Armor’s main source of nutrition. All
Feeding/Metabolism: Carnivore water sucked into the intakes goes
Sleep Requirements: Requires 2D4 through a filtration system that removes
hours of sleep/rest/inactivity microscopic organisms so they can be
per day. digested. From there, the filtered water is
Combat Bonuses: See Splicers pg. 73 forced out through a series of organic
Bio-Weapon Systems: baffles, propelling the Host Armor
Bio-E Expulsion Vents (2): through the depths. In this way, the suit
Damage: 2D8 + PE attribute can feed as it propels itself through the
Range: 1800 feet (900 feet underwater) water. If the pilot wants the Host Armor
Payload: Unlimited, however, firing to gorge, it can consume mud directly,
more than 20 blasts per minute however, the continuous intake through
weakens the pilot. the organic thrusters usually provides
more than enough food on a daily basis.
Limnivore Host Armor Feeding: The suit eats from 20 to 30 lbs
A truly unique metabolism, the of algae and micro-organisms a day. If
Limnivore Host Armor, or “Mud Eater” the Host Armor does not ingest the mud
as it’s more commonly known, is an directly, the pilot will need to spend
oddity amongst the other creations of the roughly two to three hours a day in the
Resistance. Though called “mud eaters” water moving about.
this name is actually somewhat of a Sleep Requirements: The suit does not
misnomer; though the Host Armor require any amount of sleep, but the pilot
seems to consume mud, it is actually will need more then that (typically six
feeding off the algae, krill, plankton, and hours).
similar micro-organisms that live in and Color of Host Armor: Soft to dark blues,
around the mud. The metabolism is greens and any shades in between.
intended as an all purpose amphibious Special Senses:
unit, able to survive solely on the • Sense Magnetic North: The Host
plentiful micro-organisms found in Armor can always sense magnetic north,
lakes, shorelines, and the open seas similar to a dolphin or whale. Damage to
("fish food", as its commonly referred.) the head will temporarily (3D4 minutes)
Unlike most Host Armors in use by the disrupt this ability, however, it will
Resistance, the Limnivore emerges from eventually return.
the gene-pools equipped with a large • Underwater Sense: The Host Armor
number of add-ons already in place. This instinctively senses the direction of
257
ocean currents, changes in the current, Underwater Propulsion: 200 mph (321
approximate current speed, and has an km). This speed can be kept up
accurate idea of depth, even in total indefinitely.
darkness. Additional bonuses when Underwater:
Other than the senses listed above, the +3 on initiative, +1 to strike and +3 to
suit possesses no enhanced senses unless dodge, but only when underwater.
purchased with Bio-E. Surface Abilities: A jet thruster assisted
Bonus Bio-E Points: No additional Bio- leap can hurl the Host Armor 80 feet up
E points, as they have already been used or across. If necessary, the Host Armor
up in the suits creation process can briefly fly up to 50 mph (80 km),
Bite Damage: None, the Limnivore Host with a maximum altitude of 200 feet
Armor has short, vacuum-like muzzle (152 m). However, this airborne flight
and organic vents used to suck up large can only be maintained for a maximum
quantities of mud and water. of 15 minutes before the valves must rest
Bonuses: +2 to initiative, +2 to parry, +2 for 2 hours.
to dodge and +2 to roll with fall\impact. Bio-E Cost: None for the Limnivore
The Host Armor can survive depths of Host Armor, 25 Bio-E points for any
up to 2 miles unaided. In addition, the other metabolism. Speed can be
Limnivore Host Armor comes with increased by +10 mph (16 km) for 5
equipped with some enhancements BIO-E points. The speed can be
already in place. upgraded in this manner up to 10 times
Unique Abilities: (100 mph/160 km extra). Airborne flight
Webbed fingers and toes: Provides the speed is a quarter of the underwater
pilot with a +20% bonus to his\her speed.
Swimming skill or gives a base 40% Penalties: None, other than the need to
Swimming skill if Swimming is not be near water to feed.
possessed by the pilot. The webbing also
adds +5 mph to swimming speed when Lycan Host Armor
the Hydro-Jets are not used. By Snake eyes
Hydro-Jet Valves: A variant on the Class: Host Armor
Organic thruster upgrade, the Host Crew: One.
Armor has a series of water propulsion Level: One
valves mounted across its body. The Total Bio-E Used: 160
valves are positioned to allow the Host Bio-E Remaining: 45 (to be used on
Armor to speed through the water in ranged weapons etc.)
virtually any direction. The Hydro-jet Base M.D.C. By Location:
valves do enhanced leaping and very Hands (2): 60 each
limited flight capabilities on dry land, Arms (2): 120 each
but were not designed for this purpose. Legs (2): 180 each
Although they will function, the pilot Feet (2): 70 each
must keep in mind that overuse of the Head: 130
jets while on land can quickly make the Main Body: 270
Host Armor a sitting duck. Speed:
M.D.C.: The Hydro-jet valve ports have Running: 120 mph
1D4*10 M.D.C. each. Leaping: 20 feet high or 40 feet across
from a standing position
258
Digging: 20 mph through sand or dirt, +1 to dodge, +1 to pull punch and +3 to
but one quarter as fast through rock roll with fall.
or concrete. Bio-Weapon Systems:
Swimming: 30 mph Hand to Hand Combat:
Underwater Depth: 700 feet down Head-Butt: 1D6
Flying: Not possible Body Block: 2D6
Statistical Data: Punch: 3D6+6 M.D.
Height, Width and Length: Standard Kick: 2D8 M.D.
Weight: Adds 300 lbs. to the weight of
the pilot. MANDRILL CLASS HOST ARMOR
Cargo: None, other than what the By Snake eyes
character can carry Class: Host Armor
Physical Strength: 32, Splicer P.S. Crew: One Human Pilot
Production Cycle: Standard Total Bio-E Spent: 197
Lifetime: 45 years Bio-E Remaining: 3
Horror Factor: Standard Base M.D.C. by Location:
Bio-Regeneration: Super Arms (2): 147 each
Senses and Features: Standard for all Hands (2): 87 each
Host Armors, plus Legs (2): 207 each
Armored Eyes, Resistance to Kinetic Feet (2): 117 each
Energy/Attacks, Head: 157
Resistance to Lasers, Resistance to Main Body: 390
Physical Attacks, Armored Eyes (2): 10 each
Quick Clotting Blood, Elongated Speed:
Running Legs (dog-like), Running: 100 mph (160 km)
Large Claws (non-retractable), Medium Leaping: Can leap up to 20 feet (6.1m)
Sized Teeth, high,
Basic instinctive skills of Land or 40 feet (12.2 m) across
Navigation 70%, Track 65%, Digging: 20 mph (32 km) through sand
Track Animals 80%, Wilderness or dirt,
Survival 60%, Enhanced but one quarter as fast through rock or
passive nightvision (light amplification). concrete.
Range: 6000 feet Swimming: 30 mph (48 km/25.9 knots)
Penalties: Likes to hunt, stalk, and kill. Underwater Depth: The Host Armor can
Hates being penned up with withstand
Nothing to do. The pilot must make pressure up to 700 feet (213.4 m) down
regular fresh kills and needs Statistical Data:
To find enough food to sustain the Host Height: 2 feet added to the height of the
Armor. The character may pilot, arm
also exhibit a tendency to be aggressive. reach is an extra 4 feet (1.2 m)
Feeding/Metabolism: Carnivore Width: 3 feet (0.9 m) added to the pilot
Sleep Requirements: The suit requires Length: Adds 2 feet (0.6 m) to the pilot
2D4 hours of sleep/rest/inactivity Weight: +360 lbs. (135 kg)added to the
per day, generally during daylight hours. pilot's weight
Combat Bonuses: Bite does 5D8 M.D., Cargo: None, other than what can be
+3 initiative, +2 to strike, +1 to parry, strapped to the
259
Host Armor or carried Range: 1800 feet, but 900 feet
Physical Strength: 30 (Splicer/Robotic underwater
Strength) Rate of Fire: Each blast counts as one
Operational Lifetime: 50 year life span attack
Bio-Regeneration: 1D6 M.D.C. per Payload: Effectively Unlimited.
minute However firing more than 20
(or 6D6x10 M.D.C. per hour) for the Blasts per minute weakens the pilot.
main body, Bonus: +3 to attack on an aimed shot
1 M.D.C. per minute (or 1D6x10 per M.D.C. of Bio-Vent: 54
hour) for all 2. Medium-Ranged Spore Discharger
other locations. (Right Shoulder)
Horror Factor: 7 for humans and other Mega-Damage: 4D8, with a blast/splash
intelligent life forms; radius of 20 feet
none against the machines. Range: 600 feet
Senses & Features: The Host Armor has Rate of Fire: Each blast counts as one
all common Host attack
Armor features, plus, Radar, Chameleon Payload: Effective Unlimited
Skin, Increased M.D.C. (x2), Bonus: +2 to attack on an aimed shot
Reinforced Exoskeleton, Regeneration: M.D.C. of Spore Discharger: 60
Enhanced, Hands/Feet: Non-Skid Pads, 3. Super Light Cells (2-Forehead)
Prehensile Feet/Toes, Bio-Energy Mega-Damage: 1D10 each
Expulsion Vent (1), Medium Spore Rate of Fire: Each blast or volley counts
Discharger (1), as one attack
Super Light Cells (2) Range: 1000 feet
Omnivore Metabolism: Payload: Effectively Unlimited
Feeding: The Host Armor must eat from Bonus: +1 to attack on an aimed shot
20 to 30 lbs. Hand to Hand Combat: Rather than use
(9 to 13.5 kg) of vegetable and/or animal ranged weapons,
matter a day. the pilot may engage in hand to hand
Sleep Requirements: The suit requires combat:
1D6 hours of Restrained Punch: 1D4 M.D.
sleep/rest/inactivity per day, generally Full Strength Punch: 1D6 M.D.
during nighttime Power Punch: 2D6 M.D.
hours. Kick: 2D4 M.D.
Combat Bonuses: +1 attack per melee, Leap Kick: 2D8 M.D.
+2 to strike, +3 to
parry, +1 to pull punch, +5 to roll with Naga Host Armor
punch, +1 to entangle, By Snake Eyes
+4 on initiative, +1 to disarm, +2 to Class: Host Armor
automatic dodge, Crew: One.
W.P. Paired Weapons Level: One
Weapons: Total Bio-E Used: 178
1. Bio-Energy Expulsion Vent (Left Bio-E Remaining: 32
Arm) Base M.D.C. By Location:
Mega-Damage: 2D8+P.E. attribute of Hands (2): 100
pilot Arms (2): 140 each
260
Legs (N/A): Body Block:
Feet (N/A): Punch: 2D6 M.D.
Head: 170 Kick: N/A
Main Body: 422 Tail Slash: 4D6/8D6 M.D.
Snake Lower Body: 360
Combat Tail: 130 Neo-Beetle Host Armor
Speed: By Technogothic
Running: (slithering) 70 mph Parasitic Metabolism : +60 M.D.C., +2
Leaping: 20 feet high or 40 feet across Attacks, +3 Initiative, +2 Strike, +1
from a standing position Parry/Dodge, +4 Fall/Impact,
Digging: 20 mph through sand or dirt, +3 to Pull Punch, +2 to Disarm. Escape
but one quarter as fast through rock Artist 55%, Camouflage 50%,
or concrete. Wilderness Survival 70%
Swimming: 30 mph +40 Bio-E Points at Character creation.
Underwater Depth: 700 feet down Feeding: 2d4 Hit Points from Pilot per
Flying: Not possible Day of use. Can go 2d4 days between
Statistical Data: feeding.
Height, Width and Length: Standard Starting Bio-E Points = 3d6 x 10 + M.E.
Weight: Adds 500 lbs. to the weight of *12* Attribute + P.E. *14* Attribute +
the pilot. Metabolism Bonus == 180+12+14+40
Cargo: None, other than what the equals 236 Starting Bio-Points.
character can carry Gains an Additional 1d4 x 10 Bio-E per
Physical Strength: 40 level of experience
Production Cycle: Standard M.D.C. (main body) : 4d6 x 10 +60
Lifetime: 46 years MDC + Extra enhancements. +2d8+8
Horror Factor: Standard MDC per Level
Bio-Regeneration: Enhanced **Neo-Beetle= 300 +60 +30+30=20 =
Senses and Features: Standard for all 440 MDC Main Body
Host Armors ( Head ) : 277+7 = 284...+100 from
Plus, Armored Eyes, Nightvision Eyes, Head Mounted Omega Blaster = 384
Horn Defense, MDC
Ambidextrous, Legs (serpentine lower Features of the Host Armor:
body-14 feet long), Running : 60 mph + 1d6 x 10 mph = **
Combat Tail (sword/dagger tail), Quick 70 mph **
Clotting Blood, Leaping : 20 Feet High , 40 Feet across
Penalties: None from a Standing Position.
Feeding/Metabolism: Omnivore Digging : 20 mph through Sand and Dirt,
Sleep Requirements: Requires 1D6 but ¼ as fast through Rock or Concrete.
hours of sleep/rest/inactivity To dig down to adequately Hide from
per day, generally during nighttime enemies on the surface takes 3d6 melee
hours. rounds.
Combat Bonuses: See Splicers pg. 74 for Swimming : 30 mph
full combat bonuses Underwater Depth : 700 Feet down
Bio-Weapon Systems: Flying : Must be bought. **Neo-Beetle
Hand to Hand Combat: can FLY at ….100 mph, VTOL also.
Head-Butt: 3D6 M.D.
261
Height : Ads Two Feet to the Pilot’s Armored Head Crest-Horns ( 10 points )
Height plus an extra 3 feet from the Increased MDC : “3” +120 MDC Main
Horns Body, +30 MDC per location
**Pilot is 5’7” Tall. Host Armor is 10’7” Reinforced Exoskeleton : +30 MDC
Tall including its Horns… Main Body, +7 MDC per location (5
Weight : Adds 1d4 x 100+200 Pounds to points)
the weight of the Pilot. Head butt : +1d6 MD
**Neo-Beetle weights in over 800 Running Ram/Body Block : +3d6 MD
Pounds + Punches, Kicks, Elbows : +2d6 MD
Physical Strength : 4d6+10 = Splicer PS +1 Bonus to Roll with Punch, fall,
is equal to Robotic Strength Impact.
(Superhuman PS) Super Light Cells ( 8 ) : Each Forearm
**Neo-Beete has 34 + extra if bought. has 4 clusters of Super Light Cells. ( 88
Operational Lifetime : 2d10+40 years = points )
*rolled* 50 years 1d10 MD per Super Light Cell.
Bio-Regeneration : 2d6 MDC per Heat resistance ( 5 points )
HOUR for the Main Body and 1d4 MDC Enhanced Neurological Connections ( 20
per HOUR for all other locations is a points )
Free feature. Fully Functional Wings *Insect* ( 25
Horror Factor : 7 for Humans pints )
Senses & Features : ALL Host Armors Forearm Blades *2* ( 10 points )
have the Following for Free… 2d6 MD / 98 MDC per Blade
Advanced Sight equal to that of a Eagle Subtotal = 208 Bio-E Points…28 Bio-E
Passive Night Vision : 2000 ft Left Over…
Polarization Vision : reduces Glare Level 2 : +40 Bio-Points…+28 Bio-E
Sound Amplifying Hearing Points = 68 Bio-E Points
Sense of Taste and Smell Twice as acute Level 3 : +40 Bio-E Points … +68 Bio-E
as that of a human Points = 108 Bio-E Points
Sense Magnetic North at all times Omega Blaster ( 80 Points ) : Located In
Project the Pilot’s voice at 80 decibels the center Head Horn, which houses the
(loudspeaker) weapon for addition protection. +100
Shielded from High Intensity Sound, MDC to the Head Location
Radiation, and Normal Fire, Heat, and 2d8 x 10 MD, 5000 Foot Range; nearly
Cold One Mile.
The Host Armor purifies the AIR before +2 to Strike on Aimed Shot
it is passed on to the Pilot removing all Level 4 : +40 Bio-E Points +28 Bio-E
toxins, poisons and impurities before it Points +12 for outstanding performance
is breathed from the Warlord = 80
The Host Armor Also has a built in Bio-E Points
system of Gills Organic Rockets 15 rockets ( 75 Points )
Special Communications : Bio-Comms He can conceal his rockets under his
built in the Host Armor, 6 Mile range. exoskeleton plates
BIO-Spending on FEATURES : Level 5 +40 Bio-E Points +5 Bio-E
Armored Eyes ( 10 points ) Points = 45 Bio-E Points
Underwater eyes ( 5 points )
262
Ultra Upgrade for the Organic Rockets : sleep/rest/inactivity per day, generally at
30 rockets *15 per shoulder* ( 10 night, but the pilot will need more then
points ) that (typically six hours).
Omni-Upgrade for the Omega Blaster : Color of Host Armor: Soft to dark blues
doubles range, 10,000 ft Range now. ( 0 or greens, often with silver or white
points ) highlights and markings.
Level 6 +40 Bio-E Points +10 Bio-E for Special Senses: The Host Armor is
Heroic Efforts for the House. = 50 Bio-E equipped with advanced senses that offer
Points the following abilities:
Mega-Upgrade for the Omega-Blaster. • Taste blood and foreign chemicals up
Doubles damage, 4d8 x 20 MD now to a mile away when in the water
I got to Level 6 before we stopped. • Track a blood scent/trail to its source;
i Based my Host Armor off of this 70%+2% per level when in water. The
Model/Action Figure : Host Armor can attempt to follow the
http://www.hlj.com/images/max/ scent in the air at half normal
max06017.jpg percentage.
I Placed the Omega-Blaster in the • The Host Armor can always sense
HEAD. magnetic north, similar to a dolphin or
I know, i know chest only. But i was whale. Damage to the head will
going for a cool look. temporarily (3D4 minutes) disrupt this
If i could have made it to Level 8 i ability, however, it will eventually
would have bought another Omega- return.
Blaster for the stomach area. I was • Underwater Sense: The Host Armor
ignoring the Leg Super-Light Cells the can instinctively sense the direction of
figure might have needed... ocean currents, changes in the current,
I thought about Re-designing this guy approximate current speed, and have an
though. accurate idea of depth, even in total
Replace the Omega-Blaster with a Heat darkness.
Projection cannon instead. and save the Other than these, the suit possesses no
Omega-Blaster for the stomach weapon. enhanced senses unless purchased with
I'd save alot of Bio-Points that way too Bio-E.
at first. Bonus Bio-E Points: 20 additional Bio-E
points
Piscivore Host Armor Bite Damage: 3D8 M.D.; the head
The Piscivore is a version of the typically has a large, shark-like mouth
Carnivore that feeds primarily on fish filled with sharp teeth.
and, on occasion, other smaller forms of Bonuses When Underwater: +2 on
sea life. The Piscivore, unlike the initiative, +1 to strike and +2 to dodge.
Limnivore, was designed as an aquatic In addition, the Host Armor can survive
front line trooper capable of holding its depths of up to 2 miles unaided.
own with any of the standard land based Webbed fingers and toes: Provides the
metabolisms. pilot with a +20% bonus to his\her
Feeding: The suit eats from 10 to 20 lbs Swimming skill or gives a base 40%
(4.5 to 9 kg) of fish a day. Swimming skill if Swimming is not
Sleep Requirements: The Host Armor possessed by the pilot. The Host Armor
requires 1D4 hours of
263
must have fingers and toes. The webbing bonus of +5 to save vs. any poisons or
also adds +10 mph to swimming speed. toxins and is completely invulnerable to
BIO-ENHANCEMENTS acidic damage and effects (all are simply
Adaptive Digestive System: The Host resisted or converted into useful
Armor’s digestive system is modified to nutrients.)
the point that it can swallow and digest In addition, the Host Armor’s teeth and
most substances without harm. The jaws are super strong, allowing it to bite
digestive tract can extract the needed and swallow any materials. The Host
nutrients and materials; in essence, the Armor receives a bonus of +2D8 M.D.
Host Armor becomes an eating machine, to bite damage.
able to digest items its original Lastly, the Host Armor gains an extra 50
metabolism would not support. pounds in weight as the digestive tract is
Effects: With this enhancement, the Host modified to handle the new abilities.
Armor will be able to feed off materials Additionally, for each extra metabolism
as if it had the appropriate metabolism. added, the Host Armor gains an
For example, Carnivore could feed off of additional 10 pounds.
dirt and rocks as if it were a Lithovore, Penalties: Though the Host Armor can
Herbivores could drink blood, etc. This consume other materials, it can only do
ability does not confer any of the so for a limited time before it begins to
bonuses, abilities, or instinctive skills of suffer from malnutrition. A Host Armor
the other metabolisms, only the ability to can consume materials other than the
feed and digest the appropriate matter. original metabolism 2 days+one day for
The Host Armor will still retain the every level of experience. After that,
advantages and instinctive skills of its unless the feeding requirements are met,
original metabolism. Note that the the Host Armor will begin to feel the
amount of food required per day remains effects of malnutrition: every day after
the same as the original metabolism. this period without feeding on materials
An interesting side effect of the from the original metabolism, the Host
modification is that the Host Armor’s Armor loses 40 M.D.C. from the main
flesh becomes relatively toxic; much of body and 10 M.D.C. from all other
its cellular structure is contaminated locations. Furthermore, after 5 days past
with various materials. Any being the final "safe" day, the Host Armor’s
actually swallowing or consuming tissue attributes, attacks per melee, and
from the Host Armor must save vs. non- bonuses are reduced to half and after 10
lethal poison (16 or better) or become days they are reduced to one! 14 days
violently ill. The victim will suffer past the final "safe" day without
intense nausea, vomiting, and dry heaves satisfying the original metabolism
for 1D4x10 melee rounds. Vomiting is requirements, the Host Armor will be
so intense that victims are all but dead. However, once the Host Armor
incapacitated. While sick, victims are -8 meets the feeding requirements, it will
on initiative and -5 to strike, parry, and be restored to full strength in only 24
dodge. hours.
Bonuses: Aside from the obvious Because of the extreme modifications
advantage of eating almost anything, the necessary, there is a severe decrease in
Adaptive Digestion offers a few other the Host Armor’s sense of taste (reduce
bonuses. The Host Armor receives a any applicable skills by 30 %.)
264
Pre-Requisites: Much like a newborn Armor's bite damage. While locked, the
infant, low level Host Armors require Host Armor can do no defensive moves;
certain chemicals and nutrients that can it must concentrate entirely on inflicting
only be found in their original damage. Releasing the lock jaw attack
metabolisms. Once the Host Armor has counts as one melee action and can be
matured enough, its physiology can done at any time.
handle the necessary modifications. The The victim of a lock jaw attack cannot
Host Armor must be at least 4th level reduce damage by using Roll with
before it can choose this modification. punch. Nor can they attempt to dodge or
Furthermore, the Host Armor's original parry if the initial attack is successful;
metabolism must be one that requires the victim is held fast in the jaws of the
active eating; thermosynthetic, Host Armor. The victim can, however,
photosynthetic or other passive forms of continue to attack with any free limbs or
metabolism can have this modification. weapons, or try to break free. Getting
BIO-E COST: 50 for the initial out of a lock jaw requires pure brute
modifications; this allows the Host strength. The victim (and anyone
Armor to choose one metabolism in helping) must at least equal the Splicer’s
additional to the original. Each PS. Everyone involved, the victim, any
additional metabolism costs 10 Bio-E. helpful friends, and the attacker all roll a
Like all upgrades, it must be added at a 20 sided die and add that roll to their
subsequent level of advancement, not the P.S. attribute (or combined P.S.) Highest
initial modification. P.S. wins. If the attacker wins, the lock
Lock Jaw jaw attack can continue. If the victim (or
The Host Armor’s teeth and jaws are friends) win, the lock jaw is forced off.
increased to monstrous proportions and Bonuses: For purposes of the Lock Jaw
outfitted with a “locking jaw” attack, the Host Armor may add +5 to its
physiology. Not only can the Host P.S. NOTE: This is only for Lock Jaw
Armor inflict tremendous damage with a combat rolls and is not an increase of
bite, but the “lock jaw” ability allows the P.S.
Host Armor to maintain its grip and Penalties: The teeth and mouth are
continue to bite the target. overly large and impossible to hide. Due
Mega-Damage: The Host Armor’s to the modifications, the Host Armor has
mouth is greatly enlarged with large, an unsightly tendency to slaver and
protruding teeth on the upper and lower drool. Any skills requiring speaking
jaw. These massive canines add +4D8 suffer a -25% penalty.
M.D. to bite damage and allow the “lock Prerequisites: The Host Armor must
jaw” attack. have a mouth to have this feature. In
The lock jaw attack must be announced addition, the Host Armor must have
before any dice are rolled. Attack and some kind of Fangs, Tusks, or Saber
parry/dodge rolls are resolved as normal. Teeth (even small ones.)
If the attack is successful, the target is Bio-E Cost: 30
held fast and subject to further damage. NOTE: The following are exclusive to
Once locked, the Host Armor can House Branton. These items can be
continue to shake and squeeze to inflict purchased or given in trade from the
bite damage; each squeeze counts as a House, but they are not yet readily
melee action and inflicts the Host available outside of the House.
265
‘Predator’ Host Armor Penalties: See Splicers book pg. 75 for
By Snake eyes full range of penalties
Class: Host Armor Feeding/Metabolism: Thermosynthetic
Crew: One. Sleep Requirements: The suit does not
Level: One require sleep, though the pilot does.
Total Bio-E Used: 173 Combat Bonuses: +30 mph, APM +1,
Bio-E Remaining: 7 Initiative +2, Strike +2, Parry +2,
Base M.D.C. By Location: Dodge +2, Pull Punch +2 (when air
Hands (2): 60 each temperature is above 75 degrees
Arms (2): 120 each Fahrenheit)
Legs (2): 180 each (Does not include the natural +1 strike,
Feet (2): 70 each parry, and dodge)
Head: 120 Bio-Weapon Systems:
Main Body: 280 Retractable Forearm Blades (2-right
Forearm Blades (2): 88 arm):
Light Gore Cannon: 80 Damage: 1D6x10 M.D.
Spikes (2 per launcher): 8 each Bonuses: +2 strike, +1 parry, +1 disarm,
Speed: +1 pull punch
Running: 100 mph Light Gore Cannon (right shoulder):
Leaping: 20 feet high or 40 feet across Damage: 4D8+2 M.D.
from a standing position Range: 1000 feet (305 m).
Digging: 20 mph through sand or dirt, Rate of Fire: Single blasts
but one quarter as fast through rock Payload: 50 blasts per full meal over a
or concrete. 24 hour period
Swimming: 30 mph Bonus: +1 to strike.
Underwater Depth: 700 feet down Spike Launchers (3-left arm):
Flying: Not possible Damage: 2D4 M.D. for a single spike, or
Statistical Data: 2D8 M.D. for
Height, Width and Length: Standard two simultaneous spikes.
Weight: Adds 300 lbs. to the weight of Range: 200 feet (61 m)
the pilot. Rate of Fire: one or two at a time
Cargo: None, other than what the Payload: Two per launcher, spikes
character can carry regrow after 8 hours.
Physical Strength: 33, Splicer P.S. Bonus: +1 to strike
Production Cycle: Standard Hand to Hand Combat:
Lifetime: 54 years Head-Butt: 1D6
Horror Factor: Standard Body Block: 2D6
Bio-Regeneration: Standard (Basic) Punch: 1D6 M.D.
Senses and Features: Standard for all Kick: 2D8 M.D.
Host Armors, Armored Eyes,
Nightvision, Stealth Field, Forearm RHINOX Host Armor
Blades, Light Gore Cannon, By Technogothic
Non-Skid Pads, Spike Launchers, Features of the Host Armor:
Thermo-imaging/infrared/ultraviolet Running : 60 mph + 1d6 x 10 mph = (70
vision enhancements (all with a 1200 mph)
foot/366 m range).
266
Leaping : 20 Feet High , 40 Feet « removing all toxins, poisons and
across from a Standing Position. impurities before it is breathed
Digging : 20 mph through Sand and Dirt, *The Host Armor Also has a built in
but ¼ as fast through Rock or Concrete. system of Gills
To dig down to adequately Hide from Special Communications : Bio-Comms
enemies on the surface takes 3d6 melee built in the Host Armor, 6 Mile range.
rounds. MDC By Location :
Swimming : 30 mph Main Body “300”: “600” : +440 = 1240
Underwater Depth : 700 Feet down ¯ MDC
Flying : Must be bought. *Head “140” : “280” : +77 = 497 MDC
Height : Adds three Feet to the Pilot’s Legs “190” : : +77 = 267 MDC
Height *Pilot is 5’7” Tall. Host Armor is *Feet “90” : : +77 = 167 MDC
8’7” tall Arms “130” : : +77 = 207 MDC
Weight : Adds 1d4 x 100+200 Pounds to *Hands “70” : : +77 = 147 MDC
the weight of the Pilot.**Rhinox weights Host Armor Metabolism :
in over 930 Pounds + Pilots weight = Herbivore +20 bio-e
around 2,000 !! Feeding : 30-50 pounds of plants
Physical Strength : 4d6+10 = Splicer PS Color : grayish green
is equal to Robotic Strength Special senses : Enhanced Hearing
(Superhuman PS)**Rhinox has 34 +5+2 Able to hear a whisper 900 ft away
PS = 41 Bonuses: +4 initiative +2 Parry, Roll, +3
Operational Lifetime : 2d10+40 years = Dodge.
*rolled* 50 years Skills : Land Navigation 70%, Identify
Bio-Regeneration *Basic*: 2d6 MDC plants and fruits 90%, Wilderness
per HOUR for the Main Body and 1d4 Survival 60%
MDC per HOUR for all other locations Bio-E Enhancements :::::
is a Free feature. Large HORN (1) :
Ä Bought Super-regeneration, see +3 Parry with Horn
Powers… +3d6 MD Head Butt damage
Horror Factor : 7 for Humans Fire Breath :
Senses & Features : ALL Host Armors 3d12 MD Damage
have the Following for Free… 30 feet range
*Advanced Sight equal to that of a Eagle +3 Strike, Counts as Two Attacks
*Passive Night Vision : 2000 ft Elongated Arms :
*Polarization Vision : reduces Glare +5 PS, +4 feet reach
*Sound Amplifying Hearing Increased MDC : 10 pts per increase
*Sense of Taste and Smell Twice as +40 MDC per increase to Main Body
acute as that of a human +7 MDC to all locations per increase
*Sense Magnetic North at all times -05% To Acrobatic, Gymnastics, Prowl,
*Project the Pilot’s voice at 80 decibels & Swimming per increase.
(loudspeaker) + 30 pounds per increase
*Shielded from High Intensity Sound, **+440 MDC main body**
Radiation, and Normal Fire, Heat, and **+77 MDC to all locations
Cold ** -55% to swimming, & skills noted
*The Host Armor purifies the AIR ** + 330 pounds to Host Armor Weight
before it is passed on to the Pilot
267
Reinforced Main Body “shoulders” & Crush / Squeeze : “1d4” + 1d6 MD
Head Pin / Incapacitate : on rolls of 18, 19,
Double “base” MDC of the Location 20...
+1d6 MD to Head Butts, Body Victims are held in a way as they cannot
Blocks/Tackles attack or move
Resistance to Lasers : Head Butt : “3d6” +1d6+3d6 MD = 7d6
½ damage from lasers - all lasers MD in armor
Resistance to Heat
½ damage from MDC heat/fires Rock Sloth Host Armour
Tolerate Extreme Heat. Temperatures By Shaka
As hot as 140° degrees have no effect. Concept: Long term, stealth sentinel.
Resistance to Cold Class: Host Armour
Magic & Super cold ½ damage Crew: One.
Tolerate up to 0° degrees no effect. Level: One
Armored Eyes Total Bio-E Used: 200
MDC of eye : 10 per eye Bio-E Remaining: 0
Underwater Eyes Base M.D.C. By Location:
See underwater perfect Hands (2): 124
Anti-glare oils Arms (2): 137
See at dim depths up to 600 feet Legs (2): 147
Floating Air Bladder Feet (2): 97
Control one’s depth.¯ Head: 107
Up to 3000 ft underwater Main Body: 280
Float on surface unlimited number of Speed:
days… Running: 110 mph
Will not contract the Bends ever… Leaping: 40 feet high or 60 feet across
Super-Regeneration from a standing position
ÄEnhanced Regeneration Digging: 20 mph through sand or dirt,
Heals 2d6+3 MDC per Melee round !! but one quarter as fast through rock
Will regrow pilots limbs if severed while or concrete.
inside the armor in 4d6+12 days. Climbing: 37 mph
Will regrow Fingers, toes, ears, nose in Swimming: 30 mph
4d6+12 hours. Hand Feet in 6d6+40 Underwater Depth: 700 feet down
hours. Cannot regenerate a brain or Flying: N/A
heart, will regenerate a sick or diseased Statistical Data:
heart or brain though. Height, Width and Length: Standard
Increased Strength with an extra 4 ft reach.
+2 Splicer PS Weight: Adds 430 lbs. to the weight of
Host Armor Melee PS 41 Damages :: the pilot.
*Restrained Punch : 1d6 MD Cargo: None, other than what the
*Full Strength Punch : 3d6 MD character can carry
*Power Punch : 1d6x10 MD *2 attacks* Physical Strength: 27 Splicer/Robotic
*Kick : 5d8 MD Production Cycle: Standard
*Leap Kick : 1d8x10 MD *2 attacks* Lifetime: 43 years
ATTACKS Horror Factor: Standard
Body Block / Tackle : “1d4” +1d6 MD Bio-Regeneration: Standard
268
Senses and Features: Standard for all Damage: 1D10 per blade thrown,
Host Armors, plus enhanced amplified maximum of three thrown at a time for
hearing: able to hear whisper at 900ft 3D10.
(274.3 m) away, Extra eyes (1 additional Range: 80ft
pair; compound, located on shoulder Payload: 20 blades, 2d4 +24 hours to
blades), Increased MDC (x1), regrown when removed
Chameleon Skin, Reinforced
Exoskeleton, Resistance to Cold, Seraphim Host Armor
Righting Reflex, Non-skid pads (hands By Snake eyes
and feet), Suction cups/Griping Hairs Class: Host Armor
(hands and feet), Medium non- Crew: One.
retractable climbing claws (2; hands), Level: One
Armoured Skin: Hands, Elongated Arms Total Bio-E Used: 195
(+4ft reach), Reinforced Knuckles, Bio-E Remaining: 15
Enhanced leaping ability (+20ft), Base M.D.C. By Location:
Casting thrower, Spines and Blades (10 Hands (2): 50 each
along forearm/kunckles, both sides). Arms (2): 120 each
Penalties: See Splicers pg. 73 Legs (2): 160 each
Feeding/Metabolism: Herbivore Feet (2): 60 each
Sleep Requirements: Requires 1D4 Head: 120
hours of sleep/rest/inactivity Main Body: 250
per day. Armored Eyes (2): 10 each
Combat Bonuses: See Splicers pg. 73 for Bio-Force Field: 130
details, plus the following summary: Wings (6): 50 each
+4 Initiative, +3 Parry, +1 Strike, +5 Bio-Energy Vents (2): 50 each
Dodge, +5 Roll with Fall/Impact, +1 Speed:
Pull punch, +10% Maintain Balance Running: 100 mph
Bonus Skills: ID Plants/Fruit 90%, Land Leaping: 20 feet high or 40 feet across
Navigation 70%, Wilderness Survival from a standing position
60%, Climbing 70% (or +50% if known Digging: 20 mph through sand or dirt,
by pilot). but one quarter as fast through rock
Bio-Weapon Systems: or concrete.
Bite: 1D8 MD Swimming: 30 mph
Head Butt: +1D6 MD Underwater Depth: 700 feet down
Running ram/Body Block +3D6 MD Flying: 100 mph
Punch: 7D6+6 MD (including claws/arm Statistical Data:
enhancements) Height, Width and Length: Standard
Power Punch: 9D6+6 MD (including Weight: Adds 300 lbs. to the weight of
claws/arm enhancements) the pilot.
Kick: 2D4+2D6 MD Cargo: None, other than what the
Casting Thrower (1): character can carry
Damage: 1D8 per single shot, 3D8 per Physical Strength: 30 Splicer PS
three round Burst Production Cycle: Standard
Range: 1200 ft Lifetime: 40 years
Payload: 60 pellets Horror Factor: Standard
Spines and Blades (20) Bio-Regeneration: Enhanced
269
Senses and Features: Standard for all Digging: 20 mph (32 km) through sand
Host Armors or dirt,
Plus, Armored Eyes, Enhanced Sight, but one quarter as fast through rock or
Bio-Force Field, concrete.
Resistance to Kinetic Energy/Attacks, Swimming: 30 mph (48 km/25.9 knots)
Resistance to Lasers, Underwater Depth: The Host Armor can
Wings (3 pair) withstand
Penalties: None pressure up to 700 feet (213.4 m) down
Feeding/Metabolism: Omnivore Statistical Data:
Sleep Requirements: requires 1D6 hours Height: 2 feet added to the height of the
of rest/inactivity pilot, arm
Per day, during the nighttime hours reach is an extra 4 feet (1.2 m)
Combat Bonuses: See Splicers pg. 74 Width: 3 feet (0.9 m) added to the pilot
Bio-Weapon Systems: Length: Adds 2 feet (0.6 m) to the pilot
Bio-Energy Expulsion Vents (2) Weight: +300 lbs. (135 kg)added to the
Range: 1800 feet (900 feet pilot's weight
underwater) Cargo: None, other than what can be
Damage: 2D8 + P.E. value strapped to the
Payload: Effectively Unlimited (but Host Armor or carried
firing more than 20 blasts per Physical Strength: 30 (Splicer/Robotic
Minute weakens the pilot) Strength)
Operational Lifetime: 50 year life span
SIMIAN CLASS ARMOR Bio-Regeneration: 1D6 M.D.C. per
By Snakeeyes minute
Class: Host Armor (or 6D6x10 M.D.C. per hour) for the
Crew: One Human Pilot main body,
Level: six [6] 1 M.D.C. per minute (or 1D6x10 per
Total Bio-E Spent: 360 hour) for all
Bio-E Remaining: 0 other locations.
Base M.D.C. by Location: Horror Factor: 7 for humans and other
Arms (2): 82 each intelligent life forms;
Hands (2): 47 each None against the machines.
Legs (2): 162 each Senses & Features: The Host Armor has
Feet (2): 67 each all common Host
Head: 107 Armor features, plus, Chameleon Skin,
Main Body: 330 Reinforced Exoskeleton,
Prehensile Tail: 65 Armored Eyes, Enhanced Regeneration,
Armored Eyes (2): 10 each Ambidextrous,
Screamer Grenades [28]: 6 each Resistance (cold, heat, kinetic attacks,
Casting Launcher: 60 physical attacks),
Speed: Enhanced Neurological Connections,
Running: 100 mph (160 km) Quick Clotting Blood,
Leaping: Can leap up to 20 feet (6.1m) Righting Reflex, Elongated Arms, Non-
high, Skid Pads (feet),
or 40 feet (12.2 m) across Prehensile Feet, Prehensile Tail.
270
Feeding: The Host Armor must eat from the pilot may engage in hand to hand
20 to 30 lbs. combat:
(9 to 13.5 kg) of vegetable and/or animal Restrained Punch: 1D4 M.D.
matter a day. Full Strength Punch: 1D6 M.D.
Sleep Requirements: The suit requires Power Punch: 2D6 M.D.
1D6 hours of Kick: 2D4 M.D.
sleep/rest/inactivity per day, generally Leap Kick: 2D8 M.D.
during nighttime
hours. Vampyre/Night Stalker Host Armor
Combat Bonuses: +1 attack per melee, By Snake eyes
+2 to strike, +3 to Class: Host Armor
parry, +1 to pull punch, +5 to roll with Crew: One.
punch, +1 to entangle, Level: One
+4 on initiative, +1 to disarm, +2 to Total Bio-E Used: 120
automatic dodge, Bio-E Remaining: 90
W.P. Paired Weapons Base M.D.C. By Location:
Weapons: Hands (2): 60 each
1. Super Light Cells (2): mounted on the Arms (2): 100 each
left arm Legs (2): 150 each
Mega-Damage: 2D10 per dual shot Feet (2): 70 each
Rate of Fire: Each blast or volley counts Head: 110
as one Main Body: 250
melee attack. Leather Wings: 50 each
Maximum Effective Range: 1000 feet Speed:
(305 m) Running: 100 mph.
Payload: Effectively Unlimited Leaping: 20 feet high or 40 feet across
Bonus: +1 to attack on an aimed shot from a standing position
2. Casting Launcher: mounted on the Digging: 20 mph through sand or dirt,
right shoulder but one quarter as fast through rock
Mega-Damage: 3D8 per shot; 1D8x10 or concrete.
per four round Swimming: 30 mph
burst. Underwater Depth: 700 feet down
Maximum Effective Range: 1400 feet Flying: Not possible
(427 m) Statistical Data:
Payload: 60 castings/rounds Height, Width and Length: Standard
Bonus: +1 to strike on an aimed shot Weight: Adds 300 lbs. to the weight of
3. Screamer Grenades: the pilot.
Mega-Damage: 2D12 per grenade (20 Cargo: None, other than what the
foot blast) character can carry
Maximum Effective Range (Thrown): Physical Strength: 33 Splicer/Robotic
100 feet (30.5 m) Production Cycle: Standard
Payload: 28 grenades (6 per side; 8 on Lifetime: 45 years
the lower back; Horror Factor: Standard
8 on the stomach) Bio-Regeneration: Super
4. Hand to Hand Combat: Rather than Senses and Features: Standard for all
use ranged weapons, Host Armors
271
(see Splicers pg. 75 for Vampiric special Section 3. Houses
senses),
Appalachia
Armored Eyes, Night Vision, Circadian
By Ggtw21
Rhythms,
House Appalachia is a minor house that
Quick Clotting Blood, Bat-like Wings,
is located in the foothills and mountains
Medium Claws,
of what they think is the old east coast of
Retractable Fangs,
the United States. The house has six
Penalties: see Splicers pg. 76
underground villages scattered
Feeding/Metabolism: Vampiric
throughout the old Virginia/West
Sleep Requirements: Does not require
Virginia territory. This is done to keep a
sleep, but needs to rest
lower profile as well as to make sure that
2D4x10 minutes after feeding
if N.E.X.U.S. makes a strike against one
Combat Bonuses: +2 on initiative, +3 to
the others will escape. The main house is
strike, +2 to parry
located the deepest with the fewest
+3 to pull punch, & base predatory
routes to the surface but has small
instincts that provide
service and transport tunnels leading to
Track 60%, Prowl 60%, and Track
the other villages. Each village is led by
Animals 70%
an experienced senator from the main
Bio-Weapon Systems:
house; most senators have broad powers
Hand to Hand Combat:
over mission profile and resource
Head-Butt: 1D6 M.D.
acquisition with the house Senate
Body Block: Same as pilot
running oversight and the Warlord
Punch: (Claws): 3D6 M.D.
detailing specific missions and
Kick: 2D8 M.D.
objectives.
Bite: 2D8 M.D.
Appalachia Base is the main village with
villages Greenfield, Sexton, Coldbreath,
Hinton, and Moseley being the others.
Appalachia Base being the first fall back
point at the beginning of the resistance
used to be an old coal mine with its
upper levels mostly intact. As home to
20,000 people it has by far the largest
population of humans for 1,200 miles.
Having the only Gene-Pools in the house
it is of vital strategic importance, thus
most of the house’s Dreadguard stay in
the base full time. All access tunnels are
made to be collapsed in an instant should
the Machine ever get this far. As a final
failsafe in the event that the base has to
be evacuated to Moseley, in a sealed
room only accessible by the house’s
techno-jackers is maybe the only nuclear
device still in human hands. Centuries
old it is still believed to be in working
order.
272
Greenfield is the smallest and the closest creature alive have failed. The village
to any strategic locations on the eastern Senator has requested Pack-masters and
side of the mountains. But with only Outriders to be detailed to aid in finally
1,000 permanent residents it is more of a collecting samples from this beast.
staging area than proper village. Its Moseley was founded for only one
senator has requested to be the next purpose, to be the houses fall back point.
village to receive a Seedling as well as Having the house’s only Seedling its
be the next location for a Gene-Pool to population of 5,000 is over 25%
streamline mission turn around. Geneticists. Their purpose is to aid in the
Sexton is located deeper in the foothills growth of the Seedling to be able to
surround the mountain range and has house the entire House if it is so
moderate access to three separate retro- required. With 10% of all supplies going
villages, thus its use as a recruiting into warehouses, it is estimated that in
station calls for a population of close to fifteen years the Seedling will be able to
5,000, mostly for the training and house a total population of 70,000
acclimating of retro-villagers to bio-tech citizens. To aid in keeping Moseley safe
weapons and devices. Sexton is currently there is only one tunnel leading to the
having a problem with recruitment from village directly from Appalachia base.
two of the retro-villages because of All bio-tech comes from the main house
massive patrols being run by the as it currently has the houses three
Machine. The third village’s patrols are Engineers and the current two
still the same; Siren infiltration into the Librarians. The house used to have three
village is suspected but not confirmed. Librarians but First Librarian Kerstin’s
Coldbreath is located on the highest peak megalomania and paranoia reached
in the area and is populated with 8,000 unacceptable levels when she tried to
residents, used as an observatory to have her own Scarecrows murder the
monitor Machine movements; no other two Librarians, Analee and Mako.
missions are launched from the peak to Thus she was put down and her
preserve its camouflage. Seen from Scarecrows adopted by the remaining
above and the outside the peak shows no two. With only three Saints currently
signs of life or even habitation, inside gestating, Appalachia Base has cancelled
however it hosts some of the most all missions and is currently in defensive
powerful optics that can be grown as mode until further notice. The other
well as a few techno-jackers with villages are currently taking up the slack
electronics running image enhancing until such time as either another
software. Librarian or Gene-Pool is birthed with
Hinton is located the closest to both a only biomass supplies going in and bio-
Nature Preserve and a Boneyard, thus it tech coming out of the transport tunnels.
has the highest amount of the house’s
Harvesters among its 9,000 residents.
Since most Harvester escorts are House
Militia, few if any lay-about’s last long
in Hinton. Currently the Gaia personality
had released a new apex predator into
the preserve, but all missions to either
collect a DNA sample or capture the
273
Arkham Ash
By Technogothic By Ziggurat
This house start out taking in rejects “Great House Ash” as it is called is the
from other houses. The criminals and remnants of what could have been the
insane. Before they became a "House" second Barren Marsh. However, shortly
they stole another houses' insane after the triumph of the Barren Marsh,
Librarians after it reproduced...The NEXUS stepped up its activity and
house they stole it from was glade the hostility greatly. The headstrong and
old one was gone due to it's insanity. foolhardy houses of AOI 94 responded
Only a few of its scarecrows saught out with a full out assault. Their failure was
their old master. ruinous. Of the seven resistance
Now this house is all Biotics...The strongholds in AOI 94, 5 survived, with
librarian turned the entire population in only 2 relatively unscathed. The two
Biotics as an experiment of madness. mostly intact Houses, The Techno-
Noone in the House cares about this fact Jacker Enclave and The Cornucopia
for some reason. But having over were essential in the survival and
25,000+ Biotics has survered them well recovery of the 3 remaining shattered
in fact. Only childred under the age of Houses. What rose from the ashes were
16 are not enhanced. AQll surver in the 3 biotitans of the resistance, Hope,
Fightinh Forces when called for. Those Phoenix, and Everlast. Together they
that are not Active Duty see their Biotic rallied and due to their extreme
enhancements as a boon to their work. proximity they united under one banner,
Stronger Fast and tougher than any for vengeance and glory. Now they wage
normal human. They dont have the need warfare on the machine, rampaging
for special tools or the like. They use across the surface like wild animals.
their Bodies. Looked down upon for their rampant
The House is Ruled by a Powerful Biotic fanatic violence, extreme measures, and
named : Mr.J ..... almost psychotic glee in fighting Nexus.
He has a Council of *Rogues* he uses to Nevertheless, they are praised for their
Help him rule the House. prowess and seemingly impossible force
Each of them is the Head of a huge projection, as well as for appearing to
Ganglike network of other Biotics of have the machine on the ropes.
course. The Enclave
The Librarian and his 2 dozen Composed entirely of Techno-Jackers.
Scarecrows, which the Scarecrows Always recruiting, infiltrating retro-
server on the council also, but only One villages, and “liberating” TJ youths from
at a time attends the meetings. other houses. Many Splicers Houses
This House is Very erratic in behavior, willingly give up their suspected or
and enjoy raiding other Houses to loot known technojacker youth, whereas they
from and steal their prisoners and insane are bought or stolen from others.
to boost their own numbers. Currently making good use of a Golden
About 75% of the Population is on Age military bunker with full amenities.
Active Duty at any given time. Receiving raw materials and food from
They rotate shifts throughout the year as the cornucopia in exchange for finished
to which 25% is off duty. products, weapons, and armor.
Maintains entertainment for other
274
houses, runs interference on Nexus their smaller population and undersized
activities, and gathers information for Seedling. The majority of Cornucopia’s
joint strikes. Possesses Golden Age excess production is funneled directly
military tech, as well as refitted/rebuilt into their Genepools and Seedling in
NEXUS vehicles and platforms. The desperate need for the upkeep and
Enclaves ability to meet NEXUS on production Ash needs to sustain this war,
their terms and fight them at their own much less win. Hope’s ability to upkeep
game while coming away stronger and outfit not only themselves, but also
means they are the most vital of the the other excess of the other two
lesser houses of Ash. biohouses makes them the most essential
The Cornucopia of all Ash Houses. Without Hope, the
A fairy tale in making the best of a bad other Houses would face losses faster
lot, the cornucopia is like all other than they could be replaced.
biotech oriented Houses, with one Everlast is the largest seedling and
exception. A fatal, transmissible boasts most of the civilian populace at
mutation in all their engineers and 75% noncombatants. They hold two
librarians. They are completely unable to Librarians and seven Engineers. It is the
use any of the common biotech of the final bastion of Ash. If they lose this
resistance, and any interaction between mad gambit Everlast is where they will
what they have and common biotech retreat till they can try again.Everlast has
infects the common tech and spreads the duplicates of all knowledge and
malfunction. All of their Librarians are information resources the other houses
undersized, lobotomized pathetic things. collect, and exists as a repository for the
Their two engineers are not lobotomized culture of Ash. It also boasts the storage
but they might as well be for they can of all immature and unbonded Saints,
only work with plant DNA, and only Librarians, Genepools, and Engineers.
with prebuilt schematics. None of their Clearly, the cultural significance,
biotech can be altered once grown. Still, collected knowledge of both mechanical
they have made the best of things. The and biological technology, and ability to
one thing they have is a truly obscene repopulate Ash makes Everlast the most
amount of resources. Fungus that can vital of its siblings.
replace meat and takes months to spoil, Phoenix is the second largest of the
more vegetation than you can shake a seedlings, proud to house two Librarians
Seedling at, and even special plants that and eleven Engineers, is the military arm
can leach precious metals from the soil of the Houses of Ash. Responsible for
for easy collection. They produce the overseeing deployment and maintenance
massive amount of biomatter and raw of Ash’s two surface military bases, as
materials that Ash needs to function. The well as it’s many outposts. Phoenix has
Cornucopias massive production of no civilian population. The majority of
resources and ability to single handedly the firepower and all of the battle plans
maintain the other 4 Lesser Houses come from Phoenix. Held in the highest
signifies them as the most vital of the of respect by the other Houses, those
Houses of Ash. who are members of Phoenix set aside
Hope is the Manufacturing powerhouse their Humanity to better battle the
of Great House Ash. Their 5 Librarians machine. They augment themselves with
and 16 Engineers more than make up for little restraint, caring only to resemble
275
who they once were. This sacrifice and Printing Press, Technojacker Jury-
many others are spared the remaining Rigging.
Houses of Ash. Phoenix alone has the F. Internal Control: Oppressive Laws,
drive and dedication commit whatever Reward.
atrocities it takes to win. They know that G. Criminal Activities: Covertly House
they paint Ash in a bad light and Sponsored Underworld
distance them from other Houses. They H. Military Culture: Warriors
know that only they are expendable in I. Attitude Towards N.E.X.U.S.:
this war. Phoenix is the least vital of Seething Hatred~Fanatical Opposition
Ash, and will burn themselves out for J. Attitude Towards Other Great Houses:
their victory, but will not let the others Ally of Man
fall for the sake of winning this never K. Attitude Towards Human
sufficiently damned war. Augmentation: Experimental
AOI: 94 Augmentations~Inhuman Society.
Population Breakdown: L. Attitude Towards Technojackers: Full
121,800 Total House Membership.
6% Archangels M. Intelligence Resources: Anecdotal
1% Gardeners Reports, Scouting Platoons,
.6%Swarmlords Deliverymen, Infiltrators, Butchers.
2% Biotics N. Haven Structure: Finished Carpentry,
.5% Deliverymen Seedlings, Abandoned Golden Age
5% Dreadguard Structure.
1% Falconers O. Surface Presence: Simple Safe
2% Marshals Havens (Dozens-Immature
9% Militiamen Bunkerseeds), Hidden Retro Village
6% Outriders Havens (6), Hidden Ghost Town Havens
2% Packmasters (2), Outposts(Dozens-Mature
12% Roughnecks Bunkerseeds), Military Bases(2).
.7% Saints P. Reputation: Famous, Infamous for
1% Arbiters Zealotry/Transhumanism.
1.1% Scarecrows Q. Entertainment: Storytelling, Sun
.5% Skinjobs Rooms, Shopping, Theater, Alcohol,
1% Sweepers Drugs, Gambling, Prostitution, Sports,
4% Technojackers Sparring, Armored Sparring.
40% Non-Combatants
4.6% Other O.C.C.s
36 Engineers
9 Librarians
House Details:
A. House Size: Enormous House.
B. Biotech Level: Cutting Edge Biotech
C. House Wealth: Wealthy.
D. Leadership: Warlord Council
E. Educational Resources:
Apprenticeship, Golden Age Library,
276
Black Pear Blades
By Technogothic By Methosdarkblade
ouse Black Pear. Known as the House of Blades, The
This is an Ocean / island group Great House Espada is a small house
terroritory House. Kinda like the with power that they do not advertize.
Caribean Sea. Though many of the recruits are from
They have a Huge, i say Huge seedling two nearby retro villages, the traditions
at the bottom around 2,900 Straight of the great house are passed from parent
Down in fact. Picture the SW-Gundun to child. The majority of the soldiers live
City or the Abyss's Alien City within a mountain fortress that towers
underwater. Lots of light, Force Fields to above the jungle foliage. They have
keep out water. Thermo-vents. When i called the mountain fortress Tizona.
say Huge, i mean huge. Several Miles Because they are located in the middle
wide at least, and it goes deep into the of a jungle, House Espada has gained
group from their. much in the way of genetic engineering,
They make use of Huge War Mounts using the natural and alien plant and
which act as vessels. I might use the animal life of the jungle to construct new
slappy created Kraken War Mount. One and improved biotechnology. The end
i created myself i based on the Blue result, House Espada possesses two new
Whale, mixed with bio-ship-ness. End weapons in the fight against the
result is kinda like Moya from farscape machine. The first are the Pride Lords.
but more animal like. Anyways, they use These warriors are used for jungle
these big Bio-ships when near the warfare against the machine and are
surface and to transport troops fast. slowly reducing the number of pack
Several smaller Ocean War Mounts i masters within the Great House. Though
thought up too, but i just may use many Pack Masters and Falconers feel a
Slappy's also. sense of impending doom for their style
Anyways...They have been known to of warrior, Warlord Porfedio has decreed
raid the surface Houses from time to that these two dwindling warriors will be
time. They operate a Nuetral revitalized with new blood as he feels
Marketplace on an island where rivial the number of both of these worthy
houses can Trade bio-tech and buy extra warriors should be higher. But the end
supplies. Several houses even started to result is that Falconers and Pack Masters
their own sub-markets on the island. The have slowly begun to die out for the
culture differance is very noticeable, and much more impressive Tigres and their
everyone likes it this way. You know Pride Lord masters.
which house your trading with buy the The second new warrior to come out of
sub-market. Black Pear though keep a % great house is the use of Animal Biotics.
of all good sold/traded. The head Librarian has instituted a
program under the watchful eyes of
Warlord Porfedio to create
animal/human hybrids. These new Biotic
warriors may become larger or smaller
than their human brethren and
surprisingly has natural abilities that
cannot be duplicated into any other
277
Biotic (Animal Psionics). These random Biotics, the Espada would still have an
x-factors allow the librarian to create a uphill battle as the Paladin forces are
second-class citizen among the populous still stronger.
that could be exploited. However, If there are any weaknesses in Espada, it
Warlord Porfedio prefers to allow these is the reduced number of gardeners
new warriors to gain independence living in the great house (only 12 in
through warfare and any Animal Biotic great house, all stationed at the mountain
that performs its duty with integrity and fortress of Tizona) and the lack of
honor will be allowed full citizenship superior airborne biotechnology.
without prejudice. Though only a Archangels are at a distinct disadvantage
handful have been allowed this honor, it in the jungle as are war mounts like the
is still a worthy carrot to prod these Zypher and the Draco. Only Falconers
animals into destroying the machine. are useful enough to be used in the
(See Animal Biotics, coming soon on jungle environment. Although they do
how to create these unique style of exist in the great house, their numbers
warriors) are far lower than any other house. What
Despite being in the jungle, the great they lose in air superiority, they make up
house has made many allies and has for it in amphibious assaults. The jungle
shared some of its secrets with two great in which they inhabit has numerous
houses in particular. In exchange for rivers, ponds, and even a beachfront to
continued supplies for their growing the great ocean. In fact, Espada has some
army, including food and biotechnology, of the best amphibious warriors in the
Warlord Porfedio has given up his world. They have sent several warriors
house’s designs for the Pride Lord to to other houses as trainers for
Barren Marsh and to Achilles. These two amphibious assaults. To this day, only
great houses do not utilize the Pride Achilles has taken their training to heart.
Lords in the same capacity as Espada’s Population Breakdown:
Pride Lords but both houses agree to 72,000 total people
help Espada in a time of need and to 3% Archangels
prevent other houses looking at this great 12% Biotics (includes Animal Biotics)
house as a target for conquest. This has 12% Dreadgard 1% Scarecrows
worked well for several years. What -Engineers (8 total) 3% Skin Jobs
Barren Marsh and Achilles do not know -Librarians (2 total) 2% Technojackers
is that Espada has perfected the Animal -Gardeners (12 total) 5% Outriders
Biotic and the warriors available are 5% Packmaster 8% Pride Lord
almost twice what everyone believes. 2% Falconers 15% Roughnecks
If there is one house that the Espada 2% Saints 25% Non combatants
despise, it is House Paladin. Though the 5% Other O.C.C.s
Great House Paladin barely Geography
acknowledges the Espada’s existence, Much like other Great Houses, the
the Espada have begun to conduct raids majority of the territory controlled by the
on the great house, using their own Skin house in underground. The subterranean
Jobs to infiltrate and destroy supply haven links several small caves in the
lines. If Paladin were to figure out that mountain and tunnels under the closest
the Espada have been conducting these retro village. There is an additional retro
raids, even with the added Animal village nearby that the Great House uses
278
for recruitment and supplies. Everything who perished in battle. His wish was
within a 60-mile radius of the mountain almost pushed aside until Porfideo
is considered to be Espada territory, noticed a runt that was going to be
though the machine does not respect recycled. He begged the librarian and the
their borders nor does House Paladin engineers to allow him to train the runt.
who regularly uses Espada’s jungle At first, the librarian laughed until
territory to the North. Porfideo did something amazing. He
Special Skills proclaimed that the runt will become a
All members of House Espada know powerful Tigre like all others made
swimming and climbing regardless of around her (the runt was a female). He
character class. They receive these skills said that he would bridge the gap
at a +15%. More to the point, all Espada between canine and feline. The librarian
warriors receive Jung Hua (as found on took the young pack master’s words to
Ninjas and Super Spies page 144) at a heart and proclaimed that if he could
+25%. Jung Hua is the art of melding raise the runt to become powerful within
with water. This is a skill that allows two years, then he could keep her. If
them to stealthfully infiltrate other after two years, the runt remained a runt,
houses for their bio-tech or attack the not only would the runt be recycled, but
machine. Jung Hua is an Espionage skill his entire pack would be as well and
but requires swimming and counts as Porfideo would submit himself for biotic
three related skills. Jung Hua can only be transformation. The librarian felt that
taught by a member of the Espada house. such a punishment would pursuade the
Anyone receiving this skill starts at base warrior from taking on the impossible
level (regardless of IQ or OCC Bonuses) task. Porfideo accepted.
and must progress normally. Porfideo used his pack as training tools
Warlord Porfideo and in less than a year, the runt had
Warlord Carlos Porfideo is a strong grown to become a lynch pin in ambush
warrior that surprised many in the Great attacks. Porfideo used the runt’s
House. He surprised them not with his unnaturally small size and weakened
dreadguard armor which all other stature to his advantage. Now named
Warlords possessed. In fact, Porfideo Destiny, the runt would ambush from
does not possess a host armor. No, above, using the trees as a form of
Warlord Porfideo is unique due to the endless cover. Destiny would attack
fact that he was a pack master who took from above, striking sensor pods and
the seat of Warlord. communications nodes while the pack
Porfideo was a young man when he fell attacked from below. She was outfitted
in love with his pack. He modified them not with heavy weapons, but with stealth
whenever he could, always believing capabilities and surgical style claws.
they would be better if he did. He made Destiny would remain small much of her
impressive ambushes against not only life but Porfideo loved that about her.
the machine but to other great houses Destiny’s design became available as
that dared to impose their will on the other Pride Lords saw the advantage to
Espadas. When the Tigres were such a small creature, smaller than the
introduced, Porfideo wanted one. His lynx option that came about after some
pack had already included several extra Pride Lords demanded a way to make
Gorehounds from friends and comrades their prides unique.
279
Now, alone at the top, the Warlord has Branton
decided it was time to come out of the by Guy_LeDouche and 9voltkilowatt
shadows of jungle. Finding House THE BEGINNING:
Paladin to be weak for the moment, “We must never forget where we came
Porfideo has declared the beginning of a from, how far we’ve come, or the price
blood feud. Their goal, destroy the great we paid. We must never forget that it is
house from the inside. Between surgical our dark history that has given us the
strikes and complete destruction of their fortitude we have today. We have been
patrols, Porfideo has also instituted a tempered by the hottest flames, and
propaganda program to make the given the strength to stand against the
leadership of the Great House appear Machine; alone if we have to. We are the
weak. Paladin has begun to notice such true saviors of humanity, for only we
intrusions and though only a handful of have the will to do what must be done.”
warriors have deserted, the Great House Unlike many of the Houses of the
still regards the Espada as beneath their Resistance, Branton can proudly trace its
contempt. This is something Porfideo roots back to the “Great Purging”; the
has anticipated and tries to work such time in history when the Machine first
contempt to his favor. began its all-out assault on humanity.
Diligently scouring ancient, handwritten
documents and corrupted memory files,
the dedicated archivists and historians of
the House have managed to piece
together a fairly accurate account of the
House and its roots; a history the
population of the House takes great pride
in. As the scribes of Branton are quick to
point out, fate has frequently seemed to
intervene, at the right time to keep the
House alive, despite overwhelming odds.
This history has infused the entire
population with a fanatical sense of
grand destiny; to their thinking, the
tribulations and suffering was simply to
prepare them for the hardships ahead.
This fanaticism has also convinced them
that only Branton is capable of saving
the human race and defeating the
Machine.
In the days before the Great Purging,
Machine malfunctions were not unheard
of. Early records indicate that most of
these malfunctions or “glitches” were
minor at first, such as a factory
producing off-colored hover cars or a rat
catching drone that targeted cats instead.
While the glitches themselves were
280
rarely lethal, their impact on the corrected. All of the refugees assumed
population or area could be devastating. this was merely another N.E.X.U.S.
As time progressed, the glitches more glitch; after all, the Machine had
widespread and often impacted entire experienced similar issues before and it
cities or regions: in one recorded event, had always been fixed. To their thinking,
over a dozen people died in a single day there was no reason that this should be
when a Machine glitch activated a anything other than a temporary
building heating system during the malfunction. None of them had
hottest day of the summer. In another, witnessed any carnage first hand; the
several law enforcements robots began combat had not reached their area. The
responding to all crimes, no matter how complex, state of the art at the time, was
minor, with lethal and deadly force. In well stocked with supplies, medical
order to protect their citizens from these equipment, and communication gear.
potentially fatal glitches most The refugees eagerly tuned into the latest
communities and cities had designated broadcasts and instructions. But what
security shelters and complexes to house these broadcasts showed horrified them
citizens until the system could be to their very core.
corrected. N.E.X.U.S., the benevolent entity that
What would become House Branton the human race had relied on for
began as a massive underground disaster generations, was killing people. Not just
protection complex near an unknown killing, but slaughtering them
city. Though construction was complete, mercilessly, by the thousands it seemed.
the massive complex was awaiting the No matter what broadcast the refugees
final phase of approvals at the time of tuned into, it was the same story across
the first N.E.X.U.S. attacks. Many the globe. As if possessed, the machines
historians of the House believe it was seemed to have gone berserk: destroying
this lack of approval, at just the right property and savagely killing the very
time, that saved the initial survivors. people they had served and safeguarded
There was no official record of the for generations.
complex being completed; an oversight The refugees were stunned, momentarily
that seemed to allow its location to slip incapable of rational thought or action.
through the cracks of the massive As the hours passed, most could only
N.E.X.U.S. database. As the Machine watch helplessly as the carnage
began its attacks on the human populace, worsened. Some of them fled the
many assumed it was yet another in a complex, in a desperate attempt to reach
long line of malfunctions. Emergency family or loved ones. Some merely sat,
announcements were made for the overcome with shock and exhaustion. A
population to proceed to designated few killed themselves outright while
shelters and complexes. others sunk into a deep depression from
Even though the complex was not which they would never truly recover.
officially online, several thousand As the days progressed, official
people still made their way to the broadcasts ceased and emergency
compound. All plans and intentions were channels went offline, leaving the
for them to merely wait out this latest refugees to guess what was happening
breakdown and then return to their based solely on scattered amateur
normal lives once the Machine was broadcasts. Once the initial shock started
281
to wear away, they began to turn to more While it seems impossible to many in
pressing concerns. They seemed to be in the Resistance that their ancestors could
no immediate danger; the complex could be so passive, a better understanding of
easily hold three times as many people. their perspectives and their mentality
The entire structure was completely brings everything into sharp focus. For
underground, with only a few access countless generations, N.E.X.U.S. had
points, easily closed and sealed off to been a near-omnipotent, benign entity
prevent any entry. Fully stocked, the watching over them, ensuring their
complex offered enough food, medicine, comfort and safeguarding their very
and other supplies to last over a year. If existence. As a society, most of
rationed properly, the supplies could last humanity had become so hopelessly
half a decade, maybe more. All in all, inured to the Machine, so dependent on
the refugees seemed well off. it, that they literally did not know how to
With basic needs addressed, the refugees take decisive action. So reliant had the
began a rigorous debate as to their next planet become on N.E.X.U.S. that
course of action. The vast majority change and decision making came slow
favored a “wait and see” approach. Since to the humans of the past, even under the
there was no direct danger threatening best of circumstances. And now, for
them, it seemed the wisest move was to reasons none could even fathom, their
bide time and let things on the surface kindly guardian had turned on them. The
settle down. A small but vocal minority psychological trauma was almost more
argued that they should return to the than they could bear. As a whole, they
surface, seek out any other nearby were content to wait; objective decision
survivors and gain first-hand knowledge making was out of the question. After
of what had happened. Ultimately, it was all, they had food, water, shelter, and
decided that the complex would remain medicine. And the last communications
sealed for a period of a month, unless with the outside world showed scenes of
official communications resumed or a violence so horrific, many still could not
rescue party arrived. Any who wanted to comprehend it. To them, staying put
leave would be given reasonable seemed the best thing to do.
supplies and sent on their way. However, “Someone will come for us”; they
once those people left, the doors would repeated. “Perhaps today will be the day.
not be opened to them. A few dozen If not, there’s always tomorrow.” Thus
choose to leave; their fates could only be they remained, stagnant, with no action,
guessed at. no news, and, worst of all, no rescue
The month passed by, and still the from the outside world.
survivors heard nothing. A small party It’s unclear how long the survivors
of volunteers was dispatched to the remained in this stagnant state; if not
surface; as before, none returned. missing entirely, the records that have
Broadcasts had long ago ceased, and the been uncovered are corrupt, illegible, or
survivors were left to ponder what was unclear. Nor is it known how many
happening. Rescue would come, the generations grew up in the confines of
refugees assured themselves. “Someone the complex or how they survived the
will come for us” became the mantra of nano-plague. What is known is that, after
the group. All they had to do was wait some time, conditions in the complex
and be patient. began to deteriorate. Whether the cause
282
was from dwindling supplies, the nano- the depression is nearly invisible from
plague, or simply natural progression, the ground until one almost stumbles
none can say. The surviving records only into it.
indicate that the society in the complex The Horseshoe itself, a geologic oddity
had broken down. The population began of wind and water erosion, is a vast
fighting among itself, with an ever depression composed of eroded earth,
increasing level of barbarity. Several deep ravines, numerous caves, and
records hint that some groups of highly unusual rock formations. The
survivors resorted to cannibalism and rock formations appear as jagged and
that many were little more than savage otherworldly spires, naturally sculpted
brutes. Their entire society was on a into nightmarish chaos by a long gone
slow, violent decline and would have offshoot of the nearby Powder River.
died out in a few years; an indirect The menacing tower-like structures are
casualty of the Machine. rich in minerals and calcium deposits
As before, it seemed fate would causing them to vary in color from bold
intervene on behalf of the House. As the pastels to shadowy darkness. The floor
complex spiraled into destruction and of the gorge is sometimes littered with
seemed doomed to forever collapse, it the corpses and bones of creatures that
was literally stumbled upon by a small have inadvertently run off the cliffs.
handful of other survivors; remnants of The House has riddled the entire area
an early doomed House. The group, led with caves, tunnels, and secret entrances.
by a resourceful Dreadguard named The relatively flat plains and savannah
Marcus Branton, arrived in time to save allow the House to see for miles in all
the population from itself. The complex directions, making it easy to spot large
was awe-struck by these warriors and scale or surprise attacks. Still, long range
their almost supernatural bio-technology. patrols by B.O.S.S. units, Packmasters
Branton and his followers, among them and their hounds is a common sight.
a Scarecrow and a several Saints, were These patrols will often double as
able to bring the survivors back from the training missions, so it’s not unusual for
brink of extinction. They introduced the a few inexperienced Dreadguard or
miracles of bio-technology, giving the Roughnecks to be present.
descendants a chance at a new GOVERNMENT:
civilization. Sadly, the same bio- Like most Houses, House Branton is a
technology that would save the complex dictatorship, though a mostly benevolent
would be the same to bring them into the one. The current Chief Executive and
war against the Machine. But it’s a war Commander of the Armed Forces is
the population of House Branton is sure Warlord Edward Malcolm. The Warlord
it can win. is responsible for decrees regarding all
GEOGRAPHY: military operations, governing laws, and
Surrounded by verdant grasslands and public policies. While technically a
rich savannahs, House Branton is located dictatorship, Warlord Malcolm works
in an enormous escarpment dubbed closely with a ruling Senate council
"Hell's Horseshoe", a craggy horseshoe- composed of several trusted individuals.
shaped gorge that suddenly drops away New Senate members are elected by the
from an otherwise flat plain. Obscured vote of the existing members; there are
by the tall grass and savannah growth, no democratic elections whatsoever.
283
Though the council can advise, inform, the fight and each and every member is
and offer opinions, decisions are ready to die for the struggle. And they
ultimately those of Warlord Malcolm. expect other Houses to match this
However, Malcolm is a fair minded commitment. This has caused some
individual, and will listen to and accept friction between other Houses as
the ideas of others. Life in the House is Branton is concerned with “the greater
strict but fair, and the population of good”; their plans and actions are to
Branton has thrived (relatively speaking) ensure the survival of the human race as
over the last decade under Malcolm’s a whole. To this end, the House has been
rule. known to willingly sacrifice troops to
SOCIETY AND CULTURE: ensure a victory or achieve an objective.
While the House boasts some unique It is important to note however, that
bio-tech, it is the culture and society of these sacrifices are never made in vain
House Branton that truly sets it apart or on foolish missions. House Branton
from the rest of the Resistance and holds human life dearly, perhaps more
sometimes causes a great deal of friction so than any other House due to the
and animosity. While not an overt threat limited population. However, all of
to humanity, Branton remains somewhat Branton knows that sacrifices must be
dangerous to other members of the made, but only when absolutely
Resistance because of their extreme necessary. Fallen members, both of their
views and culture. The House is own House and others, are hailed as
obsessed with defeating the Machine and heroes and any surviving families are
ensuring the survival of the human race. treated with great respect.
The members of the House are utterly The society of the House is an extremely
convinced that it is their destiny to militaristic one, similar to the Spartans
defeat the Machine and save the human or samurai of ancient history. Almost all
race from extinction. The House is so able bodied members of the House are
focused on defeating the Machine that expected to serve or support the military
the concept of a “Blood Feud” was in some capacity. While not everyone is
completely unknown until Branton a front line fighter, the leaders of the
began making contact with other House know that an army without
Houses. The very idea of warring with effective support is worthless. While
another House is a complete anathema to there is plenty of good natured rivalry
the members of Branton and they among the various units, there is no true
absolutely refuse to initiate any violent disrespect shown, even those with
action against another House. Thus far, traditionally “lower” positions (cooks,
though the House will assist the maintenance, etc.) All realize their role
Resistance, the actual location of House is important, even if not serving on the
Branton remains a closely guarded battlefield.
secret. Even with their low numbers, House
However, the leaders of Branton are by Branton is still a formidable military
no means stupid, and know that power. Having developed their bio-tech
defeating N.E.X.U.S. cannot be in isolation, their strange troops often
accomplished without the rest of the catch opponents off guard. While not the
Resistance. Yet, it is important to note largest army, Branton’s military are
that House Branton is fully committed to certainly the most committed, and
284
among the best trained in the Resistance. Scarecrow at their word and show them
Masters at combined tactics, Skinjobs, the utmost respect.
Archers, and Vipers will attempt to Population Breakdown:
disrupt enemy lines before the main 45,000 total people (one of the smallest
army (usually spearheaded by the of the “Great” Houses)
massive Gore Mongers) charge in. 2% Archangels
The greatest strength of House Branton 5% Filth Vipers (Exclusive O.C.C.)
is their unwavering commitment (many 5% Profane Archers (Exclusive O.C.C.)
would say fanaticism) and iron hard 6% Biotics
discipline. Unit commanders are taught 6% Dreadguard
that strength alone is not enough; they 2% Skinjobs
must embrace stealth, flexibility, skill, 8% Outriders
and intelligence gathering. While other 5% Packmasters
Houses have armies; House Branton is 4% Goremongers (Exclusive O.C.C.)
an army; the needs of the military dictate 4% Saints
almost everything else. All Brantons are 2% Scarecrows
trained and conditioned to contain their 2% Trailblazers (New O.C.C.)
emotions in battle, to be cold-hearted 30% Roughnecks
and precise warriors instead of raving 20% Non-combatants/Civilians
berserkers. Military customs and 1% Other: 16 Engineers, 3 Librarians, 12
discipline are everywhere in the House Techno-Jackers, 12 Historians (New
and brutal punishments are in place for O.C.C.)
breaches of regulations or defying NOTE: This figure does not include
orders. For many in the Resistance, this roughly 3,500 B.O.S.S. units.
intense and constant discipline makes
House Branton difficult to deal with. NEW BIO-TECH:
Another source of animosity with the Note: The following metabolisms and
Resistance is House Branton’s reverence enhancements are available to all
towards Engineers, Librarians, and, by factions within the Resistance.
association, Scarecrows. To Branton’s
thinking, were it not for the timely Detritivore Metabolism
intervention of these “gods” of Bio- A true scavenger of the Resistance, this
Tech, the House forefathers would have metabolism feeds the same way as the
been reduced to little more than Stone common earthworm; by devouring
Age savages. They owe their entire decomposing matter. This "matter" can
existence to the Engineers and include anything organic; rotting leaves,
Librarians. And, as the Scarecrows serve an animal carcass, even fecal matter.
the Librarians, they are afforded a great While many members of the Resistance
deal of respect and deference. This can't bring themselves to use this option,
attitude applies to all Scarecrows, not it makes an idea metabolism for long
just those of House Branton. Unless term field use; the wearer can maintain
directly witnessing a heinous act an easy existence in nearly any
committed by a Scarecrow (or presented environment that can support life (the
with a mountain of evidence) members Preserves offer a bounty of food stuffs
of the House will always take a for this metabolism.) Additionally, the
metabolism offers several unique senses
285
that aren't available by other means. Bite Damage: 1D4 M.D.; the mouth and
Because of the nature of this teeth are shaped for eating soft, decayed
metabolism, normal citizens find them matter, and aren’t very useful in combat.
disgusting and even fellow Splicers are a Bonuses: +3 to initiative, +2 to parry, +2
little unnerved. to dodge and +3 to roll with fall, as well
Feeding: The suit eats from 20 to 40 lbs as base instinctive skills of Identify
(9 to 18kg) of rotting organic matter a Plants & Fruits 80%, Land navigation
day, and may gorge on up to 50 to 70 lbs 75% and Spelunking 55%.
(22.5 to 32 kg) at one time. After Penalties: Though very faint, the Host
gorging, the Host Armor can go for Armor has a slightly earthy smell, rather
1D6+2 days without feeding and without like wet soil or manure compost. No
feeling any ill effects. additional penalties to speak of, only the
Sleep Requirements: The suit requires somewhat disturbing need to feed on the
only 1D6 hours of sleep\rest\inactivity waste of other living creatures.
per day, but the pilot may need more
then that (typically six hours). House Branton Unique Bio-Equipment:
Color of Host Armor: Soft to dark earth Shatter Shield Living Armor
tones: mottled browns, tans and blacks The Shatter Shield is the standard armor
are the most common though it is not assigned to B.O.S.S. units, but it is
unheard of to have an even mix\blend. growing in popularity and is the most
Special Senses: The Host Armor has frequently traded item with other
enhanced chemoreceptors that are Houses. Like most Living Armors,
especially sensitive to rotting or Shatter Shield is lightweight and nearly
decaying organic matter. These receptors as comfortable as the individual's own
offer the following abilities: skin. There are minimal movement
• Track rotting\decaying organic matter: penalties, and all of these suits offer
70% (+2% per level of experience). The basic environmental protection features.
Host Armor can attempt to track by All Shatter Shield suits are impervious to
smell alone at half its normal percentage. natural (S.D.C.) heat, fire and cold
• Gauge time of death: 45% (+3% per (M.D.C. fire and cold do full damage),
level of experience). and the wearer is likewise protected
In addition, by ingesting even a tiny bit from heat, fire and cold.
of spoor or droppings, the Host Armor Shatter Shield armor appears to be
can gain some broad information segmented and formed of several layers
regarding the organism that left it. The of thin, rounded, overlapping plates.
Host Armor can estimate the following: Aside from offering excellent protection,
• Length of time since the organism the curved plates offer tremendous
passed (within a 4 hour window) defense from kinetic attacks. When a
• A general idea of the size, gender, and bullet, rail gun blast, punch, explosive
classification (reptilian, avian, etc.) of blast, or similar kinetic attack strikes the
the organism armor, the outer layer shatters on
• Its primary diet contact, helping to dissipate the force
• A basic idea of its health (diseased, over the entire armor. This diminishes
healthy, in estrus, etc.) the attack’s penetrating power or the
Bonus Bio-E Points: 30 additional Bio-E impact of an explosion and thereby
points. reduces damage to the suit and the
286
wearer. Damage from all kinetic attacks Special Features: Impact Absorption-
is reduced by half. B.O.S.S. units, who Shatter Shield takes half damage from
frequently engage in hand-to-hand all kinetic attacks, including punches,
combat, absolutely love the armor. In kicks, falls, impact damage, explosions,
addition, the Shatter Shield armor can be and rail gun rounds. If the character
upgraded just like any other Living manages to roll with the impact/fall,
Armor. Shatter Shield comes in light, damage is reduced by half again.
medium, and heavy styles. Trade Value: 18,000-20,000 credits.
Good availability the most common suit
Light Shatter Shield Armor given to “outsiders”. Often used by non-
M.D.C.: combat members of House Branton and
Main Body: 1D6x10+35 M.D.C. very popular among any in the Human
Arms and Legs: 3D10+12 M.D.C. Resistance who have obtained them.
Head: 1D6x10 +20 M.D.C.
Weight: 15 pounds. Heavy Shatter Shield Armor
Armor Regeneration: 2D8 M.D.C. per M.D.C.:
minute, and destroyed sections will Main Body: 2D8x10+100 M.D.C.
regenerate in 8 hours. Arms and Legs: 1D6x10+50 M.D.C.
Superior Mobility: No skill/movement Head: 1D6x10+60 M.D.C.
penalties at all. Weight: 70 pounds.
Special Features: Impact Absorption- Armor Regeneration: 6D6 M.D.C. per
Shatter Shield armor takes half damage minute, and destroyed sections will
from all kinetic attacks, including regenerate in 4 hours.
punches, kicks, falls, impact damage, Fair Mobility: -15% penalty applies to
explosions, and rail gun rounds. If the such skills as Prowl, Climb, Swimming,
character manages to roll with the Acrobatics, and Gymnastics.
impact/fall, damage is reduced by half Special Features: Impact Absorption-
again. Shatter Shield takes half damage from
Trade Value: 13,000-15,000 credits. all kinetic attacks, including punches,
Excellent availability and very popular kicks, falls, impact damage, explosions,
among the members of the House and and rail gun rounds. If the character
any in the Human Resistance who have manages to roll with the impact/fall,
obtained them. damage is reduced by half again.
Trade Value: 25,000-30,000 credits. Fair
Medium Shatter Shield Armor availability; standard issue to all
M.D.C.: B.O.S.S. units. Rarely traded to
Main Body: 1D8x10+50 M.D.C. “outsiders”, but may be given as gift.
Arms and Legs: 1D4x10+22 M.D.C.
Head: 1D6x10 +30 M.D.C.
Weight: 25 pounds.
Armor Regeneration: 3D8 M.D.C. per
minute, and destroyed sections will
regenerate in 6 hours.
Good Mobility: -10% penalty applies to
such skills as Prowl, Climb, Swimming,
Acrobatics, and Gymnastics.
287
Gilgamesh "Capricorn"; with four legs like a
By Geronimo centaur, a long snakelike swim tail, two
Located in an equatorial ocean zone, large ram-like horns growing from the
House Gilgamesh rest on the bottom of heavily armored helmet, and brimming
the ocean at a depth of 873 feet below with some of the most powerful weapons
the clear tropical waters. The seedling that houses' Librarians and Engineers
that serves the house as headquarters can produce.
resembles a giant jellyfish attached to a For many years, the House has
barnacle. A gelatinous membrane allows maintained a strong isolationist policy
the warriors and mounts of House and did not take an aggressive role in
Gilgamesh to enter and exit freely. combating the the machine in a direct
Large, long tentacles with sharp jetting manner. The reason, at the time, being
spines extend from the base to ensnare that the House was not yet strong
and crush attacking machines that get enough to withstand a retaliatory assault
too close and rows of harpoon launchers by the forces of The Machine. But that
ring the base of the bubble like changed 8 years ago when Warlord
membrane that covers the warriors Caruso seized power with the help of the
quarters. new Chief Librarian. Finally, after years
But the largest part of the seedling lies of preparation, Warlord Caruso is
beneath the surface of the ocean floor. sending small scouting missions to the
This is where the civilian/worker nearby islands and mainland to assess
population works and lives in relative the machines capabilities in the region
safety. Phosphorescant orbs provide for and to contact other houses and
near daytime quality lighting in the resistance fighters that are rumored to be
caverns carved by the rootlike feeding living near the swampy coasts.
tentacles that criss cross the subterranean
habitat; this is also where the house
Librarian and Engineers regulate the
living house and grow the armor,
weapons and other bio-technologies.
In addition to the common mounts and
weapons available to most other houses,
House Gilgamesh has a number of
unique bio-tech items: Gore Sharks (a
variation of the gore hound based on
combined shark DNA), "Boar" Guns (a
weapon still in its' development that
shoots exploding fetal pigs, simular to a
grenade launcher) and a small number of
whale-like submersible battle
cruiser/troop&mount carriers that the
Chief Librarian calls "Mobys".
The Warlord of House Gilgamesh is
Andrew Caruso, who wears a suit of
Host armor that resembles an ancient
symbol of the Earth Zodiac sign
288
Gamma GREAT HOUSE OF THE
By Gmmulder SOUTHERN RANGES
-Commonly known as the "Lil' Brother" By Guy Ledouche
of Sparta. BACKGROUND:
--Warlord is a dreadgaurd, Jeremy The Great House of the Southern Ranges
Synmore, younger brother of Michael officially became an entity several
Synmore form Sparta. decades after the war against the
--Only 50,000 people live there machine started. Originally the house
-these ppl are mostly rebels, it was was made up of two large extended
founded by a rebel, Jeremy. families, the Hawkes and the Woods,
-Jeremy did not like the way Michael plus numerous smaller family groups.
was doing things and defected taking Fleeing the cities and fighting the
20,000 of the population of Sparta with families made their way into the
him. countryside together in an effort to
-He later gathered other rebels from escape the constant death and
other houses. destruction that the conflict was causing.
-Very militaristic also, but not that Years before the war began the Hawke
greatly organized since each rebel is family purchased a large parcel of land
looking out for number one. high in the mountains next to a lake.
--Living in a cave system that lies deep With the war confined to the cities and
within a canyon. lower plains the families decided to
--Fresh water underground lake is used travel there. Due to numerous encounters
to irrigate the bio-plants created. with Robot patrols and the occasional
--Produces new and interesting types of human gangers, they finally made it to
foods and is a major cash flow their destination after nearly a month on
---Some say there is something in the the road. Along the way they gathered
water that creates the new foods... more people and by the time they
POPULATION PERCENTS reached their destination, their number
20% Archangels had swelled to just over 500 survivors.
10% Biotic Soon after arriving the families
40% Dreadguards established what could pass as a
5% Packmasters temporary safe haven, the valley they
5% Roughnecks were in was high into the mountains,
2% Saints there were no towns, cities or significant
3% Scarecrows areas of interest to the robots and so they
0% Technojackers (technojackers know felt fairly secure. After several weeks the
to steer clear of Gamma if they want to families held a meeting and voted to stay
live) in the region to start a new life. They had
10% Non-Combatants plenty of food and water. Shelter was
5 Engineers their major concern as winter was
1 Librarian approaching rapidly and the weather in
the mountains was worse than on the
plains below. Sending out scouts into the
surroundings they hoped to find shelter
for themselves to wait out the worst of
the storms. A week later scouts reported
289
a cave approximately two kilometers in war, time, and the families made good
further into the mountain range that their escape up into the mountains into
burrowed into the side of Mount Allez. It the cave system before the robots could
turned out that the cave ran regroup.
approximately three kilometers into the Knowing that they would be utterly
mountain. wiped out, the front entrance to the cave
Within a week the families had was also collapsed so as the robots
organized work parties to scout out the couldn’t gain entrance. Unforeseen
cave system and make it habitable for circumstances created a massive
the upcoming winter. Within two months landside that completely blocked off the
they had the cave system ready for the cave entrance and set tons of rock down
winter and not a moment too soon as the the mountain side into the valley below.
first light snow falls were appearing. For all intents and purposes the families
As luck would have it, their lives were were now cut off from the outside world
soon to be interrupted by the war. A for the foreseeable future.
small robot patrol managed to evade the Realizing that the humans escaped them,
outlying patrols long enough to report the robots proceeded to destroy all the
the position of the survivors around the standing structures, leveling the entire
lake to a large robot force down on the compound out of spite. Whilst the
lower plains. Within two hours reports destruction was being carried out more
from the forward sentries started to robot patrols scoured the mountains
stream in about large robot forces without luck, the massive rockslide
attacking in strength up through the caused by the explosion had block
passes that lead into the valley. With the several other passes into the mountains
women and children hidden in the cave thus preventing the robots going any
complex, all able bodied men grabbed further except air patrols which couldn’t
what weapons they had and ran out to fly too low due to bad weather
meet the robots. The fighting was bloody conditions. Two days later the last of the
and fierce with no side giving quarter or robots left leaving behind them a
mercy. The robots fell in large numbers wasteland.
due to the superior positions held by the A week later the families dug through
families, but the robot numbers began to the rocks and rubble which blocked the
take a toll on the defenders and soon cave and found the whole valley in a
they had to give up their defensive devastated state, everything of value to
positions and fall back through the pass them was now in the cave as all their
under withering fire from land and air. belongs in the valley below had been
Seeing no alternative, the heads of the destroyed.
family decided to blow the passes and Upon reaching the remains of their
temporarily block them to the robots to compound, they found a large gang of
make good their retreat up into the human scavengers searching through the
mountains. The charges were set and rubble. The families asked for them to
exploded just as the first of the robots leave what was left of their belongings
were entering into the valley. Hundreds alone, the scavengers refused. Another
of robots were crushed by the tons of bloody battle erupted. This time the
rocks and rubble that filled the passes, families decided that enough was
given the most precious of commodities enough; they weren’t going to retreat
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this time. Using their superior numbers good idea and so the name Great House
and knowledge of the valley they soon of the Southern Ranges became their
flanked the scavengers and had them on family name from that day on. A council
the run, chasing them down onto the was voted in with rules and regulations
plains below they wiped them out to be decided over the coming weeks.
bloody orgy of killing. A decade later the metal plague
The damage though was already done, descended upon the world, and the Great
their homes were totally destroyed and House wasn’t spared from the effects of
winter was now on the horizon and the plague and dozens of people died
although they had the cave to shelter before the cause was identified. They
them they knew it was going to be a also found that they had a proportion of
tough winter. With heavy hearts they their population that was immune to the
collected what they could and retreated metal plague and used them to remove
to the cave system and decided to all of the metal from the cave system and
enlarge it with extra rooms and passages. valley below; it was a long and tedious
The winter was tough as they expected. job that took months of constant work to
They had plenty of food and water, with achieve. It was also during this decade
fires and heaters going throughout the that the population of the House also
days and nights they managed to make grew to just over 15 000 people due to
their shelter as comfortable as possible. the number of refugees they brought in
For months they lived in the cave, with on a regular basis.
small patrols leaving during the day to Nobody quite remembers when the first
conduct brief scouting mission down to of the splicers showed up to request a
the plains to see what was going on. meeting with the council. Hours later the
Towards the end of winter the families council emerged from that meeting
got together to vote on a course of announcing ten new members to the
action. The first was to see if they were House. That day the house gained seven
going to rebuild the compound around Saints, 2 Scarecrows and what was soon
the lake. Surprisingly the majority to become an Engineer. Today the Great
decided that they would stay in the cave. House has 20 Saints, 10 Scarecrows and
It provided the shelter that was necessary 2 Engineers.
to survive in the mountains, superior The next 90 years was a time of growth
protection against the robots and now and struggle for the Great House as they
they had enlarged the cave it would have tried to keep a low profile so as not to
been a waste of precious resources to attract unwanted attention not only from
just abandon it now. So they decided to the robots but other larger more hostile
stay and build up the cave system to human forces, slowing they increased
better suit their needs. They also decided their population, military might and
to make a name for themselves to give a production capabilities.
sense of purpose and belonging. A TODAY
young couple came up with “House of Recently the council announced to the
the Southern Ranges” after all they now population that they had decided expand
lived in the Southern Ranges and they their operations against the robots. They
had to identify themselves with have effectively unleashed the warriors
something as a morale boosting of the Great House to conduct low
initiative. Everyone thought it was a insurgency operations against the
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machines in the hope of disrupting their promising groups as an incentive to join
operations long enough to strike a major up.
blow. The Council has given this Parts of Phase Three are also being
operation the codename “Crusade”. prepared in this Phase in relation to
The Council has released Crusade in a 5 getting the start positions built under the
Phase Plan that they believe will take noses of the Robots.
anywhere up to three decades to The Great House considers Phase Two
complete: to be the most critical of all the Phases
Phase One: as they won’t have enough troops to pull
Total control of the Southern Ranges, this off.
essentially a 200km radius around their Estimated time frame to complete Phase
House. At the moment, the Great House Two: 5 – 10 years.
controls approx 45km radius around the Phase Three:
House, with most of this being in the Phase Three will only commence upon
mountains itself and only a small portion the first two phase being completed to
on the plains below due to Robot patrols the satisfaction of the Council. This
and other Human groups, hostile or phase will concern the emplacement of
otherwise. long range strike groups at various
Estimated time frame to complete Phase Robot facilities. These groups will
One: 5 years. number between 50 and 200 troops of
Phase Two: various types (depending on the
The sending out of Diplomats and perceived strength of the Robot facility).
Military Advisors/Instructors to make Phase Three main purpose is to draw the
contact and arrange treaties, alliances Robots away from the real targets thus
with outside Human groups. At the leaving them weak when the main attack
moment Phase One and Two are is launched.
working in concurrent with each other. Estimated time frame to complete Phase
This phase is expected to be difficult due Three: Three months to get the troops
to the fact that other forces do not want into position and then two week to
to join a Great House for fearing of deliver instructions on coordinating the
loosing their freedom. This is something attacks.
that the Diplomats are instructed to take Phase Four:
pains in alleviating this perceived This is crunch time for the Operation
bullying and or taking over of their Crusade; this is where the main attack
lands. force of around forty thousand (The
The Military Advisors are instructed to Council hopes for this amount) troops
train all Humans who decide to join up attacks the two Computer Cores that are
with them in areas of sabotage, weapons located in close proximity to each other.
training, insurgency tactics, evasion, If both of these Computer Cores are
Robot intelligence, Field Fortifications, knocked out, it will be a major blow for
Battlefield tactics, guerilla tactics and the Robots who may not recover for a
numerous other skills essential in the long time.
fight against the machines. The Council knows that they don’t need
The Diplomats have also been given the forty thousand troops to take out the
power to issue weapons and armour to Computer Cores; they need the extra
troops to actually settle the freed lands
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with their families. If this happens they The Great House of the Southern Ranges
envisage of the whole land being turned is located at the bottom of Mount Allez
into a fortified zone that will be free of in the Great Southern Mountain Ranges.
robots and so humans wont’ have to live Mount Allez is the largest mountain at
below ground. the Southern end of the mountain range.
Estimated time frame to complete Phase It is located far away from large cities,
Four: Under one week for maximum towns or other places of interest to the
shock to the Robots. The Council is Robots.
hoping for less than two days but Besides Mount Allez, there are
expects parts of the plan to go awry and approximately twenty other smaller
is taking these factors into account. mountains that surround Mount Allez
Phase Five: and Allez Valley and stretch Northwards
This phase is the last and hopefully forming the Great Southern Range.
according to the Council will be the AREA:
easiest. This involves the freed lands The cave system of the Great House has
being settled by the troops and their changed dramatically over the past 100
families. The Great House will supply years.
thousands of tons of equipment, food, The original cave system is all but gone,
medical supplies etc. to get the ball now unrecognizable with five upper
rolling. levels and seven lower levels. Each level
The plan is to be bigger and better than is approximately two kilometers in
the Great House of the Barren Marsh length and 600 meters wide – each level
and most importantly to encourage is on average 4 meters in height with
Humans around the World that the certain areas lower or higher depending
resistance is fighting back against their on its purpose.
robot oppressors. Each level is connected by five ramps –
Estimated time frame to complete Phase Three for personnel and two for large
Five: Approximately 5 – 10 years to get cargo and War Mounts.
all the troops settled within fortified CLIMATE:
settlements, communications and supply The climate of Mount Allez is varied
routes completed and all Robots throughout the year. The majority of the
destroyed or chased out of the freed year the mountain top is covered in snow
lands. with low cloud cover with light rain/sleet
The Council is under no elusions, they falling continuously. Fierce winds blow
are starting something that they might through the upper mountain passes
end up having no control over. They preventing all but the most determined
acknowledge that there are so many travelers.
variables that some of them are a bit It is of note that even the Great House
nervous. But, they all agree that if they doesn’t travel through the mountain
want to once again live above ground, passes for half the year and although
free of the tyranny of the Robots then they have an extensive cave system that
this is the only course of action as small stretches throughout the Southern
hit and run raids are only effective for so Range, travel through the passes is still
long. essential.
GEOGRAPHY LOCATION:
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The valley below is seasonal ranging GOVERNMENT
from warm but pleasant summers and HOUSE NAME:
cold breezy winters. Conventional Long Form: Great House
TERRAIN: of the Southern Ranges
The terrain around Mount Allez is as Conventional Short Form: Southern
varied as the weather. The valley is Great House
covered with lush green grass, small Local Short Form (Nickname):
rolling hills covered with trees and a Mountain Hawks
lake on the northern side that is fed by DEPENDENCY STATUS:
the melting snows high up in the The Great House of the Southern Ranges
mountains. is an independent identity in all areas
Mount Allez itself is almost vertical in and doesn’t rely of any outside forces to
most places making it almost impossible survive. They grow enough food to
to climb. supply their ever growing population
There are several passes that lead deeper with some left over to trade/sell to
into the mountain range although these outside groups.
are blocked for half of the year due to Their status has been helped to the fact
deep snow falls and or terrible weather. that they are situated far away from any
HIGHEST POINT: hotspots and the fact that they live high
The highest point is Mount Allez which up in the mountains forcing them to
stands at 7200 meters above mean sea become self sufficient.
level which towers over the other GOVERNMENT TYPE:
mountains in close proximity to it with The Great House is run by and elected
the closest coming in at 5400 meters. President and advised by a council of 9
LOWEST POINT: men and women. The people vote for the
Allez Valley is the lowest point in the ten men and women who sit on the
Great Southern Range being 600 meters council and then the council votes for
above mean sea level. the position of President.
NATURAL HAZARDS: Ever since the Great Houses’ inception,
Natural Hazards range from dangerous it has always been a semi democratic
weather changes which are more process, due to the ability of the general
frequent during the winter months to population to elect their leaders. In effect
rock falls and avalanches that can strike the council has the power to basically do
without warning throughout the year. whatever they want, though they rarely
Native wildlife is not a real problem enforce their full powers of the law
with most of the most dangerous granted to them. The only law stopping
creatures inhabiting further into the an outsider coming in and taking a spot
Mountain Range. on the council is that the applicant must
PEOPLE be a citizen of the Great House, have an
POPULATION: exemplary record in fighting against the
Civilians: 120 000 various enemies of the Great House and
Military Personnel: 36 000 be ethically and morally acceptable to
LANGUAGES: the citizens of the Great House. These
Official Language: English rules are never broken or overlooked for
LITERACY: any reason.
Total Population: 89%
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Other Houses and or challengers seeking Fort Wood is the front line against any
to take advantage of the Great Houses’ enemy forces that try to force their way
unusual voting practices for their up the pass into the valley and therefore
leadership positions have found out to is on high alert at all times.
their detriment that the Great House NOTE: The current policy from the
doesn’t follow the usual rules that other Council is that robot patrols are to be
Houses have established. A common allowed to enter the valley unmolested
saying is that Might doesn’t always as there are no signs that House
make right and more than one Hawkwood occupies it anymore. The
House/Challenger have found ruins are still there to fool the robots into
themselves on the other end of several thinking that it is still abandoned. So far
hundred angry soldiers bearing down on this has worked but it can last only so
them when they’ve shown up to long before the robots try to push deeper
challenge the President/Council for right into the mountain range.
of rule. Due to the upcoming operation this
It is of note that in times of extreme policy will be enforced until the end of
emergencies the council has the Phase Three and the beginning of Phase
authority to conduct the situation as they Four.
see fit. The upcoming Operation Crusade LAWS AND PENALTIES:
will see the Council enact several rarely The Great House of the Southern Ranges
used laws including the calling up of has numerous laws that deal with crimes
militia for increased training in ranging from petty theft to murder.
specialized areas. Most non violent crimes have a
CAPITAL: community service and reparation to the
Mount Allez (Nickname: Hawks Nest) victim attached to them. Repeat
ADMINISTRATIVE DIVISIONS: offenders are given several months’ hard
High Reach: labor to curb their criminal tendencies.
A small outpost 20km north of the Great Violent crimes i.e.: robberies, murder are
House (further into the mountain range) dealt with harshly and quickly. A trial is
- The council approved several years ago held, witnesses heard and one of the
to the construction of another base/city judges gives the criminal his findings
as a fall back position if Mount Allez and punishment.
ever fell to an invader. Current Murder is either death or turned into a
population is 8000 civilians and military Biotic, robbery is usually a ten year hard
personnel. labor sentence as a minimum. When the
Fort Wood: Judges give down a sentence of hard
Fort Wood is situated just inside the labor, it is meant as hard labor and is
main past that leads into the valley. The usually dangerous.
Fort is manned by 200 soldiers at all Most of the crimes dealt with by the
times and in times of emergencies that judges within the Great House are
number can increase to 600 within usually petty crimes involving teenagers
hours. bored with their lives and looking for
From the outside Fort Wood is virtually some excitement. They are usually given
invisible as it has been carved out of the a very stern warning, clip over the back
rock walls and therefore blends of their heads and sent on their way.
completely into the surroundings. Repeat offenders are taken to one of the
295
Judges for a severe form of punishment The High Judge is head of the peoples’
usually involving a week or two of labor court within the Great House and
or in extreme cases they are exiled to the therefore has a great deal of authority to
plains for a period of not longer than two just below the Council.
weeks. Those that survive usually High Judges are responsible for the
behave themselves when their period of interpretation of laws and regulations
exile is up and tow the line. and only sit in on court judgments when
EXECUTIVE BRANCH: it is a high profile case. Any arguments
President - Frank Wood in interpretations of the Laws are sent to
Vice President/Internal Security - the High Judge for final deliberation.
Reginald Lolyd III The Assistant Judges are the High
Finance/Treasurer - Steve Hawkes Judges’ voice in the courts and they also
Defence - Kasy Masters help the High Judge make his
Foreign Affairs - Tom Droye interpretations of laws and regulations.
Technology and Development - Sarah The Circuit Judges are in charge of
Hurst certain areas of the Great House. Their
Agriculture - Samantha Garwood powers are unchallenged within their
Production and Advancement - Karl sphere of influence and no one is above
Mare the law when a crime is being
Secretary/Citizen Affairs - Peter Viness investigated by one of the Circuit Judge.
Special Affairs - Kyle Smythe Circuit Judges have the authority of
Elections: deputizing troops without notice to help
Elections for the council are held very in any investigations for a period of up
ten years with the position of President to 48 hours.
held every twenty years. One of the reasons why the current
The position of each council can be held President and Council are so popular
as long as that person is voted in to that with the people is the fact that all
position once voted out they have to wait citizens of the Great House are to uphold
twenty years before applying again. The the laws and regulations; therefore no
position of President can be held by the one is above the law including the
same person as long as they’re voted in Dreadguard and other elite troops.
but once voted out they can never hold Elections:
the position of President or a position on The position of High Judge is held for
the council again life and therefore it is a very competitive
PEOPLE’S COURT: position that is elected by the Circuit
High Judge Judges which then hand their candidate
Assistant Judge to the Council who recommended or
Assistant Judge disapprove said persons’ application and
Circuit Judge 1 advise the President of their decision.
Circuit Judge 2 Assistant Judges are elected every
Circuit Judge 3 twenty years and can be held by an
Circuit Judge 4 individual only twice.
Circuit Judge 5 Circuit Judges are elected every ten
Circuit Judge 6 years and can be held by an individual
for as long as they are elected each time.
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DIPLOMATIC REPRESENTATION: The Great House exports mostly food
Along with trading with the other Great products to other Houses and smaller
Houses, the Great House of the Southern groups that come to trade with the house.
Ranges also sends on a regular basis, Lately President has ordered that the
small groups of diplomats to talk about Great House increase its’ weapons
trade treaties and to head off any manufacturing capabilities to supply
possible miss-understandings that could small shipments to outlying groups free
lead to hostilities. of charge to help in the fight against the
This policy has on numerous occasions machines.
warded off miss-understandings and or IMPORTS:
conflicts between the Houses and The Great House is virtually
groups. independent from all outside sources and
FLAG DESCRIPTION: therefore doesn’t need to import any
Blue background good, but trades with other Houses and
White Cross that separates the flag into groups out of friendship and unity. The
quarters main item that the Great House will
Eight Red Thinner crosses placed inside readily trade for is information that
the white cross (Two on each arm). could help them in the fight against the
ECONOMY machines.
As of to date the Great House of the MILITARY
Southern Ranges economy is growing Size of Military: 36 000
stronger each year. Although most of Military Branches: Air Corp
their trade is conducted in goods, credit Army
is making a come back within the house Intelligence
itself as more and more people are Special Forces
experiencing higher living standards. Breakdown of Military Categories:
The Council has opened several banks Archangels: 10%
on each level to accommodate the new Biotic: 4%
wealth the House’s Citizens are Dreadguard: 8%
enjoying. At first the citizens thought Outrider 18%
that the banks were just a novelty but Packmaster: 10%
when they realized that their money was Roughneck: 40%
a lot safer and could earn interest they Skinjobs: 6%
flocked to the banks. This also had the *Technojackers: 4%
effect that petty robberies dropped a SPECIAL BRANCHES:
massive 79% in the first year alone and Saints: 20
serious crime almost 65%. Engineers: 2
At this point in time, Diplomats are Scarecrows 20
spreading this idea to outside groups as a Seedlings: 2
way to store their credits in a safe place. * Unlike other Houses, The Great House
They hope this will take off as it will of the Southern Ranges actually
draw more and more groups to the appreciates Technojackers and readily
House and thus they get more trade and welcomes them to stop by to trade and to
the chance to talk to the groups in enjoy the hospitality the Great House
joining Operation Crusade. offers. As a result several Technojacker
EXPORTS: families have decided to live at
297
Hawkwood creating a safe, friendly zone Hammond
for them and encouraging others to join By Kakuma
them. Actually I got the idea for the three
The Great House of the Southern Ranges separate classes from Robotech.
has a greater number of Technojackers Unfortunately when B5 was playing in
than any other known Great House. my hometown I missed it because of all
DISPUTES of the hours I was working to support
INTERNAL: my deadbeat roommates (but that is a
At this point in time there are no internal sob story for another time). Info on the
disputes. Law and order is maintained new Outrider War Mounts, Packmaster
and the general populace is happy and alternate Mega-Horses, alternate
content with their lives as best as they Gorehounds, and some new Hive Lord
could be in these trying times. Host Armor insects will be posted
There is the occasional fight between shortly.
drunks or teenage gang but other than The founders of House Hammond were
that life is usually quite and peaceful. made up of employees of a place they
EXTERNAL: called "The Park". The Park was a
1. War against the machines is number combination amusement park and
one priority. This is a constant battle that species restoration zoo. Building on
will take a very long time to accomplish techniques learned bringing different
but the House is patient and are species back from the brink of extinction
confident that they will prevail no matter they then began perfecting techniques
how long it takes. for bringing back animals that had been
2. Human Gangers. These scum are the extinct since before the dawn of man.
bane of trade envoys going to and from The Park was built with four levels with
the Great House and currently tying up power being provided by a combination
much needed military resources tracking of fusion reactors and geothermal power
them down and eliminating them. plants. The first level was the surface
The Council is currently deciding level, the public face of The Park, and
whether to concentrate in wiping these three subsurface levels (Think along the
traitors out once and for all in their lines of a certain underground corporate
region so they can concentrate on viral R&D lab, from you know, that
fighting the machines. movie that was based on, some video
3. Other Houses who are jealous of the games.) centered around the "urban"
Houses’ successes. Every now and then developments. Sub level 1 consisted of
a House will perform a raid on networks of tunnels, subways, and
Hawkwood. Sometimes they are subsurface bullet freight trains used in
successful and other times they aren’t. the maintenance and upkeep of The Park
House Hawkwood makes its their duty above. Sub level 2 was made up of a
to always payback the offending House series of vast hydroponic gardens used to
with a visit of their own to deal out some grow the majority of the food consumed
damage. by the animals above. While sub level 3,
in an unusual case of forethought, was
where the labs
used for the re-creation of extinct species
were built deep under the amusement
298
parks/zoos. This was done for a number Rangers also hit military storage depots
of reasons among which included the for weapons and ammunition. The
possibility of an unforeseen mutation in Caregivers were responsible for both the
the DNA coding and or something as animals, and the burgeoning new
simple as a rampaging T-Rex could still population of humans. Under their
be controlled and contained without the guidance the hydroponic gardens would
general public being put at risk. Or in a be greatly expanded. The Engineering
worse case situation Sub Level 3 could staff made up of the Geneticists and the
be flooded with Bakelite which is a type Engineers responsible for the creation
of liquid resin that hardens into a near and upkeep of the mechanical half of the
Mega-Damage solid rapidly. Of course park would find themselves tasked with
this was done more to keep corporate rebuilding and adapting weapons
espionage from discovering the systems of both armies, Man and
company's secrets and being able to Machine.
reproduce their results. It was during tunneling to expand the
The house founders were made up of the hydroponics that the diggers opened up a
core employees of the park zoo chamber that would lead to a vast natural
department. Geneticists & Engineers cave network complete with multiple
who made the parks animals and winding tunnels, enormous chambers,
amusement rides, the Caregivers that and naturally occurring hot springs. The
raised the animals, and the park Rangers decision was made to move all
responsible for the upkeep and feeding noncombatants into this new cave
of the animals on display for the public. network. Doing so ended up being
The park Rangers were made up of House Hammond's salvation during the
former military personnel. Due to the early onset of the nanobot plague.
dangerous nature of the animals they Before sealing off their new home in the
handled it was felt that former members caverns the Rangers made their way to
of the armed forces would not only be the surface through the maintenance
more vigilant in their duties but in the tunnels and into the park itself. The
event of a worst-case scenario their Caregivers had convinced the Rangers to
training would help ensure speedy free all of the animals from the cages
resolution with a minimal risk to the and containment compounds in the
general public. hopes that the animals would survive in
When the machine began its uprising the new wilds, wastelands, nature
senior members of the Ranger staff preserves, mountainous highlands, and
could see the writing on the walls. They even the boneyards and battlefields. The
would be responsible for the rescue and Rangers agreed to do this for their own
recovery of staff family members that reasons. They hope the introduction of
were offsite, the surface employees, exotic and formally extinct species
historical reenactors, and a large number might throw the proverbial monkey
of the visitors, and the defense of the wrench into the machine's plans. While
park itself. This was made only slightly the Caregivers and Rangers sought to
easier for the fact that certain preserve life and wreak havoc on the
personalities of the machine sought to machine, members of the Genetics
limit damage to the animal inhabitants. department sought to ensure the
In addition to the SAR missions the preservation of knowledge. They shut
299
down the server farms, the brains and Eventually the servers were found,
electronic memory, containing countless extracted from the ruins and transported
lifetimes worth of decoded DNA. Not to a new safe place. While the servers
just the pure strains but the mistakes, were en route to their new home three
mutations, and alien genes in the hope Librarians were created, one from each
that this knowledge would once again department to form a new R&D lab
serve mankind.Once these two tasks using the information stored on the
were completed all entrances to the servers. These new Librarians are
former park were either flooded with referred to as the Magi and each one
Bakelite and or collapsed by demolition accepted a new name with their new
charges, sealing off their former home to position. They are Melchior the head of
save themselves. Unfortunately the team the Rangers, Caspar the head of the
of Geneticists responsible for hiding the Caregivers, and Balthazar the head of
servers fell victims to the machine the Geneticists and Engineers. Their first
before passing on their location to the act as Librarians was the creation of an
next generation. enormous gene-pool made of three
House Hammond would live on. Engineers whose combined pool is an
Surviving by trading surplus food with amazing 90' in diameter. They named it
the mainland, and helping teach other the Genesis Pit. So far they have not
houses animal husbandry, veterinary been able to replicate the Genesis Pit,
medicine, and most importantly, human each time the pools wouldn't merge, they
medicine. They would also prove just formed three individual pools.
instrumental in giving birth to the age of House Hammond would be reborn a
splicers. Probably one of the most third time now specializing in the
unique aspects of House Hammond is creation and mass production of War
their acceptance and inclusion of Mounts and more unique creatures using
Technojackers. This was done with the dinosaur DNA as their master templates.
cooperation of the heads of all three House Hammond now finds itself on the
departments Rangers, Caregivers, and cutting edge of both animal mounts and
Engineers. The Geneticists were the plant fortifications. They may not have
primary driving force behind this created the Gardner but everyone agrees
philosophy of acceptance because they they turn out some of the best and
knew one day the servers would be brightest. Even if they're not personally
found and the Technojackers would be responsible for the development and
the only ones capable of accessing the deployment of plant fortifications they
information and helping to transfer it to would be the ones to perfect them for
the household Librarians. Another is mass production. Another example of
their allowing Homunculi especially House Hammond's preference of
ones that are failed Gardner Host Armor. dinosaurs is the choice of War Mounts
These become invaluable assistants to used by their Outriders. Most Outriders
the Gardner's helping to maintain plant choose to ride an altered Tyrannosaurus
fortifications and acting as mobile mini- Rex or an Allosaurus. Also instead of
farms for fortification plants and new Mega-Horses they use various species of
experimental plants. Ankylosaurus, Stegosaurus, Triceratops
and or various combinations of the three.
In addition House Hammond does not
300
use regular Gorehounds. A Packmaster to kill it and observe the rate of decay.
is paired up with Tiger claw Raptors or With the success with the Brontosaurus
Pachycephalosaurus. And just recently and Seismisaurus House Hammond has
they have perfected the creation of begun to apply these same modifications
mobile Bio-Force Fields based on 3 "sail to other large size herding herbivores
backed" Dinos'. The Platyhystrix and are starting to move on to mammals.
(meaning "flat porcupine") which As to the geographic location of House
projects a 10' diameter dome with 200 Hammond they are based on a series of
M.D.C., Dimetrodons which projects a islands. Imagine if a landmass
20' diameter dome with 400 M.D.C., and approximately the size of England were
the biggest sailed Dino the Spinosaurus located near the equator with less than 1
which projects a 35' diameter dome with mile from the largest island to the
600 M.D.C.. The Bio-Force Field is mainland. Before the insurrection of the
projected out of the sail to form a force machines a series of tunnels for both
field dome. traffic and freight trains connected the
Due to the number of carnivorous islands to the mainland. The largest of
dinosaurs used in House Hammond, not the islands had almost all of the visitor
to mention the hungry humans, when the hotel and housing for all of the islands.
Lazarus gland was perfected and they In addition to the hotels the main island
got the genetic coding the Rangers was dotted with some of the largest and
collected several species of sauropods newest equipped amusement parks on
for re-engineering. The new the entire planet. The main island also
Brontosaurus etc. don't regenerate, featured multiple casinos and several
instead when they are killed all of the fairly large historical reenactment/theme
beasts inherent Bio-E is focused into parks across several different periods in
carcass preservation. Consumable meat history from around the world (think of
does not putrefied as quickly in these your local Renaissance Festival/civil war
beasties. A freshly killed carcass will be reenactment/mountain man and trapper
safe for humans to eat from up to 2 to 3 get together). Land that was not being
weeks after initial death. The fresher the used for amusement purposes went into
kill the greater the need to cook the meat the creation of small towns and small
before eating. Instead of normal decay scale cities to house Park employees and
and eventual putrefaction the give them a place to shop, to buy
consumable meat goes through a process groceries etc. The rest of the available
of slowly drying out into a jerky like arable land on the largest island went
substance. At the end of the 2 to 3 week into food production, using GM-O's for
grace period any meat left on the carcass the highest yields and pest resistance
goes into bio meltdown similar to war without the kill gene's that required
mounts. After perfecting these new sub buying new seed every season, some to
species they were produced and released feed Park employees and the people that
into the wild and it is now estimated that serve them off the clock like a normal
somewhere between 30 and 40% of all city or town. The largest amount of land
sauropods, hadrosaurids, and similar is farmed in a way to help produce
large plant eating herbivores are made enough plants to help feed all of the
up of the new species. The only way to herbivore and other plant eating beasties.
tell between the old and new species is After a bunch of the Park biological
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attractions had been herded onto the loss of biodiversity (After all She could
mainland and released the Rangers always rebuild, replant, and repopulate.)
destroyed the "Chunnels" on their way because of the privately generated data
back to the Park. and possible cryo-zoo. The humans may
The entire group of islands are have had success where Gaia met with
surrounded by underwater mega-damage failure after failure. But luckily she has
containment fencing designed to keep all yet to learn of them. All the information
of the ocean type dinosaurs and dinosaur has been copied and backed up so the
like/size creations contained but free to servers are now just piles of deadly junk
swim about and feed themselves on that even now the machine would do
normal fish and fish that are specially whatever it could do to get them. The
farm grown (fish farm) fishes of only reason they have not been slagged
different species as well as those that can is that there is an on going debate over
make it through the fence. No aquatic slag'em or preserving them as a future
creature of any kind is allowed in these historic artifact.
enclosed mini-seas that may be small Another problem they had in the early
enough to escape out in the normal years were difficulties with
ocean. The fence is made up of specially overpopulation issues. Until it was
modified species of coral that grow in a decided to break off chunks of
layered fence like pattern. Any damage population to create starter Minor
done regenerates automatically (the Houses thus spreading out the people
fences are about 10' thick but are not and increasing mankind's chance of
solid and have 100 M.D.C. per 10' survival. Each Minor House was initially
section and regenerates 10 M.D. points set up with one Librarian, at least two
per melee) and have been crossbred with genepools' and between 20,000 to
several different species of jellyfish 30,000 people with an additional 500-
whose tentacles only strike at creatures 1000 military personnel to make a new
trying to get from the inside out. Other colony or Minor House. As each new
organisms/free lunches can safely pass minor house was born they would take
into the fenced in area and will not be the last name of a famous past geneticist.
stung. The jellyfish tentacles are Beginning with Mendel then Watson,
designed not to kill but to encourage a Crick, Wallace, Tschermak, and
definite distance from the fence. Swaminathan for a total of six Minor
Despite House Hammond's many Houses. All these satellite houses' come
apparent successes, they have had their willingly to each others aid and defense.
share of problems. Things like the There was nine but three of them began
lost/missing servers. It would take many, highly controversial research into areas
many, many decades of searching before such as cloning, extreme human
they were finally recovered. During all modification, and even Bio-warfare of
that time the threat and fear that the the mass destruction variety. As each
machine might find out about this new atrocity was uncovered these three
treasure trove of genetic data. If Gaia houses were given a choice, either exile
had ever gotten wind of the servers and to the main lands or complete
what was on them she would have torn destruction down to the very last cell.
all the islands up and apart looking for They all chose exile over death and had
them. She wouldn't have cared about any their original names stripped, they were
302
given the names of Mengele, Ishii, and what would be appropriate for it's time
Taha AL-Azawi. Hammond was lucky and area. The new walls were meant to
that these fallen houses were found out protect Eve's new playthings from the
before the servers were found so they remaining zoo animals as well as
have none of the advanced DNA codes. penning her toys in. All this attention
Their only knowledge of these servers was yet another source of accusations of
are whispered legends. collusion with the machines. The real
The worst, at least on a personal level to truth is that the actors living in these
the majority of of both Major and Minor villages were apart of the early
houses, are the accusations made by evacuations. Any humans found were
other houses of the resistance of deals squatters the majority of which were
being made with one or more aspects of killed by the steel troopers. The
the Machine. These accusations stem survivors were given the choice of
from the fact that most of the initial reliving the past, or death. Gaia controls
Machines assaults were focused on only the vast majority of the islands and
a few of the major Metro/Casino/Park grudgingly lets Eve have and maintain
zones while leaving most of the her pets. Both have no idea of the
historical "villages" and as much of the Houses under their noses, nor the
animal habitats untouched as possible by incredible treasure trove of genetic data.
a combination of orders from Gaia and They are also clueless to the fact that
the fact that the other personalities were over time every one of the retro-villagers
demanding resources in areas of higher has been replaced by the descendants of
conflict. By the time Gaia was able to the original actors and actresses. This is
focus her attention back on The Park a three fold win because it helps relieve
most of the remaining humans had not over population, gives military personnel
only moved underground but had a place for a little R&R or leave on the
already begun moving out of the old surface and gives the houses a spy
complex's and destroying those network that is the best of any house, at
locations. least as far as the islands go. None of the
Later when the various personalities other great houses in the resistance are
were taking stock of their new aware that all the individual Minor
"Domains" the personality of Eve looked Houses are the "children" of House
upon the various historical towns and Hammond. They think that they are just
found what she perceived as premade closely aligned. When the final push
Retro-Villages that simply needed against the machine comes House
"restocking". First She sent in steel Hammond will be able to potentially
troopers to mop up or capture any field the largest army of the resistance.
remaining actors. Then service robots to Each house is run by a council of three.
extract any and all metals while trying to Each member is chosen from the most
do as little damage to the on site senior or talented person in their
buildings as possible. Once She deemed respective departments. The head of the
the sites clean she began the task of Rangers is chosen from either
repopulating them. To give her new pets Dreadguard, Roughnecks, Archangels,
a chance she instructed the service or Outriders. This person holds the title
robots to build new walls around the of Warlord. All decisions are made by
towns using wood or stone depending on counsel consensus except military or
303
security matters although the Warlord is 20% Roughnecks
expected to listen to any 4% Saints
recommendations from the other 1 % Scarecrows
departments. 2% Skinjobs
Population Breakdown: House 1 % Technojackers
Hammond 30% Non-Combatants
110,000 total people. 10% Other O.C.C.
8% Archangels
2% Biotics
12% Dreadguard
- Engineers (18 plus the 3 that make up
the Genesis Pit)
- Librarians (3 plus the 3 Magi for a total
of 6)
8% Outriders
2% Packmasters
20% Roughnecks
4% Saints
1 % Scarecrows
2% Skinjobs
1 % Technojackers
30% Non-Combatants
10% Other O.C.C.s
Each minor house is also run by a
council of three. Each member is chosen
from the most senior or talented person
in their respective departments. The head
of the Rangers is chosen from either
Dreadguard, Roughnecks, Archangels,
or Outriders. This person holds the title
of Warlord. All decisions are made by
counsel consensus except military or
security matters although the Warlord is
expected to listen to any
recommendations from the other
departments.
Population Breakdown: average Minor
House
30,000-70,000 total people.
8% Archangels
2% Biotics
12% Dreadguard
- Engineers (6-12 total)
- Librarians (1-2 total)
8% Outriders
2% Packmasters
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Hawkwood in its' waters that their blood stain the
By Winter waters for days to come. (explain the
BRIEF HISTORY OF HOUSE battle in more detail, talk about
HAWKWOOD - THE BEGINNING individuals etc..)
House Hawkwood offically became a To make the situation worse, gangs of
House around a year after the War of human vultures descended on the
Steel began. (explain why they called in survivors and the killing began once
the War of Steel). again with the families still in shock
Originally the house was made up of two from the first attack.
large extended families, the Hawkes and Within a week the families managed to
the Woods. Both families were fleeing shake off the robot patrols and gangs
the cities and all the fighting that was attacks to make a clean getaway, their
consuming their world at that time. Their numbers which numbered nearly 1000
reasoning was that they had already lost now numbered around 150 and with
too many family and friends to the winter on the horizon they knew that
Robots that to stay any longer was just number would drop even further.
plain suicide. (explain how they met That winter nearly finished the survivors
etc..) high in the mountains and the patriarchs
It was good chance that the Hawkes of both families had to make devastating
owned a large parcel of land with several decisions in regards to the distribution of
small houses up in the mountains along food, shelter, who lived and which
the shores of a large lake (What is the wounded had to be left behind. Those
lake called, where is it, how did they get that did survive were tougher, stronger
there etc..) than ever and even more determined not
Gathering likeminded survivors, the two to let the events of the previous months
families homes soon grew into a place of happen again.
sanctuary from the robots and marauding Travelling deeper into the mountain they
gangs of humans who prey on bothsides finally come to a small plateau that
in the war. dropped off into the ocean, there several
Their peace and quite didn't last long as caves in the mountain side and the
a Robot patrol found their location and families decided to camp there for
radioed in the position to a large robot several weeks to regain their strength
attack force searching for such human and take stock of their belongings.
locales. Exploring the caves the families realised
The attack on the encampment lasts less that the caves cut deep into the
than an hour, hundreds of people die in mountains and provided plenty of hiding
the initial attack wave but the families places for them if the robots or gangers
weren't complete pushovers as they showed up again. The leaders of the
fought back with incredible ferocity. families decided that enough was
Eventually the two families and their enough and that it was that they will
friends were driven higher into the plant their roots and this was their new
mountains only to be hunted down and home and anyone who wanted to dispute
slaughtered amongst the peaks and it had better be loaded for bear. (explain
valleys of the mountain range. The lake in more detail)
was later to be called Blood Lake due to Having found several fresh water springs
the fact that so many people were killed inside the cave system and having the
305
ocean nearby for fishing and the caves As well as the usual house details, where
offering shelter and protection. The they live, how many people, notable
families decided to send out small people etc..
patrols to gather information of their BACKGROUND:
surroundings, find new sources of food, House Hawkwood officially became a
weaponry and to pick up any refugees house several decades after the war
and eliminate any potential threat Robot against the machine started. Originally
or human. the house was made up of two large
Several months later the two families extended families, the Hawkes and the
held a meeting for all people to discuss Woods, plus numerous smaller family
their next plan of action. They needed groups. Fleeing the cities and fighting
basic laws to govern themselves, they the families made their way into the
needed centralized leadership to get the countryside together in an effort to
jobs done in a more efficient manner and escape the constant death and
they needed a name for themselves, it destruction that the conflict was causing.
was such a simple thing but it was a very Years before the war began the Hawke
important item for the families and their family purchased a large parcel of land
friends. high in the mountains next to a lake.
A young couple who had recently With the war confined to the cities and
married suggest that both of the families lower plains the families decided to
should combine their names to travel there. Due to numerous encounters
"Hawkwood" since their child they with Robot patrols and the occasional
would eventually have would join the human gangers, they finally made it to
families. Without realising it at first the their destination after nearly a month on
survivors had given themselves a reason the road. Along the way they gathered
to carry on surviving, hope in a new more people and by the time they
world that they themselves had a part to reached their destination, their number
play and most importantly hope in had swelled to just over 500 survivors.
themselves. Soon after arriving the families
House Hawkwood was founded that day established what could pass as a
when all present at that momentous temporary safe haven, the valley they
meeting solemnly promised to uphold were in was high into the mountains,
and protect the honour, values and there were no towns, cities or significant
integrity of their House. areas of interest to the robots and so they
Okay people this is as you can see the felt fairly secure. After several weeks the
beginning of House Hawkwood and very families held a meeting and voted to stay
very basic at that, I still have another in the region to start a new life. They had
page or two to add to this section. plenty of food and water. Shelter was
The next section which, hopefully I have their major concern as winter was
a rough draft on Saturday will be a time approaching rapidly and the weather in
line from the day they became House the mountains was worse than on the
Hawkwood up until now! plains below. Sending out scouts into the
Plus I'll add a small section on what I'll surroundings they hoped to find shelter
call the Honour of Hawkwood, a section for themselves to wait out the worst of
of rules that all members of the house the storms. A week later scouts reported
has to follow. a cave approximately two kilometers
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further into the mountain range that their escape up into the mountains into
burrowed into the side of Mount Allez. It the cave system before the robots could
turned out that the cave ran regroup.
approximately three kilometers into the Knowing that they would be utterly
mountain. wiped out, the front entrance to the cave
Within a week the families had was also collapsed so as the robots
organized work parties to scout out the couldn’t gain entrance. Unforeseen
cave system and make it habitable for circumstances created a massive
the upcoming winter. Within two months landside that completely blocked off the
they had the cave system ready for the cave entrance and set tons of rock down
winter and not a moment too soon as the the mountain side into the valley below.
first light snow falls were appearing. For all intents and purposes the families
As luck would have it, their lives were were now cut off from the outside world
soon to be interrupted by the war. A for the foreseeable future.
small robot patrol managed to evade the Realizing that the humans escaped them,
outlying patrols long enough to report the robots proceeded to destroy all the
the position of the survivors around the standing structures, leveling the entire
lake to a large robot force down on the compound out of spite. Whilst the
lower plains. Within two hours reports destruction was being carried out more
from the forward sentries started to robot patrols scoured the mountains
stream in about large robot forces without luck, the massive rockslide
attacking in strength up through the caused by the explosion had block
passes that lead into the valley. With the several other passes into the mountains
women and children hidden in the cave thus preventing the robots going any
complex, all able bodied men grabbed further except air patrols which couldn’t
what weapons they had and ran out to fly too low due to bad weather
meet the robots. The fighting was bloody conditions. Two days later the last of the
and fierce with no side giving quarter or robots left leaving behind them a
mercy. The robots fell in large numbers wasteland.
due to the superior positions held by the A week later the families dug through
families, but the robot numbers began to the rocks and rubble which blocked the
take a toll on the defenders and soon cave and found the whole valley in a
they had to give up their defensive devastated state, everything of value to
positions and fall back through the pass them was now in the cave as all their
under withering fire from land and air. belongs in the valley below had been
Seeing no alternative, the heads of the destroyed.
family decided to blow the passes and Upon reaching the remains of their
temporarily block them to the robots to compound, they found a large gang of
make good their retreat up into the human scavengers searching through the
mountains. The charges were set and rubble. The families asked for them to
exploded just as the first of the robots leave what was left of their belongings
were entering into the valley. Hundreds alone, the scavengers refused. Another
of robots were crushed by the tons of bloody battle erupted. This time the
rocks and rubble that filled the passes, families decided that enough was
given the most precious of commodities enough, they weren’t going to retreat
in war, time, the families made good this time. Using their superior numbers
307
and knowledge of the valley they soon voted in with rules and regulations to be
flanked the scavengers and had them on decided over the coming weeks.
the run, chasing them down onto the A decade later the metal plague
plains below they wiped them out descended upon the world, House
bloody orgy of killing. Hawkwood weren’t spared from the
The damage though was already done, effects of the plague and dozens of
their homes were totally destroyed and people died before the cause was
winter was now on the horizon and identified. They also found that they had
although they had the cave to shelter a proportion of their population that was
them they knew it was going to be a immune to the metal plague and used
tough winter. With heavy hearts they them to remove all of the metal from the
collected what they could and retreated cave system and valley below, it was a
to the cave system and decided to long and tedious job that took months of
enlarge it with extra rooms and passages. constant work to achieve. It was also
The winter was tough as they expected. during this decade that the population of
They had plenty of food and water, with the House also grew to just over 15 000
fires and heaters going throughout the people due to the number of refugees
days and nights they managed to make they brought in.
their shelter as comfortable as possible. Nobody quite remembers when the first
For months they lived in the cave, with of the splicers showed up to request a
small patrols leaving during the day to meeting with the council. Hours later the
conduct brief scouting mission down to council emerged from that meeting
the plains to see what was going on. announcing ten new members to House
Towards the end of winter the families Hawkwood. That day the house gained
got together to vote on a course of seven Saints, 2 Scarecrows and what
action. The first was to see if they were was soon to become an Engineer. Today
going to rebuild the compound around House Hawkwood has nearly 20 Saints,
the lake. Surprisingly the majority 10 Scarecrows and 2 Engineers.
decided that they would stay in the cave. The next 90 years was a time of growth
It provided the shelter that was necessary and struggle for House Hawkwood.
to survive in the mountains, superior They tried to keep a low profile so as not
protection against the robots and now to attract unwanted attention not only
they had enlarged the cave it would have from the robots but other larger more
been a waste of precious resources to hostile human forces, slowing they
just abandon it now. So they decided to increased their population, military
stay and build up the cave system to might and production capabilities.
better suit their needs. They also decided TODAY
to make a name for themselves to give a Recently the council announced to the
sense of purpose and belonging. A population that they had decided expand
young couple came up with their operations against the robots. They
“Hawkwood” after the two largest have effectively unleashed the warriors
families that brought them out of the war of House Hawkwood to conduct low
zones on the plains below. Everyone insurgency operations against the
thought it was a good idea and so the machines in the hope of disrupting their
name Hawkwood became their family operations long enough to strike a major
name from that day on. A council was blow.
308
to climb. There are several passes that
The council though has no elusions, they lead deeper into the mountain range
are entering a very dangerous world although these are blocked most of the
where the robots are not the only enemy year due to deep snow falls.
they have to worry about, but it is their HIGHEST POINT:
world and they are determined to reclaim The highest point is Mount Allez which
it even if it means one battle at a time. stands at 5200 meters which towers over
GEOGRAPHY the other mountains with the closest
LOCATION: coming in at 3400 meters.
House Hawkwood is located at the NATURAL HAZARDS:
bottom of Mount Allez in the Great Natural Hazards range from dangerous
Northern mountain ranges. Mount Allez weather changes, rock falls and
is the largest mountain at the southern avalanches that can strike without
end of the mountain range. It is located warning.
fare away from large cities, towns or PEOPLE
other places of interest. POPULATION:
AREA: Civilians: 120 000
The cave system of House Hawkwood Military Personnel: 36 000
has changed dramatically over the past LANGUAGES:
100 years. The original cave system is Official Language: English
all but gone, now unrecognizable with LITERACY:
five upper levels and seven lower levels. Total Population: 89%
Each level is approximately two GOVERNMENT
kilometers in length and 600 meters HOUSE NAME:
wide – each level is on average 4 meters Conventional Long Form: Great House
in height with certain areas lower or of Hawkwood
higher depending on its purpose. Conventional Short Form: House
CLIMATE: Hawkwood
The climate of Mount Allez is varied Local Short Form: Hawkwood
throughout the year. The majority of the DEPENDENCY STATUS:
year the mountain top is covered in snow House Hawkwood is an independent
with low cloud cover. Fierce winds blow identity in all areas and don’t rely of any
through the upper mountain passes outside forces to survive. They grow
preventing all but the most determined enough food to supply their ever
travelers. growing population with some left over
The valley below is seasonal with warm to trade/sell to outside groups.
but pleasant summers and cold winters. Their status has been helped to the fact
TERRAIN: that they are situated far away from any
The terrain around Mount Allez is as hotspots and that they live high in the
varied as the weather. The valley is mountains.
covered with lush green grass small GOVERNMENT TYPE:
rolling hills covered in trees and a lake House Hawkwood is run by and elected
on the northern side that is fed by the President and advised by a council of 9
melting snows high up in the mountains. men and women. The people vote for the
Mount Allez itself is almost vertical in ten men and women who sit on the
most places making it almost impossible
309
council and then the council votes for soldiers at all times and in times of
the position of President. emergencies that number can increase to
Ever since House Hawkwood’s 600 within hours.
inception, it has always been a From the outside Fort Wood is virtually
democratic like process in the ability of invisible as it has been carved out of the
the general population to elect their rock walls and therefore blends
leaders. In effect the council has the completely into the surroundings.
power to basically do whatever they Fort Wood is the front line against any
want, though they rarely enforce their enemy forces that try to force their way
full power of the laws. The only law up the pass into the valley and therefore
stopping an outsider coming in and is on high alert at all times.
taking a spot on the council is that the NOTE: The current policy from the
applicant must be a citizen of House Council is that robot patrols are to be
Hawkwood and have an exemplary allowed to enter the valley unmolested
record in fighting against the various as there are no signs that House
enemies of House Hawkwood. This rule Hawkwood occupies it anymore. The
is never broken or overlooked for any ruins are still there to fool the robots into
reason. thinking that it is still abandoned. So far
Other Houses and or challengers seeking this has worked but it can last only so
to take advantage of House Hawkwood long before the robots try to push deeper
have found out to their detriment that the into the mountain range.
House doesn’t follow the usual rules that LAWS AND PENALTIES:
other Houses have established. A House Hawkwood has numerous laws
common saying is that Might doesn’t that deal with crimes ranging from petty
always make right and more than one theft to murder.
House/Challenger have found Most non violent crimes have a
themselves on the other end of several community service and reparation to the
hundred angry soldiers bearing down on victim attached to them. Repeat
them. offenders are given several months’ hard
In times of extreme emergencies the labor to curb their criminal tendencies.
council has the authority to conduct the Violent crimes i.e.: robberies, murder are
situation as they see fit. dealt with harshly and quickly. A trial is
CAPITAL: held, witnesses heard and one of the
Hawkwood judges gives the criminal his findings
ADMINISTRATIVE DIVISIONS: and punishment. Murder is either death
High Reach: A small outpost 20km north or turned into a Biotic, robbery is usually
of Hawkwood (further into the mountain a ten year hard labor sentence as a
range) - The council approved several minimum.
years ago to the construction of another Most of the crimes dealt with by the
base/city as a fall back position if judges within the House are usually
Hawkwood ever fell to an invader. petty crimes involving teenagers bored
Current population is 8000 civilians and with their lives and looking for some
military personnel. excitement. They are usually given a
Fort Wood: Fort Wood is situated just very stern warning, clip over the back of
inside the main past that leads into the their heads and sent on their way. Repeat
valley. The Fort is manned by 200 offenders are taken out onto the plains
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and put into a patrol that is heading in a The Circuit Judges are in charge of
dangerous sector for several days. 95% certain areas of Hawkwood. They’re
survive the experience and come back a powers are unchallenged within their
changed person for the better. sphere of influence and no one is above
EXECUTIVE BRANCH: the law when a crime is being
President investigated by one of the Circuit Judges
Vice President/Internal Security and their men.
Finance/Treasurer Elections:
Defence The position of High Judge is held for
Foreign Affairs life and therefore it is a very competitive
Technology and Development position that is elected by the Circuit
Agriculture Judges which then hand it to the Council
Production and Advancement who recommended or disapprove said
Secretary/Citizen Affairs persons’ application and advise the
Special Affairs President.
Elections: Assistant Judges are elected every
Elections for the council are held very twenty years and can be held by an
ten years with the position of President individual only twice.
held every twenty years. Circuit Judges are elected every ten
The position of each council can be held years and can be held by an individual
as long as that person is voted in to that for as long as they are elected each time.
position once voted out they have to wait DIPLOMATIC REPRESENTATION:
twenty years before applying again. The Along with trading with the other Great
position of President can be held by one Houses, Hawkwood also sends on a
person as long as they’re voted in but regular basis, small groups of diplomats
once voted out they can never hold that to talk about trade treaties and to head
position nor on the council again off any possible miss-understandings
PEOPLE’S COURT: that could lead to hostilities.
High Judge FLAG DESCRIPTION:
Assistant Judge Blue background
Assistant Judge White Cross that separates the flag into
Circuit Judge 1 quarters
Circuit Judge 2 Red Thinner cross inside the white cross.
Circuit Judge 3 ECONOMY
Circuit Judge 4 As of to date House Hawkwood’s
Circuit Judge 5 economy is growing stronger each year.
Circuit Judge 6 Although most of their trade is
The High Judge is head of the courts conducted in goods, credit is making a
within House Hawkwood. They’re come back within the house itself as
responsible to the interpretation of laws more and more people are experiencing
and regulations and only sit in on court higher living standards.
judgments when it is a high profile case. The Council has opened several banks
The Assistant Judges are the High on each level to accommodate the new
Judges voices in courts and they also wealth the House’s Citizens are
help the High Judge make his enjoying. At first the citizens thought
interpretations of laws and regulations. that the banks were just a novelty but
311
when they realized that their money was Technojacker families have decided to
a lot safer and could earn interest they live at Hawkwood creating a safe,
flocked to the banks. This also had the friendly zone for them and encouraging
effect that robberies dropped a massive others to join them.
79% in the first year alone. House Hawkwood has the highest
EXPORTS: permanent number of Technojackers that
House Hawkwood exports mostly food any of the other Houses.
products to other Houses and smaller DISPUTES
groups that come to trade with the house. INTERNAL:
Lately House Hawkwood has increased At this point in time there are no internal
its’ weapons manufacturing capabilities disputes. Law and order is maintained
and has been supplying small shipments and the general populace are happy and
to outlying groups free of charge to help content with their lives as best as they
in the fight against the machines. could be in these trying times.
IMPORTS: EXTERNAL:
House Hawkwood is virtually 1. War against the machines is number
independent from all outside sources, but one priority. This is a constant battle that
trades with other Houses and groups out will take a very long time to accomplish
of friendship. The main item that House but the House is patient and are
Hawkwood will readily trade for is confident that they will prevail no matter
information that could help them in the how long it takes.
fight against the machines. 2. Human Gangers. These scum are the
MILITARY bane of trade envoys going to and from
Size of Military: 36 000 House Hawkwood and currently tying
Military Branches: Air Corp up much needed military resources
Army tracking them down and eliminating
Intelligence them. The Council is currently deciding
Special Forces whether to concentrate in wiping these
Breakdown of Military Categories: traitors out once and for all in their
Archangels: 10% region so they can concentrate on
Biotic: 4% fighting the machines.
Dreadguard: 8% 3. Other Houses who are jealous of
Outrider 18% Hawkwoods’ success’s. Every now and
Packmaster: 10% then a House will perform a raid on
Roughneck: 40% Hawkwood. Sometimes they are
Skinjobs: 6% successful and other times they aren’t.
*Technojackers: 4% House Hawkwood makes its their duty
SPECIAL BRANCHES: to always payback the offending House
Saints: 20 with a visit of their own to deal out some
Engineers: 2 damage.
Seedlings: 2
* Unlike other Houses, House
Hawkwood actually appreciates
Technojackers and readily welcomes
them to stop by to trade and to enjoy
their hospitality. As a result several
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Madrigor elaborate caves, those who decide to try
By Quantum07 to sneak in themselves usually found
House Madrigor is somewhere between later, dead by traps and pitfalls.
your best friend, and the people your From the outside, as an individual, most
parents warned you about. A house of people know House Madrigor as the
vice and pleasure, filled with anything place to blow any savings you have, a
your heart could desire to take your gambling den where any and all drugs,
mind off of the fact that you traded all of poisons, and chemicals can be found to
the gold your grandfather left you when snort, shoot, or pop in order to take your
he died, and that the House Madrigor mind off of your life. You can stay in
Marshals will be coming to evict you luxurious resin-molded motel rooms, or
soon. An interesting experiment, an rent one of the better rooms in the
eclectic mix between the stories of old seedling itself. If you are the
Las Vegas, and a mercenary company. adventurous type, or are here for an
House Madrigor is located underneath a expedition, you can stay in the Bao Huts
large nature preserve where the areas of they maintain, hidden, in the Nature
influence of 95, 96, and 97 meet. This Preserve.
has proven a dilemma for Gaia, as this If you are more of the military minded,
nature preserve is a perfectly balanced you might know that House Madrigor is
ecosystem that took her years to fix, and also a mercenary power, willing to work
is a rare tropical rainforest. As long as with anyone, for a price. Most of the
House Madrigor doesn't upset the time, a person can only arrange to
preserve, Gaia can't send troops in to purchase a single squad of these elite
root them out. A large force of NEXUS soldiers. Some of the houses that have
troops form a blockade around the expendable resources, such as Great
preserve, to make sure that House House Ash, have been known to
Madrigor can't leave on the surface, purchase the time of an entire platoon. It
while Gaia sends the most dangerous is rumored that, for a significant sum of
predators, monsters, and bacteria she can bio-tech secrets, Great House Ash
into the preserve, without upsetting the survives to this day only because House
balance. It is a delicate game the house Madrigor sent thousands of their own
is playing with Gaia, but one that has troops to reinforce their weakened minor
kept them safe from Machine incursion houses.
for decades. One of the benefits to the influx of bio-
That being said, how does one get in and tech, and other riches, is that instead of
out of the Madrigor Casino, if the turning this back around to make the
Machine is everywhere on the surface? lives of the members of the house
This is why there are so many comfortable, they have instead been
Deliverymen in the house. There are focused on the military efforts. With the
hundreds of underground routes leading number of engineers House Madrigor
into the house, each heavily defended has been blessed with, and the
against both Splicer and Machine abundance of resources, they have been
incursion. These entry points are able to train their soldiers to handle more
changing all the time, due to the bio-enhancements than the regular
tunneling warmounts. Only members of soldier. Better equipped, this makes a
the House know the routes through the single soldier of House Madrigor a
313
match for two soldiers from any other there to blow off steam. A vacation
house. This puts a strain on people who resort for soldiers.
are not ready for the effects this will AOI: 95, 96, 97
inevitably have on their nervous system. Population Breakdown:
In order to prepare, all Roughnecks of 5000 Total
House Madrigor are given Proto-Host 0.5% Advanced Biotics 25
Armor, instead of the more taxing Host 2% Archangels 100
Armor. 6% Biotics 300
House Madrigor also has 2 other purely 1% Bio-Slayers 50
military bases set up in other, relatively 5% Bombadiers 250
nearby nature preserves. A days travel 4% Butcher 200
between the bases and the main seedling, 5% Deliverymen 250
these bases are in place to grow and 10% Dreadguards 500
nurture new seedlings, in case the main 2% Falconers 100
house should fall. Mostly defended by 5% Gardeners 250
gardener fortifications in order to blend 0.2%Geneticists 10
into the Preserves, these are not 0.2% Harvesters 10
surrounded by Machine forces. 4% Marshal 200
Skirmishes do occur to draw the 6% Metamorph 300
Machine away from these bases, as the 10% Outriders 750
actual manpower is slim on the ground. 5% Packmasters 250
Most of their forces are either guarding 0.2%Ragdolls 10
Madrigor Proper, or on missions. 19% Roughnecks 950
Soldiers rotate duty between one of the 0.1% Saints 5
outer bases, Madrigor Proper, and 0.5% Scarecrows 25
mercenary work. 1% Skinjobs 50
Always looking towards the future, 5% Swarmlords 250
House Madrigor is attempting to 2% Sweepers 100
negotiate with Great House Artemis for 0.3% Tormentors 15
the secrets of the Kraken Warmount. In 8% Non-Combatants 200
addition, once the seedlings in the other 15 Engineers
bases mature to the point of being able to 3 Librarian
house recruits, the Council will consider House Details:
opening up their ranks. What House A. House Size: Small
Madrigor does not want anyone to know B. Biotech Level: Cutting Edge Bio-
is that they charge so much for their Tech.
services because they barely have C. House Wealth: Comfortable.
enough manpower to cover their current D. Leadership: Warlord and Platoon
operations. They make shows of hiring Leaders
initiatives, and rigorous testing, but only E. Educational Resources: Printing
allow people to join the house when one Press, Librarian
of their own has fallen. They walk a fine F. Internal Control: Oppressive Laws.
balance between abundant resources, G. Criminal Activities: Integrated
and a lack of space, as so much is Criminal Underworld
devoted to housing the transient people H. Military Culture: Mercenary
314
I. Attitude Towards N.E.X.U.S.: Active Matron
Resistance By Ziggurat
J. Attitude Towards Other Great Houses: House of the Matron
Pirate To outside observes, this House is quite
K. Attitude Towards Human peculiar, if not disturbing. For one it’s
Augmentation: Experimental absolutely full of Biotics, and everyone
Augmentation in sight is female. This is because every
L. Attitude Towards Technojackers: last member is a clone. All living
Limited Welcome members of the house are nearly perfect
M. Intelligence Resources: Scouting clones of the primary Engineer, Matron.
Platoons, Deliverymen, Infiltrators, Of Course they are all different people.
Butchers They have different memories,
N. Haven Structure: Seedling, Resin experiences, personalities. Each member
O. Surface Presence: Simple Safe is an individual, but they all serve the
Havens (15), Military Bases (2) Matron. Individuality is the definition of
P. Reputation: Known. beauty here, with each person showing
Q. Entertainment: Alcohol, Drugs, off some tattoo, birthmark, or other body
Prostitution, Gambling, Sparring, modification as well as almost desperate
Armored Sparring, Gladiator Arena attempts to have their own personal and
distinct style of dress, speech, ect. This
is eased somewhat by many Members
being Advanced Biotics, and thus unique
by design.
10 years ago, the former House was
wiped out nearly to the last man woman
and child by House Shiva. The few
stragglers, cowards, and valiant
defenders managed to survive by
collapsing the tunnels leading to one of
the gene pools and holding out till Shiva
finished their slaughter and moved on to
new victims. They set about rebuilding
immediately but most of the survivors
fell to traps and poisons leaving the
Engineer with no choice but to literally
build a new house, people and all.
Seeing artificial creation and alteration
of human life as an unforgivable sin she
cast off her name and promised to cease
both her activities and her life once this
sin was no longer a necessity.
Matron will see her house rebuilt, and it
will be the last thing she ever sees, so
she has no reservations or compunctions
doing whatever it takes to make it
happen.
315
AOI: 91 Necropolis
Population Breakdown: By Eertbarc
~1,200 Total from the journal of the dark one.
6% Archangels 72 all I ever wanted was to help others, be
20% Advanced Biotics 240 kind and live in peace. but it was never
5% Deliverymen 60 meant to be. this world Is no such place
25% Dreadguard 300 for such sentiment, nexus taught me that.
6% Outriders 72 in an instant she taut me the true weapon
10% Packmasters 120 of survival was not a gun or blade, but
25% Roughnecks 300 fear. I realized that in order to win we
3% Saints 36 had to teach this lesson not just to nexus
1% Scarecrows 12 but to all the world. I decided then and
.5% Skinjobs 6 there not only must I create nightmares I
4.5% Other O.C.C.s 54 needed to be a nightmare, master of the
3 Engineers dark, the evil, the scary. I needed to gain
1 Librarians power, but I also needed time. so I
House Details: waited and planed. when the time came I
A. House Size: Devastated House. struck, and in an instant I had it all but I
B. Biotech Level: Minimal Biotech. still needed more, so I set forth to build
C. House Wealth: Limited Internal my forces, secure resources, and most
Resources/Plentiful Surface Game. important of all bide my time. now I am
D. Leadership: Engineer Council. ready to strike and when I do that b1tch
E. Educational Resources: Direct genetic shall know what fear truly is.
memory download. and from the dark we rise and she shall
F. Internal Control: Devotion. know fear.
G. Criminal Activities: None. a land based house set under a
H. Military Culture: Defensive. swamp/boneyard/old graveyard, a young
I. Attitude Towards N.E.X.U.S.: Timid dreadguard decided to take a page out of
resistance. kalis book and use fear as his weapon so
J. Attitude Towards Other Great Houses: one night while the house slept he and
Close allies only. the warlord stepped out for a word and
K. Attitude Towards Human only he returned thus began the rain of
Augmentation: Inhuman Society. the dark one. in a few short months the
L. Attitude Towards Technojackers: house was rebuilt into something new,
Safe haven. something dark, fear would be this
M. Intelligence Resources: Anecdotal houses new weapon, and so the
Reports, Deliverymen, Infiltrators. necropolis was forged.
N. Haven Structure: Wooden, Resin. population census as taken by brain eater
O. Surface Presence: Simple Safe Darrell and blood drinker barker, 6 years
Havens. after the ascension of the dark one
P. Reputation: Unknown. population: 72,000 (67,000 before
Q. Entertainment: Storytelling, Alcohol, ascension)
Drugs, Gambling, Sports, Sparring, (add +5 to horror factor of all)
Armored Sparring. (warlord)dark one 1
(dreadgaurd)reapers 2%
316
(host armor is completely black, w.p. (darker tones on armor and insects)
pole arm replaces 1 elective skill, gains (harvesters)ghouls 1%
access to psychology as an elective) (armor colored dark purple and looks
(roughnecks)bonemen 7% desiccated)
(host armor is bleached bone white) (bombardiers)serkets 2%
(biotics)steins 6% (dark black chitinuos armor)
(think Frankenstein's monster[universal (sweepers)snappers 2%
style]) (looks like giant anthropomorphic
(outriders)horsemen 15% alligator snapping turtle w/ r.jaw)
(war-red, death-black, famine-pale (bio-slayers)wraiths 30 total (special
green, pestilence-white w/blotches) order granted sanctuary by the dark one)
(packmasters)loup-garou 7% (no change)
(hyde armor w/fine fur coat, wolf like (militiamen)zombies 9%
helmet, and L. claws replace swords) (desiccated looking h. hide armor only)
(skinjobs)banshees 4% (marshals)wendigos 20 total
(sonic weapon added to throat) (both armors are white w/red ascents and
(scarcrows)mummies 1% small antlers, personal worgs are colored
(mdc bandages cover the body,+30mdc white)
to main body,+7mdc to all other (meta-morphs)shape-shifters 12%
locations, +2 disarm/entangle) (engineers)blood drinkers 9 total
(saints)jekylls 1% (equial to hydes) (gene-pools[blood-pools])
(long lab coat) (librarians)brain eaters 3 total
(tormenters)hydes 1% (equial to jekylls) (brain-pool[brain-pod])
(appearance mimics jekylls) gene-thieves 5 total (recent edition to the
(butchers)leatherfaces 7 (private house, have yet to be given a title. an
assassins) experiment on the part of the dark one)
(armor resembles tanned leather) non-combatants 9% (children mostly,
(deliverymen)yowie 7% the dark one demands service from all)
(carnivorous/omnivore metabolisms warmounts: over 150,000
only, heavy fur coat w/ r.cold, r.heat, war:24%
adds 10% to camouflage skill) (kamikaze) apeps 550
(falconer)owlmen 3% (bright red in color w/ black highlights)
(armor modified to resemble demon [even though the dark one hates to waste
owls, added l.claws to hands and he had a large number made as a
feet,feathered wingpack only modified disposable asset]
for totally silent flight) (mountain lions)hellcats
(archangels)stregoi 3% (resembles massive dark red cougar)
(only black leatherback armor (behemoths)minotaurs
w/echolocation, letherwings only) (looks like massive red bull w/ 3 pairs
(gardeners)gatormen 4% large horns and hooves on all feet)
(carnivorous metabolism only[r60], has [retains prehensile ability]
R. jaw, and heavy scales that grant R. (Grendel's)Cyclops
exoskeleton) (dark red coloration)
(geneticists)goblin tamers 1% (marauders)blood knights
(no change) (black w/dark red highlights)
swarm lords 2% (ganesh troop transports)grootslang
317
(dark red coloration and covered in fine (green skin w/purple highlights, slime
snake scales, added bladed combat tail, coating, non-skid pads on feet, acid
forked tongue, and heatpits) blood, whip tail)
death:27% lamias - herd of about 3000 in special
(gorehounds)worgs chambers, unknown number after release
(wolves only[r59],black fur only) of initial 700 designed to be self
abominations sustaining.
(no change) caimen - unknown after initial release of
(sygnus striders)ravens about 600 to the surface, designed to be
(black feathers) a self sustaining population
(mantis cannons)scorpion cannons
(cannon moved from back to added fog bogger:
stinger tail, scythes replaced w/ pincers, the dark one knew that frontal assaults
looks like large black scorpion) on the machine would be suicide, so he
famine:21% asked the brain eaters to design an
(black talon war hawks)demon owls organism that would damage and disrupt
(added night vision, totally silent flight, the machine without anyone even having
replace plasma breath with a heat to be near them, something that would
projector in the eyes giving them bright aid the mausoleum while hurting the
red glow, feathers are dark greenish machine,and so the eaters began their
brown, resembles great horned owl) work. at first they tried mold, then
(dracos)wyverns animals, but each time the dark one
(dark green with sickly green highlights, rejected them all, if not for a pair of
napalm breath standard) passing yowie conversing about how
(skullcrackers)dire bats thick the fog was on the surface this
(resembles horned vampire bat w/ trend might have continued. but lucky
browngreen fur and echolocation) they did for it inspired them to create the
(zephyrs)scarabs first prototype fogger, but the resources
(has shiny goldengreen exoskeleton) to make many of them was not their,
pestilence:28% until a gator offered to test a plant
(tunnel rats)willards version, and thus the fog bogger was
(brown w/ white accents) ahem "grown". the eaters designed it not
(bore worms)death worms only to produce fog but a special fog full
(pale and blotchy) of spores that cause metal to rapidly rust,
(Agni plasma birds)devil birds stick to the ground, gum up sensors, and
(pale white w/ brown blotches, rockets disrupt electronic communication.
cause loud whine when fired) when on the host armor it looks like a
other: mini pumpkin, when it reaches maturity
(homunculi)goblins it resembles a large pumpkin with a
(no change, granted partial legal status) disturbing jack-o-lantern like face
(mega-horses)nightmares indented in the side w/the fog billowing
(can be any of the 4 styles, flame breath from the top.
weapon added standard) bio-e cost: 70
(juggernaut)cthulhu - 1 (still growing) growth time: 1d6+2 hours from sapling
to immature plant, 1d4+1 days to mature
318
plant. takes 3 days for new one to grow capacity:3cubic feet, 50lb
on armor. trade value: undetermined, not many
mdc: 60 want a giant tick strapped to their back
range: covers a 100 foot radius in light
or heavy fog (gators choice) caimen
payload: none for immature plant (does made to look like a natural animal
not produce fog until mature, mature size: 3-51/2 feet
plant-continuous production weight: 3-9 lb
autonomous abilities: when fog comes in a.r.:17
contact with metal it causes 1d6md per hp:2d6
minute after 10 minutes of contact, -1 to sdc:3d6
strike, parry, and dodge after 20 minutes attacks:2
and an additional -1 every 20 minutes damage: bite 1d8 sdc
after that, after 5 minutes all visual bonuses: +2 init. +3 strike, +2dodge
sensors are rendered useless unless underwater
constantly wiped away blinding the natural abilities: swim 90%,
robot, limits electronic communications prowl(underwater)80%
to 500 feet and causes speed: land 7, can run at short burst of
-30% to communication skills 45, underwater 12
elder plant bonuses: none lifespan: 12-32 years
habitat: swamps, marshes, rivers, lakes
tucksack: behavior: like an alligator in
the need to carry equipment has all ways temperament except around machines,
existed in the resistance, but normal bag programed to take no hostile action and
can be found and taken way to easily in simply observe
the dark ones opinion, so he helped to enhancements: experimental spy-
design a new organism that could not com(sight, memory trans, range 5 miles)
only hide but actively avoid detection. a feeding: 6-8 pounds of meat every 3-4
tick was decided apon simply because it days
amused him, but even he didn't figure on
how well it would work, after increasing lamia
its size to monstrous proportions and designed to look like a natural animal
adding a chameleon skin it worked like a (all ways black coat)
dream. the tucksack only needed a small Class: herd animal.
amount of blood to survive, and its Hit Points & S.D.C.: H.P.: 4D6+6.
natural hiding ability and enhancement S.D.C.: 6D6+ 12
allowed it to avoid machine forces easily Speed:
when left in one place. he still hasn't Running: 35 mph (56 km) for an hour at
figured out how to get it to hide from a time, but needs period
humans not from the mausoleum but its of rest or slow speed
only a mater of time. Leaping: 5 feet (1.5 m) high and 10 feet
hf:6 (3 m) across
mdc:70 regenerates 1d4 mdc per hour Swimming: One mph (1.6 km or 0.86
metabolism: vampiric, requires 3 hp knots) on the water's surface
every 2 days(can find food when not only.
attached to a person) Flying: Not applicable.
319
Statistical Data: Combat Capabilities: Front Leg Kick:
Height: 56 to 60 inches 2D6 S.D.C. Rear Leg
Length: 5-7 feet (1.5 to 2.1 m) from tip Kick: 3D6 S.D.C. (+ 1D6 kick damage
of the nose to the rump, for a war horse) or 1D4
Weight: 800 to 900 lb damage from a bite.
Cargo: Can carry 400 Ibs on its back, but spit attack: more of a nuisance, used to
can pull 1200 Ibs blind attackers.
Physical Strength: 1d8+20. Bio-enhancements: high protein (grants
Operational Lifetime: 14-25 year life double feeding benefit),
span. wool(makes vary sturdy clothing,
Trade Value: 500 to 5,000 credits. waterproof)
Senses & Features: None.
Feeding: Eats 20-30 pounds (4.5 to 9 kg) kudzu moss
of plant matter per day growth rate: 3ft per day
Sleep Requirements: Needs 6 hours of bonuses: provides double feeding
sleep. benefits
Other Data (for individual animals): penalty's: dies quickly in natural sunlight
Alignment: Any, but generally
considered to be good tree nob:
Attributes: I.Q. lD4+4 (medium to high a bio-organism made to look like the
animal intelligence), stump of a limb on a tree, has a built in
M.E. lD6+ 10, M.A. 2D6+ 12, P.S. eye that is extremely hard to detect.
lD8+20, P.P. 2D6+8, P.E. when placed against a tree it merges and
2D6+ 12, P.B. 2D6+ 12, Spd: 45-50 cant be removed afterwards, so it draws
(averages around 30-35 nutrition from the host tree and can
mph/48 to 56 km). remain active indefinitely.
Attacks per Melee Round: Two enhancements: single eye w/ advanced
Combat Bonuses (in addition to possible sight, spy-com(same as caimen)
attribute bonuses): + I skills: camo. 85%
on initiative, +2 to strike with kick bonuses: has miner chameleon skin that
attacks and head butts, +3 to allows it to mimic the look and texture
automatic dodge (Le., can dodge without of the tree its attached to.
using up a melee ac- penalties: must be attached to a tree or it
tion), +2 to pull punch/kick, and +2 to will not function otherwise.
roll with punch, fall or
impact +3for spit attack last call
Equivalent (instinctive) Skills of Note: when the dark one first began to remake
Begging 50%, Climb the house he made a decision many at
50%10%, Identify Plants & Fruit (i.e., the time was thought to be insane. he
stuff it can eat) 80%, ordered the inclusion of plasma cells
Land Navigation 80%, Swim 50% and similar to those used in the apeps into all
understands languages host armors, steins, and warmounts
(2) at 70%. Recognizes robots and standard. when activated it causes a
machines as enemies to be large amount of blue energy discharge to
avoided. emanate from the armor/mount/stein
320
damage: 1d4x1000 to a 100 foot radius the dark one demand absolute loyalty
(sends out a signal over the bio-comms from all his subject. he is swift and
to inform others of its activation, merciless with punishment and generous
detonates the next melee round) with rewords. death and banishment are
limitations: only able to be activated never used as a sentence for that would
when armor/mount/stein is at less than be a waist of human recourses. the
10 mdc and is only to be used as an offender is ether converted into a stein or
ABSOLUTE LAST RESORT!!! recycled.save for his methods the dark
one seeks to destroy the machine same
the rite of blood as every one. he believes that to defeat
early on it became clear that the dark one the machine humanity must show that no
had something against technojackers for matter how scary nexus thinks she is that
it seamed that after his ascension that all humanity is scarier. but in order to do
the house technojachers seamed to up this he needed not only to fight nexus he
and disappear. rumors abound about needed to out maneuver her, he needed
secret rituals and killings, but the truth is to show her that no mater were she was
actually far less sinister. when the dark that he could reach her, so he focused on
one rose to power he had all the intelligence gathering and stealth. more
technojackers gathered together and than even the other houses could do.
gave them a choice, leave or die. in truth and so he has worked to make shirr that
the dark one did not hate them, but pitied no mater what his forces are masters of
them, seeing them as primitives bound to the dark. he decided that all operations
an ugly and horrible curse. he knows that would be at night and under no
to squander such a resources would be circumstance lead anyone not of the
foolish and on many occasions has hired house back to the mausoleum. he found
their services. but for all intent will not the perfect location to move his house to.
allow them in his mausoleum. thus he an ancient necropolis that the machine
created the rite. a test designed to root had used as a boneyard during the purge,
out technojackers at birth. after a child is in the time between then and now the
born a leatherface is called in to land has tuned into a massive swamp
administer the rite in the presence of a and the machine presence has nearly
reaper and a jekyll. a peice of metal is vanished do to the difficulty operating
brought near the infant to see if it there. though the aria surrounding it Is
activates a response, if it does then the heavily patrolled by kali's forces, a small
child is then treated for any injuries, a bonus in the dark ones mind for he has a
scar is left to show that it has undergone personal vendetta against her for some
the rite. if no response occurs the reaper reason. though he never speaks of it to
wisks the child away and leaves it in the any one, it is believed that brain eater
care of a group of technojackers, at a darrell may know the truth. the dark one
retro village, or at the doorstep of has carved out a deep and expansive
another house. the dark one sees this as a system of catacombs under kali's swamp
necessity in order to keep the as he has come to call it. designed to be
mausoleum pure of the machine. confusing with many secret passages and
goals of the dark one for the mausoleum hidden doors in order to prevent any
of house necropolis incursion into the mausoleum to have
extreme difficulty finding their way
321
around and allow defenders to quickly skills: basic math 95%, speak English
dispatch foes. and to top it all off 3 years 93%,read/write English 85%, climbing
after the house was finished he alone 88/78%, HTH: expert, military ettiquete
traversed the surface and with great 83%, running,
difficulty managed to not only sneak into w.p.sword:+3str/+3par/+1throw,
kali's computer core but leave a single w.p.knife:+3str/+3par/+3throw, bio-
black rose next to it with a note that read coms 98%, biology 68%, genetics 61%,
"I will always remember" and sneak out machine lore 98%, operate bio-
again. to insure that it is he that takes her equipment 98%, w.p. H.bio-weapons:
down he had eater Darrell extend his +2str, host armor 98%, advanced
lifespan and create several clone bodies math83%, chemistry 68%, forensics
directly linked to him so that if he should 68%, pathology 73%, toxicology 73%,
parish that his mind shall be transferred psychology 68%(HR), d.ambush 63%,
to one of his clones. only he and Darrell d.concealment 58%, w.p. pole arm:
know of this, in order to insure his rule. +3str/+3par, first aid 78%, history 73%,
and so he has become master of the night camouflage 53%, wilderness survival
and bane of nexus, all as he has planned. 63%, prowl 48%(3), interrogation
43%(5), body building, physical labor.
the dark one bonuses: strike +2, parry +3, dodge +3,
a man of many contradictions, one #attacks 5, pull punch +3, roll +2,
minute he can be the nicest person you disarm +2, +2 vs insanity, +6% vs coma/
could meet, the next a being of such fury death, +2vs mind control, +3 vs horror
and contempt that it has many a time factor, crit 18-20, w.p. paired weapons,
surprised even his most trusted of trust/intimidate 65%
solders, many have learned that to cross
him is a very big mistake and many don't the reaper
get the chance to make it twice. on the this host armor is completely black
other hand he will never harm a child except for the face witch looks like a
and has shone that he has a vary caring bleached skull.
and soft side. of course no one of the often weirs a black trench coat and wide
house thinks him weak for it, for they brimmed hat over the armor.
know better. he despises the machine metabolism: parasitic, HF 11, HT 7'10",
and forbids any form of machine WT 598lb, splicer PS 27, lifetime:60
technology in the house. he has begun to years,
show a romantic interest in one of the MDC: head 147, m.body 435, force field
gene-thieves he has brought into the 130, arms 137, hands 57, legs 207, feet
house. her name is sara and she is 99
actually quite pretty. this is a first for the speed: running 40 mph, leaping 20h/40l,
dark one and is a little unsure as how to digging 20 mph, swimming 30 mph,
proceed, but has yet to inform anyone or max depth 700ft
even display it. skills: e.artist 55%, camo 50%, w.
(npc lv7) ht 5'11", wt 297lb survival 70%
aberrant bonuses: strike +4, parry +6, dodge +8,
IQ 17, ME 19, MA 21, PS 20, PP 12, PE #attacks +5, roll +8(+11 vs fall), pull
18, PB 11, SPD 23 punch +5, disarm +4, init.+8, +6 auto-
SDC 71, HP 44, dodge, +10% d.ambush, +1 strike
322
w/ranged weapons built into armor, +1 child and can often be found playing
strike HTH. with them in her free time.
enhancements: armored eyes, breed: wolf
infra/therm/ultra eyes, enhanced hearing M.D.C.
(pinpoint noise 74%), heat pits (track Front Legs (2) - 85 each
heat 82%), motion detection, radar Hind Legs (2) - 109 each
(shape 80%, distance 84%, direction Head - 157
84%, speed 64%, location 74%), seismic Main Body - 318
(number/speed heavy objects 80% Speed:
2mile, number/speed small objects 82%, Running: 100 mph (160 km) maximum,
distance 78%, location 68%, seismic but normal cruising
80%), s.wiskers, chameleon skin, E. speed is only 30 mph (4S km). The act
regeneration, E. neural connection, quick of running tires the
clotting blood, righting reflex, R. worg at about one tenth the rate of a
exoskeleton, S. regeneration, bio-force human and it can run,
field, stealth field, bio-e vent, nonstop, for four hours at full speed
S.cups/G.hairs(H/F), nonskid before needing 1D6x 1 0+60
pads(H/F),R.cold, R.heat, R.Electricity, minutes of rest to go for another two
bio-e blade, mouth(forum), adaptive hours before needing rest.
digestion(omnivore)[forum, house can romp at a leisurely pace (for it) of 50
rule],symbiotic nourishment. mph (6O km) without
pause for up to eight hours straight
custom mass impact acid edged scythe before requiring
dmg 1d6x10+2d6 +2str, +2perry rest or 10 hours if it periodically pauses
enhancements: mega, custom grip, I. for 10-20 minutes every
balance (used H. halberd as base) hour or so. Note: Reduce speed by 30%
in forests and rocky and
toakka (the dark ones personal worg, other difficult, obstacle-filled terrain.
completely loyal, Leaping: 20 feet (6.1 m) high or across,
never disobeys a command, will listen to increase by 50% with a
no one else) short running start and double when
toakka was created at the order of the running at full tilt.
dark one in order to create a companion Digging: 20 mph (32 km) through sand
an guardian. she appears to be a large or dirt, but half that
gray wolf with bright yellow eyes. speed through clay, rock or stone.
he wanted a worg made to the highest Digging does not tire the War
standards and that is what he got. Mount. To dig down enough to
intelligent, strong, and fast. she was adequately bury itself and hide
made to be completely loyal to the dark takes 1D6 minutes.
one, but any one else who attempts to Swimming: 40 mph (64 km or 34 knots);
order her gets a swift nip of displeasure. dog paddle. Maximum
she has free rein of the catacombs and depth underwater is 200 feet (61 m).
mausoleum and many people give her Flying: Not applicable.
food as tribute to keep on her good side. Statistical Data:
like the dark one she will never harm a Height: 4.5 feet (1.4 m) at the shoulders,
6 feet ( 1.8
323
m) to the top of the head. Combat Bonuses (in addition to possible
Width: 3 feet (0.9 m) from shoulder to attribute bonuses): +7
shoulder. on initiative, +4 to strike in hand to hand
Length: 8 feet (2.4 m) from tip of the combat, +2 to parry,
nose to the rump, +4 to automatic dodge (i.e., can dodge
plus a foot (0.3 m) long tail. without using up a melee
Weight: 500 Ibs (225 kg). action), +3 to pull punch/bite, +3 to roll
Cargo: 800 Ibs (360 kg) can be carried with punch, fall or impact,
on its back and 2000 Ibs +2 to disarm, +10 to save vs Horror
(900 kg) can be pulled. Factor, and +2 to save
Operational Lifetime: 42 year life span. vs poisons/toxins and disease, +3
Bio-Regeneration Rate: 2D6 M.D.C. per perception.
hour for the main body Equivalent (instinctive) Skills of Note:
and ID6 M.D.C. per hour for all other packages: survivalist,
locations. The Worg reconnaissance/scout
cannot regrow severed limbs or Begging 75%, Climb 50%/0%, Detect
destroyed weapon systems Ambush 80%, Detect Concealment 75%,
(reduced to zero or less), there must be Herding 80%, Identify Plants & Fruit
at least two M.D.C. (i.e., stuff it can eat) 87%,
points remaining to regenerate lost Land Navigation 90%, Prowl 72%,
limbs, but such extensive regeneration Swim 80%, camouflage 55%,
takes 2D6 days. tracking 55%,track/trap animals
Horror Factor: 16. 65%/35%, and hunting, understands
Senses & Features: Standard for a worg. english 80% (cannot speak or read).
Feeding: The worg is an omnivore, but Recognizes
prefers meat and robots and machines as enemies to be
carrion, and eats 10-20 pounds (4.5 to 9 destroyed or chased
kg) of organic matter a away.
day. Combat Capabilities:
Sleep Requirements: As an artificial Restrained Head Butt: ID6 S.D.C.
organism, the worg Full Strength Head Butt: ID6 M.D.
requires only four hours of sleep or rest Pawing Claw Strike with Front Legs:
per day. 4D6 M.D.
Rider: A rider will sit bareback just Biting Attack: 5D6 M.D.
behind the shoulders. Leap Attack: 2D6 M.D., + 1 to strike
Other Data and has a 01-70% likelihood
Alignment: aberrant (completely loyal to of knocking an opponent as large as 12
the dark one) feet (3.6 m) tall off
friend Attributes: l.Q. 9 (medium animal his feet and onto his back (also a 01-65%
intelligence), M.E. chance the victim
14, M.A. 28, P.S.27 (Supernatural), P.P. drops whatever he was holding). If
21, knocked off his feet, the target
P.E. 28, P.B. 18, Spd. 110 (made to be loses initiative and two melee
the best). attacks/actions), and the
Number of Attacks per Melee: 6. worg is poised for a fast bite attack (+2
to strike for the
324
canine's next attack). A leap attack uses metamorph - shapeshifter
up one melee attack for [combat]-hibagon
the worg! (covered head to toe with thick fur and
Running Leap Attack: 4D6 M.D., has a slightly elongated arms)
01-85% likelihood of [aquatic]-sobek
knocking down an opponent and counts (has a large crocodile head w/ large
as two of the scales replacing the lobster exoskeleton)
worgs's attacks, otherwise the same as [armored]-genbu
Leap Attack. (armor resembles massive black tortoise
worg Bio-Weapon Systems: shell)
Standard ,plus (a giant black tortoise)
behavioral modification(super-predator), [close combat]-cockatrice
(the head, shoulders, forearms, and
sara (gene-thief) [npc] calves have feathers w/ the rest covered
HT 5'6" WT 186lb in fine snake scales)
lv 5, unprincipled, hf 15 [runner]-mantacore
IQ 15, ME 14, MA 18, PS 17, PP 18, PE (given a more human/feline hybrid face
24, PB 21, SPD 70 and non-combat quills running down the
SDC 507, HP 132 tail)
bonuses: [centaur]-ipotame
strike +4, parry +5, dodge +4, roll +2, (large grinning mouth, small ram horns,
disarm +1, pull punch +2, auto-dodge goatee)
+4, initiative +4, +4 vs horror factor, [bruiser]-bugbear
+18% vs death/coma, +6 vs poison, (leathery skin, slightly pointed ears and
trust/intimidate 50%, charm/impress protruding lower canines)
55%, [battleram]-nandi(a personal favorite of
skills: basic math 82%, speak English the dark one)
92%, read/write 88%, land navigation (given a golden, smoother skin)
72%, prowl 77%, tracking 65%, [giant snake](forum)-lindworm
surveillance 70%, w.p. archery +3strike/ (demonic looking snake)
+1parry/+2disarm/5attacks per melee, [h. assault]-kasairex
climbing 70%/60%, I. plants/fruit 60%, (false teeth and eyes are added to top of
outdoorsmanship, swimming 80%, the cannon)
wilderness survival 65%, spelunking [angel]-azreal
70%, hunting, skin/prepare animal hides (wings are all ways black)
65%, holistic medicine 50%/40%, [devil]-gargoyle
masonry 40%, rope works 45%, (looks to be made of
leatherworking 50%, horsemanship stone/granite/concrete)
56%/36%, track/trap animals 45%/55%, [spider]-anansi
zoology 50 %, carpentry 45%, boat (black w/white highlights)
building 45%, preserve food 50%, [digger]-azeban
herding 50%, dowsing 50%, operate bio- (raccoon/weasel hybrid)
equipment 60%, cook 75%, fishing 70%, [eagle]-harpy
sewing 70%, HTH-basic, camouflage (given the ability to speak)
40%, basic brewing 45%/50%.
325
their first meeting move forward, 1 step, 2 steps, 3. then
sara knew she was in trouble. she had she sprang forward expanding her jaw to
been in this situation before, chased by its full size, charging him with all she
humans, half starved, low on arrows. it had. with a swift swipe he brought his
was nothing new, except for the 4 others arm up and blocked her. she sank her
she had with her this time. she had teeth into it and began to work them in
gather an adopted family, found them fury, yet he didn't even flinch. as she
huddling in a cave cold and sick. she tore back ripping a chunk of his arm
managed to revive and extract them from away she looked on in disbelief. he just
that hole but had not anticipated running stood their like nothing had happened,
into the resistance. it was not a situation he lowered his arm to his side blood
she liked. not to mention traveling threw pooling at his feet, and right before her
a d@mn foggy swamp in the middle of eyes it clotted and began to heal. then he
the night. thankfully it was a full moon raised his hand index and middle finger
so she could see were they were going. extended. she waited for the inevitable,
she hadn't herd the hounds for a while but it never came. instead when he
though and against her better judgment motioned, instead of weapons fire 2 of
let herself hope they had lost them. she the black ones walked forward, leading
didn't want to lose her new charges. her what looked like 2 sheared alpacas
mind moved from fleeing to hunting she forward, and caring what looked like
needed to find food soon or the hunger black clothes. they walked right past her
would kick in. not just for her but the toward the children and handed them the
others to. she froze, they aren't alone, ropes and clothes. she stood their in
she almost missed them. at least a dozen, shock, she didn't understand, it didn't
maybe more . humans, not the one that make sense. then the hunger kicked in
had bean chasing them. these were and she no longer cared they all charged
different, their armor was pitch black the animals an began eating, ripping into
and they held perfectly still. only one the soft skin, the flesh was sweat and
was different, he had a skull for a face more filling than she anticipated. after
and wore a coat and hat. but they she had consumed her fill and her wits
wielded the same weapon, a large returned she remembered the humans as
scythe. she felt Goosebumps all over her she stood up and turned coming face to
skin and her hair on her neck stood on face with skull. she was curious now,
end. her bow at the ready she took aim at and when he held out his hand to her she
the pale faced one, and let her last arrow stared for only a moment before placing
fly. she new it wouldn't hurt him, but she her hand in his. she hasn't looked back
had to do something. she wasn't going to sense.
let them take her new adopted family their first meeting part 2 (the dark one)
without a fight. as the arrow whisked his plan was working just as he had
threw the air she prayed that it might hit hoped. both he and Darrell had spent
the eye, but in a flash his hand reached week tracking their movements, plotting
up and caught it an inch from his face. a the paths he would force them down.
shudder ran down her spine. that threw carefully placed clues, hints and
moment a thought crossed her mind "this signs he had lured the resistance to them.
is it". she dropped her bow and stared at then he insured it so that the gene-
the ground. the pale faced one began to thieves would get away. for the next few
326
days he kept up this game of cat and teeth, as she began to grind them
mouse, always insuring that he was together he felt the pain, it hurt as she
never seen. after the girl and the children began to rend flesh and bone. he held his
entered his swamp he made sure that the ground, forced himself to show no
resistance was thrown off their tail. he emotion, not even a flinch. he did not
wanted them alive, and intact, for he had fear this creature, he adored her. as she
plans for them. the girl especially, for to pulled back tearing a chunk out of his
obtain her was his foremost goal, the arm, he had to squelch a yelp of pain. he
others were an added bonus. after slowly lowered his arm knowing that his
insuring that the resistance had ben sent armor would heal him. she stared at him
chasing shadows. he called for his most in disbelief. over his bio-com jack spoke,
loyal reapers to meat him at the clearing "sir they are gene-thieves we should
he had set up exactly for this occasion. destroy them now", "silence" he spoke
he had prepared the lamias ahead of the word with a hushed threatening tone,
time, he ordered them sheered and their and jack went quite in an instant. he
wool made into clothing. making sure raised his arm and with his fingers
the clothes were slightly off size as to motioned for clara and mac to bring the
not draw suspicion. after his troops were lamias and clothes forward. ordering
in position he ordered them to remain them over bio-coms to walk them over
still and silent. he didn't have to wait to the children. at first their was a slight
long. as she stepped into the clearing, it objection but he quickly put it down.
nearly took his breath away. the moon they walked past the girl to the kid and
shown off her hair, her skin smooth and handed them the ropes and clothes. she
glistening with sweat. she was beautiful. stared in shock, her expression giving
as she crept forward, her bow at the him great joy. as his reapers stepped
ready and the children following close back, the girl and the children leapt with
behind her, he adjusted so that he gusto strait at the beasts.as they began to
entered the moonlight ever so slightly. devour the animals he walked forward,
the others did the same. she froze, the every step silent as the grave, until he
children stopped fear spreading across was right behind her. she rose from the
their faces. her stair was intense, he carcass and spun, blood trailing down
waited suspecting her next action and the sides of her mouth. her face no
she didn't disappoint. she raised her bow, longer showed fear of him, but as he
pulled back and let the arrow fly. it was looked deep into her eyes he saw
amusing, as it sored toured his face he something else, curiosity. he reached out
instinctively moved his hand up and his hand, she stared at it for only a
plucked it out of the air an inch from his second before placing hers in it. a smile
face. the look on hers was priceless, a spread across his face. all according to
mixture of fear and rage. she let the bow plan.
fall from her hand, now came the GEOGRAPHY
moment he had been anticipating. he house necropolis is located underneath
strided forward slowly, 1,2,3. she was kali's swamp. a massive tract of land that
fast, springing forward in fury, and before the days of NEXUS was used as
extending her jaw to its full size. it was one of the largest graveyards on the
beautiful, a beauty and a beast all in one. planet. it housed several small
he raised his arm and let her sink her mausoleums, tens of thousands of
327
gravestones, and at its center the great into three separate levels, with an
mausoleum, used as a resting place for internal architecture very much castle
what at the time were the more like in appearance, with corroders of
important people. situated on a small stonework, glow cell torches, and
river that's flow was controlled by a stained glass murals honoring warriors
large dam. when the purge came kali that have fallen in battle against the
immediately clamed the territory and machine. each level is spread out over a
began piling human after human in to wide area, complete with lots of
the graveyard, her machines blasting as chambers, secret passages, hidden doors,
they went. for how long this went on or anti-chambers, full aqueducts,
how many died is long forgotten, yet chokepoints and even miraculously
their remains still litter the ground in indoor plumbing.
droves. also long forgotten is exactly the dark one designed it to be confusing
how the dam broke, or when for that and difficult to navigate for anyone or
matter, but after decades of no anything not from the house, while
maintenance the graveyard/boneyard enabling defenders to flank and coral
became a nasty and putrid swamp. do to any intruders. each level is completely
the fact it was a graveyard there are vary self sufficient and able to cut itself off at
few pre NEXUS tunnels under it as most a moments notice in order to hide from
were redirected around it. after a while the enemy. the top level contains the
kali had to remove her robots from the great mausoleum, the very same one
area because the swamp caused many of from the surface. the dark one had it
her machines great difficulty to patrol it. sunk down from the surface as his
so instead she has her machines patrol its headquarters. extending out from the
perimeter in force. it is located only 20 mausoleum for several miles are the
miles form a power farm and 1 of kali's catacombs, here is were all the bonemen
computer cores. sadly the nearest reside as well as a significant portion of
preserve is hundreds of miles away. a the houses military forces and a large
medieval retro village is located on the number of warmounts. brain eater
far side of the swamp opposite the farm Darrell also resides in the mausoleum on
about 120 miles out. after kalis forces this level. the second level houses much
retreated from the swamp gaia attempted of the storage, warmounts, wendigo
to introduce several species into the offices, dungeons, breading/housing for
swamp, but only a limited number the lamias, and gardens. the second brain
succeeded in taking hold, although plant eater resides on this level. the third level
life abounds. gaia gave up on it and has is were the majority of the zombies are,
sense moved on. though kali remains to and is were all the children are located,
watch over her prized possession. this there is also a school, hospital, and even
was the location that the dark one chose a market. each level contains 3 blood
to build his house, which is located drinkers, and housing for all personnel.
about 2 miles underground. he believed overall it is quite spacious and kept very
that nexus wouldn't search for them in an clean. heading up to the surface from the
area so totally under her control, for why first level are the shafts, with the
would any human put themselves right entrances on the surface hidden, making
under kali's nose. it was in the minds of them almost impossible to find if you
many a death sentence. it is separated don't know were to look. halfway up the
328
shafts are the house made tunnels, witch there is Michael the blind(owlman),
extend outward to secret entrances overseer of the owlmen and master of
linked to the old pre nexus tunnels so recon; Shirlene the kind (Jekyll),[wife to
that the dark one can move his forces in Dave] overseer of the jeckylls, hydes,
and out of the area without drawing ghouls, and of the hospital; Dave the
attention to the houses actual location. smart(hyde),[husband to Sherline]
the surface is were the gatormen spend overseer of currency; Mary the
most of there time tending to the surface generous(zombie),[wife to Kerry]
defenses, though they are under strict overseer of the market; Kerry the
order not to use them. this is again done fair(wendigo), [husband to Mary]
to keep from drawing attention to the overseer of the wedigos and the
swamp. what is probably one of the dark dungeons; Richard the swift(yowie),
ones most ingenious ideas was to bring [husband to Michel] overseer of the
in the gene-thieves to the swamp, this yowies; Michelle the strong(stregoi),
was done to help divert attention away [wife to Richard] overseer of the stregoi;
as well, because he knows that the Alexis the houndmaster(loup-garou),
machine knows that they are on the overseer of the loup-garou and worgs;
resistances s#!t list, and are given special Quintin the tough(boneman), overseer of
status by nexus. even though house the bonemen, steins, and zombies;
necropolis isn't the biggest, strongest, or Daemon the sly(leatherface), overseer of
best house. it is probable one of the most the leatherfaces and keeper of the rite of
secure and safest, do in no small part to blood; Gene the
the efforts of the dark one. schoolmaster(zombie),overseer of the
GOVERNMENT school, library and keeper of history;
house necropolis, like the other houses is Deloris the strict(gator(ahem)woman),
first and foremost dictatorship. though it overseer of the gatormen, snappers, and
appears to resemble more of a medieval keeper of the gardens; Mona the
monarchy, with the dark one reining crafter(zombie),overseer of architecture
supreme. there is a council of overseers and lady of murals; Scott the
that see to the everyday affairs of the wise(wraith), overseer and head of the
house, each one from a different class order of the revenant; Martin the
and responsible for a different area of steady(swarm lord), overseer of swarm
the house. every week the overseers lords, and serkets; Jay the humble(goblin
meet and discuses new and old business tamer), overseer of the goblins and
and insure the safety and security of the envoy of the blood drinkers; Mike the
house. each overseer is specially selected herder(zombie),overseer of the lamia
by the dark one based on ability and herds; Frann the fierce(horseman)
skill. the dark one can, if he feels that the overseer of war; Melody the
overseer is failing to do a his/her job scary(horseman), overseer of death;
properly, immediately revoke their George the just(horseman), overseer of
status. this is a very serious consequence famine; Nikki the survivor(horseman),
as it results in the stripping of all rank, overseer of pestilence; and the dark one,
title, and privilege and possible ruler of the house, overseer of the
conversion into a stein. this has only reapers, the brain-eaters, the gene-
happened once since his ascension. thieves, master of deception, provider of
safety, and the last authority of all.
329
SOCIETY very rarely come to the rescue of forces
before the ascension of the dark one from the resistance against machine, but
house necropolis was just like every afterwards always leave without a word
other miner house out there. they wanted or even recognition of the resistances
to destroy the machine, but the losses forces. their goal is the destruction of
and setbacks prevented them from nexus not the other houses. in this the
gaining any momentum in their battles. fear tactics used by house necropolis are
the living conditions were rather poor 2 fold, to attempt to intimidate the
and the house was on the brink of machine and prevent the other houses
collapse. after his ascension things from getting to close. the last thing they
changed, instead of focusing on gorilla want is a blood feud as it would be a
war against nexus. they shifted to waste of resources. the house is also very
intelligence and reconnaissance, seeking excepting of its non human members,
not to beat her through battle, but seeing them as steps toward a better
through knowledge. focusing heavily on humanity. they also are more accepting
misdirection, fear tactics and plain old of things the other houses would usually
trickery to insure that they remain never consider, like the gene-thieves,
hidden. so the dark one instigated many which are rapidly gaining acceptance.
reforms, first the complete and total the house is also heavily militarized,
disappearance of the house from the with nearly everyone owning and trained
radar of not only the machine but the to use mega damage weapons and armor.
resistance as well. he knew that such an thus house necropolis has flourished
act would cut the house off from support again and they intend to continue on,
but would make every one think the forever a force not to dissimilar to
house had ben destroyed. after moving undeath, never to die and forever to live.
to the area beneath kali's swamp he had HISTORY
a school and hospital built in order to 7 years ago a small house by the name of
raze the education, health and morality house daekon was on the brink of
of the house. the average education level collapse. nexus had been driving forward
now is about that of a 12th grade with an intensity rarely seen in this age.
education, focusing a lot on common it had brought the house to the edge,
sense(it even has a class called such). at starvation, disease, and heavy losses had
the age of 12 all children are placed in caused moral to plummet. worse yet,
an apprenticeship in order to maximize warlord daekon ignored these signs and
their education. he also banned the use continued a mad campaign against her
and ownership of all non organic and continued his feuds with the other
technology, which met with surprisingly houses as if nothing was wrong. this
little resistance. the next step was the continued for some time until on fateful
rebuilding and redesigning of the houses day a young dreadguard returned to the
forces in order to separate itself from the house, battered and nearly broken after a
other houses. while they have separated particularly futile battle. he reported that
themselves from the resistance it does the machine was nearly at their door, but
not mean that they do not assist them, when the warlord scoffed at this claim
though the assistance usually comes in and scolded him for not dying with the
the form of packet of Intel dropped near rest of his squad, this lone dreadguard
the houses patrol routes. they have also realized if something wasn't done that
330
his entire house would be destroyed. he chance of working, but it was all he had.
looked up and asked if the warlord he had no options left, he had to do it,
would accompany him to the surface so the sacrifice that his comrades would
that he may commit suicide and save his hopefully make nexus believe that she
honor. warlord daekon, seeing the young had destroyed the entire house and
mans condition and still believing that he would allow the remaining survivors to
was invincible, accepted the young escape. as he felt the shock waves threw
warriors request and accompanied him the ground he could see in his minds eye
to the surface, alone. when they reached the other as they battled, down to the
the surface the warlord stepped forward, last, just before the fire engulfed them,
turning his back on the dreadguard as he the robots, and what was left of what
waited for the young pup to end his life. was once his home. in the weeks that
this was the last mistake he ever made. fallowed he lead his people threw the
as the warlord stared out across the dirt, seeking a knew place to settle. he
landscape, seeing the robots only about 5 had long ago found a place to go, but he
miles off, failed to see the actions of the had hoped to never use that option. but
dreadguard behind him. in a furious alas one does not always get what one
charge forward, grabbing a piece of wants, and it was in his mind the only
sharpened pipe, knowing he only had option left to him. he moved forth, his
seconds to spare, ram the metal threw house in tow, until they came upon the
the warlord ribs. using all his might he remains of an old building long sunk
forced it threw the host armor and into the ground by the mud and water of
straight into the warlords heart. as the the swamp above. he ordered the
man fell to his knees, the nanobots remaining people of the house into the
beginning to tear him apart from the old mausoleum, and commanded the few
inside out, the dreadguard stood and tunnel rats at his disposal to sink it even
watched silently as the man he had once further, further than even he thought
called father die before him. but he did they could go. after months of gathering
not have time to waste as he turned and food, medicine and finding a place for
raced back into the house. he appeared the gene-pool that was about to hatch, he
before the other remaining dreadguards stepped forth into the main chamber and
and began in earnest to explain his plan looked upon the wall at a mural of a
to save the house from total destruction. skeletal figure draped in long dark robes
none of the others opposed him, for they wielding a large curved blade at the end
understood that this was their darkest of a staff. his thoughts wondered back to
hour and to argue meant they would all when he had first seen that image, the
die. they gathered all the explosives they days both his mother and father had
could find and gathered them at the passed. 2 dreadgaurds approached him
center of the house. at the same time all and addressed him, "warlord daekon,
the rest of the houses forces and civilians what are your orders?" he stood their a
gathered at the houses border with all the moment before ascending the stares to
warmounts that they could muster, and the image, and as he stood there, he
began to dig. turned to the others and said in a tone
it seamed like an eternity as they moved that made them shudder "do not call me
slowly forward threw the earth. young by that title, for I have not earned it, nor
daekon new that his plan only had a slim refer to me by that name for it is the
331
name of a fool, and it died with him. I Panama
have no name, no title. I am the inheritor By Killgore
of the darkness, keeper of the dead, and This is a series of posts about my house.
the start of a new line. I am the first, the It is done up in a manner that you'd
last. I am the reaper, and today begins expect to see a simple and abridged
my reign". as he finished this sentence report to look like, as if it was from a
he saw the new spark of black fire alight junior diplomat to a higher ranking one
in his peoples eyes as they bowed to one about a rival house.
knee before him. and so began the rule As it was done by people outside the
of the dark one. house, I left out details. As it was made
using crossover rules, it isn't really
compatible with most games. However, I
left out mention of the out world nature
of the house (the reporter didn't know
them), so you can just say that the reason
House Panama has so many librarians is
because they captured a lot of Saints
about to mature, rather then one of them
knowing the clone spell (Yin Sloth
Jungle). Likewise, Alexandria is just
really well hid, not created by an Astral
Lord. :-D
As for the world, it is Earth.
The machine controls the entire star
system.
Their are several colonies. Those that
NEXUS gained control of had
environments that required artificial air
processing (resistance folded pretty
quickly). Those of more human friendly
environments either managed to stop
NEXUS from gaining control or never
had the level of infrastructure needed to
allow for something similar to NEXUS
even being set up. Even those that did
didn't have the levels Earth did, so it was
somewhat easier to beat the machine.
The colonial coalition has not been
undamaged by NEXUS however. Once
it realized that they'd try and free Earth,
it sent several mass projection attacks
through hyperspace and created mass
damage to their worlds. Luckily, they
had already been colonizing worlds
without informing Earth, so NEXUS is
332
unaware of all the planets in the fact that it’s a major house despite being
coalition. only 15 years old.
The coalition has managed some discreet Roughly 15 years ago, a rag tag group of
contact with the human resistance on people numbering several thousand
Earth since the House of the Barren showed up at the doorsteps of House
Marsh was created. This has been very Darius. They claimed to be mercenaries
limited, as it's difficult to get ships past and adventures named “The Unruly
the NEXUS blockade. But despite this Throng”, but had found all their
and the secrecy, hope is beginning to weapons and armor suddenly attacking
spread amongst the humans of Earth, most of them (some of them where
though they really don't know why. technojackers). No reasonable
House rules; explanation was given to the Darius
The plague loses power by a -1% on the patrol as to why they where using hard
reaction roll every 2 days it's out of tech or how come they suddenly lost
range of a computer core. Thus, the their technojacker abilities (if indeed
center of the Barren Marsh is free from that’s what they where), nor could they
the plague, though individuals who account for the number of biotics in their
patrol in the contested zones are not. group (especially since they too where
Every half mile from the edge of the complaining about their hard tech going
zone sees a slight increase in the power nuts). Despite this, it was clear they had
of the plague. Basically, at 75 miles, just been in a major battle with robots
your at -150%, and the plague has no (and there was clearly a large number of
effect, at 74.5 miles, your at -149% max dead as well), and a simple test was all
reduction, giving a slight possibility that that was required for them to be shown
the plague will have some sort of effect as living. So the patrol captain ordered
if you hold metal for a while. This has tissue samples be taken of all the
allowed the coalition to land several unusual biotics seen on the field, and
ships in the Barren Marsh without ill escorted the Throng to a safe hiding
effect (other then getting blasted by spot. He then escorted 3 blindfolded
Dreadguard the first time). leaders to meet with his Warlord and
House Panama is noted for many things, Librarian. The interview went
being named after an old territorial spectacularly bad with the Warlord, but
entity, its strange multi-clan based surprisingly well with the Librarian (in
system of government, its extensive House Darius, it was the Warlord, not
tunnel system that goes from what was Librarian noted for his megalomania).
once Brazil to south Texas where the Initially, the warlord was planning on
Barren Marsh is located, to its unusual executing the outsiders and taking what
breakdown of combatants, its little they had left, but the Librarian was
extraordinary success in combating both able to prevent this by getting several
the Machine and enemy houses, it’s long disgruntled Dreadguard into
unusual bio-tech, to its leaders who are challenging him for command. The
said to be both deranged and geniuses all fighting quickly spread (there was no
at once (and rumored to be either doubt in anyone’s mind the Librarian
hellspawn or angels depending on who was interfering in the transition of
you ask) , to it’s most noted feature, the Warlords), and both the warlord and
librarian where killed. The new warlord
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was sympathetic to the outsiders, but for stretch from what was once Brazil and
the newly christened House Lloyd to the Amazon rain forest all the way north
heal, they needed to leave. They where to House Barren Marsh at what was once
given what armor and weapons could be the border of Texas and Mexico along
spared (mostly the unused sets combat the gulf of Mexico.
troops get as back-ups), supplies and a CLIMATE: Warm and tropical with an
large number of house members who average temp that hangs around 80
had soured on Darius/Lloyd internal Fahrenheit all year long (varies by less
politics. the 5 degrees on average all year long).
Leading his people (both Unruly Throng ELEVATION EXTREMES: Volcan
and former Darius) down the Pacific Baru is a dormant volcano that reaches
coast to what was once Panama, where 11,400 ft above sea level, while most of
they set up shop. Now, 15 years later, its coast is (naturally enough) at sea
they are known for being one of the level. Most of Panama is less then 3,000
more powerful houses, despite their ft above sea level. At the south east edge
small size. No one really knows how of their territory, the Andes spring up
they managed to become so powerful so with elevations easily exceeding 15,000
quickly, but their reputation continues to ft. In the north western reaches, in what
grow rapidly, a reputation for success was once Costa Rico, several peaks
both in combat and innovative bio-tech. exceed 12,000 ft.
It should be noted, House Lloyd is NATURAL RESOURCES: Two
mostly regarded as a minor house that different ancient tribes had words
manages to hold its own against the pronounced as panama. One meant land
Machine and House Shiva mostly due to of birds, and the other meant plentiful
tenacity and advanced bio-comms that fish. Both terms sum up Panama. The
where invented by the deceased bio-diversity is incredible. Panama also
Librarian and are also used by House has several ruined cities, one space-port
Panama. used by the machine to launch satellites,
GEOGRAPHY: Large Swathes of several boneyards, a LOT of retro
jungle, particularly in the east. Alpine villages (there where retro villages here
peaks and volcanic crags in the west from before the time of the Machine,
give way to dusty savannas of the maybe it’s where it got the idea) really
interior. Rugged headlands, sandy coves easy access to both great oceans, and
and lush plains in the south edge the over 30% of it’s land areas considered
mountains that split the isthmus along its nature preserves. Unfortunately the
spine, while thousands of islands that reference to the space port implies,
flank the coastlines are surrounded by correctly, that NEXUS also maintains
coral reefs. To the south, in what was several industrial centers and power
once Columbia, once you get past the farms.
Darien nature preserve, the terrain tends UNNATURAL RESOURCES:
toward marshy plains until you reach the The Panama Canal, is always referred to
foothills of the Andes. as such, every effort is made to convince
AREA: All of what was once Panama, the Machine they are using the same
plus parts of Costa Rico and Columbia. canal it uses on the surface to transport
They also have control/created a series raw materials around the globe. The new
of tunnels called “The Great Maze” that canal is really 2 gigantic tunnels running
334
along side each other (one for each the Andes into what was once Brazil.
direction), and well concealed When thinking of the maze, it’s
entrance/exit ways on the side of the important to remember, that’s exactly
shelves of the Clark and Panama Basins. what it is. Clan Stonegate knew full
What could easily be described as one of good and well that enemies would
the wonders of the world (if it was better discover their creation, so more then a
known, the house tries to make sure it little effort was put into making it
isn’t), the canal cuts under the isthmus at difficult to navigate without well
what was once the border of Panama and detailed maps (there aren’t any known to
Columbia, right under the Darien nature exist), or a very knowledgeable guide.
preserve. Control is based out of a small, Clan Stonegate and Rojos Diablos (who
immature seedling (less then a hundred actually use it more often) are said to
residents possible) located in the 5,200 ft have created a special bio-comm like
Altos de Nique, right smack in the enhancement that keeps a 3-dimensional
middle of one the most dangerous map of where it’s been in its memory,
jungles ever to exist on the planet. House and then sends the visuals to it’s user
policy states that only those in Host like the special bio-comms used by
Armor are allowed out in the jungle, Black Talon Hawks. All of them
those who wear Proto-Host Armor or however have been modified to only
Living Armor are confined to the work for a single user, any attempt to
mountain. Even before Gaia started access the memory by anyone else
adding creatures, this jungle was renown (including librarians) will cause it to
for being the most torturous and delete all memory or self-destruct
dangerous jungle that had never been (though rumors of course hint they have
fully explored, even at the height of a means to share maps (likely)). The
power in the age of man. The canal it tunnels themselves are generally large
should be noted is completely isolated enough to fit 2 Burdenbeastes (modified
from the rest of the house. While it Behemoths) next to each other, or more
possesses its own system of tunnels, no to the point, to allow them to pass by
links to any other tunnel system exists. each other in opposite directions. Nor
The canal is easily big enough to allow are the tunnels straight, they twist and
even the kraken to navigate with ease wined, circle around, go up and down
though it. It is however blocked by slopes, many tunnels are completely
several locks like the surface canal so as submerged, sometimes for dozens of
to prevent a current from forming, and to miles (making things more difficult for
reduce the wildlife migration which robots), and several places even have a
might tip off the machine (assuming it helix like design to their path [[think of a
was capable of monitoring fish life more coiled hose, but sideways, or a spring
then 1,000 ft below the surface). laying on it’s side with the metal as the
The Great Maze however, is fairly well tunnel and the air around it as earth]].
known to the humans outside House Combined with an endless number of
Panama (and even the Machine knows dead ends, chambers, and traps, the
about it). An immense series of tunnels maze is no place for the easily confused.
and chambers that range all the way Another interesting feature of the maze
north to the Barren Marsh in what was is the plant life. Many chambers have
once south east Texas, and south through what appear to be crops growing in
335
them, and a large chunk of the tunnels undergoing difficult pregnancies are
have a biotech fungus coating the walls given priority).
and ceiling that emit low levels of EMP. GOVERNMENT: House Panama, also
Not enough to disrupt most well built sometimes referred to as House Unruly
robots, but easily enough to disrupt any or the Unruly Throng (actually the high
communications attempts though the clans’ name) is a clan based military
ground and interfering slightly with the dictatorship. All warlords must be a
Nanobot Plague [[-20 on response member of the Clan “The Unruly
table]]. The moss also absorbs Throng”, though invitations to join are
sound/vibrations so has to lessen the sent to anyone in the house who reaches
likelihood of the Machine finding it 6th level. Membership in the clan is not
through seismic sensors. Several large hereditary, you must reach 6th level
areas it should be noted, where created, before you can join and all members are
filled with traps, and then closed off, also members of one of the other clans
making exploration of accidentally (their children are part of that clan). The
discovered sections even more leadership of House Panama always
hazardous. As mentioned, the Machine refers to the house at large as House
does know of the maze, and has decided Panama. They’ve gone to some length to
(for unknown reasons, probably Eve) get the people of the house to think of it
that it’s futile to try and destroy it, so it as an entity that will outlive the warlord
has instead decided to seed it with should he be killed or overthrown.
monsters and robots (especially rat Warlord Cedric would rather see the
bombs), so any travelers go in convoys people loyal to the house then to him
and are always well guarded. personally. This will give the people a
NATURAL HAZARDS: Mountains, sense of continuity should the leadership
volcanoes, rainy season storms, and let’s change. He has likewise issued rules
not forget the bio-diversity that makes it requiring the individual clans to do the
so appealing in the first place. same. Thus neither the house nor any of
PEOPLE: 52,000 the clans are named after their warlord
CAPITAL: House Panama uses the or khan. Even though some khans take
name Panama City (or Ciudad de on the names of the clans, as long as the
Panama) though it’s not located clan was named before the khan came
anywhere near the historic location (the into power, there is no problem with
name is meant to throw the Machine off this.
when searching for it). It’s really located At present, there are 23 clans other then
in Cerro Chorcha, a 7,300 ft tall the High Clan “The Unruly Throng.”
mountain in what was once the Boca Del These are broken down into major (8)
Toro Province. It is a massive and minor (15) clans. To be considered a
underground complex/maze that major clan, it must posses at least 2,000
contains about a tenth of the houses people, a khan of at least 6th level, an
population. It also has 3 of the 5 engineer and librarian. Any clan that
seedlings the house possesses, but only 1 doesn’t meet these requirements is
is mature enough to contain residents placed under the protection of one of the
(and it’s limited to a couple of hundred major clans. There isn’t as much
and used mainly as a hospital, women resentment to this as you’d expect. The
Throng keeps the major clans from
336
abusing them, and there is always the caste 6 to visit is to be wearing either
prospect of advancing in rank. Several of host or living armor that replaces pilots’
the clans rise and fall with some vision with its own. This seems like a
regularity, mostly due to level of the strange requirement until you realize that
khan and population setbacks. Also, it was Clan Magus that invented the Bio-
when new groups seek to join, even if Senses Override. All members are part
they meet the requirements to be of the original Throng, and no one
considered a major clan (has happened outside this clan or the original members
only once), they are placed as a minor of the Throng really understand what
clan, and a major clan is put in charge of they do for the house. But they do
them. Observers are placed around the something, as a large chunk of the
new clan, and members of Clan Magus houses resources go to this clan. It is
WILL be granted private audiences with known that they posses more engineers
any librarians or engineers the group and librarians then all the other clans
brings with them so House Panama can combined. Something that’s never been
gain a better understanding of the new explained, how a group, who are all
group. The audience is NOT optional, it members of the original throng, who did
happens before the groups enter their not posses any bio-tech, could in less
territory. then 15 years achieve that number of
“The Unruly Throng,” or the High Clan librarians and engineers. Just another
is small, though the single most mystery in a clan full of mysteries. Clan
powerful clan in the house. Membership Magus has no subordinate clans; they are
is not hereditary, and is only open to the only major clan not to.
those who reach 6th level. All warlords “Clan Stonegate” is the second smallest
must be a member of this clan. All Clans of the major clans, though unlike Magus,
are considered subordinate to The it meets all of the requirements. Khan
Unruly Throng; therefore no minor clan Jerry “The Spearman” leads this second
has been attached. Warlord Cedric acts secretive clan. Membership is reserved
as Khan of this Clan; he is the only to those born into it. So far there as not
warlord House Panama has ever had. been a single person from outside this
Half of all members are also members of clan who has been adopted in. Members
clans Raging Bear and Richthofen. are known for being rather short and
“Clan Magus” is the smallest of all the squat, but possessing powerful builds,
major clans (the 2,000 citizens’ rule was though there are several biotics who
waved for Magus). Led by Khan have gone the opposite route. They are
Randolph they are also the most excellent miners and craftsmen and are
secretive of the clans, but enjoy the full the ones primarily responsible for “The
confidence and support of Warlord Great Maze.” They are also the clan that
Cedric. They base themselves out of the has the most to due with the new
same area as Panama City, but in a underground ecology that the house is
separate and well hidden complex call setting up. Deciding that farming the
Alexandria. Very few people ever get to tunnels and caves (natural and man
visit Alexandria, and far fewer people made) is more efficient then raiding the
know how to find it, Clan Magus is not surface in the long run, the Clan
the friendliest clan. One of the Stonegate librarian has created a wealth
requirements for anyone who is less then of apparently normal plant and animal
337
life that has been adapted to life in about his past, even with the other
tunnels. Clan Stonegate is also noted for members of the original Throng, but he
their fondness of Tunnel Rats. Every is generally considered the second in
warrior class that receives a Mega-Horse command of the House. If Warlord
instead receives a Tunnel Rat (outriders Cedric was to die in combat, it would be
who take tunnel rats receive the Khan Manfred who’d assume the
maximum bio-e they can receive, tunnel position of Warlord. Clans Bloodfist,
rats only). Packmasters almost always Gaucho, and Siroccos are subordinate to
have what are called “Baby Mice” Clan Richthofen.
instead of Gorehounds. Looking like a “Clan Dark Step” is a somewhat strange
somewhat small tunnel rat, baby mice clan. It’s led by Khan Lucius, who is
use pretty much the same stats as generally believed to be a failed biotic
Gorehounds (double digging speed, half experiment (he’s a SDC creature).
running speed, and switch from Whatever his origins, he is now a
carnivore to lithovore). Clan Diablos Dreadguard of some repute. Standing
Rojos is subordinate to Stonegate, and close to 9ft tall, with the head, fur and
was one of the houses that where in legs of a wolf, Khan Lucius is an
Panama when the Unruly Throng imposing site even without his Host-
showed up. Armor. He has midnight black fur all
“Clan Richthofen” is a surprisingly large over his body except on his hands and
clan that has set up base in the Cordillera elongated toe/feet which is a weird sort
Occidental range of the Andes in what of blending grey, making it look like
was once Columbia, guarding the he’s an apparition floating down the hall
southernmost border of House Panama. if your not used to him. His Host-Armor
Khan Manfred “The Baron” is actually looks like a bigger version of himself,
an Archangel of incredible skill and with wings, and is built for scouting. Its
ability. All combat troops are required to midnight black wings have been
have the ability to fly, either by mount, modified in a manner similar to an owl,
wingpack, or bio-mods to host armor to allow for absolute silence while
(this includes packmasters who are gliding, and the entire thing has
issued basic wing packs instead of mega- somehow been modified to absorb radar.
horses and all of their beasts possess A large percentage of his warriors
wings of some sort). Like his namesake (especially Dreadguard) have taken to
(the clan had the name before he joined), bio-sculpting their own armor to mimic
Khan Manfred has chosen bright red is his appearance, something he and Khan
his signature color. He wears what Kurg of clan Spirit Fox finds absolutely
House Panama refers to as Host-Lite hilarious, though they never really
Armor (living armor given a explain why (this strengthens the rumor
metabolism) that as been permanently he’s a failed biotic, if he was a former
bonded to his wingpack. Both of them criminal sentenced to conversion, the
can now share energy (allowing them to idea that Dreadguard would try and
survive on either meat or sunlight) and mimic him would be amusing). Clans
has been formed into what looks like a Spirit Fox, Sun Runner and Kuna Yala
bright red humanoid hawk [[the picture are subordinate to Dark Step. Clan Kuna
of Hawkiods from Rifts South America Yala, like Diablos Rojos, was a minor
is the closest]]. Khan Manfred is silent house located in the region before the
338
Unruly Throng showed up. Khan Kurg Librarian and Engineer are waved) that
of Spirit Fox is a large (8 ½ ft) man who recently lost over two thirds their
is apparently a long time friend of Khan numbers when their main holdings
Lucius, often referring to each other as where discovered by the Machine. Now
brother, this could be spirit brother or hovering around 1,100, Clan Iron Foot
brother in arms, or biological brother, no has a tough road ahead. It should be
one really knows. noted though, ALL members of Iron
“Clan Raging Bear,” also called “The Foot are Technojackers, and therefore at
Wave of Destruction,” a name they have least caste 3, and around half of their
earned several times over. Khan Kodiak survivors are members of The Unruly
leads this most awe inspiring clan. Throng (many gained immensely in
Apparently unable to bond to host-armor experience while rescuing their fellows).
and other bio-tech (though still able to Clan Erectus is the home clan of
use it so he’s not a technojacker), Khan Warlord Cedric, and it was the
Kodiak usually wears normal Living- circumstance of the near destruction of
Armor, often with a bears head sculpted this mighty clan, and Khan Kodiaks
on. Despite this, Khan Kodiak is known retaliation that earned Raging Bear the
for being personally, VERY powerful nickname “Wave of Destruction.” After
and dangerous in combat. While it was all over, many expected Warlord
Warlord Cedric, and Khans Manfred and Cedric to boost his clan back up to major
Lucius are higher in the chain of status, but he quietly placed it under the
command in House Panama, none of protection of the single most powerful
them ever forget, it’s because Khan major clan (this has also done a lot to
Kodiak wants them there. Easily ease tensions within the minor clans).
surpassing the warlord in raw power “Clan Ghost Tarantula” is a former
(remember, he can’t use host-armor), major house that had hit a steep decline
Khan Kodiak has repeatedly made and was being driven out of their
comments to the effect of; “Many houses homelands in California and northern
that have died, would have lived had Mexico When the Unruly Throng
their warlord been less capable in a one (during their migration south) intervened
on one challenge, and more capable in in several major battles and saved them
strategy and tactics.” While Khan from complete destruction (though they
Kodiak admits that Warlord Cedric and still lost their lands). Utterly and
Khans Manfred and Lucius are superior completely loyal to the Throng, this
tacticians to himself, he’s not what major clan is the only one with no
you’d call incompetent in either tactics members who where part of the original
or strategy. Raging Bear controls the Unruly Throng. It was Khan Adonia
northern and western most areas of who is credited with coming up with the
House Panama. They control the only clan system, allowing former houses to
mature (relatively speaking) seedling join with their dignity and cultural traits
(acquired in the Iago incident), located intact, as well as allowing greater
in the 12,500 ft Cerro Chirripo, in what flexibility in surviving major disasters,
was once Costa Rico. Both of the minor as has happened several times. Clans
clans under Raging Bear are former Enokid and Blackbird are subordinate to
major clans. Clan Iron Foot is a clan of Ghost Tarantula.
Technojackers (the requirements for
339
“Clan Nindakando” is led by Khan to some of the minor houses on their
Masou and has the distinction have own (several where minor houses at one
being the only minor house to have time).
actively sought the Unruly Throng out HOLIDAYS: Wise Men Day, Martyrs
simply so they could join up. As their Day, Good Friday, Carnival, Arrival,
name implies, Nindakando warriors Remembrance (a day of mourning),
prefer to ambush their targets whenever Halloween, Christmas and New Years
possible, and stealth features are very Day. Several of these holidays are old,
common on armor and mounts. Khan pre-machine religious holidays, but
Masou is an original member of the they’ve been given new twists. The ones
Throng, but was apparently a member of that are unique or have been altered by
this house before that, or at least a the house are listed below.
similar and allied house, as he was Wise Men Day has also become the day
quickly excepted into it’s ranks, and that starts the yearly Conclave of Khans.
when the former Khan/Warlord died Martyrs Day, in addition to its original
fighting the Machine, Masou was able to meaning, now celebrates all the warriors
save the rest of the warriors and lead who have died fighting the machine.
them out of danger. Clans Roaring Carnival is a week long celebration of
Water and Silent River are subordinate life. A rather carnal time for the house, it
to Nindakando. While some laugh at the acts as a coming of age party for the new
names of the subordinate clans, Silent adults, and it’s during carnival that
River is actually a reference to the dead; castes are assigned to those entering
and Silent River warrior/priests preside adulthood.
over major funerals and give sermons on Arrival is a holiday dedicated to House
Remembrance Day. Panamas arrival in Panama.
“Clan Stone Cougar” is the last of the Halloween, in addition to being an
major clans, and the one with the least evening for children to gather treats from
renown. Khan Michelle, “The Earth random strangers, is also the day the
Child” is NOT as her nickname would young are tested to see where their
portray a pacifist. Though she doesn’t future lies. It’s also interesting to note,
seek combat out with quite the same Halloween is roughly 9 months after
relish as most of the other clans do, she Carnival, and over a third of all babies in
has managed to lead her clan through Panama are born in and around
several major battles and has earned Halloween.
distinction every time. She pilots a Christmas is unchanged, but to note that
lithovore based host-armor that is said to each year, the house engineers give all
grow much more powerful then one combat troops who have survived the
would think possible, and it is rumored whole year a Christmas bonus in the
she’s had its strength upgraded to the form of 2 Bio-E per character level
same as proto-host armor. Clans Red (regardless of OCC, Skinjobs and Saints
Oak and Firebrand are subordinate to can spend it on gear).
Stone Cougar. LEGAL SYSTEM: Courts Martial;
DEPENDENCY STATUS: House House Panama, like most Houses, is a
Panama is not dependent on anyone. military dictatorship and does not
They are fully self sufficient and recognize anyone in the house as being
capable. Several of their clans are equal outside the jurisdiction of the military.
340
Anyone who protests this, is more then have been able to devise several unique
welcome to submit themselves to a retro- bio-apps, as well as maintain a healthy
virus memory wipe that targets any surplus of standard gear (living armor,
memory that contains house secrets, bio-weapons ect). They also possess
including the locations of gatherings, enough technojacker members that they
where after they will be given a single where, until recently, able to sneak into
non-living melee weapon, a suit of “Poor machine compounds and raid them for
mans Leather Armor” and released in the storage disks for additional currency.
ruined city of Panama where if they are House Panama allows it’s warriors to
captured/interrogated by the Machine, it purchase additional Bio-E at roughly
will reinforce the image the house is 1,000 credits per point. They also
located in the ruins. possess the Panama Canal and the Great
All citizens of House Panama are Maze allowing for unequalled trade
assigned a caste and expected to obey throughout the region and, to a much
the commands of a higher caste (within lesser extent, the world. They have trade
the caste, rank is sorted by level). Caste agreements and diplomatic ties with at
1 is populated by the general workers least 3 other great houses (and several
and non-combatants. They take care of score minor houses). The major
general labor and are expected to stumbling block for trade is the very
perform services and entertainment to location that makes it possible in the first
combatants as needed or ordered. Caste place. All of the surrounding houses are
2 consists of the laborer officers as well at least somewhat concerned about being
as the highly skilled non-combatants. absorbed into House Panama, and there
This caste is where the second-line aren’t many other choices but north or
warriors but not actual combatants reside south. The Great Maze allows them to
In addition, Biotics are considered caste bypass some of their neighbors (those
2. Caste 3 is for the low ranking, but that don’t want to be absorbed through
actual combat warriors. All members of trade are smart enough to not risk being
the classes in the core book (except absorbed through force because they
Biotics) are at least caste 3 (this does raided the Maze), and easy access to the
include technojackers). Caste 4 is for the oceans has allowed them to use large
officers of all the classes except submersible mounts as limited cargo
Dreadguard. All Dreadguard are ships.
considered officers and counted as caste MILITARY: The military is pretty
4. Caste 5 is for officers of the standard in make up for a great house,
Dreadguard, as well as all members of but this is modified from clan to clan,
the Clan “the Unruly Throng.” Once 6th Clan Richthofen has many more
level has been achieved, the class archangels then Stonegate for instance.
distinctions break down to a certain The main exceptions seem to be in
extent. Caste 6 is only the officers of the Technojackers and Scarecrows. Until
Throng as well as the Khans of the recently, technojackers made up roughly
individual major clans (all are members 6% of this house, and even after their
of the Throng). massacre at the hands of the machine,
ECONOMY: The economy of House they still represent 2% (and half of those
Panama is booming. Thanks to the bio- are higher 6th level). While Scarecrows
diversity, librarians, and engineers, they make up a minuscule portion of their
341
population (they’re rumored to have based out of what was once Costa Rico.
more librarians then scarecrows). For several years after Warlord Iago
Likewise, biotics seems to be a strange took over, there where a series of border
issue, as many apparently biotics also skirmishes and raids into the Great Maze
seem to be members of other OCCs. that Iago somehow usually managed to
There is likewise an upswing in unusual come out worse for were on. This
OCCs that are hard to understand by enraged Iago to an insane degree.
those looking in from the outside, while Whipping his people into fanatical
non-combatants are less common then in hatred for House Panama, Iago did what
other great houses. Although somewhat was probably the stupidest thing
strange, House Panamas military would imaginable; he cut a deal with the
seem to fall within norms of the great NEXUS personality Kali. Sending
houses, but their success is nearing envoys to House Panama, ostensibly for
legendary status (they’ve yet to peace talks and a cease fire agreement,
completely take a surface region like their purpose was to locate the capital of
House Barren Marsh however). The big House Panama. They however mistook
question seems to be the number of the Clan Erectus stronghold for Panama
librarians and engineers. Quite apart City. Their part of the deal complete,
from understanding how they got so Iago sent the location to Kali who
many so QUICK, there is the simple fact attacked with near overwhelming force.
that they are one fifth the size of the She however loudly broadcast the fact
Barren Marsh, but posses more then 5 that it was Iago who betrayed them for
times the number of engineers, and 10 everyone to hear. Iago MIGHT have
times the number of librarians. been able to convince Warlord Cedric
House wide, the population breakdown that it was just a trick of Kali (doubtful),
is as follows; but he made the mistake of timing a
52,000 people major strike at Panama for the same
8% Archangels time, specifically due to the new
4% Biotics weakness, a weakness that they could
12% Dreadguard only have known about if the statement
8% Outriders from Kali was true (and many Iago
2% Packmasters survivors would attest to the truth as
20% Roughnecks well). While the other clans where
4% Saints racing to save as many of Clan Erectus
0% Scarecrows (less then 40) as possible, Khan Kodiak of Raging
1% Skinjobs Bear ordered an immediate assault on
2% Technojackers House Iago and several other clans
- Librarians (more then 40) assaulted Machine holdings so as to
- Engineers (more then 100) advert attention away from the Clan
25% Non-combatants Erectus stronghold. When the dust
14% Other OCCs settled, Clan Erectus is nearly wiped out;
TRANSNATIONAL ISSUES: Like the Machine had suffered major damage
most houses, House Panama has had its to its spaceport, industrial centers and to
share of rough patches with other the surface canal. House Iago however,
houses, most notably, the Iago incident. was completely destroyed. Every single
House Iago was a largish minor house warrior of Iago was executed. No
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surrenders where accepted, those few and of a type the agents didn’t quite
who tried where gunned down where grasp. This has put a strain on the
they stood. Any non-combatant who relationship with House Artemis and as a
made the mistake of picking up a result, the Krakens crew as well (though
weapon (and many who didn’t) where they continue to assist the Kraken,
likewise executed. After the battle, those they’ve asked that any bio-ware given to
non-combatants that survived where the Kraken NOT be shared with Artemis
thoroughly questioned, then their minds at large). This has placed the Bridge
where wiped and they where sterilized. Crew, who can understand Warlord
After the Iago incident, most of the Cedrics response, in a tight spot as they
surrounding houses backed off on are still loyal members of Artemis.
attacks and/or shut down diplomatic ties Recent overtures to the Dreadguard
with Panama. While this caused amongst the crew to challenge their
problems with their neighbors, it also warlord have been received with mixed
secured the borders. results. Like the bridge crew, they
Their issues with other houses are not understand the problem, but aren’t quite
anywhere near that violent. For instance, up to a challenge. Plus they’ve spent so
they’ve gone out of their way to assist much time at sea, when they do return to
the Kraken and its crew on its noble their home port, they are often treated as
endeavor. They are the only House to do outsiders who no longer quite fit in so
so when they aren’t trying to get they’re not sure a challenge from one of
something in return (they already got them would be seen as legitimate.
what they wanted; now they’re living up Another possibility, though very
to their end of the bargain). They made a unlikely, is to convince the crew to
deal early on with the Krakens crew switch loyalty to House Panama. While
about usage of the Panama Canal, and this has been raised at a conclave,
now House Panama has a kraken Warlord Cedric has decided that to
gestating in a side chamber off the canal attempt it would only send the
(it’s only 5 years into gestation). They relationship with the Krakens Crew
provide food and supplies to the kraken spiraling downhill, not to mention
and its crew both in a special dock area destroying what little remains of good
inside the canal and at sea with mounts will that still exists with house Artemis.
based on whales carrying cargo. They’ve Meanwhile, House Lloyd (formally
shared several bits of bio-ware, but this House Darius), has responded well to
cozy relationship has recently hit a snag. trade agreements. With so many
Warlord Artemis tried to send some members of House Panama being former
agents into Panama to kill the unborn housemates of Lloyd, plus several
kraken, and wipe the information on innovations of Panama specifically
how to produce Artemis invented bio targeting/overcoming House Shiva bio,
from the minds of Panamas Librarians. has made trade with Panama VERY
Fortunately, they didn’t come close to attractive. Plus, Warlord Cedric is trying
succeeding, running into several snags, to repay the dept he feels he owes
not the least of which being that they Warlord Lloyd for helping them out,
didn’t know where most of the librarians even if he had to banish them. Besides,
where located, and the protections Cedric HATES Shiva.
around the kraken where much tougher
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House Barren Marsh has likewise why the 2 are so mad at it, and has gone
responded favorably (if somewhat off to sulk and ignores Panama, while
coolly). They are aware of the Iago Shiva has tried to use chemical weapons
incident, so they are wary, but the fact on the forests and preserves of Panama.
that the Great Maze has reached them, This as resulted in Gaia and Hecate
and there are legitimate trade issues that hedging the other personalities out of the
Barren Marsh needs (their population computer cores in the region. If they
growth since taking the Marsh has not must devote too much of their attention
quite met with food production increases away from Panama, they ask for the
as well). House Panama has offered assistance of Eve, even though they
several sweet deals, but Barren Marsh know she will do something to aid the
remains wary and fears some sort of humans, they feel it’s a better deal then
long term trap. In truth, Cedric and the either Shiva riling the humans up more,
Conclave of Khans would just like to or Ishtar destroying the very
assist humans in taking, AND infrastructure that allows it to wage its
HOLDING the surface. The one caveat war. Simply put, Gaia and Hecate view
to the trade deal that really bears the other 2 as being a bigger threat then
mentioning is that Panama gets access to the humans. Hecate has even gone as far
the memories of the warriors who as to try and offer some sort of
participated and survived the taking of appeasement to the humans by reducing
the Computer Core. Indicating Panama security around the Panama Canal (the
may be gearing up for an attempt of their one it controls) so as to make it easier
own, possibly in response too the Iron for the humans to use it, thinking that as
Foot massacre. long as they are using it regularly, they
NEXUS needs to be mentioned here as won’t try and destroy it. A belief Eve
well. While House Panama most takes care to strengthen. This is
certainly does NOT have any dealings somewhat ironic as the attempt to
with the personalities of the NEXUS, convince NEXUS they’re using the
several of them have taken interest in surface canal is dependent on those
Panama. Due to the Bio-diversity, Gaia “attempts” to “fail” on occasion. With
is the most prominent. Interestingly, the reduction in security along the canal,
Hecate as taken interest as well. The the outsiders, criminals and political
Panama Canal (the one on the surface) activists who are given the assignment to
as well as the spaceport is VERY “Disrupt the lock system at a certain
important to Hecate, so it found the point and time so as to allow the Kraken/
damage done to them after the Iago Whale Ship through UNDETECTED”
incident irksome. Thanks in no small are starting to succeed and not be
part to Lilith; both Gaia and Hecate are noticed by the Machine.
convinced that either Kali or Ishtar will
irrevocably ruin things. In the case of UNIQUE BIO-WARE: House Panama
Ishtar, it once tried to dismantle the has created several unique bio-apps. To
Panama Canal because it was convinced list them all would take discovering
the humans where using it (something them all first. However, here is a list of
House Panama goes to some length to the ones known and rumored;
convince it of). In truth, it was Lilith The Auto-Mapping Comm used by Clan
impersonating Ishtar. Ishtar has no idea Stonegate as well the rumored app to
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retrieve memory from them. Plus all of consideration into making them full
the plant life created for the Great Maze, plants capable of self reproduction.
including the EMP Fungus. Burdenbeastes are for all intents in
Improved Belladonna is a trap plant. purposes, large draft horses (actually
Given different shapes and forms, based of Behemoths) used to carry stuff
usually similar to food crops, this highly and pull wagons through the Great
toxic plant contains within it a small bio- Maze. They are fairly well armed
comm that is geared to only certain other however, so don’t think of them has
bio-comms (only House Panama has the defenseless, but the giant gore cannons
“Frequency” and is normally only used are gone (not good underground where
by Stonegate and Diablos Rojos) that height, both of the creature and the arc
continuously broadcast an “I’m of rounds is an issue).
dangerous, don’t eat me” warning. Used Krill Producers are an interesting
almost exclusively in the Great Maze construct. They feed off salt and other
(especially within the closed off minerals in the oceans (thus allowing
sections), this herb is more then capable them to feed in the lifeless deep), and
of disabling mega-damage constructs possess within them the genetic code for
and beasts seeded into the tunnels by the krill, and produce large amounts of them
Machine and other houses. Nonlethal, so as to be able to feed their whale
even to SDC creatures it is designed to constructs as well as the kraken. And to
incapacitate for long periods of time do so in areas not normally known to
(between 12 to 36 hours, more if SDC) produce food on that scale, such as the
so has to allow Stonegate or Diablos open ocean where there is very little life,
Rojos members to investigate and or deep water so as to prevent the
terminate in relative safety. It is of Machine from spotting them with fly-
course only effective if eaten, making bys, or simply to allow the whale ships
herbivores and omnivores the only real and Kraken to feed outside of a few
targets. limited areas of algae blooms, most of
Acid Plants are another trap plant used which Gaia knows about. The docks
in the Great Maze and around inside the Canal have several modified
strongholds and habitats, though this one versions of these to provide food for
only works against robots. Basically just docked whale ships or the Kraken, but
a plant that has electromagnetic sense designed so as to not allow the krill out
and a couple of acid nodules to spray on to where they could, conceivably, be
robots it senses. Given multiple shapes noticed by the Machine.
and sizes so as to prevent the Machine Whale Ships that feed on the krill are
from learning to recognize them, these used both for combat, but also for trade
plants are proving to be an effective and transport. Being able to carry several
early defense against Cable snakes and tons of supplies or up to a hundred
Skitter Pods, as well as possessing the warriors (short trips only with those
ability to significantly damage Sewer numbers), Whale Ships are ideal for
Prowlers. Because of this, the house is getting around the ocean. Some of them
considering giving them bio-comms to have also been disguised and formed to
alert others to machines (this has been resemble normal whales so as to be able
done around habitats), but there is also to monitor the Machines activities within
the ocean without drawing attention to
345
themselves (or more likely drawing the shelve armor, it won’t work, he’ll have
protective “instinct” of Gaia). to go nude like everyone else).
Host-Light and Medium-Host Armors Resin Guns are a modification to Casting
are another innovation. Simply weaker Guns. Routing the resin from a Resin
versions of Full-Host Armor, Medium- Duct (a prerequisite) up to the Casting
Host has about the same protective value Gun (another prerequisite) and forming
has Dragon Scale living armor, and what it into additional ammunition for said
would be considered enhanced strength, gun. Each glob of Resin will provide 30
while Host-Light is about equal to shots, and since the resin of lithovores is
Leatherback Armor (no enhanced somewhat stronger, the increase to
strength). Both receive all the benefits of damage on casting guns lithovores gain
a metabolism, greatly extending their remains even with resin ammunition.
field use. Any of the primary combat Resin guns are the name of another
OCCs that do not receive full-host interesting, though minor innovation,
armor, but only living armor hand guns and rifles (as well as
(archangels, packmasters and their ammunition) made out of resin so as to
offshoots) receive these instead. The not set off the nano-plague.
backup armor used by those who get Gore-Frogs are a somewhat amusing
host armor however is not upgraded. concept. Looking like large frogs, these
Dreadnaughts however are another gore beasts have a very special, and
matter. Standing roughly 16 to 20 ft tall, highly useful ability; their “VENOM” is
these armors have slightly more then actually a special chemical that
double the MDC of full-host armor and neutralizes chemical explosives,
twice the speed (except digging) and specifically the type used in Rat Bombs
increasing the strength to supernatural (though it’s effective on nearly all
proportions as well as doubling the chemical explosives, it was designed for
damage from melee weapons that are rat bombs). The venom is injected by the
part of the armor. Of course they require tongue when it strikes the target, so even
a lot more resources to grow, and need 8 if the bomb would go off when it’s
times as much food for all metabolisms captured, the explosives already been
except for Photosynthetic since the neutralized. Many of these creatures
surface area that can receive light and have been modified to look EXACTLY
therefore produce food is increased. So like normal frogs and toads so as to
far only 3 Dreadnaughts have been confuse the machine. Also, since frogs
created for testing (1 lithovore, 1 are so COMMON on areas controlled by
carnivore, and 1 photosynthetic), and are House Panama, it’s unlikely the Machine
only piloted by Dreadguard. It’s unlikely will modify Rat Bombs to go off on
these will ever be produced as Parasites sighting frogs. The “Venom” will only
due to the increased feeding make living creatures sick if they don’t
requirements. Another tidbit about this contain explosives within them, but the
armor, unlike Host Armor, the combination of venom and explosives
Dreadguard can wear his living armor creates a highly toxic compound that
inside it (this assumes the living armor insures death in seconds, even if a mega-
has been genetically coded to the damage creature, even those normally
Dreadguard, if he’s wearing off the immune to poison except the Gore-Frogs
themselves (breaks down in seconds
346
when exposed to certain trace elements you to whisper to each other, assuming
in air, but not the oxygen in blood). So they too have a filter. Another
has to maximize resources, the small innovation is the creation of “Channels”
SDC versions have been made into for Bio-Comms that improves the filter
normal creatures that possess their own from above to work more like a radio
reproductive abilities; they do lose the that if the channel isn’t known, you can’t
bio-comms however. Both versions have listen in. All of these Bio-Comms except
Electromagnetic vision and enhanced Channels was invented by the Librarian
smell/taste combined and geared towards of House Darius (now Lloyd), and are
noticing implants in life forms used by them as well (Warlord Cedric
(especially explosive) and instincts has authorized Channels to be given to
dictate attacking such creatures. them as well).
Dog-Frogs are modified SDC Gore- Bio-Comm Antennae aren’t actual
Frogs/dogs used as animal friends/pets antennae like on an insect, but more like
by House Panama. Having all the above the antennae of radio communications.
traits of an SDC Gore-Frog, Dog-Frogs Small parasitic (normal, not the
are actually mammals and behave like increased abilities of parasite host
dogs do (they look like dog sized frogs armor) globs of flesh that are inserted
without the slimy skin). Since frogs into large plants such as trees or cacti
aren’t known for being human (the insertion hole looks like a
companions, their shape has not been woodpecker den). They then release
programmed into most robots to destroy chemicals into the plant that allow it
(see above), this gives the humans pickup and transmit bio-comm signals.
(usually children) one last line of It’s the creature not the plant doing it;
defense against rat-bombs as well as a the chemicals just make the plant into
friendly companion. antennae for the transmitting parasite.
Though long range bio-comms have This additional boost is only possible if
been invented by many houses, you and the receivers have “Channels”
Panamas’ uses a unique design [[even if on your Bio-Comms.
the game stats are the same, double Bio-Comm override is a useful addition
range]]. Interestingly, the long range to the bio-comm standard. It allows the
bio-comms of Panama can be enhanced user to override the signals of standard
with the Omni-Upgrade [[20 bio-e]] just and advanced bio-comms and say
like weapons can. They’ve also invented whatever he wants over it. This is
“Filters” that allow them to sift out the generally used to announce warnings or
background noise in bio-comm emergencies but is also used when
communications [[I’ve always combating enemy houses. If the override
envisioned bio-comms as being like also possesses the channels feature, then
talking to someone, and when several certain channels may be left open to
bio-comms are in use, it’s like talking in allow your side to talk normally, but not
a room full of other people talking, the enemy.
making it hard to hear specific Bio-Senses override is a rather difficult
conversations, but perversely allowing to understand bio-app. By placing this
others to listen to yours, and anytime small creature on anything that has a
you talk, everyone with a bio-comm can bio-comm, anyone with a special bio-
overhear]]. This filter basically allows comm (or it can work off internal
347
memory) can alter what said thing sees Archangels have modified their bio-
and hears. It should be noted, if your comms to receive the information
living armor has a bio-comm, but no visually.
eyes, you must use your own, so unless Flame Wreath is a rather nasty close
YOU have a bio-comm, your own range weapon. To obtain this weapon,
eyesight can not be altered. On the other the Host Armor must possess
hand, when in host armor, you’re using Electromagnetic Vision, Bio-Force
the senses of the armor, which can be Field, Resistance to Heat and a Flame
overridden. This bio-app has been given Weapon. Somehow combining the flame
to the crew of the Kraken (though weapon and Force Field into a constant
they’ve been asked NOT to pass it on to on (it CAN be turned off) aura of fire.
the rest of House Artemis), who use it Each body part grows a small nodule on
much like House Panama; to allow them it that creates a force field around the
to control Kamikaze Cruise Missiles by armor, this is similar to how plasma
altering the appearance of whatever the weapons work, except that the flame is
intended target is into that of a Land not contained within a magnetic bottle,
Dominator, and filtering out real Land but wreathes around the armor. As an
Dominators. You can also make it so the upgrade, it can fire its flame weapon
Kamikaze sees one “Just Ahead” so as to from any point on its body at any target
increase the effective range. House it can sense in range.
Panama also will sometimes slip one Tunnel Worms are at best a rumor. Said
onto guests with unknown intents so has to be an innovation of Clan Magus and
to conceal any house secrets, or in at Stonegate librarians working together
least one case, to convince the target he (assuming they are real), they are
was talking to someone in person rather believed to possess mighty heat and acid
then over bio-comm (the guest promptly weapons that allows them to slide
tried to kill his host). through the toughest of rocky materials
Weather Flowers are creations of limited with ease and SILENCE. They are also
scope, but incredible usefulness within believed to leave much larger tunnels
that scope. Based of various flowers that then other borrowing creations
open and close based on weather, plus (explaining in part both the maze and
some alien DNA, and channeled bio- canal).
comms has made a rather useful weather Rubber Feet is an inspired and very
station. Monitoring wind speed, air simple creation. Based on the fact that
temp, ground temp, humidity, air the machine uses rubber coating to
pressure and several other weather protect wires, this feature coats the
factors, these plants use their flowers as bottom of the feet in a treaded rubber
antennae and continuously broadcast coating that allows the armor or
conditions in a 6 mile area. By tuning to beast/mount to travel across areas of
the correct channel, you can get a metal without setting off the nano-bot
weather report. If you’ve got a visual plague. This of course assumes you stay
bio-comm (like a Falconer), you can on your feat.
receive the information in a manner Holo-Tables are biological imitations of
similar to a heads up display the identically named machine, though
superimposed over your vision. Created based of a very sophisticated setup of
by Clan Richthofen, most of the super light cells.
348
Holotraps are disguised versions of halo the Bio-Empathy and House Panama do
tables that work either off a person not have anyone of the Naga Dancer
controlling it via bio-comm or by a small class (Packmasters get the nagas).
internal memory and command feature. Clustered or Combined weapons are 2
Used mostly in areas where there are different weapon upgrades with nearly
other static defenses and doors, when it the identical results. A clustered weapon
senses threats (based on programming, is a group of weapons (they do not have
always includes robots), it will contact to be the same, but must have the same
via bio-comm channel any surrounding range and firing arc) that with a small
house members and attempt to receive bio-e cost, can all receive weapons
instructions. Failing that, it will fall back upgrades as a single weapon. However,
on preset instructions which may include they can never be individually fired.
using its holographic abilities to mimic They can only fire in barrages, and only
humans close by (to detonate rat bombs at the same target. If for what ever
if no gore-frogs are around) and to lure reason, one of the group can not fire
robots into some sort of trap which could (ammunition or damage for instance),
be gore-frogs for rat bombs, acid plants then the entire system is out of service
for other robots, or any of a variety of and off line. A combined weapon
similar traps. A well programmed actually takes multiple weapons of the
holotrap will maintain an illusion of a same type and combines them into a
fighting, but wounded human in the mist single unit. This might be thought of as a
of harmless plants while the real acid cheap version of the mega upgrade, but
plants whither away the robot who is you must have all the individual
trying in vain to kill the false human. weapons. On the other hand, you can
Used extensively in the Great Maze, but combine all the weapons of a single type
only in areas actually controlled directly on the bio-construct. Most often used for
by the house. super light cells and somewhat more
Anti-Shiva applications are actually a expensive then clustered.
category of creations that specifically Target Independent Acquisition Cores
target House Shiva creations. For allow a weapon that is part of armor (not
instance, for a rather small bio-e cost, an externally carried extra weapon) to
your armor (beast/mount) will filter out acquire, target, and shoot itself just in a
the pheromes used by house Shiva to manner identical to a mount (basically
induce fear and for stealth. If enhanced the weapon is considered a mount), each
smell is included, it will automatically weapon gains 2 attacks (or 1 if the
target and locate the unit producing said weapon itself is only usable once per
pheromes (very useful in finding Nihilist round). You must posses Enhanced
Suicide Beasts). House Panama also uses Neurological Connections as well as the
modified versions of every single weapon to be upgraded. Not compatible
warmount House Shiva has created with clustered weapons, but it is with
except the swoop Dragon. For instance, combined.
the Agni is shaped like Turkey and Conical Weapons are an incredible
called a Plasma Turkey. They also use menace not only to your enemy, but also
the Naga Serpent, but have modified it to any allies you may have in the area. It
be somewhat kinder then Shiva prefers. allows (but does not require) the weapon
House Panamas version however, losses to be fired in a manner that it affects
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everything in a cone with a 45 degree Warlord Cedric credits Khan Randolph
angle out to half the normal range of the with a much greater intelligence then
weapon. It may be taken multiple times, himself.
each time increasing the arc by 45 Khan Manfred of Clan Richthofen is the
degrees and reducing the range by half second in command of House Panama,
(90 degree arc is quarter range). It is and an incredible Archangel. In 15 years
compatible with the omni upgrade and he has not lost a single wingpack or
combined, but not with clustered or any armor he was piloting. As with so many
sort of projectile (and hopefully this is of House Panama, very little is known
obvious, no melee) weapon. about him. But unlike the rest, he
NOTABLE PERSONALITIES: There remains something of an unknown even
are several people who are quite to the original members of the throng.
exceptional throughout the house. Listed Maintaining an air of nobility and
below are some of the most noteworthy. aloofness, Khan Manfred is the epitome
Warlord Cedric; Standing a mere 5 ft of professional and is an downright
tall, Warlord Cedric possesses an dangerous combatant who views his
incredible aura of power and strength. targets (human and machine) as prey to
Nothing is known of him before his his hunter. Strangely, he has never had a
arrival at the doorsteps of House Darius, mission he was part of cancelled due to
except that he was the firm and well weather, but strange weather often
established leader of the Unruly Throng. disrupts opponents. His wingpack is also
This is interesting, has he appears to be said to be much faster then is normally
in his early thirties. It’s rather unlikely a possible.
15 year old was the leader of such a Khan Kodiak of Clan Raging Bear is a
large group. Incredibly intelligent and BIG man, standing a little over 7 ½ ft
having a knack for tactics and strategy, tall and built like a brick. Khan Kodiak
Warlord Cedric is in no danger of being is an immensely strong individual.
replaced. Aloof with most of the house, Believed to be a human looking biotic,
he is quite willing to grow talkative with Khan Kodiak is known to be an MDC
those who share his hobby of creature and to posses supernatural
philosophy, history and science levels of strength (very high levels at
(especially genetics and astronomy), and that). During the Iago Incident, Khan
he can often be found conversing with Kodiak engaged Warlord Iago in
the head librarian of Clan Unruly Throng personal combat, during the fight he
and Khan Randolph about such matters, ripped the warlords arm off (while in his
when the time permits. host armor) and used it as a club to beat
Khan Randolph is the head of Clan him to death. Khan Kodiak is a rather
Magus, and a deeply private individual. brooding individual, not prone to
Partly due to the mystery surrounding laughter or good humor. He is known for
his clan, and partly due to his own desire visiting graveyards and praying for the
for privacy, almost nothing is known of strength to achieve vengeance for the
him. Average height and build, average innocents killed.
looks, but startling eyes that are said to Dreadguard Anastasia was the young
be the color of fire (and according to leader of the patrol for House Darius that
rumor, actually shift and swirl as if his first encountered the Unruly Throng all
eyes where fire, but produce no light). those years ago. Piloting a suit of Proto-
350
Host armor, she has spent all of the bio-e Pegasi
earned from being a Dreadguard on her By Phalanx
heavy super-light cell rifle. The rifle has This noble house derives its name from
been shaped to appear as if it was part of the distinctive and unique War Mounts
her armor, leading many to developed to emulate the mythological
underestimate it and her. The rifle can flighted horse. House Pegasi has long
fire in a cone up to 90 degrees wide with made its home in the high mountain
a range of 2,000 ft (4,000 ft with a 45 ranges where the machines have
degree arc and 8,000 ft for a single difficulty traversing the ice and snow.
target), and is able to unleash an ungodly Their War Mounts and Splicer mods
amount of damage (having had several tend towards high altitude, cold weather,
extra super light cells added and and flight abilities.
combined) and has had the mega and House Pegasi is one of the oldest and
omni upgrade several times each. most stable of the Great Houses, so
Outrider Snopps is a gregarious much so that its name does not change
personality in Clan Richthofen. He flies even when the Warlord does. Among the
a bright red Zephyr, named Doghouse, in houses, they have become reknowned
a highly aerobatic and dangerous for their dignity, honor, and aloof
manner, while his host armor is white demeanor. Many say that the Pegasi
with black spots. Friends with Khan have become as cold and distant as the
Manfred, he is not one of the original mountains they live within.
Throng, but a House Darius adoptee. Mountainhome is House Pegasi's
House Panama is of course located in fortress and one of the single largest
Panama. Seedlings on the planet, as well as one of
the first. It forms a giant torus within the
walls of a dormant volcano as the
primary structure, with numerous
tentacles that reach down deep into the
belly of the mountain.
These enormous tentacles are actually
bio-engineered geothermal conductors
that carry heat from the volcano's
dormant lava dome up to the main body
of the Seedling. Combined with access
points hidden in natural cover and
protected by reinforced blast doors made
from infusing the Seedling's tissue with
the mountain rock, Mountainhome is
almost impossible to detect unless one
knows where to look.
The Pegasus War Mounts are the pride
& joy of the House and comprise the
elite legions. Every Warlord since its
creation has been a master of the
Pegasus. The Chief Librarian further
improved on the Mega-Horse design by
351
adding Fully Functional Wings and Pearson
"antifreeze" blood derived from certain By Taalismn
frogs that can freeze without dying. AgroWar is an effort by the Resistance
Pegasus Outriders tend to prefer to mount a ‘passive offense’ against the
enhancements to their armor that Machine by infiltrating the Bio-
improve their ranged senses and combat Preserves and reclaiming the Wastelands
abilities. Their weapon of choice is the with rapid-growth plant lifeforms
Lava Caster. It is shaped like a combat genetically tailored to both resemble
staff with a high-frequency spear at one natural(or naturally mutated) species,
end and a bio-napalm projector at the and provide the Resistance with
other end. specialized bio-weapons----Such as
Patrol units and ground forces are most fodder, cover, and protection. These
often equipped with the Tundra, a fusion organisms are low/non-maintenance, and
of size, strength, and cold tolerance of a most propogate on their own once
polar bear with the intelligence, deployed, making, ideallly, for a
cooperative mentality, and agility of the creeping ‘area denial’ offensive. The
tundra wolf. Tundra Outriders see Machine might be able to root out and
themselves - rightfully so - as the burn entire forests of agrowar organisms,
protectors of the wilderness they call but in the process the Machine’s efforts
home and the main line of defense. Their prepare the soil for new growth, or
Host Armors emphasize stealth and prey inadvertantly spread the seeds and
detection. Visitors from other Houses spores of the plants to new regions.
say that they are often unable to detect It is uncertain who first proposed the
their Tundra escort until they are upon concept of ‘warrior trees’, but small
them. House Pearson is generally regarded as
one of the masters of this particular
endeavor. The use of Agrowar Trees is
seen as an effort to counter the
Machine’s Sentry Towers by similarly
attempting to deny the enemy access to
its favorite target(i.e., humanity). Efforts
have been made to secretly seed agrowar
weapons into all manner of regions,
where they can slowly build up and
establish ‘greenways’ that the Resistance
can use.
Neither the strongest nor the largest,
House Pearson has had to survive by
laying low and using its brains.
Specializing in plant bio-tech and
camouflage-form, House Pearson does
most of its trade with other Houses in the
form of new plant species and
engineered foodstuffs. It has largely
remained away from open conflict with
the Machine, by secreting its refuges in a
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geothermally-active hotsprings region Ultimately, House Pearson hopes to ‘re-
that hides its tunnels from Machine green’ the planet with varieties of plants
thermal sensors, as well as providing it both resistant to Machine control
with energy and minerals for its measures(physically or by fertility) and
hothouse tunnels and seedling beds. more useful to the Resistance, making
Recent NEXUS activity in its area(they the whole planet effectively the Splicers’
suspect that NEXUS may be preparing larder and arsenal, while the Machine is
to exploit the geothermal energy of the forced to rely on concentrated industrial
region for its own purposes), however, plants and resource zones(and thus more
has led the House to step up weapons attractive targets).
development, both to stall the expected Size/Population: 10,000
Machine assault when it comes, while DreadGuard: 10%
the House relocates, and to give it Roughnecks: 18%
something more valuable to trade to the OutRiders: 10%
Resistance and other Houses for PackMasters: 2%
protection. Biotics: 3%
House Pearson typically gives its Archangels: 6%
experimental agrowar bio-weaponry to Librarians: 2
scouts, Couriers, and rangers to plant in Engineers: 18
test grounds away from House Pearson Saints: 3%
territory to better avoid the Machine Scarecrows: 1%
making any connection between sudden Skinjobs: 3%
bursts of growth of mutant plants with Non-Combatants: 32%
anti-robot properties and a given Other: 12%
area/reports of human activity. Proven TechnoJackers: House Pearson barely
agrowar weaponry is freely distributed tolerates TechnoJackers---while
to its surface operatives, allies, and recognizing their usefulness, the House
friendly travellers with the intent of is very leery of welcoming in anybody
‘johnny appleseeding’ the new plants as so intimately affiliated with the
far as possible(House Pearson makes the Machine(as it were). House Pearson will
bulk of its ‘income’ from selling new readily sell foodstuffs to
foodstuffs and domestic animal TechnoJackers(may give food away to
templates, while freely sharing its them if other Splicers speak up for them)
weapons tech---figuring that it’s better to at the same price as anybody else, but
share means of defense with larger more will not allow them into the refuges.
powerful Houses that will be more Geography: House Pearson is secreted
inclined to help defend their ‘green- deep underground in a series of refuges
grocer’). and tunnels woven throughout a
Besides encouraging travelling Splicers geothermally active region of mountains
to help distribute its agrowar weapons, and deep valleys...House Pearson
House Pearson also asks them to gather actually has not one, but THREE
samples of useful plant and animal Seedlings(though the extra two are a
species that they encounter, so that the carefully guarded secret; only the Great
House can engineer future species with a House of Barren Marsh is KNOWN to
greater genepool to select from. have three), spread out through its
underground territory.....House Pearson
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actually has far more tunnels than its Church of Mother Earth---The Church of
population would seem to require, but if Mother Earth(aka the ‘Dark Mother’) is
they were ever discovered by enemies, the largest organization within House
House Pearson plans to wage a running Pearson, and teaches a Gaiaistic
underground battle, evacuating its ecology-conscious litany, with the
community tunnels ahead of a staged message that all forms of organic life are
withdrawal and explosive collapsing of bound as one network. Though some
spaces behind them. outsiders sometimes mistake the CoME
Law: House Pearson takes its laws for an insidious NEXUS-Gaia cult, the
seriously....While fairly easy-going Church of Mother Earth is quick to take
when it comes to peaceful activities, offense and point out that they worship
troublemakers and those who threaten the ‘True’ Mother Earth, who they see as
the stealth and low-laying posture of the a mainly shapeless, formless entity
House are quickly and severely binding all life on the planet. The Gaia
punished...typically hard labor in the aspect of NEXUS is seen as an
greenhouse tunnels or conversion into a abomination, a cold made thing trying,
labor-Biotic. Hardcases are killed, and out of jealousy, to be part of something
recycled into fertilizer. it never can be, and which has instead
Quality of Life: Quality of life within tried to usurp the role of Life instead.
House Pearson is surprisingly good...if The more extreme elements of the
you like vegetables....Trading in the CoME would like to see Humanity never
development of new foodstuffs has made again take up inorganic technology, and
life good for the citizens of House would have all aspects of machine-life
Pearson, since there’s always plenty to and machine-science
eat(though the occasional experimental destroyed(including, incidentally, the
foodstuff tested on the populace has led elimination or exile of all
to the odd complaint of stomach upset, TechnoJackers), and forever forbidden.
flatulence, or other irritation), though Nearly 70% of House Pearson’s
this has aroused some comments and population subscribes to the tenants of
envy from other Houses and visitors, CoME in one form or other, and
who see House Pearson as ‘growing fat diligently toil in the fields and labs to
while others fight’. Socially, however, grow ‘Mother Earth’s Little Defenders’.
outsiders often comment at the drone-
like manners of House Booster Shrub
Pearsonites....working long hours in the The biggest problem with Bio-Comm
labs and greenhouses, and going about systems is their abysmally short range(6
their business without much fanfare. miles) making for great difficulties in
House Pearsonites for the most part, coordinating large scale troop
however, know they have it good movements and strategies.....The
compared to many others, and tend not Resistance has had to use manual relays
to rock the boat. and messengers...both of which are time
Colors/Insignia----A green and tan fist- consuming and vulnerable to
shaped tree frond interruption.
Motto: “Growth is Resistance” To increase the operational range of Bio-
Notable Social Factions: Comms and facilitate long range
communications, the Engineers have
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created Booster Shrubs, cactus-like discrimination, and more adaptable
electro-active plants that are engineered strains.
to act as organic automatic relay Resistance soldiers on overland
stations, picking up Bio-Comm signals expeditions are encouraged to carry
and transmitting them again to other seeds and plantings to establish more
receivers. The booster shrub itself booster shrub networks.
resembles a scrubby grey-green or dunn-
colored cactus with long spines, Telephone Vine
typically 2-3 feet wide, that can grow Another attempt to resolve the problem
with little water, breaking down of reliable communications is the
surrounding rock and sand for introduction of the telephone vine, an
nourishment, but needing at least engineered subterranean fungus spliced
moderate sunlight to gain energy. It can with kudzu and Bio-Comm DNA, to
survive in open desert, in the debris of create a tunneling organism that forms
wrecked cities, or on the seashore, closed-circuit underground land lines
hidden among rocks, with little trouble. capable of passing signals. Lithovoric
Once planted as a seed, the Booster ‘Nodes’ are planted in the ground that
Shrub reaches operational maturity in immediately begin sending out roots in
2d4 days(1-2 days if planted as a all directions, chewing through the
seedling). It is estimated that a booster surrounding soil and rock...Using a
shrub can live 8-10 years, perhaps lower powered form of the Bio-Comm
longer. signal system, when a node’s tendrils
Ideally, by planting networks of booster detect the presence of another node in
shrubs 6 miles apart from each other, the the distance(typically six miles away),
Resistance can create chains of the tendrils nearest the signal begin
communication over continental growing towards it(typically moving at a
distances. speed of 3d4x10 meters a day) ,
There are a few drawbacks to the eventually linking up and intertwining to
system....Senders using a Bio-Comm form an integrated network of nueron-
Booster Shrub relay network like fibers that the Resistance can
occasionally complain about getting tap(using an antenna-probe attached to
‘echoes’ of their original messege the Bio-Comm) to send secure
bounced back to them, especially in communications. Since the telephone
areas where the fields of signal reception vine grows underground, it is less
from several Booster Shrubs overlap. susceptible to detection and destruction
Another problem is that booster shrubs by the Machine...however, being a hard-
don’t always thrive where line, the organism may have problems
planted...occasional bad turns of climate, growing and connecting through dense
plant diseases, and action by Machine rock and metal, and other intervening
drones can destroy the shrubs, obstacles). The Librarians and Engineers
interrupting the network-chain. Another hope to be able to create more advanced
problem is occasional signal loss at Telephone Vines that can also send high
night, due to power-down in the dark. data thru-put visual images as well as
The Engineers are attempting to solve audio signals, but that is several decades
these problems by various means, such in the future yet. Another application of
as stronger organic batteries, signal this biotech is to create ‘ghost webs’ of
355
active Telephone Vines around Human as fast as a foot a day), setting down
communities....interruptions of the nets hard-biting rootlets in crevices, cracks,
may provide advance warning of robots service aperatures, and angles, with each
tunneling in to attack the underground root ‘piton’ digging in set down roots,
human enclaves(rather than come in dissolve nutrients, and sprout further
through the regular access ways). growth. Passively, the powerful
As with the Booster Shrubs, Resistance oxidizing enzymes of the Rust-Ivy can
soldiers are encouraged to carry vine do 1 MD per day, but the plant network
node ‘spikes’ and plant them where they also has a fiercely acidic sap held in
can to establish vine networks. bladder-like reservoirs and pumped
throughout the root/runner system. If the
Living Fencing----The simpliest Rust-Ivy comes in contact with
Agrowar weapon is Living Fencing---- electrically-charged metal, or is violently
crossbred kudzu and acacia thorn bushes cut/trampled, the plant immediately
that form thick, dense, interwoven pumps acid-sap to the points of contact
hedges. The secret is that these plants and spews dissolving sap(does 1d6 MD
grow megadamage carbon fibers in their per melee for 2d6 melees per fresh
woody stems, creating a living contact/cut to metals, stone, and
megadamage chainlink fence. While not plastics).
very strong individually, a thick stand of Rust-Ivy is also very tough; a single 15
these plants still can entangle and slow ft-long runner has 7d6 SDC, making it
down any robots attempting to pass all the harder to casually eradicate.
through them. These plants also tend to Rust-Ivy is often planted in conjunction
have thick waxy leaves that are resistant with Living Fencing; one providing
to fire damage(takes HALF damage cover and protection/camouflage for the
from fire/heat attacks), making burning other.
them a diffcult proposition. House
geneticists are also working on a way to IronTide
make the Living Fencing burn Rust-ivy’s aquatic cousin, IronTide is
generating an acidic smoke, further the result of engineering a symbiosis
hampering clearing efforts. between metal-eating bacteria, kelp, and
Aquatic versions of this plant can also be duckweed. When crushed or otherwise
infiltrated into waterways, to be taken up disturbed, pods on the drifting weed
by Machine factory cooling pipes and break up to release powerful metal and
hydroelectric powerplants, where the ceramic-dissolving acids. Though the
megadamage fibers clog and foul filters solvents disperse more quickly in water
and turbines. and are overall less effective, they can
A typical 10 ft thick patch of Living still do considerable damage to
Fencing has 5d6 MD, and effectively machines, and ideally openning their
entangles with a Physical Strength of 30. innards up to inundation. Iron Tide acid
does 1d4 MD per melee for 2d4 melees
Rust-Ivy per fresh contact/cut to metals, stone,
An attempt to splice rock and metal- and plastics
dissolving lichens with rapid-growth Large floating rafts of the weed also
weed species like kudzu. This rapid- serve as effective camouflage for
growth weed quickly grows(sometimes underwater operatives.
356
BubblerWeed----Bubbler Weed is have problems being ignited by
actually part of a larger House Pearson thunderstorms, for instance, and the
project....Looking much like mats of trigger mechanisms are still rather iffy,
duckweed with floatation bubbles, but if it proves workable, and the plants
Bubbler Weed actually is the growth distributed in enough quantity, House
stage for an airborne deterrant---Air Pearson hopes to deny the Machine the
Jellies---The Bubbler Weed slowly skies with clouds of Air Jellies.
electrolysizes sea water into hydrogen
gas to fill expanding pockets and Killer Pines
bubbles...when large enough, these Killer Pines resemble natural conifers,
bubbles rise, trailing ballast/trigger but for their pine cones----actually
tentacles into the air to become airborne biological explosive fragmentation
spore mines. grenades. When the modified root
Mature, Air Jellies resemble pale green system of the Killer Pine detects heavy
transparent bubbles with a fringe of movement and electrical fields
green tendrils at the bottom, and are nearby(within 60 ft radius), special
roughly beach-ball to small-car sized. A woody tension branches ‘snap-toss’ the
colony of modified algae isnide them pine cone grenades away from the tree
keeps turning moisture and sunlight into so it doesn’t blow itself up. The
nutrients to feed the airborne plant and biological explosives and megadamage
keep its hydrogen lift gas replenished. scale fragments do tremendous damage,
The organic lift envelopes are invisible and incidentally, catapult the Killer
to radar and thermo-imaging, and the Pine’s seeds to fresh growing grounds
translucent/transparent Air Jellies are away from the parent trees. Killer Pines
equally hard to spot visually. However, also produce a sticky turpentine-like
each Air Jelly is a metal-devouring spore mist that can cover and foul optical
bomb(use the damage stats for the Spore sensors and other exposed machinery.
Sprayer) ready to unleash its payload of Height: 15-40 ft
spores should a Machine come into close SDC/MDC: 2d6x10 MD per tree
proximity of the floating plant, or should Pinecone Grenades:
the plant detect large concentrations of Range: 50-80 ft
metal below it(within 200 ft). Air Jellies Damage: 3d6 MD to a 20 ft blast radius
can last as long as 2d6 months, Rate of Fire: Can typically heave 1-5
producing and spraying spores whenever pinecones in the same arc at a time.
they encounter concentrations of metal, Payload: A Killer Pine typically has 5d6
and are currently encountered in ‘floats’ pine cones ready to throw at any given
of 1-50 Jellies. The Jellies’ plastic-like time(truly large specimens---30 ft +---
envelopes are fairly tough, with 1d4 MD may have 2-5 times that number), with
each, but they are easily twice that number in various stages of
popped/destroyed. They are wholly at maturation. Can grow/regenerate new
the mercy of the winds, moving at 10% pine cones within 3d4 weeks
less than local windspeed, and can Sap Spray----Sap sprays out to 50 ft and
survive being lofted to altitudes as high congeals into a thick, plastic-like goop
as 30,000 ft. that can foul optical sensors(-1d4 to
The Air Jelly project is still in the strike using optical systems) and glom
experimental stages....the Air Jellies up exposed joints(-1d4 to bonuses to
357
strike, parry, and dodge, and reduce Organic Laser---A single Laser-Tatter
speed by 10%), until scrapped or will typically have 1-4(1d4) emitter
dissolved free(takes about 1d6 melees). blossoms.
Attempting to burn the sap off with a Range: 100 ft
low powered laser takes about 1d4 Damage: 1d6 MD per shot
melees, but the sap will ignite and do Rate of Fire: 1d4 attacks per melee,
1d6 MD per melee it is still on. depending on the number of blossoms
Payload: 1d6; recharges at 1 shot per 24
Laser-Tatter hours
A bizarre cross between a tuber and a
chemical laser. Laser-Tatters store up Snake Mold
chemical energy in a large underground Snake Mold is an acidic slime mold
root in the form of special high-energy designed specifically to counter the
starches, accumulating the energy both threat of Cable Snake robots. Unlike
from absorbed solar energy, and from most other agrowar weapons, Snake
conversion of nutrients in the ground. Mold is typically found growing
When the Laser-Tatter’s extensive underground, near the warmth and
shallow sensor-root system detects the humidity of human habitats(where Cable
movement of metal within 100 ft of the Snakes are most likely to gravitate
plant, the tuber unfolds a mirror-surfaced towards). Normally, Snake Mold is
blossom with a Light Cell in the center, inactive; a thick creeping discoloration
and opens fire with an organic laser. or yeast-like growth slowly growing like
Individually, a single Laser-Tatter other molds and fungi, soaking up
plant’s attack is weak, only able to get humidity and breaking down rock for
off 1d6 shots before depleting its root- sustenance.
batteries(requiring about a day to All that changes when the Snake Mold
recharge each shot), but when grown in encounters EM energy, such as that from
large fields of 1d4x100 plants, a a Cable Snake’s electric motors. The
concentrated barrage from dozens of fuzzy growths liquify into a very mobile
plants at once can melt a Steel Trooper slime mold form that pours(moving at a
in seconds. speed of 2d6) towards the source of the
Despite their potato origins, Laser- EM energy, pooling in its proximity. The
Tatters CANNOT be eaten; their special thick syrupy mass entangles and gloms
starches are actually posionous to human the snake robot, making it difficult for
beings and most animals. the robot to slither free(reduce the
House Pearson geneticists are trying to Snake’s speed by 3/4, reduce bonuses by
devise a more advanced version that HALF, and reduce the effectiveness of
would be hardier, and would actually tap its sensors by HALF), while at the same
the electromagnetic fields of the time powerful digestive enzymes are
Machines to power the organic lasers to brought to bear, doing 1d6 MD per
greater strength. melee. The Snake CAN slither free of a
Height: 3-4 ft tall; a dark green low- pool of Snake Mold and outrace it, but
lying plant with widespread fronds and its sensors and joints will continue to be
ground runners. glommed and impeded for 2d4 melees
SDC/MDC: 3d4 SDC per plant until shaken free, and corrosion damage
358
will continue for an additional 1d6 Ratsucker
melees after the robot breaks out. “Like my Monaco Orange Leaper?
Snake Mold spores are typically Raised her myself! She can jump a rat
sold/traded in eight-ounce spray-bulbs from eighteen feet away! Come see her
and misted into likely locations. at the rat-races!”
Ever since the existance of the horrid
Scramble Brush Ratbombs has become public
Scramble-Brush is a fast-growing shrub knowledge, Humanity has bent its
that forms large low-lying banks of ingenuity as never before to rid itself of
plants that stand 4-6 feet off the ground, the scourge of these rodents. What
with 1-4 slender trunks branching out to earlier generations THOUGHT was all-
a thin, but dense-packed canopy of out war, was but prelude to the efforts
small, scale-like leaves that interweave made to keep the furred vermin and their
to form an almost broccoli-like upper walking timebomb kin out of the habitats
growth. Scramble Brush has been of humanity. Not since the Black Plague
specifically engineered as camouflage has the offensive against rats been given
for the Human Resistance. Seen from such impetus, such desperate ingenuity,
above, a stand of scramble brush looks and such importance. Given the
like soild-spongy growth, but due to the Machine’s awareness of Humanity’s past
plant’s ability to mimic the coloration of use of cats and dogs to destroy rats, and
its surroundings, it can be easily the Machine’s subsequent programming
mistaken at a distance for grass, dirt, or of its Ratbombs to explode on contact
rock...belying the open spaces with these domesticated allies of
underneath that can be used for Mankind, the Splicer resistance has
cover(some Splicers refer to it as come up with a number of biotech
‘Earth’s false bottom’). Further weapons to outsmart N.E.X.U.S. and
improving its camouflage value is the remain ahead in the arms race.
fact that the dense-packed leaves help The Ratsucker is one solution; a
muffle sound and disperse heat genetically engineered giant spider,
signatures...preventing humans hiding combining the trapping habits of smaller
underneath from being spotted trapdoor and web spiders with the size
effectively by Machine thermal sensors(- and robustness of the tarantula. When
20% to detection by those means). trapping is poor, the Ratsucker will
To prevent the MACHINE from using instinctively leave its web and go
the same properties to lay in ambush for hunting, sniffing for rat-spoor and fresh
humans, Scramble Brush has been prey. The Ratsucker uses a variety of
engineered with shark DNA to be techniques to snare its prey; entangling it
sensitive to strong electromagnetic in a pre-set trap or stalking and leaping
fields---should an electronic device or on open-range prey; in both cases the
robot come near the Scramble Brush, of Ratsucker then injects the hapless rodent
take shelter underneath it, the plant’s with a powerful paralyzing venom,
fronds will change color to an off- coccoons the rat, then injects it again
orange, a sign that an intruder is with corrosive venom that dissolves the
underneath. rodent into a broth of liquified tissue that
can be sucked up.
359
Despite long-situated arachnophobic Horror Factor: 12 against
reactions among the human population, (some)humans, none against machines
and fears that the spiders might mutate Feeding: Carnivorous; eats rodents and
and start preying on humans, the insects, but especially favors rats.
Ratsuckers are actually quite docile and Typically needs a rat a day to remain
even friendly towards their creators, healthy, though they will store and horde
having been genetically programmed to coccooned rats for later.
regard humans as bad prey(rats are their Sleep Requirements: Typically rests 4
food of choice). Some people even keep hours out of 24; a ratcatcher’s work is
the critters as pets. Many enclave never done
humans keep domesticated Ratsuckers as Alignment: Effectively Unprincipled;
pets, and harvest their webbing for will not attack humans and other
fibers, but it is the autonomous animals, but kills rats. Indifferent to the
Ratsuckers in the wilds who have the Machine, though it may attack Cable
most important role; hunting and Snakes for disturbing its layer(attempts
containing the burgeoning rat to wrap them in webbing).
population. The Splicers regularly Metabolism: Carnivorous
release hundreds of Ratsuckers into the Physical Attributes:
wild regularly, but some Splicers are I.Q.: (animal)
wondering if the breed can’t be made M.E.:----
self-propogating and able to reproduce M.A.:----
on its own without human help. P.S.: 4
Class: Autonomous Arachnoid Rat- P.P.:-----
Catcher P.E.:-----
MDC/Armor by Location: P.B.:-----
Main Body/Torso : 1d6 SPD: 12
Speed: (Running) About 8 MPH Equivalent/Instinctive Skills of Note:
(Leaping) Can leap up to 12 ft Prowl 98%
(Climbing) Expert Track Animals(Rats) 60%
(Flying) Nil Climbing: 98 %
(Swimming) Nil Acrobatics: 55%
(Digging) Nil Special Abilities:
Statistical Data: *Cling to Surfaces---Ratsuckers can
Size: Roughly 8-18 inches long, main climb with the best of them...only
body(and fully folded up)...legs can Teflon-like surfaces give them problems.
reach another 6-14 inches Special Senses:
Weight: 1d6 lbs *Nightvision 250 ft
Production Cycle: Typically gestates in *Sense Vibrations---The fine hairs on a
2 months Ratsucker’s legs can pick up noise and
Operational Lifetime: 8 years vibrations---especially rat-noise----from
Trade Value: A breeding or champion as far away as 80 ft
rat-killing Ratsucker can bring 50 credits Combat Capabilities:
or more 4 actions/attacks per melee
Bio-Regeneration Rate: 2 MDC per 24 +2 Initiative
hours +2 Strike
+3 Parry
360
+3 Dodge electromagnetic fields typical of large
Bio-Weapons Systems: metal structures to make their roosts,
*Posion Fangs----Massive fangs inject a particularly inside cliff- or tower-like
powerful toxin; 1d6 for the bite, plus 4d6 structures, even pecking and burrowing
for the poison(lethal poison specifically roost-holes into concrete and stone.
tailored for rats; humans and other non- Engineered to be lithovores, with a taste
rodent mammals get a +2 to save versus for certain synthetic compounds like
it) electrical insulation and certain
*Web Spinnerets---The Ratsucker can mechanical lubricants, SteelEaters have
spray webbing as far away as 10 ft, and rather exotic and tough digestive
can produce enough for 14 uses every systems, lending to the production of
hour. The webbing is otherwise identical highly acidic droppings----the
to that employed on Host Armor. SteelEaters’ primary weapon against the
The Ratsucker can wrap a Ratbomb in Machine. Built-in immunities and
enough webbing, fast enough, to blunt resistance to disease and to pollutants
the explosive force....If the Ratsucker allow the pigeons to survive the fumes
has a Parry roll of 10 or better on the and pollution of Machine industrial
Ratbomb, the spider has managed to spin facilities....albeit at the cost of becoming
at least 20 MDC of web around the rat veritable toxic sumps, similar, but even
before it explodes, reducing the bomb’s more so, than pre-N.E.X.U.S. crows and
blast radius to 6 ft and damage to HALF. comorants. Drawn to roost and feed in
A Parry roll of 16 or better, and the the heart of the Machine’s installations,
damage is reduced by 2/3, and on a flocks of SteelEaters can gradually erode
Natural 20, the Ratbomb is completely away the metal and concrete of their
muffled(no damage whatsoever and the workings, through their nesting behavior
Ratsucker actually escapes alive, though and accumulation of toxic guano. Even
somewhat frustrated by its prey when the Machine sets out to
becoming char). exterminate the pests, the birds often get
the last laugh; when killed, their
SteelEater Pigeon---The SteelEater is a chemically-drenched blood becomes a
modified Rock Dove or Common vicious metal-eating acid that can do
Pigeon, a hardy variety of urbanized considerable damage before it becomes
birds. The SteelEater is one of the few insert.
‘semi-autonomous’ or ‘expendable’ bio- Several different varieties of SteelEaters
forms capable of independent exist, but the variations tend to be mostly
reproduction, and used as ‘nuisance’ cosmetic; too, the SteelEaters have a
weapons, deployed enmasse to high rate of color mutation, even with
inconvenience the Machine whenever their parthenogenic reproduction. Some
possible. breeds are raised to crave certain
While looking indistinguishable from chemicals and synthetic substances, such
their pre-modification pigeon-kin, as lubricants or coolant materials.
SteelEaters are genengineered to be Because of their status and design as
absolute pests to the Machine and its autonomous weapons, SteelEaters aren’t
minions. With extensive gene-grafts usually part of a Wingmaster’s flock and
from homing pigeons and cliff swallows, will NOT have the Man/Beast interlink.
SteelEaters are compelled to seek out the However, Wingmasters may be assigned
361
to release flocks of SteelEaters or check SteelEater guano does about 1d6 MD of
samples in the wild to see how they are damage per hour for 3d6 hours, and can
doing independent of Man. SteelEaters do an additional 1d6 SDC per day for
are specially pheromonally ‘tagged’ to 3d6 days(great for slowly eroding non-
prevent natural (and Splicer-created) MDC materials). Typically, a SteelEater
predators from mistaking them for ‘safe’ can make 3d6 ‘deposits’ per day
pigeons. *Pecking----Superhard beaks can
Size: 14 inches long, 1-2 lbs actually do 1d6 SDC per attack/ 1 MD
SDC/MDC: 6 per 5 minutes of continual pecking---
Speed: 72 flying, 3 running slow, yes, but when you have a flock,
Bonuses: +3 Dodge, +5 vs toxins over time.....
Metabolism: Lithovores---Typically Combat Bonuses: +1 strike(beak and
need about 8 ounces of material a day to droppings). +3 dodge
stay healthy, but do tend to binge when Augmentations: None
feeling safe(like holed up in a burrow in
the footing of a factory). ORGANIC DEFENCE TURRETS
Lifespan: 5-10 years Effectively static organisms once
Reproduction: SteelEaters typically mate anchored to the terrain, these organitech
and raise up to 2 clutches of hatchlings, defence systems come in several
producing 1-3 young at a time. The varieties. All share several common
young remain hidden in their early life, features; tough external bone/enamel
but mature very quickly, acquiring adult armour, an "instinctive" form of organic
plumage and becoming independent radar (about 5 miles/8 km range) that
after 2 weeks(just as with normal can directly link via neural tendrils to
pigeons). any gunner/operator, and visual tracking
Systems/Senses of Note: optic clusters that resemble lines or
*Enhanced EM Senses---Is drawn to cluters of organic "gems", and allow the
high levels of EM activity organism (more plant DNA than animal,
*Resistance to Electricity----Early on, but of course incorporating xenomorphic
N.E.X.U.S. tried using electrical barriers strands for increased durability and
to dissuade pigeons...the Resistance metabolic efficiency/productivity) to
countered. Takes NO damage from independently target and track targets as
electrical barriers/HALF damage from a form of programmed instinct response.
MD electrical barriers When manually operated, these
*Enhanced Toxin Resistance---- organisms extend an organic link that
SteelEaters are +5 vs toxins(they wraps around the ear/cheek of the
actually eat some chemical lubricants) operator (or directly to any Host Armour
Weapons Systems: suits), thin filaments wrapping around
*Acid Blood---Does 3d8 MD per melee their spinal cord. This allows for an
round for 1 minute/4 melees to metals unprecedented response time and
and plastics. Because these pigeons tend accuracy as the gunner corrects for
to be rather plump and well-fed, typical trajectory and target movement with
splatter radius is 8 ft instinctive precision. However, damage
* Acidic Droppings---Not as powerful as to the turret can conversely be felt by the
that used in Host Armors, nor in such operator, despite the Librarian's best
quantity, but arguably longer-lasting. efforts to inhibit pain and neural
362
feedback bleed; for every 40 points of M.D. for a multiple-pulse volley.
Mega-Damage dealt to the turret, the Effective range of about 1,200ft)
operator suffers a cumulative -1 penalty Payload: Effectively unlimited, as long
to all actions for 2D4 Melee Rounds due as it is fed (using a nutrient bath as per
to muscular spasms and disorientation. normal Splicer rules). This limits
Host Armour reduces this time to 1D6 deployment range far from a feeding
Melee Rounds; the Advanced source. The turret can fire 10 multiple-
Regeneration and/or Improved Neural pulse volleys before it needs to rest; one
Connection (I lack the book in front of volley is regenerated at the rate of 1 per
me; you know which one it is...) melee round. Regular short pulse bursts
enhancements reduce this time to 1D4 can be fired without restraint or pause.
Melee Rounds. The maximum version of At their risk, a user can choose to feed
Regeneration eliminates it utterly. the gun with their own bio-energy as per
Turrets usually look like an enamel- normal rules for the Splicer Bio-Energy
armoured version of a modern turret, and Pistol/Rifle. However, one such volley
can have between 2 to 6 "barrels" can be fired for every *3* P.E. points of
depending on what the GM and players the user. Normal penalties are accrued
desire. They move by means of slow for every volley fired afterwards.
locomototion on 3-6 blade-like legs, and Natural Bonus to Strike: None/normal
anchor themselves firmly to the terrain +3/+1 to Strike on a Ranged attack,
when deployed (Effective Speed statistic NOT accumulative with the +3 provided
of 8; and no, Turrets are mindless to an operator's natural instincts; straight
collections of instincts and neural roll only.
bundles at best, they will NOT run away M.D.C.: 220 + 1D6x10 M.D.C.
if they come under attack! ) Variants: Whilst by default these turrets
In all Turret cases, the turret provides a fire bio-energy blasts, variants grown
+3 boinus to Strike with Ranged "single" also fire bone shards or slivers (for GM's
shot attacks, or a +1 bonus to Strike with wanting a more "machinegun" like
a burst attack accumulative with effect). Of course, such variants cannot
operator bonuses in both cases (uses the feed from the user to recharge their
Heavy Bio-Weapons W.P.), or possesses volley bursts, but can be fed bone to
a straight +3 single/+1 to Burst attacks if achieve the same effect (it'll require a
firing independently. Turrets track kilo or so per volley; GM's discretion).
organic/inorganic targets through a form
of bio-comm radar, and will only fire "Spitter" Anti-Aircraft Turret
independently at inorganic signatures of Purpose: Anti-aircraft & air superiority
a certain mass (which can be Armament: Cluster-shard launchers
reprogrammed). When operated, the lose (6D8 M.D. to an 80-foot area, or
all instinct response, coming utterly 1D8x10+10 M.D. to a 160-foot area for
under the control of the operator. a triple shot burst to a wide area; three
shots are used, but it doubles the damage
"Maelstrom" Bio-Energy Turret and effective area of attack; effective
Purpose: Ground control & asset support range of about 2 miles/3.2km)
Armament: Bio-Energy cannons (5D8 Payload: 36 cluster-rounds, which
M.D. "single" attack/burst, 1D8x10 regrow at a rate of 1D4 per hour. The
rounds are small, sliver-coated organic
363
bombs about the size of an American M.D.C.: 240 + 1D4x10 M.D.C.
football that are extraordinarly sensitive Variants: None.
to the chemical and energy signatures
released by robotic targets, causing them Again, rules are probably imperfect and
to explode like tamped charges when a feedback will be greatly appreciated.
flying Machine passes within its Feel free to modify as needed; it
effective radius or upon impact. The probably makes sense that the
turrets can be lowered to fire at ground Resistance will grow turrets for area
targets, but are not designed for such a defence purposes. Same as the mines,
purpose, and there is a 65% chance that these organisms are totally non-canon,
complications will cause the shot to and must be ignored as utterly irrelevant/
detonate before reaching a ground target, nonexistant if they offend sensibilities
or long after...which can have potentially New variants bubbling up for "volcano"
disatrous consequences for Resistance bio-organic napalm mines, and water/sea
ground warriors in the combat zone. based variants for oceanic/underwater
Natural Bonus to Strike: Special: An defence (should the Computer devise a
additional +2 to natural/operator bonuses reliable method of creating autonomous
both to strike at an aerial target with a underwater combat drones). Too many
single precise cluster round. Airborne ideas... Again, the purpose of these ideas
targets may dodge as normal. is to get the creative juices flowing for
M.D.C.: 280 + 1D6x10 M.D.C. those that like the ideas, nothing more.
Variants: Variational versions of this Like all Spicers technology, the
turret can use organic energy bombs as organitech turrets employ alien DNA
opposed to cluster shards for their and growth/metabolic methods spliced
armament; all effects remain the same with terrestrial DNA to provide their
otherwise, other than a glorious energy abilities. Please don't try to apply real
blast. Perfect for highly pyrotechnic world physics or rules to them, you will
displays. only hurt yourself. Think cinematic.
Enjoy!
"Hurricane" Missile Turret
Purpose: Massed area destruction & BIOTECH "LANDMINES"
aerial support Less traditional landmines and more
Armament: Bio-organic rockets (see the bioengineered organisms in "portable"
Splicers RPG). Stats and range are the form, these creatures resemble large
same as the standard rocket (about 3' diameter), flat plates of
Payload: 24 organic rockets. The turret glistening muscle and tubes with a
regrows launched rockets in 24 hours, serrated series of sharp, folded teeth like
and the organisms cannot be removed a lamprey mouth and short,
and combined/reloaded with Host underdeveloped anchoring tentacles on
Armour or handheld launchers. the underside when undeployed; the
Natural Bonus to Strike: Normal/none. general colouration of each mine
See rocket strike bonuses for additional indicates function it performs. Splicer
to-strike rules. These turrets can fire teams set the organisms in place by
their rockets in volleys of 1, 2, 4, 8, or simply pressing them into the ground,
12 in one strike, making them terrifying and inserting a special "arming device"
surprise attack weapons. in the form of an enzyme sliver.
364
Once inserted, the organisms draw in place; a split second later, muscular
nutrients from inbuilt biopacks which action from the creature's mouth sucks
are rapidly consumed, and from their the victim into the sac beneath the
surrounding terrain. They grow ground.
extremely rapidly, the underside The digestive tract of the landmine is
tentacles and mouth chewing rapidly filled with a thick, potent acid that
through even M.D.C. concrete as the inflicts 1D8x10 M.D. per melee round to
orgamism expands and burrows into the any inorganic object trapped inside. On
ground, making them useful for the rare occasion the landmine swallows
deployment even in the dark, ruined an organic victim (Human, animal,
wrecks of the ancient cities. Though they whatever; possibly due to muscular
could theoretically be used as spasm or unusual circumstances), they
particularly gruesome weapons by suffer 1D4 S.D.C. damage per melee
slamming them against the chest of an round from the acid (the same type as
opponent and inserting the arming sliver used in Splicer blood and armour; the
(the teeth and tentacles inflict 3D10 organism feeds in part on insoluble
M.D. per melee round; the organism is minerals and metals). However, 1D6
assumed to have a single attack), the seconds after swallowing the person, the
2D4 second delay before the landmine landmine contracts violently and the
begins to grow and expand make it a mouth aperture relaxes, expelling the
fairly pointless and impractical idea, as victim back out or at least allowing them
the organism won't even be strong to climb out easily. Though icky, deeply
enough to hold itself in place for 30 disturbing and mildly traumatic, the
seconds. experience is hardly a dangerous one for
a Human (even a child as young as 6 or
1. General Purpose Landmine (A.K.A. 7) unlucky enough to trigger one of
"Sacs", "Digesters", "Gloop Tubes") these potent but virtually harmless
This is by far the most commonly- organisms.
employed form of bio-organic landmine, Type: Ground Control & Denial
useful against human-sized or smaller M.D.C.: 1D4x10+10 (Main Body),
Machine drones and anything metallic 20+2D6 (each tentacle, of which there
which can fit through its mouth aperture. are 4)
Appearing as a nondescript "nub" about Applicable Attributes: Splicer P.S. 32
the size of a manhole cover on the (victims held cannot move or fight
ground, coloured and camouflaged to the within the sac unless they too possess a
surrounding terrian (ALL mines Splicer P.S. of 32 or higher; 26 for
resemble this, and possess an effective Supernatural Strength). N/A for all
passive Camouflage skill of 65%); the others.
organism beneath resembles a gruesome, Bonuses: +4 to Strike
muscular sac covered with veins and Damage/Attacks: 1D8x10 M.D. per
sinews, about 7' deep. Whenever the melee round (swallowed; inorganics
sensory organs within the "nub" detect only)
the presence of inorganic pressure upon Lifespan: 1D6 Months after deployment.
it (literally by "tasting" the offending The creature hibernates between
object), 4 thick, writhing tentacles erupt "feedings" to converse energy stores.
from the nub and lash to hold the target
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Colouration: Red/Fleshy. As a partially by a burrowing tentacle cluster: 80% for
lithovoric organism, the mine has a man-sized machines, 65% for truck-
glossy sheen to its appearance. sized, 30% for Battle-Track or Assault-
Slayer scale, and a mere 10% for any
2. Inhibitor Landmine (A.K.A. target larger than that. An entangled
"Graspers", "Burrowers", "Tineaters") target automatically takes 1D6 x 10
Similar in undeployed appearance to the M.D. per melee round to its
General Purpose landmine, this breed of legs/locomotion systems as its internals
biotech mine lacks the digestive sac, are torn to shreds, and the mine ceases
instead resembling a burrowed, inverted its reguar attacks to grasp its "prey"
cone of spiney, muscular tentacles. firmly in place. Held targets are helpless
When an inorganic object passes over (+6 to Strike rolls made against them),
the mine, the tendrils explode from the and cannot effectively engage in Hand to
ground and burrow deeply into the target Hand combat unless their limbs are free.
in a manner similar to the Tendril Common sense should dictate any other
Injector attack (See the Splicer's main effects; each attack, the machine may
rule book). The tentacles tear through make an opposed Strength test (1D20+
metal and plastics, wrapping around vital P.S. equivalent bonus) vs. the mine to
components and sprouting other winding break free, an act which inflicts 4D6
protuberances as the mine rapidly M.D. to the machine for each mine it is
metabolises its energy stores. affected by. A maximum of 4 mines can
Intended for capture and immobilisation affect one single target at once; the rest
of large Machine assets for examination/ are cinematically "held", miss, or have
destruction/whatever, even a large graphic but ultimately visual-only
vehicle like a Battle Track can find itself effects.
in trouble if it rolls over a specially- Bonuses: +3 to Strike. Due to the nature
planted cluster of these creatures; of the attack, large targets have a very
human-sized battle droids are often difficult time parrying or dodging these
ripped to pieces. attacks (effective blind effort; -10)
Type: Capture, Ground Denial and Lifespan: 3D6 Melee Rounds after
Inhibition triggering. Whilst the live, the tendrils of
M.D.C.:1D4 x 10 (Main Body), 20 + a Grasper have a bright, pulsating,
2D10 (each Tentacle, of which there are writhing aspect to them. When the
3D4) organism dies, the tentacles contract and
Applicable Attributes: Splicer P.S. 35 resemble vegetable matter with a
(the strength or higher needed to break leathery look, the colour dulling towards
free from the tendrils once caught); this brown. Due to their limited lifespan and
*increases* by 1 per round for 2D4 "one shot" use, these mines are usually
rounds once the tendrils have burrowed deployed for specific purposes and are
into a target, as they grasp and entangle rarely used for "general" ground control.
internal systems. N/A for all others. Colouration: Yellowish-Brown.
Damage/Attacks: 3D8 per attack; the
mine has the equivalent of 3 attacks per 3. Area-Effect Mine ("A.K.A. "Spikers",
round, plus 1 for every 2 tentacles over "Puffballs", "Death Blossoms")
8, round down. On a successful attack, A very simple mine design, this
there is a chances the larget is entangled organism reacts to the presence of any
366
pressure above a certain weight (approx. enough and possessing one (very rare) is
20 kg+) upon it (unlike the GP or swallowed.
Inhibitor mines). Upon contact, the
roughly medicine-ball sized organisms
(which resemble a leathery, glossy
puffball) explodes violently, its internal
core releasing a large charge of bio-
energy and internally-grown razor- sharp
ceramic slivers. Ironically, due to their
indiscriminatory nature, they are less
commonly deployed than "Gloop
Tubes."
Type: Destruction of Enemy Assets &
Tactical Ground Denial
M.D.C.: 20 + 2D6 (Main Body; no
extremities of any kind)
Damage/Attacks: 2D4 x 10 M.D. to a
20-foot blast radius. The cloud of slivers
rips into targets beyond that, inflicting
5D6 M.D. to targets further than 20 feet
but within 40 feet of the epicenter.
Bonuses: +2 to Strike. Targets cannot
parry this attack, but may attempt to
dodge/drop flat at a -8 penalty (there is a
split-second delay which allows the
perceptive to react; PC's should be given
a chance. Machine targets are usually
caught before they can react; whichever
benefits your story the most, use it!).
The explosion is explicitely permitted as
being able to roll with, even in the sliver
cloud, but rolling targets still take 3D6
M.D. from impact/lacerations, even if
they succeed.
Colouration: Greenish/Grey
367
Skyrus have amassed a vast amount of
By Krispy information and understanding of this
H. Skyrus is located in the Great world
Dividing Range (or the Eastern They are masters of the subtle tactics of
Highlands) of Australia with their war. One of their main tactics when it
primary base at Mt. Kosciuszko, the comes to the Art of War is: divide and
highest mountain in Australia (the conquer. – A House divided cannot
mountain is normally 2,228 meters stand. Using their SJ to cripple a H. from
(7,310 ft) but following the global the inside
disaster it has risen to 3.6kms That being said they are quite capable of
Population: 105000 full scale war, guerilla tactics, ambushes,
12% Arch Angels etc
2% Biotics many say they are an extremely elusive
11% DreadGuard House, known by many but not seen
Engineer, Geneticist & Librarian: 4 unless it is too late or you enter their
Librarians, 18 Engineers & 72 territory with hostile intensions.
Geneticists Their vision is cast far and wide. They
9% Outrider were involved in the genesis of H.
2% Packmaster Necrys. They have a strong friendship &
18% Roughneck alliance with H. Necrys and H. Myre and
3% - Skinjob (3150: 450 are the New a couple of other Houses (House of the
Gen SJ) Red Sands & House Lebryntha)
2% - Saint They have representatives placed within
1% - Scarecrow their allies Houses only known by the
15% - Technojacker respective House (not advertised)
25% - Non-Combatant They pursue artistic endeavors such as
Unique Splicer creations of H. Skyrus bonsai, stone sculpting, ice sculpting
Oracle WM & its skants clay, painting etc
Fates & their Sky Chariot
Yeti HA & Premiers Sasquatch Biotics The Dragon Lord the Warlord of House
roam and patrol the snow peak Skyrus
mountains The individual chosen to become the
New Generation SJ (sometimes called House Warlord has their brain removed
Infiltrator SJ) and placed in a Dragon Bioborg body
Sentinel Trees MDC
Their Warlord is a Bioborg: someone Head (heavily reinforced): 350
who has had their brain put into the body Neck: 450
of a modified Dracos that has one head Head Horns (3) 30 each
and is given the title of Dragon Lord Eyes (4): 30 each
The Elementals MB: 880
H. Skyrus also uses Slappy’s Mountain Tail: 340
Lion War Mount Legs (4): 280 each
They are a reflective house that knows Clawed Feet (4): 120 each
knowledge is one of the most powerful Wings (4) 260 each
weapons. Information, knowledge gives Reinforced Brain Casing: 200 – it is
you more options, more choices. They situated in the chest cavity of the Dragon
368
Running: 180km/h but a cruising speed Combat Bonuses: + 3 Initiative, + 3
of 90km/h strike with ranged weapons, + 5 Strike, +
Leaping: not possible 5 to parry, + 2 dodge, + 4 pull punch, +
Digging: 40km through sand or dirt but 2 roll with punch, fall or impact, + 3 to
20km through rock, clay or stone disarm, is totally immune to poison and
Swimming: this dragon bioborg is an disease
exceptional swimmer reaching speeds of Skills: that of the one who became the
80km underwater Dragon Lord
Flying: 360km with a cruising speed of Combat Capabilities: similar to the
140km. the bioborg can reach a speed of Dracos with a few alterations….will edit
500km for a period of 1D4+2 minutes later
after which they must drop back to Such as tail swipe: 1D8*10+40
cruising speed for 10 minutes Wing Swipe: 6D6
Maximum altitude: 5km Weapons:
Flight range: 8 hours before a rest period 1. Signature Weapon - Dragons Breath:
of 30-120 minutes is required House Skyrus has a unique OCC in their
Statistical data: ranks called Crystal Masters. They study
Height: 3.3m at the shoulders, 8m to the the natural occurring crystals of the
top of the head world and came across a unique form of
Width: 4m from shoulder to shoulder crystal called Tourmaline
Length: 8m from chest to rump, plus Note: Tourmaline is a real world crystal
another 8m for the tail Tourmaline has the unique property of
Weight 8 ton Pyroelectricity: it can produce a voltage
Physical strength: supernatural of 50 when heated or cooled
Operational lifetime: 80 years A large tourmaline crystal is situated in
Bio-regeneration rate: 6D10 per hour for the chest of the bioborg
main body & 3D10 per hour for The same chemicals used in Flame Halo
everywhere else is injected into the chamber holding the
Horror Factor: 15 crystal and ignited, as the flame passes
Senses & Features: standard for WM over the crystal, electricity is generated
plus……… and what is emitted out of the Dragons
Feeding: the dragon bioborg is an mouth is
omnivore and needs to eat 120kg of food ‘Fire-Lightning’
a day The damage is the a combination of Fire
Sleep Requirements: the bioborg needs & Lightning
only 4 hour sleep a night and can stay Damage: 3D8*10 for the Flame Halo &
awake for up to 3 days then requiring 8 4D12 for the Lightning
hours to recover Range: 5m wide cone for 65m
Dragon Bioborg Attributes: Payload: the bioborg body can store
IQ ME is that if the individual MA enough chemicals for 24 blasts per 24
receives + 5 with a minimum of 16 for hour period
intimidation factor as it is a talking 2. Needle Death Blossom: Follow
dragon. PS 50 supernatural, PP 18 PE 23 Dracos
Speed stated earlier The edges of the wings are covered in
Number of Attacks: 8 larger versions of combat spurs with the
369
tip of the wing ending in a giant bone of the Fates and links them to the Sky
spike use for wing swipes Chariot
3. Head Mounted Super Light Cells (6): MDC
same as Dracos MB: 540
4. The tail is basically a giant spiked Tentacles (3): 250 each
mace, a 500kg wrecking ball delivering HA neural link (at end of Tentacle): 110
a whopping 1D8*10+40 MD each
Each tail swipe counts as 2 attacks Thruster appendages (3): 360 each
Enhancement: starting at level 2 the Flying: maximum speed 480km with a
Dragon Lord receives 15 Bio-E to cruising speed of 160-256km
enhance their body Accelerated Dive: 800km in a steep
downward dive
Fates & Sky Chariot Max Altitude: 4572m
Fates are elite DGs that are given a Flight range: if flying non-stop, must
unique template HA and 3 of them rest for one hour after every 10-12 hours.
together pilot a creation that pushes the Indefinite with frequent (once every
boundaries of Splicer classification hour or so) intermittent rests for a few
They are the Fates, those who decide (1D8) minutes at a time
you destiny, and with the firepower they Weapons & Abilities
carry not many survive 1. Zeus Cannon: The SC is the first
They pilot a unique creation called a Sky Splicer creation to have 3 Omega
Chariot that is a beefed up Wing pack Blasters built into the base design
(that is close to a WM) designed for 3 (6D8*10) with a blast radius of 10m
pilots that 2. Organic Rockets: 30
Fates are trained in many forms of 3. Bio-Force Field. Note: the Sky
synchronized activities (dancing, Chariot can combine its FF & that of the
swimming) that enables them to work 3 Fates into one field for all
together when 3 of them are piloting a Upgrading/Enhancing the Sky Chariot
Sky Chariot Upgrading the SC?? I have been
thinking that the House gives their SCs a
Sky Chariot set upgrade per level for the Fates to
The SC maintains the same speed and keep them uniform
maneuverability of its smaller version The way the cells are connected you can
for its 3 pilots mega upgrade the 3 Omega Blasters 1 at
I can’t draw but imagine a ball that is a time with the total damage being
partially squashed and has a triangular adjusted accordingly
shaped circumference. At each of the 3 Ideas:
points of the triangle there is a long Say a set MDC increase per level
tentacle, which has something, The FF increases per level
resembling a Venus fly trap at the end of At level 4, 8 & 12 the chariot
it. automatically gets one of the Omega
Along the sides of the triangular Blasters Mega Upgraded
circumference are 3 thruster appendages At Level 5 the organic rockets are Omni-
The Venus Fly trap structure at the end upgraded, doubling their range
of the tentacles wraps around the torso At level 10 the organic rockets are
Mega-Upgraded, doubling the damage
370
3 OB – 6D8*10 Personal Fates HA
1 mega – 8D8*10 The Fates DG gets 5D6+10 Bio-E at first
2 mega – 10D8*10 level for customization of their
3 mega – 12D8*10 individual HA and from 2nd level on,
Feeding: The Sky Chariot is bathed in another 3D6+10 per level
nutrient fluid NOTE:
Fates automatically select Lightning
Fates Template HA (omnivore Discharge at level 1
Metabolism +30) They try to max out their Bio-Force
Majestic angelic humanoid HA Field ASAP as it is combined by the
compared to the Pariah’s hideous Chariot
humanoid appearance The beev is combined with electrical
Organic thrusters: 35 Discharge (and eventually lightning) the
Bio-Force Field: 35 (the sky chariot weapon fires the BEEV energy first and
unifies the FF of the Fates and its own the electricity
FF together) So the damage is 3D8 + PE + electrical/
ENC: 20 Lightning
Reinforced Exoskeleton: 5 Can mega upgrade both
SR Spore Discharger 10 At H. Skyrus one Librarian decided to
Increased Metabolic Rate: 45 focus its talents towards studying the
Resist elec: 10 enemy and devising tactics to defeat
2 BEEV 20 N.E.X.U.S. & other threats to humanity.
Electrical Discharge: 5 To achieve this goal it designed a special
Resistant to Lasers: 15 War Mount
Regeneration Enhanced: 10
210 (180 + 30 points for omnivore The Abdomen – houses a hollow sphere,
metabolism) big enough to fit 3 individuals, in which
Unique Weapon of the Fates HA storage bladders fill the sphere up with a
Arc weapon (2): Arc weapons are liquid crystal medium and generates a
BEEVs have been linked to the 3D model of the battle. The viewer can
Electrical/Lightning Discharge for a then assess the battle at any time or
more powerful weapon (R. Australia) location (angle) depending on the
damage is both the BEEV and Electrical/ number of harvesters that were involved
Lightning combined in observing it.
They are situated on the forearms MDC
So a level 1 Fate can fire her arc Armored Back Hatch (to enter viewing
weapon: 2D8 + PE + 4D12 chamber in the Abdomen) (2): 600 each
Range: 549m (274m underwater) Legs (8): 600 each
Rate of fire: each blast counts as one Eyes (8): 50 each
melee attack Head/Maw: 1140
Payload: effectively unlimited but if Main Body: 2250
fired more than 20 blasts a minute (5 per Running: 100km with a cruise of 50km
melee round) the pilot gets weakened Leaping: not possible
Digging: not possible
Swimming: ……?
Flying: not possible
371
Statistical Data With amazing optics and a stealth field
Height: 10.8 m this creature rises to the highest points of
Width: 12.9m the atmosphere to observe the landscape
Length 7.2m MDC
Weight: 12 tons Head 30
Cargo: none but can carry ……. Eyes (8): 10 each
Physical strength: 45 supernatural MB: 50
Production cycle: 4 years gestation, plus Abdomen: 30
8 years growth Legs (8): 15 each
Operational Lifespan: 120 years Abilities & Enhancements
Bio-regeneration rate: 5D6 per hour for *Photosynthetic Metabolism
the MB plus 3D6 per hour for all other *Nutrient storage bladders that enable
locations the creature to stay airborne for 7 days at
Senses & Features: standard for a WM a time
but the Oracle can make Skants & *The respiratory system of insects is
Riders different to that of most animals. Instead
Feeding: the Oracle is an Omnivore & of lungs their bodies are filled with a
requires 130kg of food a day system of internal tubes and sacs in
A suggestion from Taalismn in my which gases pass through either via
original Oracle & Harvester thread gave diffusion or actively pumped. Organic
me the idea to create the following 2 thrusters have been implemented into the
additions to the Oracle respiratory system not for flight but
The oracle can create 2 types of observer more for maneuverability and to provide
drone spiders (Thank You enough oxygen to the Skant at such high
Taalismn :ok: :-D ) that record every altitudes
skirmish the House is involved with *Bio-Force Field
1. Riders--- a spider the size of a dinner *Chameleon skin & Stealth Field
plate with many eyes, even along the *amazing telescopic eyes enabling the
legs. They hitch a ride on Biotics, HA, WM to see fine detail even when 5km up
WMs, acting as living cameras and bio- in the air
comm boosters... Maximum altitude 5 km
these little spiders are also able to run on
water due to surface tension Repo-Men: House Artemis has some
2. Skants (sky ants) an interesting blend Bio-Tech designs, like their Silkworms,
of spider & Sugar Ant. this lightweight that they want to remain proprietary. It is
creature is about 1 meter in length that a bit selfish, but Warlord Artemis looks
can distend its abdomen with Hydrogen/ at everyone within his House as his
or Helium ?? gas created in chemical children, and he wants to make sure the
reactions, turning it into the equivalent little scraps remaining for the human
of a zeppelin/ weather balloon race go to his family first. To keep their
It is a floating aerial drone that is trade secrets a secret, he created a
designed for surveillance and special division composed of Skinjobs,
topography it can relay information to Butchers, and Scarecrows called the
the Sentinel trees so they can travel quite Repo-Men. Their job is to penetrate any
far from the mountain offending Great Houses and destroy all
traces of their stolen designs. This
372
involves the physical destruction of Solarius
actual items plus the more difficult task By Jedrious
of erasing the genetic code stored by the House Solarious is one of the few Great
Engineers. This is accomplished by a Houses that does not reside
special Retro-Virus programmed to underground; rather they inhabit one of
destroy a specific genetic sequence. The Gaia’s largest nature preserves. They
genetic code for the item is destroyed in have survived the wrath of Gaia through
seconds making the creation of that item one main fact: the Librarian, Solarious,
(and only that one item) impossible. has only ever produced Gardener Host
Even if their Librarian remembers the Armors. By focusing exclusively on one
gene sequence, the Gene Pool is forever variety of Biotech, Solarious has
contaminated and new genetic strands managed to develop some unique
for that item will also be destroyed once creations.
they are introduced to the Engineer.
However, in order to accomplish this, Name: Ænt
the Repo-Man must release the virus For most Gardeners, their primary
directly into the Gene Pool. These are weakness is their lack of mobility; the
some of the most tightly guarded areas Ænt was developed to mobilize
in any Great House, so only the best of Solarious’ forces in order to bring
the best are ever asked to join the Repo- maximum firepower into any
Men. engagement.
Bio-E Cost: 60+
Growth Time: 1D4 hours for an
immature plant (Æntling), 3D6 days to
develop into a mature plant.
M.D.C.: Æntlings have two legs for
fortifications that take up less than 5
square feet, and four legs for larger
fortifications, with 5 M.D.C. each that
gain an additional 5 M.D.C. every day
until fully matured, in addition, the
M.D.C. of the bonded Plant Fortification
acts as the creature’s Main Body
M.D.C..
Effect: Ænts are mobile gardens in their
own right, beginning as creatures similar
to gorehounds, and eventually growing
into creatures of similar size to War
Mounts when they are Elder Ænts. Ænts
do not produce effects in and of
themselves, rather a Gardener may plant
a single Plant Fortification onto a
seedling and it will grow and develop
without needing to be planted in the
ground. An Ænt sapling cannot be
373
planted without first being grafted to its Trade Value: Limited. Will only obey
first bonded Plant Fortification. the Gardener that created it, if its creator
Additional Penalties: Plant Fortifications Gardener dies it will listen to Solarious
grown on an Ænt mature at half the and only Solarious.
speed of Plant Fortifications grown in Bio-Regeneration Rate: As per bonded
soil. Plant Fortification(s).
Control Bonus (in addition to the Horror Factor: 8.
bonuses above): As the Bonded Plant Senses & Features: As per Plant
Fortification, however, a Plant Fortification(s) and Photosynthetic
Fortification bonded to an Ænt counts as Metabolism, also a Gardener may spend
one more Fortification than the number additional Bio-E to enhance their Ænts,
of bonded Fortifications on the Ænt (see any Host Armor modification can be
Elder Plant Bonus) towards a Gardener’s made, however, these modifications cost
limit. 5x as much Bio-E and apply to all future
Elder Plant Bonus: As an Ænt becomes Ænts, once an Ænt has left the sapling
an Elder, it is able to be bonded to stage it can only be modified by being
additional Plant Fortifications, once the bonded to a Plant Fortification.
bonded Plant Fortification gains its first Feeding and Sleep Requirements:
Elder bonus, a new sapling may be Photosynthetic Metabolism, requires 4
bonded to the Elder Ænt, once this new hours of Sunlight per day.
Fortification becomes an Elder another Alignment: Same as creator Gardener.
sapling may be bonded, and so on and so Attributes: I.Q. 1D8+5 (low human),
forth. An Ænt’s legs gain 5 M.D.C. per M.E. 2D6, M.A. 1D6+4, P.S. 3D6+6
month after maturity. (Splicer), P.P. 3D6, P.E. 3D6, P.B.
Ænt Vital Statistics: 1D6+4, Spd 5D6+10 (MPH).
Speed: Number of Attacks per Melee: 2, Plant
Running: as per Speed Attribute. Fortification(s) each individually gain
Leaping: 5 feet (1.5 m) up and 10 feet (3 their own actions.
m) across. Combat Bonuses (in addition to possible
Digging: One quarter Spd in dirt, cannot attribute bonuses):
dig in concrete or rock. In addition to the bonuses for
Swimming: Not possible. Photosynthetic Metabolism, +2 to
Flight: Not possible. Initiative, +1 to strike for all Plant
Statistical Data: Fortifications, +5 to save versus poisons,
Height, Width, and Length are all toxins and diseases and +4 to save
dependent upon the bonded Plant versus Horror Factor.
Fortification(s), use the largest of the Equivalent (instinctive) Skills of Note:
Fortifications, all others inhabit the same Botany (80%), Identify Plants (not
space. animals) (75%) Land Navigation (65%)
Weight is determined by combining all and Dowsing (98%).
of the bonded Plant Fortifications Combat Capabilities: Can kick, but
together. knows no other combat moves. Hand to
Cargo: Only what can be carried. hand damage is based on the P.S. of the
Physical Strength: 3D6+6 Splicer Ænt. Ænts can also use whatever ranged
Strength. or melee Bio-Weapons have been grown
on them.
374
Name: Topiary Spore Thermosynthetic Metabolisms are
The Topiary Spore is a devious trap immune to the spores.
developed by Solarious, by grafting in Range: Creates a cloud with a 20 foot
DNA from various beasts and even radius around an immature plant and 80
Biotech, the Topiary Spore was foot radius for a mature plant.
developed to baffle the Machine’s (and Payload: An immature plant has 1d4
rival Houses’) sensors and senses by hours of spore production before it dies,
mimicking the thermal and spores must be released in 10 minute
electromagnetic signatures of common increments, mature plants never stop
Bio-Tech such as Gorehounds and War releasing spores.
Mounts. This trait is used to draw in a Control Bonus (in addition to the
reconnaissance unit to be subjected to bonuses above): When under the control
the highly corrosive spores that of the Gardener, the penalty to recognize
constantly surround the fortification. The the Topiary Spore is increased to -89%
Machine is at -75% to recognize the for the Machine and -74% for Splicers
Topiary Spore as a trap as opposed to an not of House Solarious. In addition,
ordinary Splicer Unit, whereas Splicers controlled Topiary Spores deal an
must make an Operate Bio-Equipment additional die of damage per melee.
roll at -60% to recognize the ruse, Elder Plant Bonus: Topiary Spores gain
members of House Solarious make this an additional 1d4x10 M.D.C. for each
roll at no penalty; Humans operating six months after maturity, in addition for
machine sensors, such as Technojackers, each year of maturity their spores deal
must make either a Read Sensory an additional die of damage and are
Equipment or Machine Technology roll spread out an additional ten feet.
at the same penalty as the Machine.
Immature Topiary Spores are
approximately the same size as a
Gorehound, mature Topiary Spores are
about the same size as Host Armor,
Elder Topiary Spores have been known
to dwarf even the largest of the common
War Mounts.
Bio-E Cost: 55
Growth Time: 2d6 minutes to grow from
a sapling to an immature plant, 3d6
weeks to grow from an immature plant
to a mature plant.
M.D.C.: 15 as an immature plant,
2d4x10 as a mature plant.
Damage: 1D6 MD per melee of
exposure and 1d6 melees after exposure
for an immature plant, 2D8 MD per
melee of exposure and 3D6 melees after
exposure for a mature plant. Flora and
Biotech creations with Photosynthetic or
375
Sparta -Those who refuse to serve in the
By Gmmulder Human Resistance are turned biotic or
-Sparta is highly militaristic. flee to other socities
--Only women and children under the --This is never really seen due to high
age of 18 do not serve in the resistance. standard of living and low mortality rate.
--Women MAY volunteer. -Has two seedlings
-High amount of Criminals are brought --Located in a barren enviroment
to Sparta. underneath a mountain. there is a 2 mile
--Criminals are brought in and turned tunnel to the city and is nicely gaurded.
Biotic. -POPULATION PERCENTS
--Lots of Biotics, means lots of --175,000 people
derranged people. 10% Archangels
--Curfew is at 10pm and enforced 15% Biotic
by....military force. 20% Dreadgaurd
-Crime is low 5% Outriders
--Kinda wierd being that lots of 5% Packmasters
criminals are sent to Sparta. 15% Roughnecks
--Reason for low crime is the 2 strikes 10% Saints(this helps to keep down the
and your wiped rule mortality rate)
--If ur in the military than you get 3 1% Scarecrows
strikes. 1% Skinjobs
--People see what biotics are like and do 5% Technojackers (coming and going,
not wish to get any strikes. good place to rest)
-Men are drafted at the age of 18 15% Non-Combatants
-Sparta is known for having a HIGH 13 Engineers
standard of living and low mortality rate. 2 Librarians
-A dreadgaurd is the Warlord of Sparta
--Michael Synmore
--Has been ruling for 20 years and is
now 40 yrs old.
--12th level dreadgaurd
-Sparta is coming close to being an
opponent of The Great Barren Marsh
-Lifestyle
--Nearly 85% are literate! This is do to
the military
--Although they are literate, they are
only given very few pamphlets and
books to read b/c of the BOOKWORMS
O.C.C.
--What is given to read is what is
scraped together and what the military
feeds them.
--Poorest population is only 60%
376
Section 4: War Mounts beast tears open along the sternum to
reveal an enormous seven-foot long,
Abomination
five-foot wide gaping maw filled with
By Slappy
row upon row of razor sharp teeth.
The struggle for survival has turned
Within this giant mouth is a long
brother against brother countless times
prehensile tongue that is strong enough
during the humans’ great struggle
to grab a suit of Host Armor and drag it
against the Machine, but most of the
to its doom. The true mouth can deliver
Blood Feuds between the Great Houses
a powerful bite, but the main purpose is
are surprisingly civilized with little
to hold prey tight while it is bathed in a
collateral damage (few Splicer casualties
stream of deadly acid. Two extra pairs of
and civilians are never targeted).
insect limbs are mounted below the head
However, some Houses are willing to
on either side of this enormous maw to
cross any line to ensure their own
attack prey that is putting up too much of
survival. The most vile predators within
a fight or to pin an opponent to the
the Resistance will stalk and kill their
ground in order to make it easier to bathe
fellow Splicers just to loot what little
him in the corrosive liquid. The acid can
scraps they can from their shattered
also be sprayed up to 60 feet away in
corpses. The worst of these fiends pilot a
order to melt victims from afar, but most
horrid War Mount known as the
attacks from the Abomination will be
Abomination. The War Mount is built to
delivered up close and personal. Unlike
attack and kill at close range, so it has a
other organic technology designs, the
Stealth Field to help it safely stalk its
acid spray and acidic blood does equal
prey from the shadows. Once the beast is
damage to robotic and organic targets.
ready to strike, it will usually drop the
The War Mount is immune to its own
field in order to terrify its victim with its
deadly acid, but any Outrider that pilots
horrific appearance. The Abomination is
the beast must have his Host Armor
as much a weapon of psychological
enhanced with the same chitinous skin in
warfare as it is an instrument of death
order to protect himself from the lethal
and destruction.
corrosive spray.
The Abomination War Mount looks like
The legs may seem somewhat short, but
it crawled out of a Librarian’s
they are capable of impressive speed and
nightmare. This large, barrel-chested
leaping power. At full height, the
War Mount has a black chitinous
Abomination stands a little taller than a
exoskeleton covering powerful wiry,
Grendal, but it generally leans forward
grey muscles. Its monstrous head looks
on the knuckles of its oversized arms
like that of a giant spider with over a
like a gorilla. The Abomination has
dozen black insect eyes, a pair of
prehensile hands and feet, and a
enormous articulated mandibles, and a
prehensile tail to provide the beast with
mouth full of shark-like teeth. The
incredible agility, maneuverability, and
“small” mouth in the head can inflict
climbing skills. The War Saddle locks
relatively damaging bites, but the
the Outrider in place, so he will not be
horrific nature of the War Mount’s
tossed off during acrobatic maneuvers.
design becomes apparent when the beast
However, it does take some time to get
opens its true mouth. The jaw in the
used to piloting such an agile beast. The
head splits down the middle and spreads
War Mount can strike from any angle,
wide open, and the chest and neck of the
377
which is what further adds to its • Legs (2): 200 each
terrifying reputation. Any tree, rafter, or • Clawed Hands (2): 100 each
innocuous pile of debris may contain an • Prehensile Feet (2): 100 each
Abomination patiently waiting for prey. • Prehensile Tongue: 85
This fearsome creature could be hiding • Prehensile Tail: 150
anywhere, and its built-in Stealth Field • Insect Limbs (4): 180 each
makes detection even more difficult. No • Barbed Tentacles (16): 50 each
one knows when or where an • Tendril Injectors (2): 85 each
Abomination will strike. • Mandibles (2): 95 each
Additional armaments include a Tendril • Chest-Mounted Giant Mouth: 200
Injector mounted on each forearm and a • Head: 205*
row of eight-foot long barbed tentacles • Main Body: 470*
that runs down each side of the rib cage • Rider’s War Saddle: 100**
from the shoulders to the hips. These *Depleting the M.D.C. of the Head or
tentacles can entangle prey or tear them Main Body kills the Abomination.
apart with wicked bone hooks. The beast **In order to strike the rider, he must
(and the Outrider pilot) has total control first target the War Saddle. Even then,
these tentacles, but when not in use, they the attacker must roll a 12 or higher to
flail about wildly to add to the fearsome strike the saddle through the mass of
appearance of the Abomination and to writhing barbed tentacles. A roll of 11 or
shield the pilot from attack. below means the attack struck one or
Much like the acid within this War more tentacles (1D4 tentacles). If the
Mount, the Tendril Injectors have had damage is greater than the M.D.C. of the
their safety mechanisms removed so that tentacles, it severs the appendage and the
they can be used against Splicers and remaining M.D. of the attack travels
other human targets. Some Great Houses through and strikes the War Saddle.
have tried to alter this design to be used Speed:
solely against the Machine by using Running: 150 mph maximum. The act of
standard acid and reinstalling the safety running does not tire out the War Mount
mechanisms for the Tendril Injectors. or the rider.
Unfortunately, the history of this War Leaping: 40 feet high our across,
Mount is steeped with tales of mass increase by 50% with a short running
murder, wholesale slaughter, and other start and double when running at full
horrible atrocities, so most Splicers that speed.
see an Abomination will strike first and Digging: 15 mph through sand or dirt. 10
ask questions later (even then most mph through clay, rock or stone.
answers are assumed to be lies). Digging does not tire out the War
Everyone in the Resistance knows that Mount.
the Abomination was spawned from the Swimming: 40 mph.
darkest depths of organic technology, Underwater Depth: Maximum depth is
and only the most depraved people will 200 feet.
ever pilot this revolting creature. Flying: Not possible.
Class: Splicer Hunter/Killer War Mount Statistical Data:
Crew: One rider Height: 13-14 feet standing straight up,
M.D.C. by Location: but 9-11 feet when hunched over on its
• Arms (2): 180 each knuckles.
378
Width: 5-6 feet Alignment: Anarchist. The Abomination
Length: 4-5 feet with an 8-foot long tail has no personality and functions more
Weight: 1.5 to 2.3 tons like a living machine than a sentient
Cargo: Can carry 1200 lbs. on its back being. It is not inherently evil, the
are drag 2000 lbs. behind it. Outriders who guide it are.
Physical Strength: 1D4+34 War Mount Attributes: I.Q.: 1D6+1,
Production Cycle: 2 year gestation M.E.: 1D6+12, M.A.: 3D6+6, P.S.: 35-
period plus 2 year growth cycle. 38, P.P.: 1D4+17, P.E.: 1D6+22, P.B.:
Operational Lifetime: 50 year life span. 1D4, Spd.: 150 mph on the ground
Bio-Regeneration Rate: 6D6 per hour to Number of Attacks per Melee: 4
the main body and 3D6 per hour to all Combat Bonuses: +6 on initiative, +4 to
other locations. Severed tentacles can be strike in hand to hand combat, +6 to
completely regenerated, as can a parry, +4 to dodge, +5 to entangle, +3 to
destroyed prehensile tongue or tail. roll with punch, +3 to pull punch, +4 to
Horror Factor: 18 disarm, impervious to horror factor,
Feeding: The Abomination is a disease, and poison.
Carnivore. It needs to eat 30 to 60 Equivalent (Instinctive) Skills of Note:
pounds of animal matter a day, and may Climb 98%, Land Navigation 90%,
gorge on up to 300 pounds at one time. Prowl 90%, Swim 90%, Acrobatics
After gorging, the War Mount can go 70%, Track by Scent 80%, and Hunting
2D4 days without feeding and without 70%
suffering any ill effects. Although the Combat Capabilities:
true mouth is enormous, the throat in the • Bite: 3D8
back is relatively small. In order to • Mandible Sting: 2D8
digest large prey, it must be held in the • Bite from the True Mouth: 3D4x10+15
giant maw and dissolved into sludge • Clamping Bite from the True Mouth:
with acid. 1D4x10+10, plus the victim is
Sleep Requirements: As an artificially pinned/incapacitated within the giant
created organism, the Abomination only maw. It requires a combined Splicer P.S.
requires 4 hours of sleep per day. of 50 to break free from the enormous
Other Data: maw.
An unmanned Abomination is able to • Restrained Claw Strike: 2D4
operate independent of a rider using its • Claw Strike: 4D8
animal-like intelligence and instincts to • Power Claw Strike: 1D6x10+10, but
respond to any given situation. Despite counts as two attacks
its horrible reputation, an unmanned • Insect Limb Strike: 3D6 per limb
Abomination is surprisingly docile. It • Kick: 6D6
will not attack a robot or human until it • Leap Kick: 10D6+20, but counts as
is struck first, and even then it will likely two attacks
try to flee. However, if the beast is • Tail Whip: 1D8
cornered, it will fight back ferociously. It • Body Block/Ram: 5D8, but counts as
will obey the general orders of any two attacks
human, but it will only attack if Senses and Features: Standard for War
commanded to do so by an Outrider or Mounts plus:
Packmaster. • Stealth Field: The field makes the War
Mount and Rider semi-invisible. The
379
Abomination is 90% undectable when large ball of muscle that can grip most
standing still, 80% when moving slow, any surface like a toad, or it can wrap
60% moving at a walking pace or itself around objects like a whip. It can
slower, and only 33% when moving at be used like an additional limb or to help
full speed. Invisible to infrared optics, the beast climb, but it is primarily used
thermal-imaging systems, heat sensors, to ensnare prey and drag it into the giant
and nightvision. maw.
• Acid Blood: The blood of the Primary Purpose: Assault
Abomination inflicts 3D8 points of M.D. Secondary Purpose: Climbing
damage to metal, plastic, and organic Mega-Damage: None.
tissue. The acid burns for 1D4+1 melees. Rate of Fire: Equal to the number of
Humans and other living creatures attacks per melee, but using the tongue
sprayed with the acid will be in horrible adds one extra melee attack.
pain and suffer the following penalties: Effective Range: 30 feet.
reduce attacks per melee by 2 and they Bonuses: +3 on initiative, +5 to strike,
are -2 to strike, parry, and dodge the +5 to entangle, and +4 to dodge. These
entire time the acid is inflicting damage bonuses only apply to the prehensile
and for 1D4 melees after. tongue and no other bonuses apply.
• Impervious to Acid: The tissue of the 2. Prehensile Tail: The tail of the War
War Mount is impervious to its own Mount is prehensile and is strong enough
deadly corrosive acid as well as all other to hold the weight of the Abomination.
types of acid. Note: Any Outrider that This also means that it is more than
pilots an Abomination War Mount will strong enough to ensnare human prey. It
need to have their Host Armor enhanced is not designed for whipping, so it
with this feature as well. The color of the cannot deliver a very powerful strike.
armor’s skin is always dark grey and any Primary Purpose: Climbing
heavy armor plating is pitch black. The Secondary Purpose: Defense
cost of this upgrade is 25 BIO-E points. Mega-Damage: 1D8
• Butcher’s Organ: The pilot can relive Rate of Fire: Equal to the number of
the last 1D6x10 minutes of a victim’s attacks per melee.
life by having the War Mount eat the Effective Range: 8 feet.
flesh of a person that has died within the Bonuses: +3 to strike and parry and +5
last 24 hours. This can only be done to dodge. These bonuses only apply to
through the smaller mouth in the head the tail and no other bonuses apply.
since the acid from the true mouth 3. Insect Limbs (4): Four insect limbs
destroys the tissue. are mounted in the chest just below the
• Multiple Eyes: The head of the head. One pair of armored limbs is
Abomination has over a dozen insect located on either side of the sternum.
eyes that provide a 270 degree field of Each limb ends in a sharp spike. They
vision. cannot be used like hands to hold
• Reinforced Exoskeleton anything, but they do make formidable
Bio-Weapon Systems: weapons. All four limbs can strike the
1. Prehensile Tongue: Within the true same target simultaneously. When not in
mouth is a large prehensile tongue that is use, they curl up close to the chest like
strong enough to hold the weight of the the claws of a praying mantis.
War Mount. The end of the tongue has a Primary Purpose: Assault
380
Secondary Purpose: Defense gives them a bonus of +3 to dodge
Mega-Damage: 3D6 from one insect directed attacks. These are the only
limb. Up to four limbs can engage the bonuses that apply to the tentacles.
same target for a combined damage of 5. Acid Sprayer: In the back of the
1D6x10+12. Abomination’s true mouth is an acid
Rate of Fire: Equal to the number of sprayer that can launch a 10-foot wide
attacks per melee. When multiple limbs spray of deadly organic acid up to 60
engage the same target, it counts as one feet away. Unlike most organic
melee attack. technology designed by the Resistance,
Effective Range: 7 feet. the acid within this War Mount inflicts
4. Barbed Tentacles (16): Running down the same damage to metal, plastics, and
the sides of the rib cage are 16 writhing organic tissue. The acid spray is the
tentacles. Each tentacle is eight feet long Abomination’s only ranged attack, but it
with a wicked barbed hook mounted on is also used to devour large prey held
the end. They can be used to entangle a within its giant maw. In this case, the
victim or tear his flesh apart with damage is much greater since the victim
whipping strikes. Multiple tentacles can is covered with a larger amount of acid,
engage the same target for increased and the deadly corrosive liquid flows
damage. These are a secondary weapon into the many cuts and puncture wounds
of the Abomination and are mainly used caused by the War Mount’s razor sharp
to attack opponents that try to climb on teeth. Only the Abomination (and the
the War Mounts back or attack the rider. enhanced Outrider) is immune to the
When not in use, the tentacles thrash acidic spray.
about wildly to add to the beast’s Primary Purpose: Assault
menacing appearance and to protect the Secondary Purpose: Defense
rider from ranged attacks. Anyone trying Mega-Damage: 4D8 for the initial blast
to strike the rider, must roll a 12 or plus an additional 4D8 per melee round
higher. A roll of 11 or below means the for 1D8 rounds or until it is washed off.
attack struck one or more tentacles (1D4 If the target is held within the War
tentacles). If the damage is greater than Mount’s mouth when the spray is
the M.D.C. of the tentacles, it severs the launched, damage is 6D8 per melee for
appendage and the remaining M.D. of 1D6+2 melees. Humans and other living
the attack strikes the War Saddle. Note: creatures sprayed with the acid will be in
The tentacles do remain still when the horrible pain and suffer the following
Stealth Field is engaged. penalties: reduce attacks per melee by 3
Primary Purpose: Defense and they are -3 to strike, parry, and
Secondary Purpose: Assault dodge the entire time the acid is
Mega-Damage: 2D8 per tentacle whip. inflicting damage and for 1D4 melees
Up to 4 tentacles can whip the same after.
target for a combined damage of 8D8. Rate of Fire: Equal to the number of
Rate of Fire: A combined strike with up attacks per melee.
to 4 tentacles counts as one melee attack. Effective Range: 60 feet with a width of
Effective Range: 8 feet. 10 feet.
Bonuses: +3 to strike, +4 to parry, +3 to Payload: 25 spray attacks. The acid
entangle, the tentacles themselves flail continuously regenerates at a rate of one
about wildly when not in use, which spray every 1D6 minutes.
381
Bonuses: +4 to strike. This is the only tendrils regenerate at a rate of one use
bonus that applies to the acid sprayer. every two hours.
6. Tendril Injectors (2): A Tendril
Injector is mounted on each forearm. Absorption Host Armor
This hollow bone tube is used to inject By Kevarin
its prey with tiny filaments that rip and This is a new suit of Template Host
tear the victim’s insides to shreds. In Armor designed by the engineers of the
order to inject these deadly tendrils, the Violet Wave using a new
character must call his intention to make unstable DNA strand and like the
an impalement strike and then roll a Metamorph can be modified and
natural 18, 19, or 20 (or 22 or higher changed but currently is limited to
with strike bonuses). It only requires a just weapons systems. The armor works
14 or higher if the M.D.C. of the Main and has the same basic shape and
Body has been reduced by 50 percent. appearance of a standard
The injectors on the Abomination have suit of armor the difference is when it
been altered so they can be used against comes to spending Bio-E points and
Splicers and other human targets. When acquiring new weapons.
used against a human in Living Armor, Bio-E points gained by the pilot can only
there is a 50 percent chance that the be spent on sensory and defensive
tendrils will pierce completely through abilities while any weapons
the armor and attack the human within. must be absorbed in to the armor. Any
The tendrils can also pass through Host weapon in the resistance inventory and
Armor to damage the pilot, but there is even weapons off of
only a 20 percent chance of this other suits of Host Armor can be
occurring. absorbed in to the armor by placing the
Primary Purpose: Assault weapon or part of the Host Armor
Secondary Purpose: Defense with the weapon against the open chest
Mega-Damage: 5D8 for the initial of the Host Armor it is then broke down
attack. Once the tendrils are injected into by the armor and the DNA
the target, they inflict an additional 5D8 and organic material is used to design
every two melee actions against robots, the weapon system for the Host Armor
Living Armor, or Host Armor. The then the weapon will take the
tendrils inflict 1D8x10 points of S.D.C. shape and position on the armor
damage to humans. Against a living determined by the pilot and will remain
target, the horror of this invasive attack till destroyed or the DNA of the
causes the victim to lose initiative and weapon is changed to somethingelse.
half his normal attacks per melee. Feeding: This Host Armor feeds by
Rate of Fire: Equal to the number of absorbing the organic material of living
attacks per melee. creatures; unfortunately, the
Duration: The attack cannot be feeding process kills its victim, usually
maintained for more than one melee small animals like rats but any living
round. creature or living bio-tech item
Payload: The War Mount can can be feed upon. The Host Armor must
manufacture enough tendrils for 15 uses feed on the equivalent of at least 40 Hit
per day for each Tendril Injector. Spent Points of organic material
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per day, and failure to do so brings on Bite Damage: Not applicable; has no
weakness and starvation. (A starving mouth, just breathing vents.
Host Armor sees its Spd, number Bonuses: +2 on initiative, +3 to strike,
of melee attacks and bonuses reduced by +2 to parry and +3 to pull punch, as well
half). If the suit is not fed with a full 40 as base predatory instincts that
Hit Point meal every 6 days, provide Track (people/humanoids) 60%,
the Host Armor dies of starvation. To Prowl 60% and Track Animals 70%.
feed to the chest plates on the host armor Penalties: Do to the unstable nature of
open up and the belly plates the Host Armors DNA weapons slowly
push out making a pouch. then a bio start to break down after being
enzyme is excreted from the skin of the absorbed in to the armor light to medium
host armor chest this enzyme rapidly weapons last 1D6 days and heavy to
breaks down any organic material that Host Armor lvl weapons only
touches it and the resulting fluid is last 1D4 days before breaking down so
absorbed by the host armor as it much that they will no longer function
runs down in to the spong like skin in and have to be replaced.
the belly area
Sleep Requirements: The suit requires Abysal Banshee
1D4 hours of sleep per day generally By Krispy
during the night time hours or Then...
when its pilot is sleeping. We are our own salvation or damnation.
Color of Host Armor: Black to pale grey, House Shiva is an abomination. They
with dark purple or blue highlights or have betrayed human kind and for that
accents. they will experience a savagery not even
Special Senses: No enhanced senses, witnessed against the machines.
unless purchased with Bio-E. They have opened the gates and we are
Special Abilities: Bio Absorption Points hell unleashed. Their Pariah's may drink
are use in the absorption of Bio-Tech our blood but we will feast on their flesh
this host armor has the (this is something I wrote in one of my
ability to absorb bio tech weapons and earlier posts)
equipment to augment the suits powers Now...
and ability's. Each suit The war continues. H. Shiva is
starts out with 4 absorption points and relentless. One by one other neighboring
gains 1D4 points at lvls 3,6,9,12,and 15. Houses have either been obliterated, fled
it cost one point and or amalgamated into our House
takes 1 melee to absorb light to medium Their new Scorpion, Liger & Ganesh
bio tech, 2 points and 2 melee to absorb War Elephant WMs have caused
heavy bio tech, and considerable losses
3 points and 4 melee to absorb host We are all that stand in their way
armor lvl bio tech. The process to absorb (always loved that quote in matrix). We
Bio-Tech is the same as have learnt a dark and grave truth. H.
absorbing food. Shiva is either in league with NEXUS or
Bonus Bio-E Points: 25 additional Bio-E is being manipulated by her.
points, All Bio-E points can only be The fear we have; is not for our
spent on sensory and defensive enemy...but for our failure.
augmentations.
383
A group of skilled Technojackers have Statistical Data:
joined our fight. A few of them had a Height: 13ft
device that they explained was an Width: 6ft (at shoulders)
attempt to replicate our Stealth Field Length: 4.5 feet
ability. They call it a ‘Light Distortion Weight: 1.5 – 1.8 ton
Field’ (LDF). Watching it in action was Cargo: can carry 500kg on back and
astounding and it was the final piece we drag twice as much
needed for a new War Mount design. Physical Strength: 1D4+36 supernatural
They also provided us with a small Production Cycle: 2 years gestation plus
quantity of a crystal that is not native to 2 years growth
our geography a crystal that converts Operational Lifetime: 80 years
electricity to sound and sound to Trade Value: 5-6 million credits for a
electricity… they call it a Piezoelectric healthy undamaged unit
Crystal Bio-regeneration rate: 6D6 per hour for
Our Librarians had delved into darkest MB & 3D6 per hour for all other
depths of the abyss and brought it back locations
with them, and a new WM was born. Horror Factor: 16
Following in the steps of the Brahma & Senses & Features Standard for WM
Medusa Feeding: the WM is Omnivorous and
A rippling black skinned (shadow’s must require 30-45kg of food a day.
living ships in B5) humanoid WM and The WM also has the Symbiotic
like the Brahma & Medusa before it, the Nourishment for the rider
rider is permanently bonded to the WM Attributes:
M.D.C I.Q. 2D4+2 (high animal intelligence)
Head: 210 (crowned in horns) M.E 2D4+4, M.A. 1D6+3, P.S. 37-41
Armored Eyes (4): 40 each supernatural, P.P. 2D4+15, P.E.
Upper Arms (2): 100 each 1D8+14. P.B 1D6+3 (humanoid female
Forearms (2): 80 each features). Speed (see above)
Hands (2): 70 each Due to the nature of the bonding of the
Legs (2): 200 each outrider to the WM the mental attributes
Feet (2): 90 each of the WM are suppressed when the
Main Body: 450 rider is awake and piloting. When the
Barbed Devourer Tentacles (4): 150 rider is sleeping the WM mental
each attributes are awakened so to protect
Speed: pilot and WM. NOTE: this WM and the
Running: 180mph with a cruising speed other 2 (Brahma & Medusa) are WM
of 90mph that do not take commands from anyone
Leaping: 30 feet high or across from a else unless the WM is given recognition
standing position, double with a running from the rider of allowed commanders
start Number of attacks: 4 + outriders
Digging: 10mph through sand or dirt, Combat Bonuses (in addition to any
half through clay rock or stone possible attribute bonuses):
Swimming: with thruster: 160kmh +4 initiative, +3 strike with ranged
Depth: 1000 feet weapons, +4 strike H2H, +4 parry &
Flying: starts at 320kmh dodge, +5 pull punch, +3 roll with
Altitude: 6.5km punch/fall/impact, +3 disarm,
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+3entangle, is impervious to horror If that isn’t enough the tentacle also
factor, disease and poison injects digestive juices / or Shiva’s blood
Equivalent (instinctive) Skills of Note: into the target
Climb 85%/80%, Land Navigation 80%, More than one tentacle can attack the
Prowl 66%, Swim 88%, Identify Plants same target
& Fruits 80%. So the whole process would be as
Note again these skills are only in place follows:
when the pilot is asleep. When the pilot 1st attack: latch on.
is awake then the skills of the Outrider 2nd attack: fire tendril injector.
are in play 3rd attack: inject digestive juices/
Combat Capabilities: Shiva’s blood.
Restrained Punch: 1D6 4th attack onwards: to feed if choose
Full Strength Punch: 5D6 Once the tentacle has latched on there
Power Punch: 1D6*10 but counts as 2 are 2 options.
attacks 1. Attempt to rip the tentacle off you
Claw Strike/Slash: 6D6+10 which will require a Splicer P.S of 35, if
Power Claw Strike/Slash: 1D6*10+15 successful the hook teeth do an
counts as 2 attacks additional 2D6 + 6 damage as it tears
Kick: 6D6 chunks of flesh away with it
Leap Kick: 1D6*10+12 counts as 2 2. Cut the tentacle. The tentacle has
attacks 150MDC. to sever the tentacle at any
Head Butt: 3D6 point takes 60 MDC. the tentacle moves
Biting Attack: 2D8 around even when latched making it
Stomp Attack: 2D6 only works on difficult to strike. have to make a called
targets under 3 feet shot with - 2
Body Flip/Throw: 2D6 2. Sonic weapon: ‘Banshee Scream’
Body Block/Ram: 4D8 (always loved the Weirding Module
Abyssal Banshee Bio-Weapon Systems from the movie Dune...interesting it isn’t
1. ‘Last Breath’ Tentacles (4): these 5m in the novel. I have wanted to replicate it
long tentacles were given the nickname for quite a long time)
‘Last Breath’ because if you are struck ‘Though NEXUS delivered a blow with
by one you will take your last breath. her Siren’s which crippled us more than
Are situated between the shoulder blades we would like to admit. We were handed
of the WM a gem in the form of the sonic weapon....
a while back Slappy posted ‘Independent now they will hear our war cry
Intelligent Tentacle Maws’ which I A series of piezoelectric crystals (these
thought were cool; this is my version. crystals convert electricity into sound)
mine do not have independent are housed in the WMs throat. The neck
intelligence and jaw are heavily reinforced. The
Each tentacle has a circular mouth filled process to produce Lightning Discharge
with hook teeth to enable it to latch onto has been implemented into the design of
a target (bite does 2D4+4) the WM and linked to these crystals.
Once latched on the tentacle fires a Note: due to the nature of how the
Tendril Injector (safety removed) into Lightning Discharge is implemented into
the target (follow std damage) the WM and linked to the crystals. The
LD cannot be used as a weapon as the
385
electricity is channeled into the crystals When activated, the device makes them
to generate the sonic blast. extremely difficult to hit: – 3 strike,
Nor can the WM select it later as an parry and dodge. Aimed shots are
upgrade as it would be too taxing for the impossible & long-range attacks are – 4
WM to strike
Damage: 2D6*10 +40 MDC and You have all seen the movies where the
2D6*10 + 60 underwater to everything ghost appears and disappears
in a conical shape range like a sporadically whilst moving towards
flamethrower. Range: 35m with a 3m someone....that’s what this WM can do
cone in air & 45m with a 4m cone when the LDF is operating for duration
underwater of this device. I was thinking of going
It takes a bit of time to recharge the along a similar path to the BEEV
electric batteries per se. so one blast per Some riders implement the Smoky Ink
2 melee rounds Dispenser from the Dracos to add more
If choose Ultra Upgrade (cost 20 instead eeriness to the mix
of 10) the Banshee can fire the sonic Bio-E: due to the nature of the
weapon once every melee round permanent bond between rider and WM
cant choose Mega-Upgrade as it would the rider gets 15 Bio-E per level instead
overload the crystals and destroy the of the standard 12
WM
Other abilities: Allosaurus
1. The WM has Organic Thrusters. By Kakuma
Additional ports have been placed in the Outriders of house Hammond have a
lower legs to enable the WM to better choice of two different war mounts.
hover just above the ground and glide An Allosaurus can sometimes be
across the battlefield. Std starting speed confused with juvenile tyrannosaurus.
2 A Light Distortion Field (inspired by When a large mouth filled with teeth that
the power Blur page 15 Powers look like steak knives you may find the
Unlimited one). difference moot. It has been noted that
Instead of making the individual there are carnivorous theropods of
invisible it distorts the light making it smaller build, adult Allosaurus have a
appear that the individual is appearing combination of horns fins and bony
and disappearing, & shifting to be in ridges covering their skulls. They also
more than one place at a time. For the have extremely dexterous grasping
WM it is a diameter of 4 forearms, enabling them to grab a hold
meters.....created by modifying a Stealth of prey and finish them off with their
Field a number of ways. one way is to serrated teeth. It has also been noted that
make it appear that the Field is the Allosaurus is covered with intricate
malfunctioning. causing the WM to camouflage patterns in colors of greens,
appear & disappear. browns and dark reds making it an
N.B: the WM cannot have a regular excellent choice for scouting and
Stealth Field due to the nature of its missions requiring some degree of
alteration to create the desired effect stealth. Some of the first enhancements
Bonus of + 1 initiative, + 2 automatic riders purchase are Chameleon Skin and
dodge, + 1 disarm or Stealth Field to help in these missions.
386
Class: rapid strike war mount used by Digging: 10 mi./h through sand or dirt,
the Outrider's of house Hammond but half that speed through play, rock or
Crew: one rider stone. Digging does not tire out the war
MDC by location: mount. To dig down enough to
Head – 180 ** adequately bury itself and hide takes
Eyes (2) – 15 each * 2D6 minutes.
Forearms (2) – 120 each * Swimming: not possible.
Serrated whips (2) – 60 each * Flying: not possible.
Hind legs (2) – 200 each Statistical data:
Feet (2) – 90 each Height: 25 feet tall
Tail – 120 Width: 8 feet high and shouldered a hind
Underbelly – 200 shoulder.
Main body – 500 *** Length: 40 feet long.
Riders war saddle – 100 Weight: 4 tons.
*A single Astrix indicates a small, low Cargo: can carry 900 pounds on its back
profile, or shielded target that is difficult or drag twice that amount along the
to hit. An attacker must aim and make a ground.
"called shot" to hit such targets, and Physical strength: 50 to 55
even then is -3 to strike. Production cycle: two years gestation
**Destroying the head will stop the war period followed by two years of growth.
mount in its tracks, eliminates all optics Operational lifetime: fifty-year lifespan
and sensory systems, reduces the speed Trade value: 4.5 to 5,000,000 credits for
to 10% of Max, reduces the number of a healthy undamaged unit.
melee attacks to three total (including Bio regeneration: 5D6 MDC per hour to
the riders) and negates all bonuses from the main body and 2D6 per hour for all
the animal, but the rider can still fire the other locations. The war mount cannot
weapon systems and makes the war regrow severed limbs or destroyed it
mount walk (at a ponderous pace) for up weapons systems (reduced to zero or
to 12 hours after the head is gone. less), there must be at least two MDC
***Depleting the MDC of the main body points remaining to regenerate lost
will shut down the war mount limbs, and such extensive regeneration
completely, rendering it totally useless takes 1D4 +1 days.
and effectively destroying and killing it. Horror factor: 15 against humans outside
Note: the war saddle comes up and the resistance, none against robots.
wraps partially around the rider, giving Senses and features:
him some extra protection. This saddle Neurological link and controls, instinct
must be destroyed before the pilot can be driven reflexes, enhanced sight,
hit. enhanced hearing, bio-comm, enhanced
Speed: sense of taste, enhanced olfactory sense,
Running: approximately 90 mi./h instinctive sense of direction, armored
cruising, capable of short bursts of speed eyes.
at 180 mi./h. Feeding: the Allosaurus mount is a
Leaping: the powerful legs can leap up carnivore and eats 100 to 200 pounds of
to 40 feet high or cross from a standing meat per day.
position, double with a short running
start.
387
Sleep requirements: as a modified brain) and a single I mounted in the nose
organism, the war mount requires only of the rocket allowing it to see, track and
six hours of sleep/rest per day. hit its targets independently. This
Rider: the rider is located on top of the provides each of the organic rockets with
shoulders behind the head one attack/action per melee round, and a
Bio weapons systems: bonus of +6 to strike and Dodge, until it
1. Serrated whips: a thorny whip – like strikes its target (and is destroyed), is
cable spools out from the Palm of the shot down (each rocket has 11 MDC), or
war mounts hand, wrist or forearm. It peters out and dies in 2D4 melee rounds.
extends 10 feet and functions as a Primary purpose: anti-aircraft and anti-
serrated whip covered in small shark like robot.
teeth/thorns. The whip as the thickness Secondary purpose: assault and defense.
of rope and is extremely flexible. When Mega-damage: 5D10 per individual
retracted, the serrated whip appears to be organic rocket fired, with a blast radius
nothing more than a button shaped of 10 feet.
depression in the middle of the mounts Rate of fire: one at a time or in volleys
palm, wrist or front part of the forearm of 2, 4, 6, or 8. A volley counts as one
(usually on the underside), and does not melee attack. Roll once to strike, either
interfere with the use of the hand at all. all the rockets in the volley hit or they all
Each whip has 15 MDC. It is actually a miss.
living, tentacle-like appendage, so if a Maximum effective range: 1 mile.
piece of it is severed, it writhes on the Payload: each launcher has a payload of
ground like a manic worm for 1D4 16 rockets, for a total of 32. The war
melee rounds before it stops. Even if cut mount can manufacture enough rockets
to the quick, the dismembered whip to replace its entire payload of rockets in
regenerates within 24 hours. 6D6 hours, but needs 300 pounds of
Primary purpose: assault food to make them.
secondary purpose: defense Bonus: see above.
mega-damage: 2D8 M.D. per lash of the Damage:
whip. Head Butt 1d6+6 M.D.,
Maximum effective range: 10 feet bite 1d4x10 M.D.,
payload: can be used repeatedly unless claw attack with hind leg 1D6xl0 M.D.,
whip is severed or destroyed. kick 5D6 M.D.
Bonus: +1 to strike and parry, +2 to slashing tail 1D4X10M.D.
disarm, and +4 to entangle. Bonuses Biological enhancements:
only apply when the serrated whip is Other Data (used when the War Mount
used. is without a rider):
2. Organic rocket launchers (2): each of An unmanned Allosaurus is able to
the Allosaurus hind legs are topped with function independent of a rider
an arsenal of organic rockets. Each using its animal-like intelligence and
organic rocket appears as a small point instincts to respond to any
protruding from the war mounts plated given situation. However, the creature
hind legs. These are the organic versions tends only to take action
of high–tech mini–missiles. Each to defend itself when threatened or when
organic rocket has its own independent obeying the commands
neurological bundle (similar to a tiny
388
of an Outrider. Allosaurus like humans Artist 65% (infamous for untethering
and accept itself, undoing rope, slipping
them as an equal member of the pack, chains, opening pens and corrals, etc.),
but as an equal they Identify Plants &
don't respect other people's privacy or Fruit (i.e., stuff it can eat) 80%, Land
property, and only obey Navigation 90%, Pick
their Outrider/master and other forceful Pockets 50%, Prowl 50%, and
Outriders understands languages (3) at
or people they know very well and like. 80%. Recognizes robots and machines as
Otherwise, the War enemies to be avoided.
Mount ignores, nips or runs away from Combat Capabilities: The War Mount
people who try to command, may use its long-range weapons (each
corral or bother it. The animal use counts as one melee action/attack) or
recognizes robots as a dangerous engage in hand to hand combat, or
enemy, but attacks only if threatened or combine the two.
commanded to Restrained Forelimb Strike: 5D6 S.D.C.
do so by someone it will obey. Though Full Strength Forelimb Strike: 3D6 M.D.
the animal likes humans, Restrained Kick: ID6 M.D.
it won't come to their aid out of loyalty Full Strength Kick: 3D6 M.D.
or friendship. Unless the Leap Kick: 6D6 M.D., but counts as two
Allosaurus is under the command of a attacks.
rider, it is every man (and Sickle Talon Kick: 5D6 M.D.
Allosaurus) for himself. Leaping Sickle Talon Kick: ID6xlO
Alignment: Considered Unprincipled or M.D., but counts as two
Anarchist. attacks.
War Mount Attributes: I.Q. ID4+6 Stomp Attack: ID6 M.D.
(medium to high animal intelligence), Head Butt: ID4 M.D.
M.E. ID6+7, M.A. ID8+8, P.S. 26-30 Biting Jaws: 2D6 M.D.
(Supernatural Body Block Ram: 4D6 M.D. and has a
P.S.), P.P. ID8+8, P.E. ID8+ 18, Spd 01-50% chance of
(see Speed above). knocking an opponent as large as 12 feet
Number of Attacks Per Melee: Four. (3.6 m) tall off his feet.
Combat Bonuses (in addition to possible If knocked down the victim loses
attribute bonuses): + I initiative and two melee attacks/
on initiative, +2 to strike with ranged actions. This attack counts as two of the
attacks, +3 to strike in War Mount's melee
hand to hand combat, +3 to parry and attacks.
dodge, + I to pull punch,
+2 to roll with punch, fall or impact, +2 Archangel Archeopteryx class Wing
to disarm, +5 to save vs Packs aka Tank Buster/Close Troop
mind control attacks and the War Mount Air Support.
is totally immune to Kinda like a Bio-A-10 Warthog.
Horror Factor (and possession). By Kakuma
Equivalent (instinctive) Skills of Note: The Archeopteryx class Wing Pack was
Climb 60%/20%, Escape developed by House Mendel for the
Archangel class O.C.C. as a heavy
389
hitting Wing Pack. When worn the when an opponent makes a "Called
Archeopteryx head lays flattish-ly on top Shot" with a -3 penalty to hit.
of the head of its' pilot. It extends a M.D.C. Regeneration: As a living
small series of pincher like claws from organism, the Wing Pack regenerates
it's neck and throat that pierce the neck and heals from damage at a rate of 1D12
of the pilot to better connect with its M.D.C. per hour for the main body and
bonded pilot giving him/her superior 1D8 M.D.C. per hour for the wings and
flight control and a bonus to aim both other locations. To regrow wings or
the rockets and bomb-lets, plus the other destroyed systems, each must have
added benefit of also letting its pilot use at least two M.D.C. point remaining. If
its eyes to see and help with targeting. M.D.C. is reduced to zero, that
This also means that any enhancements feature/item is destroyed.
to the Packs eyes are passed along to the Speed:
pilot. The same goes for any other Running: The pilot can run on the
sensory enhancement. ground with his own legs while wearing
When not connected to it's pilot its' head the Wing Pack as normal for him.
takes on it's normal shape so it can Leaping: Leaping is not possible, unless
consume the rocks and minerals needed the Wing Pack is used to give the pilot a
to regrow/replenish it's weapons. Further lift and a little gliding action. 60 feet
enhancements are usually limited to (18.3 m) high and 150 feet (45.7 m)
sensory enhancements, flight across for wing assisted leaps.
enhancements i.e. Organic Thrusters, Digging and Swimming: Not possible
and those that enhance it's current when the Wing Pack is attached.
weapons configuration. Flying: Top speed of 300 mph (480 km).
Class: One-Man Aerial Wing Pack Cruising is typically 100 to 170 mph
Meant for Anti-Tank/Large Robot (i.e. (160 to 272 km).
bigger than humanoid size)/Close Arial Gliding: The Wing Pack is capable of
Troop Support. silent gliding at speeds between 60 and
Crew: One pilot. Available only to the 160 mph (96 to 256 km).
Archangel O.C.C. of Minor House Accelerated Dive: 500 mph (800 km) in
Mendel and the other Minor houses of a steep downward dive.
House Hammond Maximum Altitude: From a stationary
M.D.C. by Location: hover up to 15,000 feet (4,572 m) above
Head (1): 30 Note head is small and the ground.
requires a "Called Shot" with a -3 Flight Range: If flying non-stop, must
penalty to hit. rest for one hour after every 10 to 12
Wings (2): 120 each - hours of flying. Indefinitely with
Main Body: 180 (Depleting the M.D.C. frequent (once every hour or so),
of the main body kills it. If this happens intermittent rests for a few (1D8)
in flight, the pilot could fall to his death, minutes at a time.
10D10 M.D. per 200 feet 161 m of Statistical Data:
height). Height: Equivalent to a large backpack
Note: Any additional features added with wing-like and tail-like appendages
with Bio-E points are small and difficult protruding from the back.
targets to hit, thus, they can only be hit
390
Width/Wingspan: 4 feet (1.2 m) folded, addition to any bonuses from an O.C.C.
16 feet (4.9 m) with wings fully or Pilot Wing Packs skill.
extended. Archeopteryx Weapon Systems:
Length: 3 feet (0.9 m) at the center of the Feathered Bio-Weapons Systems:
main body. 1) Crystalline Feather Rockets: The
Weight: 300 pounds (135 kg). outer first five feathers on each wing tip
Cargo: Only what the wearer can carry and the eleven largest tail feathers at the
in his hands or strapped to his chest. end of the tail are crystalline feather
Physical Strength: No change or bonuses rockets which are as beautiful as they are
due to the Wing Pack. deadly. If fired from the ground or in
Production Cycle: Six months gestation, normal flight these rockets will fly out
plus four months final growth time. This straight out and away from the wing
is due to it's dual metabolism. pack then coarse correct to hit it's target.
Operational Lifetime: 2D1O+40 years. If however they are released in a
Trade Value: 50,000 credits, but they are flinging/whipping fashion i.e. when the
rarely sold or traded. tips of the wings come together to the
Senses & Features: Archeopteryx class front of the Archangel and or the tail is
Wing Packs come with Feathered Wings whipped forward between the pilots legs
(add 40 mph/64 kph to all flying speeds they get a +2 to hit bonus and a +5 to
and +1 to strike when airborne), damage. This is on top of the fact that
Feeding: Archangel Archeopteryx class each feather rocket acts as the bio
Wing Packs have been modified to have equivalent of a high tech mini-missile.
a dual metabolism: The coloration on the tips are also a
1) Just like an air fern, the Wing Pack neural bundle that makes each feather
uses sunlight, water and microorganisms it's own guided missile. This gives each
filtered from the air to produce its own feather an innate +5 to both strike and
food via photosynthesis, so the suit dodge until the target is hit (that's in
needs no outside food source as long as addition to the bonus caused by the a
it is regularly exposed to the light (at fore mentioned flinging bonus) and the
least five hours a day). feather detonates on impact. There are
2) Lithovore metabolism: The suit eats multiple types of rockets available and
from 100 to 150 lbs of minerals (stones, the pilot can chose at the time of
rocks, dirt, clay, etc.) a day. This is for creation. Choices have certain rules,
the Plasma-Bird Bio-Weapons Systems: individual feathers of a wing maybe
Plasma Rockets, Plasma Bomb-lets, and different rocket types (i.e. the right wing
duel Casting Guns mounted to the tops may have a mix of 1 he, 1 heap, and 3
of the Wing Packs shoulders. heat then the left wing must be 1 he, 1
Sleep Requirements: The Wing Pack heap, and 3 heat) so long as both wings
does not actually "sleep" but needs a fire the same missile type. The tail
total of four hours of inactivity per day. feathers can be different also so long as
Combat Bonuses (applicable to any each side match's.
wearer of a Wing Pack): + 1 on Types available are: he - high explosive
initiative, +2 to dodge and can come to a - 1D4X10 M.D. to a 10 foot area.
complete (hovering) stop in one melee : heap - high explosive anti-personnel -
action (about three seconds). Bonuses 2D4X10 M.D.C. Additional damage
only apply when airborne and are in occurs from the crystalline
391
shards/shrapnel. Anything between 21' feather an innate +5 to both strike and
to 50' takes additional 4D6 damage. dodge until the target is hit. If however
: heat - high explosive anti-tank - they are released in a flinging/whipping
1D6X10 M.D.C. fashion i.e. when the tips of the wings
: plasma - 1D8X10 M.D.C. and come together to the front of the
additional burn damage from the Archangel and or the tail is whipped
continuing burning plasma doing 3D6 forward between the pilots legs they get
M.D. for 1D4 melee rounds till it burns a +2 to hit bonus and a +5 to damage.
out. Additional damage occurs from the 2) Crystalline Feather Bomb-lets: These
crystalline shards/shrapnel. Anything are the equivalent of rifle
between 21' to 50' takes additional 4D6 powered/thrown grenades. Smaller
damage. explosive feathers designed for flinging
-Special note choosing Plasma requires or dropping. There are multiple types of
authorization (i.e. the player must bomb-lets available and the pilot can
provide a really good argument to the chose at the time of creation. Choices
GM why she/he should be allowed to have certain rules, individual feathers of
have the plasma option) from not just the a wing maybe different bomb-lets types
Warlord of their own House but the (i.e. the right wing may have a mix of 3
Warlord of the main house, House he and 7 fragmentation then the left
Hammond. The reason this Wing Pack wing must be 3 he and 7 fragmentation)
was created is to give the houses a close- so long as both wings fire the same
in aerial anti-armor support for troops on missile type. The tail feathers can be
the ground. This Wing Pack is meant to different also so long as each side
be a surgeon's scalpel not a baseball bat match's.
swung around by a town drunk on the Types available are: he - high explosive
Fourth of July. *** - 3D6 M.D. to a 6 foot area.
Primary Purpose: Anti-Robot and Anti- Fragmentation: 2D6 M.D. to a 20 foot (6
Armor m) area. Additional damage occurs from
Secondary Purpose: Assault and Defense the crystalline shards/shrapnel. Anything
M.D.C. of the Rockets: 20 each, after between 11' to 20' takes additional 2D6
launch the feather/rocket is treated as a damage.
high tech mini-missile to be shot down Plasma: 5D6 M.D. to a 12 foot area (3.6
as per usual. m) area. Additional damage occurs from
Mega-Damage: Depends on the type of the crystalline shards/shrapnel. Anything
rocket chosen. See the above for damage between 11' to 20' takes additional 2D6
per type. Type is determined at time of damage.
creation. -Special note choosing Plasma requires
Rate of Fire: They can be launched authorization (i.e. the player must
volleys of 2 (1 per wing/tail side to get provide a really good argument to the
the volleys of 2) up to it's entire payload. GM why she/he should be allowed to
Effective Range: 3 miles have the plasma option) from not just the
Payload: 5 per wing tip, and 11 on the Warlord of their own House but the
tail tip. Warlord of the main house, House
Bonus: The coloration on the tips is also Hammond. The reason this Wing Pack
a neural bundle that makes each feather was created to give the houses a close-in
it's own guided missile. This gives each aerial anti-armor support for troops on
392
the ground. This Wing Pack is meant to limited number of rounds before the
be a surgeon's scalpel not a baseball bat Pack must wait for its next meal to
swung around by a town drunk on the digest and thereby create new
Fourth of July. *** ammunition pellets. The new pellets are
Primary Purpose: Assault and anti- automatically redirected to the weapon
personnel that needs them.
Secondary Purpose: Defense and Payload: 60 rounds per weapon. Casting
demolition Guns are automatically reloaded after
M.D.C. of the Bomb-lets: Fragmentation every meal (replenishing as many as the
5 M.D.C., High Explosive and Plasma payload for two Casting Guns 2D10+20
10 M.D.C. minutes after every meal).
Mega-Damage: Depends on the type of Prerequisite: In addition to the specific
Bomb-lets chosen. See the above for prerequisite for each of the Casting
damage per type. Type is determined at Guns, the Wing Pack is a duel
time of creation. metabolism lithovore. Additionally, the
Rate of Fire: They can be launched pellets produced by a lithovore are
volleys of 2 (1 per wing/tail side to get harder than the others; add +3 M.D. to
the volleys of 2) up to it's entire payload. their single shot and + 10 M.D. to their
Effective Range: Can be flung/thrown burst damage.
approximately 300 yards or Casting Thrower:
ejected/dropped. M.D.C. of the Casting Thrower: 106xl0
Payload: 16 total along the tail, 10 per M.D.
wing along the bottom of the wings Length of the Casting Thrower: The
between body and wing tip/Crystalline barrel of the Casting Guns appear as
bomb-lets. only a pair of small recessed openings in
Bonus: If however they are released in a the top of the Wing Packs shoulders.
flinging/whipping fashion i.e. when the They can fire straight ahead in flight ala
tips of the wings come together to the Superman, or they can depress
front of the Archangel and or the tail is downward to shoot straight when
whipped forward between the pilots legs standing. To fire to the left or right
they get a +2 to hit bonus and a +3 to requires the entire body to move to face
damage. the desired firing direction.
3) Casting Guns: (2 each) weapons looks Mega-Damage: 1D8 M.D. per single
like a gun made of flesh and bone. It shot or a four pellet burst that inflicts
uses the Wing Pack's lithovore waste, 3D8 M.D.
condensed, and dehydrated, like an owl's Rate of Fire: Each shot or burst counts as
castings. These pellets are redirected into one melee attack.
the Casting Gun, and filled with a Maximum Effective Range: 1200 feet
powerful explosive chemical also (366 m).
generated inside the Wing Pack. The Bonus: None.
Casting Gun then uses a combination of Bio-E Cost: 5 points.
natural explosive gases, which are Prerequisite: None.
similar to methane, to fire and propel the 4) Grappling Hooks: A pair of grappling
explosive pellets at supersonic hooks (that resemble Archeopteryx leg
velocities. However, the weapon only claws) and regenerating towlines are a
has enough casting pellets to fire a standard feature of all Archeopteryx
393
class Wing Packs. Aerial Combat Notes: giant robot, etc., to swing the Wing
The grappling hooks are such a part of Pack's wearer around terrain features at
an Archangel's arsenal it might as well high speeds and tight angles and then
be part of his Wing Pack. It has several release and continue to fly in the new or
novel uses in conjunction with flying, opposite direction without slowing down
including hooking onto drones, robots, more than 15%! This "slingshot"
and light vehicles to be pulled along maneuver stuns everybody who sees it,
while slowly closing ranks or engaging causing spectators and would-be
in close quarter dogfights, or snaring assailants to lose one melee attack/action
unsuspecting ground troops (but not before they can recover and respond.
really heavy bots) and pulling them off Primary Purpose: Assault.
their feet (Note: Counts as two melee Secondary Purpose: Maneuvering.
attacks, but the victim also loses two Mega-Damage: As noted above.
attacks and initiative), and may drag Rate of Fire: Once each combat round
them along the ground or up into the air. (15 seconds).
(Note: While airborne or being dragged, Maximum Effective Range: About 40
the victim loses half his attacks per feet (12.2 m), ropes longer than this are
round, loses initiative, shooting is done difficult to use.
as "wild," and the character is -5 to Payload: Generally carries two grappling
strike, parry and dodge, and -50% to hook.
perform a skill. Furthermore, those Bonus: +2 to strike with the grappling
dragged across the ground suffer 1D6 hook.
M.D. per melee round and can be Penalties: If these maneuvers knock the
slammed into something big and heavy, Wing Pack's wearer out of control, a roll
taking about 2D4x10 M.D.; half damage is necessary to avoid crashing (at -20%
if only dropped from a great height. Note to the Wing Pack piloting skill). An
that the act of slamming into an object unsuccessful skill roll means roll
usually knocks the victim off the hook percentile and see what happens:
and line; 01-90% chance.) 01-33% Crash: The Wing Pack takes
One favorite tactic is "bowling for bots" 2D6x10 M.D., the pilot 5D6 M.D., plus
in which a robot or drone is snared and he is stunned for one melee round, and
swung, hurled, or rolled into a group of the wings must be stretched out and
other robots or drones. The force of flexed before the pilot can get airborne
impact inflicts 4D6 M.D. to the again, which uses up three melee actions
"bowling ball," plus the rolling of the next round.
robot/drone knocks 2D4 robots/drones 34-66% Clip the ground or trees: Loses
off their feet and sends them tumbling to control for two melee rounds (no attacks/
the ground (they lose initiative and one actions) as he spins out of control, and
melee action and suffer 2D6 M.D. from nicks, clips, and butts the ground,
the force of impact; the G.M. may also treetops or buildings, but manages to
want to roll to see if any weapons were stay airborne and the Wing Pack only
dropped by those bowled over; 01-70% takes 5D6 M.D. from being banged
chance). around, and the pilot suffers only 1D6
The grappling hook can also be used to M.D.
make incredibly sharp turns by snagging 67-00% Spins out of control briefly: The
the grappling hook onto a pole, tree, pilot manages to stay airborne and takes
394
no damage, but remains wobbly and out issued, but it will be a standard model
of control for 1D4 melee rounds, during with 6D6+6 additional Bio-E in
which he loses initiative and half his enhancements. Any further
attacks/actions per melee. improvements require the Archangel to
2. Handheld Weapons: The standard gain additional levels of experience.
Wing Pack does not have any kind of The lower initial Bio-E for
built-in weapon (other than the grappling personalization is due to the amount of
hook), but the pilot/wearer can use any beginning weapons plus the cost of dual
gun or handheld weapons he'd like. metabolism. Afterwards the Archangel's
3. Hand to Hand Combat: The flyer standard Bio-E accumulation resumes.
enjoys certain benefits from leverage, *** All the Warlords and even the Magi
height and speed when flying and agree that there is one good reason for
striking at speeds of at least 50 mph (80 allowing the choice of all Plasma
kph) . + ID6 to Punch and Kick attack feathers and that is saturation or carpet
damage. + ID8 M.D. to damage from bombing an area in preparation for a
melee weapons like swords and clubs. ground based assault. This being said a
+1D1O M.D. to Flying Body Block and unit was formed recruiting three of the
has a 15% chance of knocking an best, the bravest, and the craziest
opponent off his feet for every 100 mph Archangels from all seven Houses to
(160 km) of speed. Flying Stiff Leg Kick form the Fire-bird Flight group. This
(both feet): 2D10 M.D. per every 100 group is permanently stationed at House
mph (160 km) of speed, but uses up one Mendel. Note this unit is meant more as
melee attack/action for every 100 mph an N.P.C. group for the players to
(160 km) of speed. May be used with a interact with but Not be a part of. Unless
dive, but that also inflicts 1D10 M.D. the character in question has done
damage to the pilot and the Wing Pack. something to be expelled from the unit
Archangel's Personal Wing Pack: and then will most likely be issued a new
The Archangel can always get access to starter Archeopteryx Wing Pack.
a standard Wing Pack (see description of
the basic unit in the Equipment section Artillery Walker
of the Splicers book) for general use By Beast Guyver
from his Great House, but also gets a The walker is a ball aproximatly 10 feet
souped-up, customized Wing Pack as his in diamiter with 6-8 digitigrade legs (like
personal combat vehicle. the rear legs of a dog), the walker lacks a
Wing Pack Bio-Enhancements: true front pilot entering from underneath
Sensors: The Archangel's Personal Wing each leg facing outward like a demented
Pack automatically gets Radar and 2D10 starfish. on each leg a bio energy cannon
Bio-E points for additional Eyes & is mounted and each space between the
Vision and/or Other Sensory legs a cluster of 6 organic rockets, and
Enhancements of choice. each foot equiped with a trench foot
Ranged Bio-Weapons: 3D10 Bio-E mine. To carry cargo the walker must
points that can be spent on Ranged Bio- 'squat' on the item and a 2 foot curved
Weapons. Additional 12 Bio-E per level claw for each leg clamps onto the cargo.
of advancement gained by the The unique arrangement of legs alows
Archangel. If the character's personal the walker to instantly change directions
Wing Pack is destroyed, another will be and turn without needing to slow down.
395
The pilot places a helmet on alowing Damage: 2D8+bonus
him to use the senses and weapons of the ROF: 1 attack
walker the same way as host armor. Range:1800 feet
Each foot of the walker has four clawed Payload: unlimited
toes spread out in an 'x' like formation Organic Missle pods
for maximum stability. Damage: 5D10 10 foot radius
Class: walking Artilery platform ROF: 1-2-4-6
Crew: 1 pilot 2 passengers Range: 1 mile
MDC by location Payload: 6 per pod (8 pods)
*Main Body: 800 Trench Foot Mines:
**Legs: 200 (8 ) Damage: 1D10 MD
Bio-Energy cannons: 160 each (8) ROF: 1 action
Hatch: 80 (located underneth, very Range: 100 feet
difficult to reach) Payload: 10 per leg
Knee Eyes: 30 (8) Single Stomp
***Eye Pod: 110 (located at top of main Damage: 2D8x10 MD
body) ROF: 1 action
*depleteing main body kills the Walker Range: hth
**destroying more then 2 legs reduces Payload: unlimted
speed by30% destroying 4 legs reduces Power stomp
speed by 60% destroying 6 reduces Damage: 4D6x 10 MD
speed by 90% ROF: once per melee (uses half of all
***Small target and difficult to hit actions that round)
requires called shot Range: 200 feet
Speed: Payload: unlimted
Running: 60mph max 40 cruising Kick
Leaping: 200 feet long or 80 strait up Damage: 2D6
Swimming: 40 mph max 20 cuising ROF: 1 attack
(looks like a twisted frog) Range: hth
Flying: not possible Payload: unlimted
Statistical Data: When Unmaned walkers are a bizare
Height: 30 feet standing 10 feet siting creature when not manned and isolated a
length: 10 feet (not counting legs) walker will usually sit down and bask in
Width: 10 feet (not counting legs) any avalable light, if non is available it
Weight: 6 tons will wander around untill it finds some.
Cargo: 4 tons When in groups one walker will fold
P.S.: 1D6+40 supernatural itself up and others will kick it around
Production Cycle: 1 year gestation, 4 each one taking a turn at being the ball,
years growth this has led to walkers being kept outside
Bio-Regen: 5D6 MD Per melee or in places they cant hurt anything.
Operation Life: 20-25 years Young walkers are often placed in
Feeding: photosynthisis arenas and watched for fun. they will
Rest requirements: 4 hours per 20 hours also not attack unless defending itself
activity and then only untill it can get away or
Bio-Weapon Systems the attacker runs away. walkers feeling
Bio-Energy Cannons (same as leviathan) towards humans seems to be neutral.
396
Alignment: unprincipled can run at cruising speeds for up to 6
Attributes: I.Q.: 1D4 (low animal), hours before tiring and needing to rest
M.A.: 10, M.E.: 1D8, P.S.: 41-46 for 1D6 +60 minutes before running
(supernatural), again.
number of attacks: 8 Leaping: 30 ft high or 100 ft across or
combat bonuses: +4 initive, +2 to strike 50ft high or 150ft across with a thruster
with ranged weapons +4 to strike with assisted leap.
kicks, +2 parry, +2 dodge, +6 to roll Digging: 20 mph through sand or dirt. 15
with punch/impact, mph through clay, rock or stone.
equivilent skills: swim 60%, Land Digging does tire out the Basilisk and it
Navigation 50%, understand languages can dig an adequate hole to bury itself in
(1) 60% 2D4 melees.
Swimming: The Basilisk has a small
Basilisk thruster system built in to its body to aid
By Kevarin in swimming. it has a max speed 50
Basilisk War Mount mph.
Class: War Mount Water Walking: The Basilisk can use its
Crew: can carry one human size rider. thrusters to hold the front half of its body
M.D.C. by Location: above the water and can appear to run
• *Front Legs (2): 175 each along the surface of the water at a speed
• *Hind Legs (2): 175 each of 80mph but only for about 2D6 melee
• *Clawed Feet (4): 80 each before tiring and falling down in to the
• Tail:200. water and needing to rest for
• Riders War Saddle : 100. 1D6+60 minutes before Water Walking
• Armored head Frill : 175 again.
•**Head: 200* Flying: Not Possible but thruster assisted
**Neck: 175* leaps are.
• ***Main Body: 260* Statistical Data:
* A single asterisk indicates a difficult to Height: 4-5 feet at the shoulders can
hit target and attackers must aim raise its body and head to a max of 6-7 ft
and make a “Called Shot” to hit it, and .Width: 3-4 feet.
even then is -3 to strike. Length: 8-10 feet with a 6-foot long tail.
** Destroying the head or neck kills the Weight: 300-500 lbs.
Basilisk Period. Cargo: Can carry 1000 lbs on its back or
*** Depleting the M.D.C. Of the main pull 2000 lbs. Additional weight
body kills the Basilisk. decreases the Basilisks speed. An extra
Speed: 500 lbs. decreases speed by 50%, and
Running: the Basilisk can run at a any additional weight greater than 2500
maximum speed of 320 mph. But normal lbs. makes movement totally impossible.
cruising speed is around 85 mph. And Physical Strength: 2D6+20, supernatural
can reach speeds of 450 mph but only Production Cycle: 10 month gestation
for short bursts of 2D6 rounds The act of period plus 1 year growth cycle.
running tires the Basilisk and it can only Operational Lifetime: 35 year life span.
maintain it max speed for 2 hours before Bio-Regeneration Rate: 3D6 per hour to
tiring and need 2D6x10+60 minutes of the main body and 1D6 per hour to all
rest before running again. The Basilisk other locations.
397
Horror Factor: 12 against humans, no Equivalent (Instinctive) Skills of Note:
H.F. For machines Land Navigation 90%, Track by Scent
Feeding: The Basilisk is a Carnivore. It 65%, Detect Ambush 70%,
needs to eat 80 to 100 pounds of animal Detect Concealment 65%, and
matter a day, and may gorge on up to understands the Native Language of the
100 pounds at one time. After gorging, Great House that created it and one
the Basilisk can go 3D4 days without other common language at 70%.
feeding and without suffering any ill Combat Capabilities:
effects. Bite: 3D6 M.D.
Color: The scales on its body can range Restrained Claw Strike: 1D6 S.D.C.
from a sandy brown color to black . Claw Strike: 4D6 M.D.
Sleep Requirements: As an artificially Power Claw Strike: 4D8 M.D., but
created organism, the Basilisk only counts as two attacks
requires 4 hours of sleep per day. Dual Claw Strike: 1D6x10 M.D., Counts
Senses and Features: Standard for a War as two melee attacks,(the Basilisk rears
Mount. up on its hind legs and strikes with its
Other data: (used when the War Mount claws).
is without a rider): Tail strike: 4D6 M.D.
An unmanned Basilisk is able to operate Basilisk Bio-Weapon Systems: Standard
independent of a rider using its animal- Basilisk come equipped with Medium-
like intelligence and Size Claws on its front and hind legs,
instincts to respond to any given Bio-Comms,
situation. Without a pilot, it attacks only Bio-Thrusters and Griping Hairs and
when threatened, provoked Suction cups on all four feet and one
or hungry, and is indifferent about resin duck on the underside of its mouth.
humans and machines. It will only obey Those bonded to a Rider can be further
the commands of an Outrider or modified as described under the Outrider
Packmaster O.C.C.
Alignment: Any: Basilisk tend to have
strong personalities, but the majority Battle Angels
75% fall into the good or selfish Much like the very similar Battle
category and are friendly and protective Knights, Battle Angels are power armor-
of humans. like symbiotes that have recently been
Attributes: I.Q.: 1D6+6, M.E.: 1D6+8, discovered in the ancient chambers
M.A.: 2D6+10, P.S.: 21-34, P.P.: beneath the Resin Mountains. Battle
2D6+10, P.E.: 2D6+12, P.B.: 2D4+10, Angels are slimmer and more fragile
Number of Attacks per Melee: Five looking than the knights though they are
Combat Bonuses: +2 to strike in hand to truly just as deadly, mainly due to their
hand combat, +3 to parry, +4 to dodge, ability to fly and their incredible agility.
+4 to automatic dodge, +3 to roll with When not in use, the Battle Angel is
punch, +3 to pull punch, +2 to disarm, open, awaiting the entrance of a pilot.
pin/incapacitate on a natural 18-20, Once an acceptable pilot enters the
and impervious to horror factor, disease, cavity, the symbiote seamlessly seals up
and poison. over him as its wings elongate and
extend out from its back.
70 P.P.E. to summon/activate
398
Class: Magic symbiotic war machine Power Punch (2 attacks) - 4D6+9 M.D.
Crew: One pilot (knight of the Judo Style Body Throw - 1D6 M.D.
Cathedral, wanderer, monk or apok). Body Block/Tackle - 1D6 M.D.
The pilot cavity fills the interior of the Foot Talon Slice - 5D6 M.D.
legs, head, chest, torso, and arms. There Note: Inflicts double damage to
is no room for passengers. supernatural monsters and creatures of
M.D.C. by Location: magic such as dragons.
Head (1) - equal to half the main body Other Attributes:
Hands (2) - equal to 10% of the main Double-Bladed Sword: Appearing as a
body hinged tube attached to the hip when not
Arms (2) - equal to 33% of the main in use, once activated this ferocious
body weapon unfolds to reveal a central hilt
Legs (2) - equal to 25% of the main that may be grasped with one or both
body hands. From both ends of this shaft
Retractable Wings (2) - equal to 25% of unfurls a fluked, sweeping blade, each of
the main body which is about two feet (61 cm) in
Double-Bladed Sword - 175 length. Amazingly sharp and barbed, this
Blade Discs (2) - 45 ea. blade is capable of slicing through
* Main Body - equal to the pilot’s hit titanium with remarkable ease. Damage:
points/M.D.C. x 3 punch damage plus 3D4 if used one-
* Depleting the main body will shut the handed, plus 5D4 if with two hands,
symbiote down. Reducing the M.D.C. to Thrown Range: 50 feet ( m). Damage is
-150 points destroys it, causing it to doubled against supernatural monsters
permanently melt into the ground. A and creatures of magic.
pilot within an active Battle Angel that is A lost or destroyed sword regenerates
brought to -75 M.D.C. or worse suffers after 2 days.
severe shock, permanently losing 2D4 Blade Discs: These razor-sharp discs are
hit points/M.D.C. solid except for the finger holes in their
Statistical Data center which are used for gripping.
Height: 7 to 9 feet (2.13 to 2.74 m) Deadly at any range, each disc will
Width: 2 to 3 feet (0.61 to 0.9 m) with a return once thrown so long as it isn’t
30 foot (9.1 m) wingspan somehow prevented from doing so; the
Weight: 5D6x10+250 lbs (135 to 247.5 Battle Angel may catch its own discs
kg) without effort. When not in use the discs
Speed: 1D4x100 (68.2 to 272.7 mph/109 are stored upon the upper chest, one per
to 436.3 km) on the ground, double in side. Damage: 4D6 M.D. (+9 due to
flight (136.4 to 545.5 mph/218 to 872.8 P.S.), Throwing Range: 150 feet ( m).
km) A lost or destroyed disc regenerates after
Leap: 100 feet (30.5 m) high or 2 days.
lengthwise (twice as long if running at Bonuses: The symbiote doubles the
100 mph/160 km or faster) range of the pilot’s senses, with sight up
Supernatural Physical Strength: 24 to two miles (3.2 km), and hones them to
Mega-Damage: a razor sharp acuity and awareness,
Restrained Punch - 4D6+9 S.D. granting the following: +4 to initiative,
Full Strength Punch or Kick - 2D6+9 +1 attack/action per melee, +2 to parry,
M.D. +2 to dodge (+4 in flight), +7 to all
399
perception rolls, +30% to Detect than anyone has yet been willing to
Concealment and Detect Ambush (or a delve. Expeditions sent to these areas
base of 45% in both skills if not have already met with incredible
possessed). It also has nightvision. difficulties as demon forces have
With a successful parry roll with a -4 likewise rushed to dominate these
penalty, the Battle Angel may swat strategic hot spots. Easily the main
ancient missiles (arrows, thrown reason for the shared interest is the trove
daggers, javelins, etc.) out of the air so of mysterious items that have been found
long as they are within reach. This within the sprawling tunnels. The Battle
maneuver does not use up an attack so Knights are but one of these newly
long as the pilot has at least basic hand discovered treasures.
to hand training. Obviously related to the immense Battle
Abilities of Note: The Battle Angel does Saints that have been utilized for over a
not fatigue and is impervious to poison, millennia in defense of mankind against
drugs, gases, normal fire, cold, S.D.C. the darkness, these much smaller
weapons, possession, mind control, symbiotes closely resemble an organic
illusions and ordinary weapons. Mega- suit of power armor. When inactive the
damage weapons, energy attacks and front of this humanoid-shaped symbiote
magic inflict full damage. The pilot may is split open, revealing the pilot cavity
be susceptible to psionic and other types within, as though it were but half of a
of mental attack. The Battle Angel is not whole. Once a pilot enters it, his body
a self-contained environment, rendering filling the extent of its limbs, and the
its pilot susceptible to gas attacks. proper prayer is spoken, the symbiote
Magic Powers of Note: Each of the activates and extends itself around the
following can be performed twice per 24 wearer, sealing him within.
hours of activity. All are equal to an 8th The activated Battle Knight appears as a
level spell of the same name. seamless, techno-organic suit of armor
Chameleon hefting a deadly lance and sporting over-
Sense Evil sized forearms that can be maneuvered
Paralysis: Lesser as shields. The “helmet” has a single
Cloud of Smoke cyclopean eye imbedded in the center of
Summon Wind (prayer) its sleek front, much like a Battle Saint,
Multiple Image and each heel of the bulbous, powerful
Globe of Daylight legs brandishes a large, hooked spur for
Summon Mist (prayer) slicing enemies as the symbiote pounces,
Note: The Forces of Darkness or any only to retract when not in use. The
characters of evil alignment are M.D.C. of the Battle Knight is
incapable of summoning, using or determined by using the M.D.C. of the
corrupting a Battle Angel. pilot as a base, or, if the character does
not have natural M.D.C., by his
Battle Knights equivalent hit points (not S.D.C.).
By Steve Trustrum Unlike the Battle Saints, Battle Knights
Recent events in the various Resin seem to have been designed for speed
Mountain ranges have uncovered several and agility; they have an array of built-
vast cavern systems that seem to lead in, close-quarters weaponry as well as a
deeper into the core of the Living Planet few ranged weapons, but nothing to
400
match the raw power and brute strength Hands (2) - equal to 10% of the main
of the Battle Saints or Orbs. The main body
assets of the Battle Knights are their Arms (2) - equal to 33% of the main
adaptable lances, maneuverability and body
leaping ability, and sensory Legs (2) - equal to 25% of the main
enhancements. Regrettably, only apoks, body
wanderers, Templars, Hospitallers or Lance - 250
monks may pilot the symbiote and it * Main Body - equal to the pilot’s hit
must also be activated with a Summon points/M.D.C. x 5
Battle Saint prayer of communion (with * Depleting the main body will shut the
the comparatively low cost of 80 P.P.E.). symbiote down. Reducing the M.D.C. to
The Battle Knight can remain -200 points destroys it, causing it to
operational for 24 hours, all at once or permanently melt into the ground. A
off and on, before it must shut down, pilot within an active Battle Knight that
rendering it completely inert for another is brought to -100 M.D.C. or worse
24 hours. Other worldly characters that suffers severe shock, permanently losing
may use this symbiote include humans 2D4 hit points/M.D.C.
who have major or master psionics, Statistical Data
cyber-knights, and True Atlanteans. Height: 8 to 12 feet (2.44 to 3.66 m)
Most of these wondrous symbiotes that Width: 2.5 to 3.5 feet (0.76 to 1.07 m)
have been recovered thus far have been Weight: 1D4x100+500 lbs (270 to 405
given to Champions of Light and other kg)
heroes resisting the Forces of Darkness Speed: 4D6x10 (34 to 204.5 mph/54.4 to
on the front lines. These devastatingly 327.2 km)
quick and deadly weapons have tilted the Leap: 300 feet (91.44 m) high or
balance in more than one battle so far lengthwise (twice as long if running at
and yet several have also been 100 mph/160 km or faster)
destroyed, possibly permanently. The Supernatural Physical Strength: 35
Cathedral’s spies have also reported that Mega-Damage:
the demons have been able to smuggle a Restrained Punch - 5D6+20 M.D.
few of these symbiotes out of the Resin Full Strength Punch or Kick - 4D6+20
Mountains and past human patrols, M.D.
bringing them to their despicable Power Punch (2 attacks) - 1D4x10+20
masters. Thankfully the most that the M.D.
Host can do with their prizes is to keep Judo Style Body Throw - 2D6 M.D.
them from human hands as they cannot Body Block/Tackle - 2D6 M.D.
themselves field or corrupt them. Spur Slice - 4D6 M.D.
Class: Magic symbiotic war machine Hell Fire active - +3D6 M.D. to hand
Crew: One pilot (knight of the strikes
Cathedral, wanderer, monk or apok). Note: Inflicts double damage to
The pilot cavity fills the interior of the supernatural monsters and creatures of
legs, head, chest, torso, and arms. There magic such as dragons.
is no room for passengers. Other Attributes:
M.D.C. by Location: Lance: When not in use, the lance
Head (1) - equal to half the main body appears as a bulbous protrusion on the
Battle Knight’s but when summoned for
401
combat, it detaches in the pilot’s hand M.D. (double to supernatural monsters
and then extends out to its full length. or creatures of magic).
Depending upon the desired use, the Magic Powers of Note: Each of the
pilot can cause a fan-like blade to spring following can be performed twice per 24
from one or both ends or he can fire a hours of activity. All are equal to an 8th
bio-energy blast from an bladeless tip. level spell of the same name.
The lance can only be used by a Battle Chameleon
Knight pilot. Damage: Blade - punch Call Lightning
damage plus 3D6 M.D., Bio-Energy Cloud of Smoke
Blast - 5D6 M.D., Payload: The bio- Heat Point (prayer)
energy blast can only be used twice per Levitate
melee round, Range: The lance is two Repel Symbiotes (prayer)
feet longer than the Battle Knight is tall Note: The Forces of Darkness or any
and the bio-energy blast has a range of characters of evil alignment are
200 feet (61 m). Damage is doubled incapable of summoning, using or
against supernatural monsters and corrupting a Battle Knight.
creatures of magic.
A lost or destroyed lance regenerates The Beetle
after 2 days. By Amodernheathen
Bonuses: The symbiote doubles the This space based War-Mount is used as
range of the pilot’s senses and hones a boarding/landing craft. Like many
them to a razor sharp acuity and space mounts, the Outrider is fully
awareness, granting the following: +3 to enclosed, actually suspended in a bio-
initiative, +1 attack/action per melee, +4 neural interface gel in the main cabin.
to parry with arm shields (otherwise only The main cabin and the cargo area are
+2), +2 to dodge, +5 to all perception able to be seperated by a membrane that
rolls, +20% to Detect Concealment and can be retracted or moved, and the area
Detect Ambush (or a base of 35% in filled with a bio-nutrient bath for
both skills if not possessed). transporting War-Mounts, Gore hounds,
Abilities of Note: The Battle Knight prisoners or injured people or animals.
does not fatigue and is impervious to The bath also puts biologicals to sleep,
poison, drugs, gases, normal fire, cold, as well as doubling the healing rate.
S.D.C. weapons, possession, mind Additionally, the gelatinous bath absorbs
control, illusions and ordinary weapons. innertia, and if the soporific is removed
Mega-damage weapons, energy attacks or filtered, then passengers may enjoy
and magic inflict full damage. The pilot the healing effects without the nap, and
may be susceptible to psionic and other move about at 1/8 swimming speed.
types of mental attack. The Battle The vessel can be boarded from
Knight is not a self-contained underneath, or the Beetle can raise it's
environment, rendering its pilot side armor plate.
susceptible to gas attacks. The Beetle is appr. 60 feet in length, 30
The fists of the Battle Knight may also feet high, 50 with legs extended, and 40
be encompassed in Hell Fire for a total feet wide. The inner chamber is 1/2 that
of 15 minutes (60 melees) per 24 hour size in all directions.
period of operation. This increases the The Beetle is an amalgamate
damage caused by hand strikes by +3D6 metabolism, Lithovore and Radiovore, if
402
it has rocks to eat, it can remove the constantly regenerates as long as the
negatives for radioactive starvation. shell survives, and given enough time, a
The Beetle has 10 legs, each of which Blob could consume an entire Land
has a variable tip spear, this can be used Dominator.
to clamp to the side of a hull, or the side Alternately, the Blob’s mass allows it to
of a mountain. squeeze through any space as long as the
Speed in flight is mach 20 in space, or shell fits and act as a barrier/cushion for
400MPH in atmosphere using the Ion- falling War Mounts and Archangels.
Thrusters, Speed underwater with the Recently, the Blob’s have been
IonThrusters is 200MPH, Running and discovered to be able to form into a
Digging speed is 40MPH. “Superball” that allows for mass
MDC of Carapace is 1200 confusion and bombing runs.
MDC of Body (underbelly not protected Class: Experimental War Mount
by carapace) is 800 Crew: 1 Rider
MDC of Legs(10) 300 M.D.C. by Location:
PS 44 Protoplasm-45
Maximum cargo capacity, 24 Standard Shell Nucleus-580
Tons in the inner chamber. Speed:
Weapons: Running: Not Possible
Variable Lances: (10, on legs) Digging: Not Possible
Punch damage plus 2d8 Swimming: Not Possible
Casting Cannon (4 on nose) Leaping: Not Possible
Starts at base damage, but can be Flying: Not Possible
increased as normal. Statistical Data:
Height: 9 feet (Shell)
Blob Width: 6 feet (Shell)
By 89er Length: 5 feet (Shell)
When creating War Mounts, Librarians Weight: 1000 Pounds (Shell)
go through hundreds, if not thousands of Cargo: One Rider
ideas to create one. Most War Mounts Physical strength: None
have a specific purpose, but every once Production Cycle: 2 year gestation
in a while, a War Mount is created that period, 2 year growth cycle
seems foolish, but becomes quite Operational Lifetime: 45 years
effective. The Blob is such one example. Bio-Regeneration Rate: 1d6 for shell,
The Blob is in essence, a supersized 3d6 for Protoplasm
amoeba. The Outrider controls it inside Horror Factor: 9
the “nucleus”, a hardened round shell Feeding: Consumes Machines, needs to
that offers maximum protection with the consume 120 pounds of Machines per
protoplasm constantly oozing out the day
shell. The protoplasm is acidic, with Sleep Requirements: As an artificially
about 20 acid pustules on the inside of created organism it requires only 4 hours
the cell wall. The form of attack is to of sleep a day.
envelope a robot and let that acid melt it Other Data:
down into sustenance for the Blob. An unmanned Blob will just sit there
Another advantage is that while the unless threatened or hungry.
protoplasm is easily destroyed, it Alignment: Selfish, only eats and sleeps.
403
War Mount Attributes: I.Q.:1d6 has been grown to ridiculous size and
M.E.:1d6 M.A.:1d6 P.S.:1d6 P.P.:1d6 plated in chitinous armor. The War
P.E.:3d6 P.B.:1d6 Spd: 8mph Mount moves through the Earth at a
Number of Attacks per Melee: 2 relatively high rate of speed using a
Combat Bonuses (In addition to attribute combination of natural burrowing and a
bonuses) Thinks Machines are delicious highly acidic mucus secretion that not
impervious to horror factor, disease, and only dissolves surrounding minerals, but
poison. also lubricates the War Mount's passage.
Combat Capabilities: When the Outrider piloting the War
Envelope: As the protoplasm consumes Mount wishes to enter combat, he must
the Machine, the robot will be less able first bring the Bore Worm close enough
to move until it is fully eveloped. to the surface for it to force its rear
Senses and Features: Standard for War section up from the ground into open air
Mount so that it may transform into a living
Bio-Weapons Systems: weapon platform(the whole process
Acid Pustules (20): White pustules the requires roughly 15 seconds). Once its
size grapefruit dot the inside of the cell rear is positioned properly, hidden seams
wall and spit acid paste into the in the War Mount's flesh split open like
protoplasm, enhancing the acid. an overripe melon to allow the rear to
blossom into a grotesque parody of a
Bore Worm fleshy flower. Each of the War Mount's
By Ectoplasmic Bidet three "petals" folds down and anchors
The Resistance's most damaging War itself to the ground using a number of
Mount, the Behemoth, is humanity's short tendrils while a column of muscle
undisputed "heavy hitter", with the rises into a central position overlooking
ability to lay down truly awe-inspiring the area.
levels of destruction in a very short time. The War Mount in its combat
This firepower is its greatest strength, configuration has an extremely low
but also its greatest weakness. The profile, less than four feet high except
Machine regularly targets these gentle for the central stalk that can rise as high
giants for elimination early in any as seven feet, which presents a small
conflict, so great is their potential to target for Machine forces. In this form
sway a battle. Heavy armor is only the Outrider pilot and his co-pilot/gunner
effective for so long, and many are safely buried beneath the Earth
Behemoths have been destroyed due to within the main body of the War Mount.
this tactic. The death of every War The pilot typically controls the central
Mount is a blow to the Resistance, but stalk and one of the petals while the co-
the loss of a Behemoth is especially pilot oversees the remaining petals. This
great, as each one represents a huge allows for attention to be more easily
investment in resources. In seeking an split between multiple targets and means
answer to the heavy firepower vs high that none of the War Mount's weapon
value target problem, Librarians need be inactive at any given time.
eventually designed the Bore Worm. Though not so heavily armed as a
The Bore Worm War Mount looks very Behemoth, the Bore Worm's Heavy
much like one of the grubs fired from a Casting Cannons, dual Heat Projector
Bore Rifle(coincidence in action) that Cannons, and impressive Organic
404
Rocket payload would be a fearful process that requires only 15 seconds. If
combination if the Machine had enough the M.D.C. of all three weapon petals is
sense to be scared. Balancing this depleted the Rear Body of the War
decreased firepower is the fact that the Mount dies, but can eventually be
War Mount is nearly impossible to kill. regenerated given enough time.
Its regenerative abilities have been ***Depleting the M.D.C. of the Main
maximized to the limit of current Splicer Body kills the War Mount.
bio-technology, but this is nothing Speed:
compared to the Bore Worm's own -Running- 10 mph. The Bore Worm can
inherent worm-like physiology. Similar travel on the surface if necessary, but it
to some other worm species that can be is awkward and slow.
cut in half without being killed and will -Leaping- Not possible, though the War
eventually regrow their lost flesh, the Mount can explode out of the ground at
Bore Worm is capable of regenerating its high speed and approximately 30 feet
entire rear section. This means even if into the air.
the entire rear section is obliterated -Digging- 60 mph through dirt, sand, and
during combat, the remainder of the clay, but only 45 mph through rock,
Bore Worm which has remained safe concrete, and large deposits of Man or
under gound with its pilot, can escape Machine-made metal. The War Mount
without impairment. If deemed needs only 12-15 seconds to completely
necessary, the War Mount's pilot can burrow beneath the surface and can
even prematurely detach the main body achieve sub-surface depths of
from the rear section(the rear section approximately 5,000 feet, with slight
will die within 1D6+12 hours) and leave variations depending on the geography
the area all the while still manning the of the area.
rear section's weapon systems via Bio- -Swimming- Not possible, the War
Comm. Mount sinks like a stone. A Bore Worm
Class- Heavy Assault War Mount can survive extreme depths, down to
Crew: One pilot and one co-pilot/gunner. approximately 7,500 feet and crawl
M.D.C. by Location: along the floor of the ocean at 45 mph or
-Central Weapon Stalk- 300 choose to burrow beneath the sea floor
-*Heat Projector Cannon[2]- 150 each to use a more convenient travel medium.
-*Organic Rockets[60; 15 per petal, 15 -Flying- Not even close to possible.
on the central stalk]- 11 each -Range- Limited only by the pilot and
-*Heavy Casting Cannons[3; 1 per co-pilot's need for food. The War Mount
petal]- 120 each recycles and collects water as needed
-Weapon Petals[3]- 300 each and is able to generate breathable air for
-**Rear Body- 400 its occupants by separating the oxygen
-***Main Body- 600 from hydrogen in water.
*Objects marked with a single asterisk Statistical Data:
are exceptionally small targets and -Height: 6-7 feet of the War Mount is
require a Called Shot with a -3 penalty to exposed above the ground while in its
strike. combat form.
**The War Mount's rear half is only -Width: 8 feet at the main body's widest
vulnerable to direct attack before point in its non-combat form, 24 feet
deploying into its three weapon petals, a
405
wide when the petal are deployed for -Sleep Requirements: As an artificial
combat. organism, the War Mount requires only
-Length: 32 feet from end to end. The four hours of sleep/rest per day.
main body is 18 feet long and the rear Other Data: An unmanned Bore Worm is
section is 14 feet long. able to function on instinct alone, but
-Weight: 10 tons. unless properly restrained its only
-Cargo: None. The War Mount travels instinct is to eat. It will only follow the
beneath the surface of the Earth and commands of an Outrider capable of
cannot possibly carry with it any cargo. communicating with it using a Bio-
The internal pilot cavity closes in around Comm. The War Mount does not
the Outriders within, disallowing differentiate between human and
anything beyond them and their Host Machine and is too stupid to use its
Armor. powerful array of weapons without
-Physical Strength: Supernatural PS of guidance.
30 + 1D6. -Alignment: Anarchist; operates more
-Production Cycle: 18 month gestation like a robot than a living creature, devoid
period, plus 2 year growth time. of personality
-Operational Lifetime: 60 years. -War Mount Attributes: IQ: 1(below
-Trade Value: 15 million credits for a average animal intelligence), ME:
healthy, undamaged unit. 1D4+6, MA: 1D4, PS: 31-
-Bio-Regeneration Rate: 2D6+3 M.D.C. 36(Supernatural), PP: 6+1D4, PE:
per melee for the main body and 1D4+2 18+2D6, Spd: See above.
M.D.C. per melee for all other locations. -Number of Attacks/Actions: Two in its
The War Mount possesses exceptional natural state, but six in its combat form.
regenerative abilities as a counter- The Outrider pilot and his
balance to its largely immobile nature co-pilot/gunner each receive six
when in combat. The War Mount can additional melee attacks.
regrow destroyed components in -Combat Bonuses(In addition to possible
6D6+40 hours and even totally attribute bonuses): +4 to strike with
regenerate its entire back half, the ranged weapons, +5 to save vs poison &
section containing its combat form, in disease, and is impervious to Horror
6D6+24 days. Factor & mind control(and possession).
-Horror Factor: 14 against humans -Equivalent (instinctive) Skills of Note:
outside the Resistance, but none against The War Mount can be conditioned to
the Machine. respond to a handful of Bio-Comm
-Senses & Features: Standard for War transmitted commands that are used
Mounts, as well as the Seismic Sense when unmanned.
bio-enhancement. -Combat Capabilities: The War Mount
-Feeding: The War Mount is a lithovore has no combat abilities unless it is under
and "eats" from 240-360 lbs of the direct control of an Outrider who
minerals(stones, rocks, dirt, clay, etc) wishes to convert it into its combat form,
per day, dissolving them with it acidic making long-range weapons available.
mucus then slurping them up like an The only method the War Mount could
organic vacuum pump. possibly use to attack in melee would be
to rub its body against a target while
secreting its powerful acidic mucus. This
406
acid will inflict 4D8 M.D. per melee to 3. Organic Rockets (60)- Each of the
inorganic targets for 3D4 melee rounds. War Mount's Casting Cannons, and its
Bore Worm Bio-Weapon Systems: dual Heat Projector Cannons, are
1. Heat Projector Cannons (2)- Mounted surrounded by a cluster of fifteen
on the central stalk of the War Mount's organic rockets.
combat form, these tandem firing -Primary Purpose: Anti-Aircraft.
weapons are fully articulated and can -Mega-Damage: 5D10 M.D. per
direct their beams of super intense heat individual organic rocket fired, with a
on any target within range. blast radius of 10 feet each.
-Primary Purpose: Anti-Robot and Self- -Rate of Fire: One at a time or in volleys
Defense. of up to a full payload of 15 rockets. A
-Mega-Damage: 1D8x10+10 or volley counts as one melee attack. Roll
2D8x10+20 M.D. once to strike, either all the rockets in
-Rate of Fire: Each force blast counts as the volley hit or they all miss.
one melee attack. -Maximum Effective Range: 1 mile.
-Maximum Effective Range: 3,600 feet. -Payload: 60; 15 per weapon petal, 15 on
-Payload: Effectively Unlimited. central weapon stalk. The War Mount
2. Heavy Casting Cannons (3)- The can replenish its entire payload of
central armament of each of the War rockets in 6D6 hours.
Mount's weapon petals, these high -Bonuses: +6 to strike and dodge(each
powered Casting Cannons can each rocket has 1 attack per melee round and
cover a 180 degree firing arc and possess will continue seeking its target for 2D4
a unique advantage over all other melees before expiring).
weapons of their type; they never run out Hand to Hand Combat: Not possible.
of ammunition. With most of its body The War Mount is totally stationary
buried beneath the Earth, the War Mount when in its combat form and only
is able to eat constantly to provide a capable of using ranged attacks. In its
practically endless stream of casting worm form, the War Mount is too slow
pellets. and cumbersome to attack and makes an
-Primary Purpose: Anti-Robot and Self- easy target.
Defense.
-Mega-Damage: 1D8x10+5 M.D. per Worms of Attack
individual round fired, or a burst of three These are large, thick worms that coil
rounds that inflict 2D8x10+30 M.D. themselves loosely about the upper
-Rate of Fire: Each shot or burst counts body, they attack at the back just beneath
as one melee attack. the shoulder blades. Each weighs
-Maximum Effective Range: 3,000 feet. roughly 4 lbs (1.8 kg).
-Payload: Effectively Unlimited. Only if Abilities: It obeys the user's mental
the main body detaches from the rear commands and lashes out in combat with
section of the War Mount will 2 attacks per melee, is +2 to strike and
ammunition become an issue. If this does 1D8+2 M.D. The worm attacks by
happens, each cannon has a reserve of whipping its target; its strikes will cause
120 rounds, though they cannot be harm to creatures hurt only by magic.
replenished. Penalties: -5% to prowl, acrobatic and/or
-Bonuses: +2 to strike on an aimed shot; gymnastic skills.
no bonus for a burst attack.
407
Worms of Sustaining individual Cones, some of which are
These long, thick worms must be designed solely for this War Mount.
ingested so that they can extend into and Class- Space Fighter War Mount
attach themselves to the eater’s lungs, Crew: One pilot.
stomach and intestines. MDC by Location:
Abilities: Once attached, a process that -Pilot Compartment/Survival Pod- 150
takes 1D4+1 minutes, the worm will -*Bio-Weapon Cluster- 270
remove the eater’s need for food, water -**Pseudopod/Ion Emitter[4; Rear]- 180
and air for 1D4+3 days. This also each
renders him immune to ingested poisons -***Main Body/Cockpit- 520
and gases that work through inhalation. -****Bio-Force Field- 300
Penalties: -4 to save vs non-ingested *The Bio-Weapon Cluster is difficult to
poisons and gases, removes all sense of strike, requiring a Called Shot with a -3
taste for the duration. penalty.
**Each pseudopod destroyed reduces
Cone maximum speed and combat bonuses by
By Ectoplasmic Bidet 25%. Pseudopods are small targets,
Despite their numerous bio-weapons, the requiring a Called Shot with a -3 penalty
cumbersome Sequoias make poor to strike.
combat vessels. The answer to this ***Depleting the MDC of the Main
problem is the Cone War Mount, a living Body kills the War Mount.
fighter craft designed specifically for the ****The Bio-Force Field regenerates
environment of space. Extremely fast 1D4+2 MDC per minute. If MDC is
and maneuverable, a Sequoia can deploy depleted, the Bio-Force Field cannot be
hundreds of these small spacecraft if re-initialized for 12 hours.
needed, each and every one capable of Speed:
laying down a withering hail of laser fire -Atmospheric Flight- Not designed with
or striking with huge Omega Blaster atmospheric flight in mind. Without the
beams. Each Cone resembles a Sequoia proper control surfaces the War Mount
in extreme miniature, from its blunt- can barely manage an awkward 200 mph
nosed reverse tear drop shape to the four in a planetary atmosphere, but handles
ion emitter pseuopods at the rear. Like like a brick.
the Leviathon War Mount designed with -Trans-Atmospheric Flight-
underwater combat in mind, the Cone, Approximate maximum of Mach 16, but
meant to operate in the vacuum of space, typical cruising speed is closer to Mach
completely encloses its pilot for greatly 8.
appreciated extra protection. -FTL Travel- Not possible.
Unlike the majority of other War -Range- Effectively Unlimited, but
Mounts, most of the Cone's bio-systems limited by the pilot's life support
come fully enhanced, a fact that requirements.
strangely enough seems to chagrin some Statistical Data:
pilots. Though many avenues of bio- -Diameter: 10 feet tapering down to a
customization are limited or cut off all blunt nose cone(Weapon Battery)
together by this, there are still a great approximately 3 feet in diameter.
many modification that can be made to -Length: Main Body/Cockpit: 24 feet,
Pseudopods/Ion Emmiters: 10 feet
408
-Weight: 12 tons. than the average cucumber. It was not
-Cargo: None. The pilot compartment known what instincts a space faring
just barely has room for the pilot. creature would need or should have, so it
-Physical Strength: Supernatural PS of was given none, except for a reflexive
35 + 1D4. homing sense.
-Production Cycle: 3 month gestation -Alignment: Do vegetable have
period, plus 9 month growth time. The alignments?
War Mount is engineered to be grown -War Mount Attributes: IQ: N/A, ME:
with extraordinary speed. N/A, MA: N/A, PS: 36-
-Operational Lifetime: 1D6+20 years. 39(Supernatural), PP: 18+1D6, PE:
Shorter than average lifespan is a direct 20+1D6, Spd: See above.
result of the forced maturation. -Number of Attacks: None on its own,
-Trade Value: 36 million credits for a but the War Mount adds an additional
healthy, undamaged unit. four to those of its pilot.
-Bio-Regeneration Rate: 2D6+3 MDC -Combat Bonuses(In addtion to possible
per melee round for the main body and attribute bonuses): +2 initiative, +5
1D4+2 MDC per melee round for all strike with ranged weapons, +2 strike
other locations. A destroyed Bio- with pseudopods, +8 dodge(+2 if
Weapon Cluster regenerates in 6D6+40 stationary before being attacked),
hours, while Pseudopod/Ion Emitters Immune to poison, disease, and Horror
regenerate in 4D6+12 days. The bodily Factor. Totally immune to any sort of
fluids of the War Mount are designed to mind control or mental influence,
instantly harden into a cement-like clot regardless of source. Radar provides the
on contact with the vacuum of space, following additional bonuses when
sealing hull breaches in 1D4 seconds. applicable: +1 melee attack, +1
-Horror Factor: 16 against humans initiative, +1 strike, parry, & dodge.
outside the Resistance, but none against Bio-Weapon Cluster- Each War Mount
the Machine. is equipped with a single forward facing
-Senses & Features: Detailed below. bio-weapon cluster composed of an
-Feeding: The War Mount uses a scaled Omega Blaster ringed by six Super Light
down version of a Sequoia's nuclear- Cells and six advanced eyes, all of which
fueled Thermosynthetic bio-reactor. have been enhanced to the maximum
Upon maturation, the War Mount's bio- possible extent. Due to the power
reactor is stocked with enough fuel to distribution method employed by the
power it for approximately 10 years. War Mount, the Super Light Cells
Fuel is not expended while the War cannot be individually fired, requiring
Mount is kept dormant in its storage them to be fired in full volleys of six
cradle aboard a Sequoia. Cells. Super Light Cells and the Omega
-Sleep Requirements: As an artificial Blaster cannot be fired in tandem
organism designed for continuous without further bio-enhancement.
operation if necessary, the War Mount -Primary Purpose: Attack/Defense
does not require sleep, but its pilot does. -Mega-Damage: 12D10 MD per full 6
Other Data: An unmanned Cone is Cell volley or 4D8x10 MD per Omega
nearly the equivalent to a brain dead Blast.
human, as the War Mount has been -Beam Radius: 20 foot radius per Omega
engineered with no more intelligence Blast.
409
-Maximum Effective Range: Super Light -High Intensity Light Cell Relay: Bio-
Cell(Atmosphere: 4,000 feet, Space: Comms have always been extremely
40,000 feet), Omega limited by their range, a handicap felt
Blaster(Atmosphere: 10,000 feet, Space: more than ever in the vastness of space.
100,000 feet). Using a specially engineered Light Cell
-Rate of Fire: Each blast or volley counts connected to a Bio-Comm, transmissions
as one melee attack. Roll only once per can be sent up to 1,000 miles to a similar
volley. Either all the beams hit or they relay device before the beam becomes
all miss. too attenuated for the receiving Bio-
-Payload: Effectively Unlimited, Comm to decipher. This allows the War
however the Omega Blaster may only be Mount to more easily communicate with
fired twice per melee round. its fellows in space and with its Sequoia
-Bonuses: Super Light Cells(+1 to strike mothership.
on an aimed shot), Omega Blaster(+3 to Biological Defenses:
strike on an aimed shot). -Immune to Cold & Heat: The War
Sensory System & Organs: The War Mount is impervious to cold and heat of
Mount features the standard Bio-Comm even mege-damage intensity(super
as well as an array of additional and napalm, MD plasma, etc).
enhanced senses, though it lacks many -Resistant to Kinetic Energy & Physical
of those present in War Mounts designed Attack: The War Mount suffers only half
for terrestrial use. damage from physical attacks of all
-Homing Sense: Without a pilot in kinds.
control, the only action this War Mount -Resistant to Energy- Another carry over
is able to undertake is to proceed at full from the Sequoias they are modeled
possible speed to its Sequoia mothership. after, Cone space fighter are immune to
If without a pilot and out of visual range hard radiation of non-mega-damage
of the mothership, the War Mount must intensity & suffer only half damage from
either be put into a dormant state or it MD level radiation, suffer half damage
will self-destruct by entering bio- from laser & ion beam weapons, and
meltdown phase in 24 hours. particle beam weapon damage is reduced
-Radar: As per the standard bio- by 33%.
enhancement, but it should be noted that Anatomical & Physiological Features:
the lack of atmosphere in the vacuum of The War Mount has three noteable
space dramatically increases the range of features of considerable importance.
the radar ability, up to approximately -Pilot Compartment/Survival Pod: From
6,000 miles. within this egg-like chamber the pilot
-Vision: Besides the six integral eyes controls the War Mount, but it also
built into the forward facing bio-weapon serves as an escape vehicle in emergency
cluster, an additional 12 eyes are located situations. On command or when fatal
at various points on the War Mount's damage has been sustained, the pod is
hide, all capable of viewing infrared, explosively ejected through the entry
ultraviolet, and thermal emissions as orifice located at the rear of the War
well as telescopic magnification with a Mount between the four pseudopods.
zoom range of approximately 100,000 This pod has no means of self-
miles. propulsion, but it contains the entirety of
the War Mount's life support systems, a
410
Bio-Comm, and its matte black surface Bio-Rocket Thrusters(Survival Pod
has been designed to fluoresce brightly Variant): Near exact replicas of the Bio-
when viewed through the eyes of any Rocket Thrusters available to Host
bio-tech vision system. Armor for space operations, this
-Articulated Pseudopods: While these enhancement is not actually intended for
tentacle-like ion drives are locked into use with the Cone War Mount, but
position most of the time, they possess instead for its survival pod. If the pilot is
great physical strength and are forced to abandon the War Mount, with
surprisingly dexterous in certain this enhancement he is not left totally to
situations. If an opponent has the mercy of fate and retains some
approached within grappling range and measure of control.
cannot be targeted by ranged weapons, it -Flight Ability: 200 mph. In an
can be attacked by swatting with the atmosphere, gravity greatly reduces this
pseudopods or using the razor sharp enhancement's efficacy, lowering speed
bone protrusion that tips each one to by 50% and limiting altitude to
stab. All four pseudopods can attack approximately 15,000 feet.
simultaneously without using extra -Underwater: May be used underwater
melee attack, combining their damage to with a speed penalty of 75%.
great effect. Alternatively, the -Bonuses: Space(+3 initiative, +3
pseudopods may be used to latch onto dodge), Atmosphere(+1 initiative, +2
the hide of the War Mount's Sequoia dodge)
mothership or even the hulls of enemy -MDC: Reactant Sacs are enclosed fully
vessels. within the survival pod and each of the
-Omega Overload: Nearly identical to six Exhaust Ports has 1D4x10+20 MDC.
the systems engineered for use in the -Payload: The Reactant Sacs hold
Kamikaze organic cruise missles, this enough fuel for six hours of
attack of last resort creates a fatal chain uninterrupted flight and replenish
reaction within the Omega Blaster's themselves at a rate of 1 hour's worth of
energy cells. The process requires six fuel per 4 hours.
seconds and cannot be reversed or shut -Bio-E Cost: 25 points. Speed can be
down once it has been initiated. After increased by +20 mph per 10 Bio-E
initiation, the War Mount will detonate points, up to a maximum of 400 mph.
in exactly 60 seconds or upon impact Reactant Sac capacity may be increased
while traveling at or beyond 100 mph. by 50% by spending an additional 20
The detonation inflicts 1D4x1,000 MD Bio-E. Reactant replenishment rate may
to everything within a 1,000 foot blast be doubled by spending an additional 20
radius. If the pilot chooses to eject in the Bio-E.
survival pod before detonation, the War -Prerequisite: None.
Mount can be pointed at a target fired on Orbital Launch Rockets: A Cone War
a straight trajectory at maximum Mount in the atmosphere of a planet,
possible speed, like an unguided rocket. where its biological ion drive barely
Hand(Tentacle?) to Hand Combat: functions, does not have the power to
Pseudopod Lash: 6D6 MD, Pseudopod return to orbit on its own. Though the
Stab: 7D6 MD ability to do so would be largely useless
New Cone War Mount Bio- while running from the Machine in deep
Enhancements: space, it is not inconceivable that the
411
War Mount will one day be used to Mount, but it is a powerful one. The
regularly travel between a new home Amplification Lens focuses the energy
planet and space. This enhancement beams generated by bio-weapon cluster's
grows eight of the Reactant Sacs used in Super Light Cells & Omega Blast,
the Bio-Rocket Thruster Host Armor doubling their damage and increasing
enhancement within the body of the War range by half.
Mount. When a pilot desires to enter -MDC of the Amplification Lens:
planetary orbit, the War Mount is 2D6x10+100
brought to its maximum atmospheric -Penalty: The manner used to magnify
altitude of 35,000 feet and all Reactant the Omega Blaster's power reduces the
Sacs are fully engaged, providing a very beam radius by 10 feet and lowers its
short-lived but incredible burst of speed bonus to strike by -1. The Amplification
of approximately 18,000 mph, more than Lens appears simple, but it is actually a
enough to horizontally enter orbit. highly complex marvel of bio-
Exhaust gases are expelled from organic engineering. Due to its advanced nature,
thruster ports at the inside base of each damage to the lens regenerates at half
pseudopod. the speed of other components and if
-Flight Ability: 18,000 mph in an destroyed requires twice as long to
atmosphere. Double speed if used in regrow.
space. -Bio-E Cost: 100 points!
-Bonuses: None. While the bio-rockets New Host Armor options and upgrades:
are firing the War Mount must maintain Pulse Bio-Energy Expulsion Vents: Its
a fairly straight trajectory so as not to works just like the standered Bio-Energy
become unstable. Vent but fires a three shot burst of bio-
-MDC: Reactant Sacs are stored entirely energy.
within the body of the War Mount. M.D.C of the actual Bio-Energy Vent:
-Payload: The potency of reactants used adds 2D6+12 M.D.C
in this enhancement is much greater than Mega-Damage: 1D4X10+6+P.E.X2
that used in the Bio-Rocket Thrusters. A Rate of Fire: Each three shot pulse
full payload burns for approximately six counts as one melee attack/action.
minutes and requires four hours per Maximum Effective Range: Single shot
minute of fuel replensished. Reactant 1800 feet, but only 900 feet under water,
payload cannot be used in increments, a 3-shot pulse 1500 feet, but only 750
but must instead all be expended in one feet under water
session. Payload: Effectively unlimited.
-Bio-E Cost: 35 points. This However, firing more then 20 blasts a
enhancement cannot be further modified. minute (that’s 5 per melee round)
-Prerequisite: Organic Thrusters(an add- weakens the pilot, causing him to lose
on, does not replace the thrusters). two melee attacks/actions per round and
Bio-Weapon Amplification Lens: A reduces all of his combat bonuses by
single enormous dome of transparent half for the next 1D6 minutes. A 3-shot
flesh grows over the entire bio-weapon pulse counts as 3 blast of the 20 blast a
cluster of the Cone War Mount, minute maximum.
resembling a contact lens worn by Bonus: +3 to strike on a carefully aimed
ancient humans. This lens is the only single shot, no bonus on a 3-shot pulse.
weapon upgrade available to the War
412
Bio-E Cost: 20 points per each Bio- Bio-E Cost: +1 points per rocket.
Energy Vent upgrade. Prerequisite: Organic Rocket, Chemical
Prerequisite: Bio-Energy Vent Sprayer
Enhanced Organic Rockets: Lighting/EPM:
Plasma: M.D.C.: of the Rockets: 13
M.D.C. of the Rockets: 12 Mega-Damage: 4D12, no blast radius.
Mega-Damage: 1D6X10 with a blast Maximum Effective Range: 1 mile.
radius of 15 feet. Note: Any biological /living creatures
Maximum Effective Range: 1 mile survive the attack must roll to save vs
Bonus: +5 to strike stun attack (15 or higher, plus any bonus
Bio-E Cost: +4 points per rocket. from P.E.). Host Armor take normal
Prerequisite: Organic Rocket damage plus the pilot takes 2D6 S.D.C./
Needle Death Blossom: +2 Hit Points. Machines take normal
M.D.C. of the Rockets: 10 damage plus have a percentage chance
Mega-Damage: 4D8 with a blast radius equal to the damage done of inflicting
of 30 feet. impairments and damage as an Electro-
Maximum Effective Range: 1 mile. Pulse Gun. See page 134-135 of the
Bonus: +5 to strike Splicers base book.
Bio-E Cost: +3 points per rocket. Bonus: +5 to strike
Prerequisite: Organic Rocket Bio-E Cost: +5 points per rocket.
Acid: Prerequisite: Organic Rocket, Electrical
M.D.C. of the Rockets: 11 Resistance.
Mega-Damage: 4D6 with additional Tendril Injector Rocket:
damage of 2D6 for 4 rounds. Half M.D.C.: of the Rockets: 14
damage to organic matter. Blast radius Mega-Damage: 1D10 plus possible
of 1 foot. internal systems damage from ripping
Maximum Effective Range: 1 mile. tendrils. 5D8 M.D.C for 1D3 attacks
Bonus: +5 to strike (that’s 5D8 to 15D8 point). See notes.
Bio-E Cost: +2 points per rocket. Maximum Effective Range: 1 mile.
Prerequisite: Organic Rocket Note: Tendril Injector Rocket must have
Impact: a natural 16-20 to penetrate the metal
M.D.C. of the Rockets: 10 hide of a robot or machine or a 13 or
Mega-Damage: 4D6 plus a 45% chance higher if the robot has lost 50% or more
of knock down. Blast radius of 6 inches. of its main body M.D.C. If a natural roll
Maximum Effective Range: 1 mile. is less then 16/12 it only deals the 1D10
Bonus: +5 to strike M.D.C. This system will not release the
Bio-E Cost: +1 points per rocket. tendril into an organic/living target but
Prerequisite: Organic Rocket the rocket will still deal the 1D10
Chemical Rocket: M.D.C.
M.D.C.: of the Rockets: 10 Bonus: +5 to strike
Mega-Damage: Varies as chemical Bio-E Cost: +7 points per rocket.
sprayer with a blast radius of 20 feet. Prerequisite: Organic Rocket, Spike
S.D.C. Damage: Varies, As chemical Launcher.
sprayer. Range Increase:
Maximum Effective Range: 1 mile. The Organic Rockets range can be
Bonus: +5 to strike increased to a maximum of 5 miles. The
413
M.D.C. of the rocket also increases per ‘From Death, we Rise’. ‘Your dead
mile of range increase by 1 M.D.C. per fight for us’. 'Death.....fears us'. 'The
mile to a maximum of +4 M.D.C. per fallen are our legion' – some House
rocket. Nekrys sayings
M.D.C. of the Rockets: varies +1 per ‘They befoul our dead by corrupting
mile of increased range. their flesh to do their bidding’ – The
Mega-Damage: varies by type. Enlightened One House Nekrys has
Maximum Effective Range: 2 to 5 mile. finally revealed itself to the world
Bio-E Cost: +2 points per rocket per Now; the Corruptor WM is brought to
mile of increased range. the battlefield
Prerequisite: Organic Rocket The core design is an unimposing 2m
Range: Two to five miles. diameter sphere covered in black orbs
Rapid Re-load: (eyes), ports, and lumps (Genesis Nodes)
Rockets re-grow at the rate of 1D6+1 It is piloted by 3 outriders that have been
M.D.C. per round. One rocket is permanently bonded (heads only) to the
replaced at a time. Once the M.D.C. is WM
reached a rocket is replaced and ready to Omnivorous metabolism
fire. The pilot of the Host Armor can MDC
select which rocket will be replaced first. Armored Eyes: (don’t know how many
Bio-E Cost: 20+2 points per rocket. yet but heaps) 40 each
Prerequisite: Organic Rocket, Organic thruster system:
Regeneration: Super MB (sphere): 350
Shoulder Pods: Assimilation Tentacles (5): 200 each
Shoulder Pods increase the number of (they are housed inside the sphere until
Organic Rockets a Host Armor can needed)
carry. A Shoulder Pod can hold up to Maw (at base): 80
fourteen rockets. However, no other Tentacle: PS 33, PP 20
shoulder systems can be place on this Speed: with Thrusters – starts at 200
Host Armor. A Host Armor can have a mph and can be upgraded
total of two for a total of 28 additional On ground they can run/scurry with
rockets. tentacles at 100 km/h
M.D.C. of the Pod: 1D4+2X10 Swimming: thrusters 100mph and can be
Mega-Damage: varies by type. upgraded
Payload: up to 14 per pod Digging: im leaning towards not capable
Bonus: Each Shoulder Pods adds +1 to Bio-regeneration Rate: 5D6 per hour to
hit per pod. the Main Body and 2D6 per hour for the
Bio-E Cost: 15, however Organic Tentacles
Rockets cost 1 Bio-E less per rocket per N.B. the root of the Tentacles are housed
Rocket Pod, maximum of -2 per rocket. within the WM so even if they are
Rocket upgrades cost one less if both severed from where they erupt out of the
shoulders have the pods. WM it can still grow back
Prerequisite: none Powers & Abilities
Bio FF: and is only applicable to the
Corruptor sphere and not its Flesh Golem (see later
By Krispy description)
NDB
414
Lightning Discharge with Electrical make crude feet or hands. But most
Stunner importantly is Neural Nendrils merge
Chameleon Skin & Stealth Field with the victim’s brain stem and takes
4 Resin Ducts around the equator of the over and that’s where the ability of
WM (2 can strike at the same target Hijack begins
simultaneously) It takes 2D4 minutes?? to build this form
Acid Blood & Impervious to Acid of limb
symbiotic nourishment for riders Hijack: over time this gives the WM
Both the Corruptor and the Reaper have complete control over a victim.
the same Biomass Assimilation systems It is quite a complex task in hijacking the
built into them so the Corruptor can nervous system of another living
create a ‘Flesh Armour’ over its creature and making it a physical
spherical body and ‘Weapon Meld’ as extension of you. In the beginning it is
well just gross rudimentary movements
This Biomass Assimilation ability is also (imagine a slow staggering zombie who
incorporated into the Main tentacles of lacks fine motor control) e.g.- a whole
the WM Biotic is used to form part of a leg. Once
But the Corruptor has 2 abilities that the merged/assimilated the WM can make
Reaper does not – Build ‘Flesh Golem’ the Biotics head twitch and arms reach
& ‘Hijack’ out
Build “Flesh Golem” – this can be Over time the WMs ability to fully
achieved 2 ways and both require the assimilate the victim increases –
‘Assimilation’ tentacles By Level 4 - the WM has complete
* The first way is quite simple. The motor control of the victim so it can use
assimilation tentacles break through the its hands, bite with its mouth, strike with
skin of the WM and chunks of flesh are bone-blades etc
bonded to the tentacle creating By Level 8 - they can completely
rudimentary limbs process all sensory information that the
Initially each tentacle has 2 Genesis victim has (still working on a scale to get
Nodes along its length so weapons can to this level)
be bonded to the newly made limb By Level 12 – they are in complete
* The second way is the initial step control of all weapons systems of the
towards the Corruptors other ability victim (without the need of genesis
“Hijack”. Hijacking is the assimilation nodes and only when the victim is
of a victim whole, untouched. (Biotics, whole. GNs are still required for
HA, Gorehounds. NB Larger WM like attaching individual weapons)
Leviathan are too big to make limbs out Odds of successful Neural Hijack –
of whole) Once stunned &/or again, due to the complexity of hijacking
incapacitated an assimilation tentacle the Nervous system of another creature
penetrates the victim (like what happens there is an inherent level of failure.
to the Engineer in the bonding process) Starting at level 1 there is a 35% chance
where secondary tentacles exit the main of failing to hijack the nervous system.
and travel throughout the victim and also The risk of failure is reduced by 2% per
wrap around the outside where level of experience starting at level 2
additional flesh from other victims are until you reach a base level of 15% and
bonded as well to fill out the limb and that is where it stays
415
N.B: I was thinking of initial failure rate Idea: for 30 Bio-E I was thinking of
of 40% and reducing it by 2% per level allowing the WM to incorporate Bio-
until it reaches a flat 20% Force Field Nodes into the Assimilation
Once the WM reaches level 12 it is now Tentacles to enable the WM to extend its
capable to execute the full power of Force Field (only on the sphere) to its
Hijack on other WMs limbs……and then when they reach
Because WMs like Grendels & level 12 they can also activate the field
Leviathans are too big to simply attach of any victim that has one ???
to make a limb; instead the Corruptor When concerned with Flesh Golem This
can hijack the WM whole. E.g. – a WM isn’t bound by the constraints of a
Corruptor subdues a Behemoth. its humanoid body. With enough resources
Assimilation Tentacles merge with the it can create:
WM and now the Corruptor has - simple humanoid form
complete control of the Behemoth. It can - a centaur like creature
bond with the Behemoth at the saddle or - a 6 or 8 legged monster
make it appear as its on a leash while - be a floating beast with 10 monster
floating above it………I imagined more heads formed at the end of each tentacle
advanced Corruptors having 2 or 3 WMs - 5 -10 tentacles covered in flesh armour
on leashes and organic rockets taken from the fallen
Bio-Enhancements & Advancements Note for Weapon Melding and life span
Starting at level 2 & every alternate level of the decaying victims. When simply
(4, 6 etc) the WM gets 15 Bio-E to put attaching a weapon to the Main Body
towards enhancements (sphere) or to a created limb, follow the
At level 3, 5, 7, 9 & 11 the WM same process as for the Reaper (6 + 1D8
automatically gets an additional days)
Assimilation Tentacle. Every additional When attaching a victim whole. Because
tentacle incorporated into the WM the WM cannot get full control (until
increases its diameter by 20cm (and level 12) of the weapon systems of the
Base Main Body MDC by 20). so a Lvl attached victim, the Genesis Nodes in
11 WM will have 10 Assimilator the tentacles are required to make the
Tentacles and have a Diameter of 3m chosen weapon operational and victim as
and +100 to main body a whole decays at the initial rate of 6 +
Extra Genesis Nodes for the Tentacles: 1D8 days
for 30 Bio-E an additional Node can be As the WM grows in ability to integrate
incorporated into each tentacle to a max the victim into itself it prolongs the
of 4 for each tentacle inevitable decay of the victim.
The Force Field can be upgraded. By level 4 the whole victims last 7 +
P.S & PP of the Tentacles can be 1D10 before decay makes them non
upgraded operational
Organic Thrusters can be upgraded By level 8 the whole victims last 8 +
Idea: An enhancement I was thinking 1D12 before decay makes them non
about was enabling the WM to obtain a operational
Spiked Carapace which would provide By level 12 the Genesis Nodes in the
excellent protection from close quarter tentacles are not required for any
attacks, and if the WM builds the Flesh weapon system of the victim as the WM
Armour it covers the Spikes
416
has full control now and the whole replace them with force fields that could
victim lasts 9 + 2D8 days act in many ways like the natural
Feeding: Im still working on this due to tentacles of the octopus (vestigial
the requirements to keep attached tentacles remain, but are only about 1
weapon systems operational foot long). Since the octopus was
When just a sphere (even when covered considered to operate its natural
in Flesh Armour) the WM requires 20 – tentacles by sight anyways, the lost
30 kg of organic matter a day sense of touch would not be a major
problem. Additionally, the lack of a
Devilfish sense of touch meant no pain, so an
By Shark Force octopus could grasp a rat bomb with one
Author's Note: Devilfish is one type of of these tentacles, lose it, and replace it
octopus and/or a common name for quickly.
octopuses in general, among other uses The new tentacles would also be
of the same name. It just caught my extremely malleable, able to flatten out
attention for a name, so I went with it. and spread over a much larger surface
This has only been proofread by me, so area, making the devilfish harder to
may have flaws that I haven't noticed. detect by seismic means as its mass
The devilfish was the result of would effectively be spread out as it
brainstorming a better way to defend walked on those force-based tentacles. It
long-range war mounts such as the was additionally speculated that the
behemoth and mantis. In searching for a force field tentacles would be able to
suitable base creature for such a purpose, manipulate metallic objects without
librarians decided on the octopus of concern for the nanobot plague, but it is
Earth’s oceans. The standard octopus only somewhat effective (-10% on the
had 8 limbs, was easily able to adapt its response table, double exposure time
coloration and even texture to match its required). Still, the method of propulsion
environment in many cases, and was is under further consideration for war
considered to be highly intelligent for an mounts and host armor which may be
animal. It was decided that the octopus required to contact metal in an assault on
would be an admirable ambush-based a machine facility or similar. When
combatant, perfect for defending specific walking on its almost-invisible force
locations or creatures. Unique abilities field tentacles, the devilfish looks like it
such as the natural scent and taste is floating.
receptors on the tentacles, the ability to The octopus’s natural camouflage
compress its form due to the absence of including its ability to change texture
a skeletal structure, and the ability of was upgraded to a full stealth field, and
some octopuses to regenerate tentacles was further modified to be able to alter
was considered an added bonus. its density by expanding or compressing
Further unique modifications were its body, made possible by its lack of
made: while standard octopuses are able any sort of skeleton other than its beak
to travel on land for short durations, the (an additional -30%, for a total of -50%,
devilfish would need to be able to to detect using sonar and radar as long as
survive on land for extended periods. it does not move).
Additionally, the devilfish was modified Finally, the taste receptors on the
to remove 4 of its natural tentacles and remaining natural tentacles were
417
enhanced with pheromone transmitters, * The tentacles almost have a mind of
designed to allow the devilfish to their own, and will perform an automatic
communicate using various pheromone dodge at +3 against any attack aimed at
signals. These signals are used to control them.
the devilfish’s main weapon, the trench ** The force field tentacles regenerate
mine. In addition to a standard “fire and 1d4 M.D.C. per minute, and can
forget” mode, the devilfish is able to completely replace themselves even if
communicate with its own trench mines destroyed, returning at 1 M.D.C. after 10
to prevent them from triggering until a minutes and then regenerating as normal.
chosen time, to limit what mine(s) will Additionally, because they are only
trigger when a mixed group passes visible as distortions in the air, most
through, and so forth. Each devilfish targets will suffer -5 to attack them.
uses its own signals, but if they are able *** Difficult target, -3 to hit on a called
to observe another devilfish shot.
communicating with its mines it may be **** The main body is also the head. If
able to exert control over them (see destroyed, the war mount is dead.
operate bio-equipment skill). This ***** The main force field regenerates
method of communication does require at a rate of 2 M.D.C. per minute, and if
proximity to the devilfish’s tentacles, completely destroyed takes 8 hours to
however, and is easily detectable by return. It covers the main body and
gorehounds for up to 10 minutes after it standard tentacles only.
is used. Speed:
Because the devilfish is still an Running: 15 mph (24 kmph) maximum,
experimental design, their personality but 5 mph (8 kmph) is cruising speed.
has not yet been subject to modification Can only run at top speed for 1 hour, can
beyond a simple imprinting process to maintain cruising speed for 12 hours.
humans. The devilfish imprints first to After exceeding either duration, the
the engineer who grew it in its gene devilfish is at half cruising speed
pool, and can then be further imprinted maximum, and loses half their attacks
on other humans (see “other data” per melee and all combat bonuses are cut
below). In the future, devilfish may be in half (round down). Usually if rapid
more like most other war mounts, and movement is needed, the devilfish will
have little to no actual personality, either be carried or have to travel by
although this would seriously limit their water.
ability to operate autonomously. Leaping: About 5 feet across or 2 feet
Class: Emplaced Defense War Mount up. More often, the devilfish will reach
Crew: None, although a handler is often across obstacles with its tentacles and
assigned. essentially climb.
M.D.C. By Location: Digging: Very slow (for a warmount).
• *Standard Tentacles (4): 80 each Might manage as much as 10 feet in a
• **Force Field Tentacles (4): 50 each minute, but only half that speed through
• ***Trench Mines (40): 1D6 each tougher materials such as rock.
• ***Eyes (6): 10 each Swimming: 120 mph (192 kmph)
• ****Main Body: 135 maximum can be sustained for 12 hours.
• *****Force Field: 110 Can easily withstand depths of up to
3000 feet.
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Climbing: Same as running. Only physiological features to reflect
extremely smooth surfaces will slow it experimentation. Additionally, all
down at all (half speed), and the devilfish have an upgraded stealth field
devilfish can even hang from smooth ability (see description above).
ceilings using its suction cups. Feeding: Prefers fish, but can feed on
Flying: Not possible without any meat, needing 30-35 pounds per day.
modification. Sleep Requirements: Never fully asleep,
Statistical Data: but requires at least 2 hours of rest per
Height: 6 ft. (1.82 m) day, during which time it has 2 fewer
Width: 3 ft. (0.91 m). Tentacles can attacks per melee and a -2 penalty to any
reach out to 30 feet (9.1 m). combat action it attempts.
Length: 3 ft. (0.91 m) Rider: None. It could theoretically carry
Weight: 800-900 lbs (365-275 kg) a person in its tentacles, however.
Cargo: Per Supernatural P.S. Other Data:
Physical Strength: 1D6+39 When left on its own (which is most of
(Supernatural P.S.) the time), the devilfish knows and
Production Cycle: Experimental. accepts the humans it has imprinted to.
Estimated 6 months in the tank, with Other humans are tolerated while in the
another 6 months of growth time, once presence of an imprinted human, or
they no longer require constant ignored so long as they stay out of the
monitoring and tweaking over the area the devilfish is assigned to protect
gestation time. and don’t pose a threat to its imprinted
Operational Lifetime: Unknown, but human. With sufficient time (about 6
estimated at to 15+1D6 years once the months) spent alongside an imprinted
design is finalized, potentially longer. human, working with the devilfish, the
Trade Value: As an experimental design, devilfish can also imprint on that human
potentially priceless. Once the design is (but will remain more loyal to the
known, they will only have the value of original human over the newcomer). The
their base biological material, since the devilfish is smart enough to recognize
devilfish cares so little about great that it’s imprinted human handler will
houses other than their initial one. not be pleased if it attacks people the
Bio-Regeneration: 4D6 M.D.C. per hour human considers allies, however. If the
for the main body, but the tentacles devilfish is not imprinted to anything, it
regenerate at a rate of 1D6 M.D.C. per will typically die within a few months,
minute, and can even regenerate much like an octopus is genetically
completely destroyed tentacles designed to die after mating. In theory, a
(including the weapons built into them) devilfish could also imprint on a non-
in 1d2+2 days. human, but so far this has not been
Horror Factor: 14 against biologicals it is allowed to happen.
hostile to, 16 when surprising them, Alignment: Typically considered
none against machines. aberrant. Extremely loyal to the beings it
Senses & Features: numbers 2, 3, 4, and has imprinted on, but has no
5, plus a 75% chance it has 1D10+10 compunctions about harming others. It
bonus Bio-E points to spend on any does have an extremely strong hatred for
sensory enhancements, biological the machine, and will choose to target
defenses, and anatomical and
419
the machine over even a hostile human mines could be added (up to an
most of the time, however. additional 40), but would be considered
War Mount Attributes: I.Q. 7 + 1D3, excessive by most.
M.E. 3D6, M.A. 1D6, P.S. 40-45 Primary Purpose: Area Denial.
(supernatural), P.P. 18 + 2D4, P.E. 17 + Secondary Purpose: Short-Range
1D6, Spd (see above) Assault and Anti-Personnel.
Attacks Per Melee: 6 Mega-Damage: based on the type of
Combat Bonuses (in addition to possible mine.
attribute and weapon bonuses): +2 to Rate of Fire: A volley of up to four may
Initiative, +3 to Parry, +1 to Dodge, +2 be thrown or placed with a single action
to Strike for all attacks made with trench (one per tentacle), but they detonate
foot mines, +3 to Strike in melee, +4 to based on their instructions.
entangle. Maximum Effective Range: The
Equivalent Skills of Note: Climb devilfish can throw the trench mines up
98%/0%, Prowl 75%, Swim 100%, to 200 feet (60.6 m). They can be
Fishing 60%, Land Navigation 50% detonated by a triggering stimulus at any
(+20% underwater), Camouflage 60% distance provided they have not gone
(mines only), operate bio-equipment inert, however.
(trench foot mines only, 25 foot range) Payload: Up to 40 mines may be held at
and understands 2 languages (typically a time. It requires 4 hours for a new
one will be that of its native great house) mine to grow to replace an old one,
at 80% (cannot speak or read, but *can* devilfish commonly carry additional
communicate through bio-comms). mines with them already plucked if they
Combat Capabilities: are traveling, or have multiple days
• Restrained Tentacle Strike: Per worth of mines in a field around them if
Supernatural P.S. (1D6x10 S.D.C.) staying in one place. The devilfish can
• Tentacle Strike: Per Supernatural P.S. change the type of each mine when it
(6D6 M.D.) starts to grow, but not after (though they
• Power Tentacle Strike: Per can pluck the mine and wait for a new
Supernatural P.S. and requires 2 actions one to grow in of the type they want)
to attempt. (2D4x10 M.D.) 2) Serrated Whips (4): Each natural
• Bite: 2D4 M.D. (only on an entangled tentacle is capable of being used as a
opponent) serrated whip, with a reach of 30 feet.
Devilfish Bio-Weapons Systems: The devilfish is considered to have the
1) Trench Foot Mines (40): These mines 4-limbed equivalent of paired weapons
are located all across the devilfish’s four for the purposes of using these whips,
natural tentacles, and can be any type of the damage per strike is half the tentacle
trench mine. A typical selection will strike damage (see combat capabilities)
include 32 spore mines, 4 screamers, and per lash, or half of that for all entangle-
4 explosive (see below for types of based attacks. All other details as per
mines). Devilfish trench foot mines all page 96 of Splicers.
come with the tripwire and an improved 3) Needle Death Blossom: See Splicers,
programmable upgrade (25 foot range page 102 for details. The devilfish can
instead of 10, 3 commands instead of 2). limit a death blossom attack to certain
Because its tentacles are larger than a directions (e.g. everything to the right of
human limb, additional trench foot it), but cannot exclude specific targets
420
within an area. This can also conserve Screamer Mines: These are based on
payload (for example, a devilfish could screamer grenades (Splicers page 104).
fire half its needles to the right, rotate The range, M.D.C. (but not damage),
180 degrees, and then fire the other half and payload entries are the same as the
of its needles in the same direction, and standard trench foot mine, however.
only use up one full death blossom Bio-E Cost: 1 per mine.
worth of payload). Prerequisite: Trench Foot Mine
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signature is detected, or when any Additionally, you can act as a sensor for
electromagnetic signature is detected, your trench foot mine. When you do
but could not typically have its this, you can spend your own actions to
triggering stimulus changed between the fire the mine, and use your own personal
two. sensors to target. This counts as one
Bio-E Cost: half of the cost of the instruction, but gains your full bonus
appropriate sensory upgrade to a host other than P.P. bonus to strike, and
armor. attacks as you (for example, if you have
Prerequisite: Tripwires (this replaces the the vital strike skill or a superior critical
tripwires upgrade, not the trench foot hit chance, you may use those bonuses).
mine that was upgraded). For obvious reasons, it would be unwise
Note: Some sensors require other senses to trigger certain mines while you are
to be included. These prerequisite only 10 feet away, however. Up to 4
sensors must first be bought, then the mines at a time can be activated with a
upgraded version. For example, if you single action when you directly control
wished to purchase electromagnetic them. A mine with Bio-Comms upgrade
vision, you would first have to buy can be controlled from a distance of up
advanced eyes, and before you could to 6 miles, but will only communicate an
buy those advanced eyes, you would acknowledgement of orders given, and
have to buy extra eyes since the trench an announcement that they are
foot mine has none by default. detonating (if you are directly triggering
the mine, you must be able to see where
Programmable: A trench foot mine (any it is targeting, it will not transmit its
type) can be designed to be sensory data to you)
programmable when deployed using the Bio-E Cost: 4 per mine.
operate bio-equipment skill. Up to two Prerequisite: tripwires or sensory
simple instructions can be given to the enhancement. This upgrade enhances
mine when deployed, which can be instead of replacing the prerequisite.
executed based on pheromones you
exude (for example, you could include Ganesh War Elephant
an arming signal as one instruction, and By Krispy
a disarming signal as a second Though the Ganesh is an impressive
instruction). When you gain this WM, House Shiva wanted to bring more
upgrade, you also gain a pheromone terror & devastation to the battlefield;
gland with a range of 10 feet. When hence the Ganesh War Elephant was
combined with the sensory enhancement designed
upgrade, this allows you to designate a The following modifications have been
new triggering stimulus when the mine implemented
is deployed. If you cannot perceive the The head is an amazing blend of
signature you are giving (for example, Triceratops & elephant with a strong
you don’t have electromagnetic vision bone crest & horns providing more
and are trying to program a mine to fire protection for the WM & pilot. Head
when it recognizes a specific now 400 MDC. With the bone crest
electromagnetic signature), you are at a - having 250 MDC
30% penalty to your operate bio- A second prehensile trunk was added to
equipment roll to program the mine. provide additional arsenal to the WM.
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This second trunk has duel system – A nodes have 4 / 6 ?? attacks but they are
Long Range Spore Discharger & Shiva’s reflexive, automated, they are not
Blood controlled by the pilot or Ganesh. the
Note: I don’t agree with the MB Ganesh or rider can simply turn them on
description of Spore Discharger having or off, they cannot control the targets at
unlimited ammo. In my games they have which the nodes select
a fixed payload, which has to be So now the Ganesh has the 5 std attacks
replenished when the HA/WM eats & the extra 6 automated ones
As for the 6 pods - 2 have been
completely removed & MDC added to Gault Battlestrider
the MB – now 950 By Taalismn
The 4 remaining pods have been The Gault BattleStrider is a light, very
enclosed/ covered over & become fast, cavalry mount that was bred as a
storage bladders for the trunk weapons rival ‘design’ to the highly successful
2 of the pods store 30 shots each for the Strider. The Gault, however, is rather
Gore Cannon (60 extra shots) more expensive to produce, due to its
The other 2 pods store extra payload for greater firepower and mobility.
the other trunk 30 shots for Spore The Battlestrider resembles the head of a
Discharger & 30 for Shiva’s Blood triceratops dinosaur, with oversized head
Additional MDC to the legs and feet - shield, atop an oversized pair of
Front Legs (2): now 300 velociraptor legs. A should stub tail
Hind Legs (2): now 375 helps provide balance. The Outrider sits
Feet (4): now 225 behind the headshield, and further
Though the pilot has exceptional protected by side flanges, all but
protection at the front & side (the shield completely hidden by the organic armor,
ears are still part of this design) they are from the front and sides. The Outrider
vulnerable from attacks from behind thus relies heavily on what he can see
(enemy jumping on the back) and above through his mount’s senses...an array of
& behind (aerial attack) sensory optics and pits across its ‘face’,
To help solve this issue the Enlightened including an especially prominent
One designed an ingenious system, a cyclopean sensor in the middle of its
ground to air defense – along the spine forehead.
of the Ganesh are 2 nodules/nodes. The Battlestrider’s already impressive
Closer inspection of these nodules landspeed is further enhanced by a small
reveals them to be clusters of Super set of biothrusters on its ‘shoulders’, that
Light Cells with 3 eyes around the while not able to give the War Mount
circumference. Da: 2D10 true flight, do allow the beast to make
Quick Info: some of the larger dinosaurs truly impressive jet-assisted leaps. This
had a second brain in the base of their also gives the creature a natural
spine called the ‘Sacro-Lumbar’ automatic dodge using short blasts from
Expansion. This second brain helped in its bio-thrusters. With its powerful legs
the coordination required to walk & run and thruster assist, the Gault is a fair
These Nodes are connected to a second swimmer, as well.
brain at the base of the spine. They Armament-wize, the Gault sports a brace
cannot strike ground targets, only ones of medium bore cannon, a backup pair of
on its back or aerial targets. These 2 lighter projectile cannon, and a set of
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super light cells for defense. Despite its stone. Can excavate a hole large enough
lack of arms, the Gault also has some to hide in in one minute.
impressive close combat capabilities, Statistical Data:
though it is largely limited to kicks and Size: 9 ft tall, 3.8 ft wide, 6 ft long(9 ft
bites. With its large jaws with their long with beak raised)
external mandibles and wickedly barbed Weight: 900-1,200 lbs
legs, the Gault favors clamping prey in Cargo: 800lbs, slung behind the ‘rider,
its mouth while disembowling them with but can pull up to 2,800lbs(but anything
repeated kicks. over 1,000 lbs cuts speed by half)
Class: Cavalry War Mount Physical Strength: 1d4+26(Supernatural
Crew:One rider Strength)
MDC/Armor by Location: Production Cycle: 1 year gestation time,
*Head/Head Shield 200 plus 1.8 years growth time
Main Body/Torso 250 Operational Lifetime: 50 years
Chin Casting Rifles(2) 50 each Trade Value: 4 million credits
Head Bore Cannon(2) 100 each Bio-Regeneration Rate:4d6 MD per hour
Shoulder Thrusters(2) 120 each for main body, 1d8 MD per hour for all
Legs(2) 230 each other locations.
Foot Claws(2) 50 each Horror Factor: 10 against humans, none
*Because of the protection offered the against machines
Outrider by the head and sides, the ‘rider Feeding: Omnivore---Requires 50-90 lbs
is -5 to strike when being targetted, of food per day(typically about 50%
except from behind. plant/ 50% other
Speed: (Running) 300 MPH, and can Sleep Requirements: 4 hours of
reach short bursts of 400 MPH for 2d4 sleep/rest per day
melees. Alignment: Can be considered
By firing low power bursts of its bio- Unprincipled or Anarchist; works well in
thrusters in shallow lopping/skimming large groups
mode, the Gault can hit speeds of 450 Metabolism: Omnivore, but prefers
MPH for up to 3d4 melees. carrion and meat
(Leaping)Can leap 50 ft high/ Physical Attributes:
across(50% more with a short running I.Q.: 1d4 +3(medium animal
start, and double with a full speed start). intelligence)
Jet-assisted leaps can carry the War M.E.: 1d6+8
Mount up to 200 ft up/400 ft across M.A.: 1d6+8
(Climbing) Modest climbing ability; P.S.: 26-30(Supernatural Strength)
50%/20% P.P.: 2d6+10
(Flying)Not possible; the best the Gault P.E.: 1d8+20
can do is achieve extra(1d8 seconds) SPD:(see above)
hang-time at the top of a long leap Equivalent/Instinctive Skills of Note:
(Swimming)Can swim using its Climbing 50%/15%
powerful legs and biothrusters in Land Navigation 90%
combination, moving at about 7 MPH Identify Plants and Fruits 80%
(Digging) 8 MPH through sand and dirt, Understands Languages(3) at 80%
but half as fast through clay, rock, or Recognizes Robots and machines as
enemies to be avoided
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Special Abilities: 5) Back Spur---Each leg also features a
Standard for War Mounts. wicked backspur for back kicks
Special Senses: Range: Melee
Standard for War Mounts. Damage: 4d6 MD + P.S. damage
Combat Capabilities: Hand to Hand/Melee Combat:
Bio-Weapons Systems: Combat Bonuses(in addition to possible
1) Medium Bore Cannons(2) The main attribute bonuses)
ranged weapons of the Gault are a pair Actions/Attacks per Melee(without
of long-barrel(extended payload) rider): 4
Medium Bore guns. Can fire Initiative: +1
individually, or in synch(counts as one Strike:(Ranged Attacks) +2
attack) (Close Combat) +2
Range: 2,000 ft (Kick Attacks) +4
Damage: 3d10 MD per grub, plus Parry: +3
1d10+3 MD per melee for 1d6 melees. Dodge: +3
Rate of Fire: ECHH Automatic Leap Dodge(takes no APMs):
Payload:32 rds per gun; regenerates rds +2
at 2d4 minutes for one; 1d4 hours to Roll: +3
reload the whole magazine Pull: +1
2) Light Casting Rifles(2)----Mounted Damage:
on the War Mount’s ‘chin’ are a pair of Head Butt/Slam 1d6 MD
light casting cannons that typically fire Bite 4d6 MD
in synch with one another. Restrained Kick 1d6 MD
Range: 2,800 ft Full Strength Kick 4d6 MD
Damage: 3d6+3 MD per single shot, or a Leap Kick Attack(2 attacks) 1d6x10 MD
4-pellet burst that does 1d8x10+6 MDl Stomp 1d6 MD
DOUBLE for dual simultaneous bursts Body Block/Ram 4d6 MD and has 01-
from BOTH guns 50% chance of knocking opponents(up
Rate of Fire: ECHH to size 12 ft) off their feet(lose initiative
Payload: 60 rounds per cannon; and 2 APMs getting back up)
regenerates 2d10+20 minutes after each Save Vs Mind Control +5
meal) Totally Immune to Horror Factor
3)Super Light Cells(2)---A cluster on the Augmentations:
flanks, able to angle to fire to the sides CAN be further augmented; particular
and back, for discouraging pursuit favorites include adding a pair of Bio-
Range: 1,000 ft Missile launchers or Spore Launchers on
Damage: 1d10+5 MD per blast, the shoulders, enhanced weaponry, and
2d10+10 MD for a dual blast sensory add-ons.
Rate of Fire: ECHH
Payload: Effectively Unlimited Goliath
Bonus: +1 to strike By Beast Guyver
4)Foot Sickle Claws---Each foot sports a Originally based off a gorilla this beast
wicked sickle-like disemboweling claw has been grown to massive size and
Range: Melee equiped with the heavest weapons
Damage: 4d6 MD + P.S. damage possible, what makes them even more
425
usefull is they are capable of entering Height: 20-25 feet (this is hunched over
combat while still juviniles. never stands erect)
The saddle on the Goliath rests between Width: 15-20 feet
its two shoulder mounted cannons, the Length: 12-15
saddle im placed differntly depending on Weight: 2500-3000 pounds
the preferance of the rider but is Cargo: 6 tons can be lifted or
typically stradling the mid/low bock of draged/pushed twice that if on wheeled
the beast which walks semi-upright. platform)
Goliaths typcially grow to 20-25 feet P.S.: 45+1D10 supernatural
tall, and unlike most War mounts are Production Cycle: 2 years gestation, 5
allowed to breed naturally and are years as juvinile
programed to intinctivly hate machines. Operational Life time: 60 years
The Proto-Type Mighty Joe Kong (sorry Bio-Regeneration: 6D6 MD main body
couldn't resist the pun) is said to have 3D6 all other locations
grown to twice the size of most goliaths, Senses & Features: standard
but that is beleived to be nothing but Feeding: Herbivore 300-400 pounds of
propaganda by the house that created the plant matter a day
Goliath. The Goliath has weapons Sleep requirements: 6 hours of rest or
mounted on both shoulders and forarms sleep every day
and has its arms reinforced from fingers Rider: the rider sits high on the back just
to shoulders for use in hand to hand being able to see over the mounts head
combat. and due to the goliaths great when in motion.
size they are capable of having two Other data (used when war mount is
weapons mounted on each shoulder. without rider)
Class: Heavy Artilery Platform War Alignment: considered selfish while
Mount fond of most mammals and protective of
Crew: 1 pilot 4 or 5 passengers can ride humans only females spend more time
along as well caring for others then themselves
MDC By Location: Attributes: I.Q.: M.E.: M.A.: P.S.: P.P.:
Arms (2): 400 P.E.: Spd.(see above)
Legs (2): 300 # of Attacks: 4
*Head: 100 Combat bonuses:
*Main Body: 2000 Equivilant skills: Climbing 80%,
Heat Projector Cannon: 3D4x10+20 Identify plants and fruits (stuff it can
Heavy Bore Cannon: 1D4x10+60 eat)70%, Land navigation 50% , Prowl
Bio-Energy Vents (2): 6D6+24 40%, Swim40% , understands 1
Organic Rockets (20): 11 Language 70%
*depleating these kills the mount Combat Abilities: can use its long range
Speed weapons when needed but usually
Running: 50 mph prefers to use hand to hand combat
Leaping: 200 feet usually by using a jumping double fisted
Digging: 30 mph (is a lousy digger) pound on the top of a robot. In groups
Swimming: 35 mph (isn't much better at can cordinate attacks using thier
swimming) biocomms.
Flying: not possible Punch: 2D8+20 (knocks target back)
Statistical Data
426
Fist Pound: 2D8+30 (has nowhere to go Attributes: I.Q.: 1D6, M.E.: 2D6, M.A.:
when hit) 1D8, P.S.: (see above), P.P.: 1D8, P.E.:
double Fist pound: 4D8 + 50 (counts as 3D8+4, Spd.(see above)
two attacks) Combat Bonuses in addition to attribute
leap double fist pound: 6D8+80 (counts bonuses:
as three attacks) +2 Initive, +3 to strike with all ranged
bear hug: 2D8+20 (two attacks) attacks, +6 to strike with all melee
Pry/Tear: 5D6 attacks, + 3 to parry, +2 to dodge, +2 to
Body flip: 3D6 roll with impact
Body Block: 4D6
Goliath Bio-Weapon Systems*,** Horned Blade Shark
Heat Projector Cannon (right shoulder) By Gundamchief
Damage: 5D8 MD The one place that the great houses as
Range: 1800 well as the machines of N.E.X.U.S.
RoF: 1 action aren’t able to take full control of is the
Payload: unlimited sea. It is a great place to retreat to, as the
Omega Blasters (has 2) Robots or drones can’t go in without
Damage: 2D8x10 single, 4D8x10 double damaging themselves or lose contact
Range: 5000 feet with the machine, under water where
RoF: 2 actions for single 3 for double host armor is able to survive without
Payload: unlimited much effort. The librarians felt that such
Heavy Bore Cannon (left shoulder) a place would be perfect to set up attacks
Damage: 4D10 (plus 2D10 each round as well as make it a place where people
for 1D6 rounds) eventually can live. However the best
MDC of grub: 1D10+4 the resistance could do is send small
Range: 1200 feet underwater units in to launch a few
RoF: 1 action amphibious attacks, meanwhile the
Payload: 12 grubs machines patrol in the air and near the
Bio-Energy Vents (both forearms) coastline. The librarians want to take
Damage: 2D8 + P.E. advantage of this environment even
Range: 1800 feet more, so the set out to make a new type
RoF: 1 action of War Mount, one suited to control the
Payload: unlimited waters, one suited to make eventual
Organic Rockets (scatered over the underwater power bases a reality, so the
body) Horned Blade Shark War Mount was
Damage: 5D10 per rocket made.
Range: 1 mile This war mount looks exactly as it
RoF: 1,2,4,6 or all sounds, a Shark like creature with lots of
Payload: 20 spiked horns and blade like protrusions.
*juvinile weapons do half damage The body is colored in hues of gray and
** these are standard weapons Outriders white, also it has color ranging from
may have differnt weapons purple to red, none are green or yellow.
Also heres a correction for my goof in The body is similar to a great white
the goliath Post shark with the exception that body is
longer making it look thin, there are
spike like horns all over the body that
427
can stick out and make the War Mount there is no place the rider can sit or hang
like a hedgehog to protect itself and be on, this makes the use of the war mount
flattened to streamline the body. The complete, but the only way to for the
War Mount also has four side fins rider to control this creature as well as
opposed to having two, this increase stay with it is to mount special reins in
maneuverability and the attack the mouth, get in a pod made to carry a
capabilities. On each side fin and on the passenger and hang on. Much like a
tail fins are large Bone blades that are stagecoach, only the horse is a giant
used for strafing and swiping enemies. shark and the coach is nothing more then
The most interesting physical feature of an aerodynamic sled to sit in, but most
this creature are the large horns, the who use this War Mount are kind of
dorsal fin is still able to be used as it crazy anyway.
normally would but instead of having a The Horned Blade Shark War Mount is
small bone blade on the front of the fin, only used in the great ocean but it has
the entire fin is bone. Also one the nose seen much combat use because of the
of this War Mount is a large Horn that constant patrols of machines in the sky
looks like a rhinoceros horn. The close as well as the shorelines. The Horned
range weapons are quite apparent but Blade Shark was made to compliment
this War Mount also has a fair share of the Leviathan, with The Shark defending
long Range Weapons in its arsenal. it as it goes inland. The War Mount is
The War Mount is capable of attacking Most Popular with the Dread Guard
targets at long range underwater, on the because of the capabilities, but mostly of
surface and amazingly in the air. This is the symbolic power it represents, as
done by the hundreds of horn spikes on Sharks are the kings of the sea, and they
its body, they double as Organic missiles are creatures that can’t ever be truly
that can be used underwater and fired controlled.
into the air above the surface. The War Class: Underwater Combat War Mount
Mount also has a large Super Light Cell Crew: One pilot
located on the nose horn on the M.D.C. by Location:
underside where the horn connects with · Fins (4): 110 each**
the nose. The most unusual weapon and · Tail: 230**
most likely the best is the creatures roar, · Head: 300*
when made underwater sound will travel · Main Body: 870*
farther and will be much louder. When · Dorsal Fin: 180**
the War Mount roars on the surface, it is · Nose Horn: 200
similar to that of a lion and can be heard · Horn Spikes/ Missiles (1D4x100): 25
for miles, underwater this sound each
becomes deafening and does damage to * Depleting the M.D.C. of the head or
all in the path of the sound. It’s speed is Main Body Kills the Horned Blade
unparallel and can strike out of nowhere, Shark
a favorite tactic when facing a opponent ** Depleting the M.D.C. of the Tail,
underwater is to rush in at high speed Dorsal Fin or any of the side fins will
and swipe with the fins or ram with the result in a loss of speed and control, each
nose horn then run off. The most time one of these are destroyed, the pilot
interesting thing of all and major suffers –5% on skill rolls for control,
problem with this War mount is that
428
also the creatures speed is reduced by Sleep Requirements: As an artificially
10%. created organism it requires only 5 hours
Speed: of sleep a day.
Running: Not Possible Other Data:
Digging: Not Possible An unmanned Horned Blade Shark is
Swimming: 380 mph without a rider, able to operate independent of the Rider
190 mph when towing the rider pod using its animal-like intelligence and
behind. The act of swimming does tire instincts to respond to any given
out the War Mount but not the rider. The situation. The Horned Blade Shark is
Horned Blade Shark can maintain top very intelligent and knows that the
speed for 1D6 hour before needing rest robots are the enemy, and will quickly
for 2D6x10+20 minutes. destroy them. These War Mounts are
Leaping: At speeds of 120 mph or pack hunters, so they work well in
higher, the war mount can leap out of the groups and are able to calculate and
water 60 feet high or across, at 240 mph coordinate attack patterns around an
or higher it can leap 190 feet high or enemy, much like a group of wolves.
across. This can be done even with a It will only obey the commands of the
rider in tow, but requires a skill roll if Out Rider, and Dread Guard only. When
War Mount has a rider, and is a –20% to a rider uses this War Mount, the rider
succeed. If skill roll is failed, rider pays has to have Host Armor otherwise the
for it not the War Mount. force of water flowing around them
Flying: Not possible whilst controlling the War Mount would
Statistical Data: crush them.
Height: 20 feet from belly to tip of Alignment: Horned Blade Sharks have
dorsal fin strong personalities, but the majority
Width: 48 feet from fin tip to fin tip (70%) fall into good or selfish categories
Length: 60-80 long from the tip of the and are friendly towards humans, some
nose horn to the tail even protective.
Weight: 13 tons War Mount Attributes: I.Q.: 1D6+6
Cargo: Can carry 3-5 tons behind it in an (High animal Intelligence), M.E.:
underwater container. This weight 1D6+8, M.A.: 2D6+14, P.S.: 22-32
reduces speed by 30%, 6-10 tons reduces (Supernatural), P.P.: 2D6+18, P.E.:
it to 30%. 2D6+15, P.B.: 1D6+3, Spd: (see Speed
Physical strength: 2D6+20 above)
Production Cycle: 2-year gestation Number of Attacks per Melee: five
period, 4 year growth cycle Combat Bonuses (In addition to attribute
Operational Lifetime: 100 years bonuses): +3 to initiative, +3 to strike
Bio-Regeneration Rate: 1D6x10 per with ranged attacks, +4 to strike in hand
hour to Main Body, 6D6 per hour to all to hand combat, +6 to dodge underwater,
other locations. Impervious to disease, poison, Horror
Horror Factor: 14 Factor and mind control (and
Feeding: The Horned Blade Shark is a possession).
Carnivore. It needs to eat up to 250 to Equivalent (instinctive) Skills of Note:
380 pounds of animal matter a day, and Land (and Underwater) Navigation 80%,
may gorge up to 720 pounds at one time Swim 98%, Track by scent 70% (+30%
when blood, Food or machine smell is
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involved), understands Languages (2) at Bonus: +3 to strike underwater, +1 when
80%, Prowl (underwater) 45% fired above the surface
Combat Capabilities: The War Mount 2. Large Super Light Cell: This weapon
may use its long-range weapons (Each is mounted where the horn connects to
count as one melee action/attack) or the body, This Cell is able to do large
engage in hand to hand combat, or amounts of damage in a blast. This
combine the two. weapon would be considered a cannon.
Bite: 5D6 M.D. Mega-Damage: 2D10x10 M.D. per blast
Side/ Tail Fin Blades: 2D8 M.D. per fin Rate of Fire: each blast cost two melee
Dorsal Fin: 3D8 M.D. attacks
Nose Horn: 1D4x10 M.D. Maximum Effective Range: 6000 feet
Body Block/ Ram: 4D6 per 100 mph, Payload: Effectively unlimited
See Horn Strike attack below for Bonus: +3 on an aimed shot
complete damage (Plus standard rules 3. Roar Attack: When the War Mount
apply for this attack) roars, it causes sounds waves to collide
Senses and Features: Standard for War with objects, much like an avalanche
Mount plus the following hitting a person. This causes major
Sonar: range is increased to 2 miles damage to targets, however this attack
Underwater Eyes: can see up to 2000 can only be used underwater. When used
feet above or near the surface it sounds like a
Horned Blade Shark Bio-Weapons Lion Roaring. This can be heard for
Systems: miles. When used, the roar becomes
1. Horn Spike Missiles: These spikes are visible, it makes the water in the way
mounted all over the body. They can be warp and vibrate making it stand out.
moved to suit a situation, making the Mega-Damage: 5D8 M.D. to objects
War Mount Prickly or streamlined. The caught in the wake.
Missiles are powerful and can do Rate of Fire: This attack can be used
devastating amounts of damage, once per Melee round
especially in volleys against a single Maximum effective Range: The Roar
target. can be heard for 6 miles, 15 miles
Mega-Damage: 6D10 per individual underwater. The Roar however only
missile fire with a blast radius of 15 feet, damages targets that are 1000 feet or
30 feet underwater closer.
Rate of fire: Can be fired one at a time or Payload: Unlimited
in volleys of 10, 20, 30 or 40. Volleys Bonuses: +2 to strike, when used on
count as one melee attack. The War missiles, it has an 80% chance of
Mount can also do a special death blowing up a volley of missiles
Blossom attack in which all of the spike 4. Ram Attacks: The Horned Blade
missiles are fired, this attack costs three Shark’s most devastating attacks. Most
attacks. people know how tough and fast this
Maximum Effective Range: 2 miles War Mount is but are often surprised
underwater, 4000 feet above the surface how much damage these attacks do.
Payload: see M.D.C. for payload, it takes Every 100 mph does 4D6 M.D., in
2D4 hours to regenerate missiles that are addition to the damage done by the body
used or destroyed. part used (Example: War Mount is going
244 mph, it does 8D6 M.D. plus it uses
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both of its right side fins to strike doing conceal once they were deployed to the
8D6 + 4D8 M.D. in that attack). The war surface and would be quickly
mount is extremely tough and doesn’t overwhelmed and destroyed by the
take damage even at the highest speed. superior forces of the Machine. House
However attacks over 150 mph require Artemis’s success with their enormous
the rider to roll a piloting skill roll, if the submersible carrier known as the Kraken
rider fails the pod that slams into the has caused Warlords all across the planet
intended target and takes damage to the to rethink this belief. The sheer power of
pod. This also causes the Pilot to lose the Kraken has encouraged many
initiative and all but one of their attacks. Librarians from other Great Houses to
The Ram Attack has a 01-80% chance to experiment with their own giant War
knock an opponent target that is 20 feet Mount designs. While many designs
or smaller off balance, causing the have proven to be worthless, the
victim to lose initiative and all but one Juggernaut War Mount is already
attack. A ram attack counts as two making an incredible impact on the
attacks. battlefield. It is used as a mobile
command carrier, heavy assault
Juggernaut platform, and moral booster. The sight of
By Slappy this enormous beast wading into the
For years, the Resistance has relied on thick of the Machine’s forces has given
smaller, rapid strike War Mounts to fight the most beleaguered Splicers the
their guerilla war against the Machine. courage to plunge back into the fight.
This strategy has worked well, but the The Juggernaut War Mount loosely
leaders of the Resistance have realized resembles a gigantic elephant with a
that they must prepare for the eventual built-in carriage made of living tissue.
day when the war escalates. The The large elephant ears and tusks were
Machine has millions of robots held in deemed unnecessary and were removed,
reserve in the Robot Repositories, and and the single trunk was replaced by
eventually those repositories will be let over a dozen powerful tentacles.
loose upon the world. The Resistance is Actually, each of these tentacles is a
much better armed than the Machine cross between an enormous elephant
realizes, but they fear it will not be trunk and a tentacle. They are lined with
enough. Their current War Mount suction cups to help with grip, and each
designs work well in small skirmishes, tentacle has a hollow tube running
but they may not be enough to hold back through the middle. The Juggernaut can
the rising tide. drink through these tentacles like a
In the past, Resistane leaders believed straw, or it can spray a mineral rich fluid
that employing giant War Mounts was a that is used to mark targets for an
futile endeavor since these enormous experimental Bio-Weapon system. In
beasts required tremendous resources to battle, these tentacles are in constant
create and took a long time to grow. The motion, snagging robots off the ground
Resistance needed to build their forces and throwing them hundreds of feet into
quickly, and they did not have the time the air or slamming them into other
to wait for these enormous war machines machines like an enormous club. When
to mature. In addition, they thought large multiple tentacles combine their strength
War Mounts would be too difficult to against one target, they are actually
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powerful enough to tear robots in half. inflict minor surface damage as they
Many Juggernaut pilots like to quickly clean off this delicious substance and fly
disable robots like Steel Troopers and away. As a safety precaution, they were
Slicer Robots by holding them steady genetically programmed to be repulsed
around the waist with one tentacle, and by the taste of living tissue. Locusts may
then plucking off all their arms and legs accidentally take a few bites out of
with four other tentacles (six in the case fellow Splicers, but they will quickly
of Slicer Robots). break off their attack before they can do
It only takes one rider to pilot the mount, any real damage. However, it is a totally
but the enormous Battle Carriage can different story when the fluid lands on a
hold up to thirty warriors in Host Armor robotic target. Locusts love the taste of
in addition to the standard six Mantis metal, and they will continue to
Support Cannons that help defend the voraciously devour robotic targets even
Juggernaut. This fifty-foot tall after the fluid is gone. A few well placed
monstrosity is equipped with the latest blasts of fluid enables the Juggernaut to
breakthroughs in Bio-Technology. It has devastate large companies of robots
two massive shoulder-mounted Omega single-handedly.
Cannons and sixty Clinger Missiles. The organic hive also provides excellent
These weapons are primarily used to defense against boarders. These insects
quickly liquidate the Machine’s heavy recognize machines as natural enemies
hitters like Assault Slayers and Battle and will swarm attack any robot that
Tracks. The most dangerous threats like climbs onto the Juggernaut or into the
Land Dominators and Sentry Towers can Battle Carriage. The standard
be brought down in an instant by one of complement of six Mantis Support
the two onboard Kamikaze Cruise Cannons also provide excellent defense
Missiles. against boarders. When threatened or
Squads of Steel Troopers and other upon command, these War Mounts can
smaller robots are targeted by an blanket the entire compartment with a
experimental Bio-Tech weapon system deadly acidic mist that is lethal to robots
called the Locust Hive. The gently but harmless to humans in organic
sloping mound just behind the Battle armor. The riders in the Battle Carriage
Carriage is actually a massive organic are further protected by thick armored
insect hive that contains thousands of walls that provide excellent coverage
powerful Bio-Tech Locusts. These are from ground fire, and the entire
the same bugs used by Swarm Lords, but Juggernaut is shielded by a powerful
the Juggernaut does not possess the same Bio-Force Field.
level of control as a Hive Armor pilot. The Juggernaut is one of the most
Instead of issuing mental commands to powerful War Mount designs on the
the insects, the Juggernaut sprays large planet, but it must still be used with
blasts of a mineral-rich syrup that the caution. Even with incredible war
Locusts find delicious. Within seconds machines like these, the Resistance is
of firing this viscous liquid, thousands of still horribly outmanned and outgunned
insects pour out of the hive to devour the by the Machine. If this mount remains in
fluid and anything that it lands on. They the open too long, it will eventually be
will eat any rock, plant, animal, or patch overwhelmed and destroyed by superior
or dirt the syrup covers, but they only forces. Most Great Houses that have
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been using Juggernauts have only been those along the coasts, but the Machine
deploying them from the Great Ocean or will never send her robots into the
other large bodies of water. They lumber preserves. In fact, she will not even
out of the water (usually flanked by allow her forces to fire into them. The
squads of Leviathans), tear into the Nature Preserves may be safe from the
Machine’s forces, and then retreat back Machine, but there are other dangers.
below the waves before the Machine can Gaia is absolutely furious that the
muster sufficient reinforcements. The Resistance is defiling her carefully
Resistance has been using Juggernauts to constructed sanctuaries, and she has
shatter coastline defenses all across the begun flooding any Nature Preserve
planet. These attacks are done to harass known to contain a Juggernaut with
the Machine and burn up her resources, hundreds of the deadliest species she can
but more often, they are done as a find in her Cryo Zoos. So far, this
diversion to draw defenders away from strategy has not even been remotely
nearby targets like Power Farms and successful. These War Mounts are just
Industrial Centers. Even when too powerful for these alien predators,
N.E.X.U.S. realizes these attacks are and all Gaia has succeeded in doing is
likely diversions, she knows that she has providing the Resistance with new gene
no other choice but to take the bait and samples to analyze.
divert her forces. These Juggernaut raids Great Houses all across the planet are
could completely destroy all her working hard to quickly build their own
shoreline emplacements if they were left supply of Juggernaut War Mounts.
unchecked. The Resistance always pulls Unfortunately, it takes 20 years to grow
back when the opposition grows too one of these mammoth war machines.
strong, and the only way to ensure they Hundreds of these beasts are gestating
retreat before they do too much damage within Resistance safe houses all across
is to divert all nearby forces to the the planet, but they will not be ready for
disturbance. In addition, Juggernauts are years. The Librarians have come up with
such a dangerous threat to the Machine a way to quickly shore up their forces
that she will spare no effort to destroy while these Juggernauts mature. The
one whenever it reveals itself. They are a current batch of Juggernauts have had
source of hope and inspiration to the their DNA altered so that they have
Resistance, and N.E.X.U.S. simply incredibly accelerated growth rates.
cannot allow them to exist. They can reach maturity in only one-
Unfortunately, not every Great House is tenth the normal time, but as a side-
near a large body of water, nor are the effect, their life spans are also reduced
targets they most want to attack. Some by ninety percent. These beasts are only
of the most brazen Warlords have solved meant to serve as a temporary alternative
this problem by using the Nature while the next generation matures. They
Preserves to house their Juggernauts. are just as deadly as normal Juggernauts,
This allows them to strike targets that but they require tremendous amounts of
are further inland, plus it is one of the organic material to create and the
few places on the surface that offers Resistance does not like pouring so
sanctuary from the Machine. The robot many resources into something that will
patrols around the perimeter of the only live for a short time.
Nature Preserves are nearly as thick as
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Class: Command Carrier and Heavy minutes. However, it can fight or trot
Assault War Mount along at cruising speed almost all day
Crew: One rider, plus an additional 30 (20 hours) without needing rest.
passengers in Host Armor. Leaping: Not possible.
M.D.C. by Location: Digging: 15 mph through sand or dirt. 10
• Legs (4): 1700 each mph through clay, rock or stone.
• Tail: 120 Digging does not tire out the War Mount
• Tentacles (15): 280 each and it can dig an adequate hole to cover
• Omega Cannons (2): 385 each itself in 4D8 minutes.
• Clinger Missiles (60): 13 each Swimming: 40 mph.
• Locust Hive: 780 Underwater Depth: Maximum depth is
• Head: 850* 1000 feet.
• Main Body: 3700* Flying: Not possible.
• Battle Carriage: 1100** Statistical Data:
• 10-foot Section of the Battle Carriage Height: 50 feet tall, plus the Battle
Wall: 100 M.D.C. Carriage adds another 5 feet.
• Bio-Force Field: 800 Width: 21 feet
• Rider’s War Saddle: 100*** Length: 85 feet with 40-foot long
*Depleting the M.D.C. of the Head or tentacles.
Main Body kills the Juggernaut. Weight: 30 to 35 tons
**Anyone within the Battle Carriage is Cargo: Can carry 10 tons on its back are
partially shielded from ground fire. can drag up to 25 tons behind it.
Opponents trying to strike passengers Physical Strength: 1D8+62
within the Battle Carriage suffers a Production Cycle: 5 year gestation
penalty of -4 to strike (aerial attackers do period plus 20 year growth cycle. Only a
not suffer any penalties). Depleting the 6 month gestation period plus 2 year
M.D.C. of the Battle Carriage means the growth cycle for the temporary
passengers are completely exposed to generation.
enemy fire. Operational Lifetime: 90 year life span.
***In order to strike the rider, an Only a 9 year life span for the temporary
attacker must first target the War Saddle. generation.
Even then, the attacker must roll a 12 or Bio-Regeneration Rate: 1D6x10 per
higher to strike or else he will hit the minute to the main body and 3D6 per
Battle Carriage. If the damage is greater minute to all other locations. Severed
than the M.D.C. of the carriage wall tentacles can be completely regenerated
(100 M.D.C. per 10-foot area), the blast within 24 hours. Destroyed limbs or
punches through the carriage wall and weapon systems will regenerate after 48
the remaining M.D. of the attack travels hours.
through and strikes the War Saddle. Horror Factor: 15
Speed: Feeding: The Juggernaut is an
Running: 70 mph maximum, but normal Omnivore. It needs to eat 800 to 1200
cruising speed is only 40 mph. The act pounds of animal matter or vegetation
of running does tire out the War Mount each day. They were originally designed
but not the rider. The Juggernaut can run as herbivores, but they were modified so
at top speed for up to two hours straight that they could feed on fish while hiding
before needing to rest for 1D6x10+30 beneath the waves.
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Color: The entire thick hide is light grey • Power Tentacle Strike: 2D6x10+20,
or tan in color. The Battle Carriage is but counts as two attacks
similar in color to the hide, but a slightly • Tear: 5D8 per melee attack.
lighter shade. • Tentacle Crush: 8D8 per melee round.
Sleep Requirements: As an artificially • Kick: 6D8+10
created organism, the Juggernaut only • Stomp: 2D6x10+30, but can only be
requires 4 hours of sleep per day. done to opponents that are less than 20
Other Data: feet tall.
An unmanned Juggernaut is able to • Body Block/Ram: 8D8 and has a 01-
operate independent of a rider using its 85% likelihood of knocking an opponent
animal-like intelligence and instincts to up to 30 feet tall off his feet and onto his
respond to any given situation. They back. If knocked off his feet, the target
quickly learn that robots are the enemy loses initiative and two melee attacks. A
and will attack them whenever they get ram attack counts as two attacks.
too close, but it will not chase them Special Attacks:
down. Juggernauts like humans, but they • Draw and Quarter: The Juggernaut’s
will not come to the aid of a human until tentacles are so strong that it can easily
commanded to do so by an Outrider or pluck the limbs off of robots like an
Packmaster. insect. It can perform a standard tear
Alignment: Considered Unprincipled or attack (see above), or the Juggernaut can
Anarchist. They fight for their own quickly disable a target be performing a
preservation and only battle on behalf of Draw and Quarter attack. To perform
humans when ordered to do so. this attack, the pilot must first seize the
War Mount Attributes: I.Q.: 1D6+1, target around the waist, arms, and legs
M.E.: 1D6+6, M.A.: 1D6+7, P.S.: 63-70, by declaring that he is trying to
P.P.: 1D4+10, P.E.: 1D6+22, P.B.: 1D4, pin/incapacitate the target and then roll a
Spd.: 70 mph on the ground natural 14 or higher to strike. The target
Number of Attacks per Melee: 8 can attempt to parry the attack as
Combat Bonuses: +3 on initiative, +6 to normal. Once the robot has been
strike in hand to hand combat, +6 to successfully ensnared, the Juggernaut
parry, -2 to dodge, +5 to entangle, +3 to must then attempt to tear off all four
roll with punch, +3 to pull punch, +4 to limbs at once (counts as three melee
disarm, pin/incapacitate on a roll of 14 attacks). To see if the Juggernaut
or higher, and impervious to horror successfully tears the target apart, the
factor, disease, and poison. attacker and defender must roll a twenty-
Equivalent (Instinctive) Skills of Note: sided die and add in their P.S. attribute
Land Navigation 90%, Swim 90%, and number. However, the defender gets to
understands the Native Language of the double his P.S. attribute. If the attacker
Great House that created it and one other wins, all four limbs are completely torn
common language at 70%. Recognizes off (or more if applicable). If the
robots and machines as enemies to be defender wins, he breaks free of the
destroyed or chased away. Juggernaut’s grip. For example, a
Combat Capabilities: Juggernaut successfully ensnares a Steel
• Bite: 3D8 Trooper and tries to tear it apart. The
• Restrained Tentacle Strike: 2D6 pilot rolls a 14 and adds in the
• Tentacle Strike: 7D8 Juggernaut’s P.S. of 66 for a total of 80.
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The Steel Trooper only rolls a 3, which means the victim will never be able to
is not enough even after counting double retaliate until it is eventually destroyed.
its normal P.S. of 38 (76 when doubled) Of course, every time the Juggernaut
for a total of 79. All four limbs are misses, the “club” has a chance to fight
ripped from the torso and the Juggernaut back. The Juggernaut can use any object
simply drops the disabled robot to the weighing up to 2000 pounds as a club.
ground. Although objects weighing more than
• Robot Toss: Another devastating 1500 pounds impose a penalty of -2 to
tentacle attack is called the Robot Toss. strike.
The Juggernaut must first successfully • Power Tear: Instead of just using one
entangle the target. This can either be tentacle to perform a tear attack, the
done as a strike roll or as a parry to an Juggernaut can wrap multiple tentacles
attack. Once ensnared, the War Mount around the same target in order to
then hurls the robot hundreds of feet into quickly rip the target in half. The War
the air or throws it into another robot, Mount wraps at least four tentacles
heavy object, or to the ground. Being around the upper half of the target and
hurled into an object or into the ground another four tentacles around the lower
inflicts 2D4x10 M.D. to the victim and half and then tries to tear the victim in
half damage to anything it hits. Anyone half like a sheet of paper. Once again,
hit by this robot projectile has a 01-80% the rider must first ensnare the victim by
likelihood of being knocked off his feet declaring that he is trying to
and onto his back. If knocked off his pin/incapacitate the target and then roll a
feet, the target loses initiative and two natural 14 or higher to strike. Once
melee attacks. Being thrown into the air successfully entangled, the Juggernaut
only inflicts 1D4x10 M.D. In both cases, just pulls in opposite directions until the
the robot that was hurled through the air body gives way. Damage is 10D8+15
loses initiative and two attacks per per melee action to the main body of the
melee. The Juggernaut can pick up and target, but each Power Tear attack
throw targets weighing as much as 1800 counts as two melee actions. The victim
pounds up to 800 feet away. is totally incapacitated during this attack,
• Robot Club: This attack is similar to and it can only retaliate if it has weapon
the Robot Toss, but instead of hurling systems mounted on its head or similar
the ensnared victim away, the weapons that are not mounted on the
Juggernaut holds its prey tight and arms, legs, or chest.
continues to use it as a make-shift club. Senses and Features: Standard for War
Each strike inflicts 1D4x10 to the “club” Mounts plus:
and does the same damage to anything it • Enhanced Regeneration: 1D6x10 per
strikes. The impact is so powerful that minute to the main body and 3D6 per
there is a 01-75% likelihood that targets minute to all other locations. Severed
weighing less than 1500 pounds will be tentacles can be completely regenerated
hurled 4D4x10 feet away. Opponents within 24 hours.
knocked back by the force of the blow • Gills: The Juggernaut can operate
lose initiative and two melee attacks. underwater indefinitely. Passengers will
Each impact also stuns the “club,” need to secure themselves to the Battle
causing it to lose its next melee attack. Carriage or be swept away when the
Continuously using the robot as a club War Mount submerges, plus they will
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need to wear some type of diving Organic Rocket, so the Clinger Missile
equipment or Host Armor. can also continue to track down its target
Bio-Weapon Systems: if it misses. However, the pseudo pods
1. Omega Cannons (2): This is an decrease the aerodynamics of the
enormous version of the Omega Blaster. missile, so it is not quite as
These cannons run along the underside maneuverable as a standard Organic
of the Battle Carriage and protrude out Rocket. The Clinger Missile has one
just over the shoulders. They can move attack per melee and has bonuses of +4
up or down in a 45 degree arc. Both to strike and dodge, until it strikes its
cannons can be brought to bear on the target, is shot down, or until it dies
same target, but they cannot engage within 2D4 melee rounds after being
targets less than 15 feet tall if they are launched.
closer than 20 feet away. Primary Purpose: Assault
Primary Purpose: Assault Secondary Purpose: Defense
Secondary Purpose: Defense M.D.C. of the Rockets: 13 M.D.C.
Mega-Damage: A single blast does points, but the missile is a small target
3D8x10 and has a blast radius of 10 feet. and is -3 to hit on a “Called Shot” when
A double blast does 6D8x10 and has a still located on the Battle Carriage. After
20-foot blast radius. launching, each missile is treated the
Rate of Fire: Each single blast counts as same as a high-tech mini-missile and can
two melee attacks, but dual blasts count be shot down as normal.
as three melee attacks. Mega-Damage: 8D10 per individual
Maximum Effective Range: 6000 feet missile fired with a blast radius of 5 feet.
Payload: Effectively unlimited. The directed blast has a 20% chance of
Bonus: +2 to strike on an aimed shot temporarily scrambling a robot’s internal
only. circuitry. If this occurs, the robot is
2. Clinger Missiles (60): Both sides of stunned for 1D4 melee rounds, loses one
the Battle Carriage are lined with scores attack per melee round, and suffers
of Clinger Missiles. Each missile penalties of -2 to strike, parry, and
appears as a tiny starfish shaped dodge. Note: The chance of stunning the
projection on the side of the carriage robot is increased by 5% for every
wall. These starfish pseudo pods allow additional Clinger Missile in a volley.
the missile to lock tight against any Maximum Effective Range: One mile.
surface. The Clinger Missile tracks down Rate of Fire: One at a time or in volleys
and rams into its target at full speed, of 2, 4, 6, 8 or 12. Whether a single
adheres to it with its pseudo pods, and missile or an entire volley is fired, it
then a millisecond after attaching to its counts as one melee attack. Roll once to
target, it detonates. Unlike standard strike, either all the missiles in the volley
Organic Rockets, the unique design of hit or they all miss.
the Clinger Missile directs the majority Payload: 60 Clinger Missiles, it takes
of the explosive force inward like a 6D6 hours to regrow spent missiles.
shaped charge. This drastically increases Bonus: +4 to strike and dodge, as noted
its destructive power, but it does above.
decrease the blast radius. In the center of 3. Locust Hive: This Bio-Weapon
the pseudo pods is the same neurological System is identical to the one mounted
bundle and eye that is found in the on suits of Hive Armor, only much
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larger. Unlike Hive Armor, the organic Carriage. Living targets only suffer 4D4
hive is large enough to house all of its M.D. or S.D.C. (based on the nature of
Bio-Tech insects, so they do not need to the victim) before the bugs break off
crawl all across the War Mount and their attack and return to the hive.
crew. They wait in the hive until the Effective Range: The fluid can be
Juggernaut sprays the mineral-rich fluid sprayed up to 400 feet away and covers a
from its tentacles. One fluid blast can 40-foot radius.
cover everything within a 40-foot radius. Rate of Fire: Can only be fired once per
Once this thick syrup is fired, a signal is melee round.
sent throughout the hive to alert the Payload: 5000 Locust Hive Insects. The
insects that a target has been marked. number of insects used up is dependent
Thousands of Locusts then pour out of on the number of robots attacked. Every
the hive and hunt down the fluid and robot that is successfully struck burns up
anything it lands on. The swarm is so 100 Locusts (150 Locusts if the robot is
large, that once the target is marked with greater than 15 feet tall). 6D6x10 insects
the fluid, the only way to avoid the are regrown every 10 minutes.
insects is to quickly run away. In this Bonuses: +4 to strike with the fluid
case, the target must roll an 18 or higher spray. This is the only bonus that applies
to dodge the attack, and then flee the to the tentacle spray.
area. 4. Kamikaze Cruise Missiles (2): The
Locusts that land on a robot will Juggernaut carries two Kamikaze Cruise
continue to eat until they die, but insects Missiles. They sit bound and blindfolded
that eat the fluid off of the ground, in the Battle Carriage until the crew
plants, or living creatures will quickly finds a suitable target. Once this
return to the hive when finished. This happens, their restraints are removed and
means only a small percentage of the they rocket towards the biggest robot
devouring swarm are used up with each they see. It sounds like a rather
attack. A similar signal is also sent unreliable strategy, but it actually works
through the hive when robots invade the very well. Kamikazes are programmed
Battle Carriage or climb onto the War to hunt down high-profile targets like
Mount. In this case, only a few hundred Land Dominators and Sentry Towers,
leave the hive to search out these targets which is exactly what the pilots want.
(enough to attack 1D4+1 robots). The pilot is unable to launch the missiles
However, the hive receives a new signal while sitting in the War Saddle. If the
every melee round if the threat is not Outrider does not have another
dealt with by the first wave. passenger to rely on, he must unstrap
Primary Purpose: Anti-Infantry himself from the pilot chair and go cut
Secondary Purpose: Defense the straps himself.
Mega-Damage: Every robotic target less Primary Purpose: Assault
than 15 feet tall suffers 6D8+30 M.D. Secondary Purpose: Anti-Infantry
per melee round for 2D4 melees. Robots Mega-Damage: 1D4x1000 with a blast
that are larger than 15 feet tall suffer radius of 100 feet.
7D8+40 M.D. per melee round for Effective Range: Can travel 1000 miles
2D4+2 melees. The damage is the same before needing to rest, but they will
for robots marked by the fluid or for come across a robot and attack it long
robots that have invaded the Battle before then.
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Rate of Fire: One at a time. Juggernaut or any of the onboard Mantis
Payload: 2 missiles are stored in the Support Cannons.
Battle Carriage.
Bonuses: +6 on initiative, +7 to strike, Kraken
+1 to parry, +4 to dodge, +3 to roll with By Slappy
punch, impervious to horror factor, When the Machine decided to purge
disease, and poison. Each missile has 3 humanity from the face of the planet,
attacks per melee as it tracks down its humans had to go underground in order
prey. to survive. The massive caverns and
5. Mantis Support Cannons (6): Each abandoned sewer lines they currently
Juggernaut is also armed with a standard call home provide excellent protection
complement of six Mantis Support from the Machine, but they have never
Cannons that it transports within its been one hundred percent safe. The
massive Battle Carriage. Pilots can Machine has millions of Cable Snakes,
request cannons of any type, but most Ratbombs, Sewer Prowlers, and other
use Quill Storm Cannons or Acid robot drones constantly scouring every
Sprayers to deal with large platoons of conceivable hiding spot in an endless
support troops. These mobile weapon hunt for human prey. Like everyone in
systems are usually positioned along the the Resistance, the Librarians of House
sides of the Battle Carriage, but they can Artemis realized that the safest place on
move to wherever they are needed. Up to the planet was under the waves of the
five can squeeze in along the port or Great Ocean, so they struggled for years
starboard sides of the carriage, but only to design an enormous bio-tech creature
two can fit along the front or back walls. that could not only house all the humans
For Mantis Cannons that need to brace of House Artemis safely within the
themselves before they can fire, there are ocean’s depths but one that was also
slots around the rim of the Battle mobile. They tried for years to modify a
Carriage where the War Mount can Seedling so that it could survive without
insert its large scythe-like claws (like the structural support of thick rock walls,
sticking a knife in a sheath). All onboard but all attempts ended in failure.
Mantis Support Cannons are Bio- Michelangelo, the Second Librarian of
Enhanced with gills so that they can House Artemis, realized these designs
survive for prolonged periods of time would never succeed and decided to
underwater. Additional enhancements fabricate his own creature from scratch.
can be requested by the pilot (see He did not just want an undersea
below). creature that was mobile; he wanted one
6. Bio-Enhancements: Juggernaut War that could defend itself with ease, like
Mounts are still very rare and very the mighty War Mounts of the
valuable to the Resistance. As such, Resistance. Any Librarian could have
Warlords make sure these War Mounts created the basic design, but
are always issued additional Bio-E to Michelangelo engineered a brilliant
make them as combat capable as modification that allowed his Kraken
possible. Outriders issued a Juggernaut War Mount to grow to its current size.
receive a one time bonus of 5D8+20 While it is the largest War Mount in
Bio-E to be used to enhance the existence, it did not reach the
proportions Michelangelo was hoping
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for. He originally hoped the Kraken (or through organic thrusters like some kind
several similar War Mounts) would be of underwater jet engine. The method of
large enough to hold thousands of people propulsion is also the Kraken’s main
in spacious conditions, but this War source of nutrition. All water sucked into
Mount stopped growing at one tenth its the intakes goes through a filtration
anticipated size. While the experiments system that removes microscopic
to create a mobile home for the entire plankton and other sea creatures so they
Artemis House continue, the Kraken is can be digested. When the Bridge Crew
being dedicated to the war effort as an wants to gorge the War Mount before a
enormous underwater assault carrier. battle, they can make the Kraken attack
An elite company of 400 Splicers travel and devour other sea creatures (up to the
all across the planet within this size of a blue whale) through its giant
gargantuan War Mount providing maw, but the continuous intake through
support to any Great House willing to the organic thrusters provides more than
except their aid. The Machine owns the enough food on a daily basis. The
land, but the Kraken rules the sea. It can perimeter of the body is lined with
rise from the depths and decimate the thirty-six smaller tentacles and two large
Machine’s shoreline defenses, release its tentacles are mounted on either side of
payload of warriors, and then disappear the head. The two main tentacles can
below the waves before the Machine can extend to a length of over 1200 feet and
mount any type of response. Only the are 50 feet wide at the base. The Kraken
Ishtar personality realizes what a danger can grab and crush even the largest war
this War Mount truly represents. If the machines with these enormous tentacles
humans ever manufactured more of or impale them with a 20-foot long bone
these, they could easily turn the tide of spike mounted on the tip. The three
the war. She hopes a stunning defeat of dozen “smaller” tentacles that run
their cherished creation would around the length of the body are each
discourage them from expending the over 300 feet long and are 20 feet wide
resources to build another. at the base.
Unfortunately, Ishtar cannot mount any The dorsal side of the Kraken is a
kind of worthwhile attack against the twenty-foot thick turtle shell that
Kraken. The aerial units are the only provides tremendous defensive
robots that can even threaten the Kraken, protection. The surface is rough and
but once the battle drops below the uneven like a jagged mountain ridge
surface of the Great Ocean, they are as colored in a mixture of browns and
useless as any other minion. Ishtar has greens to provide camouflage from
convinced Hecate to build some robot overhead flybys. When the Kraken
designs that would be more effective retracts its head and tentacles and sits
underwater combatants, but so far they perfectly still on the surface of the
are all proving to be just too fragile once ocean, even the high-tech optics of the
their armor is breached. Machine will often mistake this
Aside from its size, the Kraken War enormous War Mount for a small, barren
Mount is a unique and ingenious design. island. However, this illusion is quickly
The basic shape is that of a gigantic ruined when the Kraken extends its
turtle, but instead of using four flippers monstrous head and powerful tentacles
for propulsion, the Kraken forces water from beneath its armored shell.
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The Kraken is called a War Mount for a Troop Capacity: Standard complement
reason. Michelangelo did not design this of 400 human warriors, but the War
mighty beast to sneak around unseen; he Mount can comfortably accommodate
designed the Kraken so that it would another 100 passengers (250 passengers
have the power to obliterate an entire under cramped conditions). All Splicers
division of robots. The back is covered from the Great House Artemis are elite
with nearly one thousand Organic soldiers. Here is the current breakdown
Rockets plus dozens of Casting of the soldiers on board:
Cannons, Acid Cannons, Napalm • Dreadguards 40%
Launchers, and Spore Dischargers. • Outriders 17%
These bio-weapon emplacements are • Archangels 21%
used to bombard the shoreline defenses • Packmasters 8%
of the Machine from afar before the • Falconers 4%
Kraken disgorges its complement of • Skinjobs 10%
troopers. Soldiers can either exit through • 1 Engineer
a large hatch just behind the neck, or for • 1 Saint
rapid deployment, Splicers can actually M.D.C. by Location:
be launched like a cannonball from one • Main Tentacles (2): 3700 each
of ten extendable pseudo-pods. These • Secondary Tentacles (36): 1900 each
launch tubes can only fire one passenger • Organic Rockets (986): 20 each
at a time, but it can accommodate a • Casting Howitzer Cannons (4): 200
being of any size, from a human to a each
Dracos with rider. • Casting Cannons (10): 100 each
A War Mount as large and complex as • Long-Range Spore Dischargers (15):
the Kraken cannot be piloted by a lone 100 each
Outrider. Michelangelo created an • Napalm Launchers (10): 150 each
ingenious solution to this problem. • Acid Cannons (10): 150 each
Unfortunately, it requires that a team of • Kamikaze Launch Tubes (6): 400 each
four humans sacrifice their humanity and • Underwater Thrusters (2): 7500 each
permanently bond with the War Mount. • Main Hatch: 4800
This group is known as the Bridge Crew. • Head: 9300*
The Kraken is able to combine their • Main Body: 29,000**
individual brains into effectively one • Underbelly: 17,200**
mind. Their combined mental power *Destroying the head will not kill the
allows them to monitor all activities Kraken. The “brain” of the Kraken is
within the War Mount as well as operate actually the Bridge Crew that dwells
all weapon systems. The Kraken is the deep within the belly of the beast.
most heavily armed and armored War **Both of these values represent the
Mount in the Resistance, but it is the M.D.C. of the Main Body. The Kraken
brilliant strategies composed by this is more heavily armored on its back, so
hivemind that makes the Kraken so it can absorb greater amounts of damage
deadly. before being destroyed. Depleting the
Class: Submersible Assault Carrier M.D.C. of either value will kill the
Crew: 4 pilots permanently bound to the Kraken. Its outer skin will be breached
War Mount and the War Mount will take on water
and sink. The main hatch and pseudo-
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pods are designed to automatically open Kraken can chose to gorge on any
when the Kraken is killed to give any creature up to the size of a blue whale
passengers a chance to escape. through its giant maw.
Speed: Color: The back and head of the War
Running: Not possible. Mount is a mottled mixture of green and
Leaping: Not possible. brown colors with a light tan under-
Digging: 40 mph. It takes 2D4 minutes belly.
to dig a hole large enough for Sleep Requirements: As an artificially
concealment within the ocean floor. created organism, the Kraken only
Swimming: 100 mph requires 4 hours of sleep per day.
Underwater Depth: 3 miles Other Data:
Flying: Not possible. Alignment: Principled. The Bridge Crew
Statistical Data: was chosen from some of the noblest
Height: 280 feet champions within House Artemis. They
Width: 470 feet work together as one mind to protect the
Length: 820 feet troops under their command, strike
Weight: 125,000 tons. against the Machine, and liberate all
Cargo: Can store 20,000 tons of cargo humans suffering under her tyranny.
plus has room for over one hundred War They will only sacrifice people if it is
Mounts. Here is the current stock of War absolutely necessary. Otherwise, they
Mounts: will explore any possible strategy to
• 6 Behemoths safeguard the lives of all humans. This
• 9 Dracos seems like a weakness, but the brilliant
• 11 Zephyrs hivemind formed by this bond allows the
• 10 Grendels Bridge Crew to process options and
• 22 Striders decide on the best course of action
• 14 Leviathans almost instantly. The collective
• 13 Tunnel Rats consciousness that pilots the Kraken is
• 15 Mantis Support Cannons as valuable a resource to the Resistance
• 8 Marauders as the Kraken itself.
• 40 Black Talon War Hawks War Mount Attributes: I.Q.: 27, M.E.:
• 120 Gorehounds 22, M.A.: 24, P.S.: 70, P.P.: 10, P.E.: 30,
Physical Strength: 70 P.B.: 9, Spd.: 100 mph.
Production Cycle: 20 year gestation Number of Attacks per Melee: 20 (up to
period plus 50 year growth cycle until three bio-weapons of any combination
maturity can be fired as a single volley)
Operational Lifetime: 200 years Combat Bonuses: +6 on initiative, +7 to
Bio-Regeneration Rate: 4D8x10 per strike, +7 to parry, doge not possible, +2
melee round to disarm, +4 to pull punch, +3 to save
Horror Factor: 15 vs. psionics, +45% to save vs.
Feeding: Kraken is a Carnivorous War coma/death, +8 to save vs. magic,
Mount. It needs to eat 50 tons of animal critical strike on an unmodified 18-20,
matter a day. Most of this nutrition is paired weapons, +7 to strike with long
gathered from microscopic plankton range bio-weapons
filtered out from the water as it passes Combat Capabilities:
through the underwater thrusters, but the • Restrained Main Tentacle Strike: 9D6
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• Full Strength Main Tentacle Strike: they are quite compact). Each bed is
4D6x10 topped with a thick pad of fatty tissue
• Main Tentacle Bone Blade Strike: that acts as a rather comfortable
5D6x10+50 mattress. They are grouped into 8
• Crush with Main Tentacle: 1D12x10 barracks rooms containing 58 beds each
per melee and one larger barracks room with 36
• Power Main Tentacle Strike: 1D6x100, beds for all the officers.
but counts as two attacks • War Mount Corral: An enormous room
• Restrained Secondary Tentacle Strike: for storing War Mounts. They spend
5D6 most of their time in cramped, individual
• Full Strength Secondary Tentacle pens. However, they do get to leave their
Strike: 3D4x10 holding cages each day for a walk
• Crush with Secondary Tentacle: around the Exercise Track.
1D8x10 per melee • Gorehound Kennel: This room is
• Power Secondary Tentacle Strike: dedicated to housing the Gorehounds.
4D6x10+10, but counts as two attacks Each Packmaster has an individual cage
• Bite: 1D8x100, but there is a 30% for his hounds. Each cage is actually
chance that metallic debris will lodge in quite roomy plus there is a communal
the mouth and trigger a Nano-Plague area in the middle to let the multiple
response. packs mingle. This means all the
• Body Block/Ram: 4D6x10+60, but Gorehounds on board are more willing
counts as two attacks to accept commands from a different
Senses and Features: Packmaster and will easily join another
• Advanced Sight: Can see clearly at pack if their Packmaster is killed.
distances up to one mile, also possesses • Black Talon Aviary: This spacious
passive nightvision 6000 feet, and room is nearly as large as the Gorehound
polarized vision. Kennel. It is shared by the Black Talon
• Sound Amplifying Hearing: Can hear a War Hawks and their Falconer Masters.
whisper at 300 feet (1200 feet The room is actually larger than
underwater). necessary because these moody little
• Sense of taste and smell is about one War Hawks expect to be treated as
hundred times as acute as humans. equals by humans, and they demand
• The War Mount automatically can “adequate” living quarters. In truth, the
sense magnetic north. humans have to sleep in much more
• The War Mount has built in gills which cramped conditions, but the intelligent
pass on enough oxygen for the Bridge war birds seem to glance over this fact.
Crew and all passengers. Carbon Like with the Gorehounds, the
Dioxide released from the passengers is communal living arrangement means
funneled into the food processing room that Black Talons that lose their Falconer
where it is used to grow the bio- will quickly adopt another one as their
engineered fungus that feeds all the leader.
passengers. Enough food is grown on a • Nursery: This large room houses the
daily basis to feed all humans and War two onboard Engineers with plenty of
Mounts onboard. space for their staff of ten human
• Crew Quarters: There are enough beds assistants and all the maturing organic
for 500 human passengers (although
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technology and War Mounts that they • Super Regeneration: Regenerates
care for. 4D8x10 per melee. Can regenerate lost
• Exercise Track: A large tunnel runs bio-weapons within 2D4 hours,
around the perimeter of the Kraken. It is secondary tentacles within 6D6 hours,
primarily used as an exercise track for main tentacles within 10D6 hours, and
the War Mounts and humans, but if the can even regenerate the head after 4D4
outer wall of the Kraken is ever weeks.
breached, this will be the first line of • Circadian Rhythms: Allows the Bridge
defense against the invaders. This is Crew to stay awake for 4 days straight
where the hyper-active Striders spend without ill effect, and they can recover
most of their time, since they hate being from days of sleep deprivation after only
penned up in the War Mount Corral. 10 hours of sleep.
• 10 Pseudo-pod Ejection Tubes: Ten • Enhanced Operational Lifetime
rapid deployment ejection tubes are • Enhanced Neurological Connections
located at various points along the top of • Floating Air Bladder: Increases depth
the Kraken’s back. They are primarily tolerance to 10,000 feet. In the
used to quickly launch Archangel alternative, the War Mount can float
defenders into the skies. The tubes are effortlessly on the surface of the water
completely hidden until extended, and indefinitely.
they can be aimed in nearly any • Reinforced Exoskeleton
direction. Only one soldier can be Bio-Weapon Systems:
deployed through each tube at one time, 1. Kamikaze Launch Tubes (6): Each of
but it only takes one melee round to fire these launch tubes contain one
one trooper and load up another to be Kamikaze Organic Cruise Missile. The
fired the next round. The pseudo-pod tubes sit empty during peacetime so
can adjust to accommodate any size these organic missiles do not starve to
passenger from a Dracos down to an death while they wait for action.
unarmored human. Of course, anyone Seconds before the missile is fired,
fired from one of these pseudo-pods will hidden tendrils emerge from the walls of
be flying through the air at 200 mph, so the launch tube to sever the Kamikaze’s
it is best to have some sort of protection blindfold and restraints. Once prepared,
(or flight capabilities). The launch tubes a powerful muscle contraction fires the
can fire troopers up to 1500 feet. missile from the tube. This method helps
• Bio-Comms: Organic resonators create propel the Kamikaze Missile through the
sympathetic vibrations that other bio- water and into the air where it takes
comm units can translate. The flight on its own. They can be fired from
communications are undecipherable to a maximum depth of 200 feet below the
the machines. Each room has its own surface. Another advantage of launching
bio-comm that allows communication Kamikazes from these tubes is they
with any chamber within the War Mount allow the Bridge Crew to mentally issue
or externally up to a maximum range of targeting commands. The War Mount is
6 miles. fed an image of the target to get it
• Radar: Maximum range is 6 miles, but excited and aggressive plus what
it can only be used on the surface of the direction to travel and how far to go.
ocean. This preprogrammed “firing solution”
• Sonar: Maximum range is 2000 feet. keeps the Kamikaze on track and
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focused on the preferred target. Even if a its target. If the rocket misses, it will
higher priority target comes into view, continue to track its target until it strikes,
there is only a 10% chance that the War is shot down, or until it dies after 2D4
Mount will break off its initial pursuit to melees. The rocket has one attack per
chase down the new robot. This firing melee as it hunts down its prey.
method is also the only way to make Primary Purpose: Bombardment
Kamikaze Cruise Missiles attack large Secondary Purpose: Defense
buildings like Industrial Centers and Mega-Damage: 5D10 damage with a 20-
Robot Repositories. It is still difficult to foot blast radius.
keep it on track against non-robotic Effective Range: 2 miles.
structures. If a high priority target comes Rate of Fire: One at a time or in volleys
within visual range, there is a 35% of any amount (the Bridge Crew rarely
chance that it will attack the robot fires volleys of more than 10 at any one
instead of a building. target).
Primary Purpose: Assault Payload: 986 rockets, it takes 6D6 hours
Secondary Purpose: Anti-Building to regrow spent rockets.
Mega-Damage: 1D4x1000 with a blast Bonuses: +5 to strike and dodge.
radius of 100 feet. 3. Casting Howitzer Cannons (4):
Effective Range: Can travel 1000 miles Scattered all across the Kraken’s back
before needing to rest, but they will are dozens of organic spires that look
come across a robot and attack it long like barren, lifeless trees. They help add
before then. to the Kraken’s disguise as a small
Rate of Fire: One at a time or in volleys desolate island, but they serve a more
of 2, 4, or 6. important function. Each of these spires
Payload: 1 missile is stored in each is actually a powerful long-range
launch tube for a total of 6. It takes one howitzer cannon capable of firing
melee round to reload a launch tube. 30 various types of munitions. Each cannon
mature Kamikaze Cruise Missiles are has a dedicated ammo feed, which
stored in the War Mount Corral and 50 makes them incapable of changing
are currently growing in the Nursery ammunition types. Four of the larger
(1D4 reach maturity every other week). cannons fire enormous casting shells
Bonuses: +2 on initiative and +2 to filled with a powerful explosive. They
strike. These are in addition to the are primarily used to bombard shoreline
standard bonuses Kamikaze Cruise defenses before the Kraken’s troops
Missiles already possess. storm the beach. Concentrated fire from
2. Organic Rockets (986): The enormous these howitzers can bring down a Sentry
shell of the Kraken is covered in almost Tower or clear out platoons of enemy
one thousand Organic Rockets. They are forces.
not arranged in any sort of pattern on the Primary Purpose: Bombardment
camouflaged rock-textured shell, so it is Secondary Purpose: Assault
nearly impossible to locate the Organic Mega-Damage: 4D4x10+40 damage per
Rockets unless one inspects the surface individual round with a blast radius of
of the Kraken up close. Each rocket has 40 feet.
its own independent neurological bundle Effective Range: 11,000 feet.
and a single eye mounted in the nose.
This allows the rocket to see and track
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Rate of Fire: Up to three weapons of any almost exclusively used against
combination can be fired at one time. shoreline defenses.
Each volley counts as one melee attack. Primary Purpose: Bombardment
Payload: Each Casting Howitzer holds Secondary Purpose: Assault
30 shells for a total of 120 rounds. The Mega-Damage: Inflicts 4D8 per melee
War Mount can produce one round to inorganic matter and only 1D4
replacement shell per cannon every 3D6 S.D.C. damage to organic matter. The
minutes. acid burns for 1D4+2 melees.
Bonuses: +2 to strike. Effective Range: 11,000 feet.
4. Napalm Launchers (10): Ten of the Rate of Fire: Up to three weapons of any
long-range organic howitzers fire shells combination can be fired at one time.
filled with a sticky, long-lived napalm. Each volley counts as one melee attack.
The five-foot wide shells explode on Payload: Each Acid Cannon holds 20
impact, showering a 20-foot radius with shells for a total of 200 rounds. The War
deadly flames. They are rather useless Mount can produce one replacement
against water-based targets (even though shell per cannon every 3D6 minutes.
the flames are not doused by water) and Bonuses: +2 to strike.
aerial units (too hard to strike), so they 6. Casting Cannons (10): Smaller
are almost exclusively used against organic cannons are mounted
shoreline defenses. The act of shattering sporadically across the Kraken’s back.
the hard outer casing of the shell ignites They are primarily used to defend
the napalm. against aerial attackers. The cannons can
Primary Purpose: Bombardment rotate to attack a target at any angle, but
Secondary Purpose: Assault they cannot arch downward enough to
Mega-Damage: 3D8 damage to a 20-foot attack robots that land on the Kraken’s
radius. The fire burns for 2D6 melees. back (unless the robot is standing right
Effective Range: 11,000 feet. next to the cannon).
Rate of Fire: Up to three weapons of any Primary Purpose: Defense
combination can be fired at one time. Secondary Purpose: Assault
Each volley counts as one melee attack. Mega-Damage: 6D8 damage per
Payload: Each Napalm Launcher holds individual round or 2D8x10 per four
15 shells for a total of 150 rounds. The round burst.
War Mount can produce one Effective Range: 3000 feet.
replacement shell per cannon every 4D6 Rate of Fire: Up to three weapons of any
minutes. combination can be fired at one time.
Bonuses: +2 to strike. Each volley counts as one melee attack.
5. Acid Cannons (10): The remaining Payload: Each Casting Cannon holds 60
organic howitzers fire shells filled with a rounds for a total of 600 rounds. The
powerful organic acid. The five-foot War Mount can produce one
wide shells explode on impact, replacement round per cannon every
showering a 40-foot radius with a deadly 2D4 melees.
corrosive liquid. They are rather useless Bonuses: +3 to strike.
against water-based targets (The acid 7. Long-Range Spore Dischargers (15):
dilutes almost immediately) and aerial A number of Long-Range Spore
units (too hard to strike), so they are Discharges are mounted on the shell of
the Kraken. These relatively small tusk-
446
like protrusions can rotate to attack any 31-50% Temporary short circuit, sensors
target within a 360 degree arc. They fire momentarily blink out and sparks fly. It
metal eating spores suspended in a liquid snaps back online 1D4 seconds later, but
medium. The spores do not inflict any the target loses the initiative and one
damage to organic tissue, so they are melee action.
primarily used to safely strike at robots 51-60% All weapon systems are
that land on the back of the Kraken. temporarily out and there total failure in
Their increased range also allows them the targeting systems. One comes back
to strike aerial forces and to rain deadly online in 1D4 melees. Penalty: -2 to
spores onto large concentrations of strike, parry, and disarm even in hand to
shoreline defenders. hand combat.
Primary Purpose: Defense 61-80% Communications, radar, and
Secondary Purpose: Assault targeting are fried, but weapon systems
Mega-Damage: 4D8 to an 80-foot radius are okay. Must rely on optical targeting
for the initial attack plus 1D8 each melee and cannot call for reinforcements.
for an additional 3D4 melees. Penalty: -3 to strike, -2 to parry and
Effective Range: 2400 feet. dodge, as well as no initiative.
Rate of Fire: Up to three weapons of any 81-00% All systems are temporarily out
combination can be fired at one time. and the robot is paralyzed and
Each volley counts as one melee attack. completely defenseless. Comes back
Payload: Effectively unlimited. online 1D4 melee rounds later.
Bonus: +3 to strike.
8. Hydro-Cutter Beams (10): Mounted Life's Long Journey
around the perimeter of the Kraken, just This massive star ship looks much like a
above the tentacles, are nearly a dozen 3 mile long artichoke, the pointed end is
high-powered Hydro-Cutter Beams. the drive section. The crew and
They are primarily used to engage operations area consist of the first 2 1/2
underwater targets, but they can fire at miles of vessel
targets just above the surface. Top Speed 10 Light-Years per jump.
Primary Purpose: Defense Can store energy for 10 jumps(+1 per
Secondary Purpose: Assault level), requires 1 hour to initiate jump.
Mega-Damage: 3D4x10. Every level of the Interfaced
Effective Range: 800 feet above water Control(Librarian) adds one Light-Year
(only 300 feet underwater). to the maximum jump distance
Rate of Fire: Only one Hydro-Cutter Minumum distance is 1 Light-Year per
Beam can engage a single target at a jump. Distance is halved every 3 levels,
time. Equal to the number of attacks per to a limit of 1/16 Light-Year at level 12.
melee. Sublight travel is a relatively slow Mach
Payload: Effectively unlimited. 20, with a Cruising Speed of Mach 15.
Special Damage: If a robot’s main body Top speed increases by Mach 1 per level
M.D.C. is reduced to below 40 percent, of the Interfaced Control.
the Hydro-Cutter Beam has penetrated MDC by Location. Regenerates 100
the robot, maybe causing a short circuit MDC per day on all sections.
as follows: Due to its construction, the Life's Long
01-30% Target lucked out. No additional Journey has fairly few locations.
problems or side effects.
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Main Body: 100,000 MDC (a 10 foot 3d6x100 for 4 shot burst, and the guns
section can be holed with 500 MD) can be fired up to 6 times per melee
Drive Section: (Includes Armored round.
"Leaves"):200,000 MDC Each gun or set of guns can be fired
Main Light Cannon: 50,000 MDC separately by it's gunner, or can be fired
Force Field: 10,000 MDC by the controlling Librarian.
The vessel has Ablative Armor. All
Beam weaponry (Lasers, Ion, Particle Marauder
beam) do the first 20 points as normal, By Slappy
and then half damage for the rest of the While the Strider War Mount was
attack, due to the ships armor turning to designed to rapidly respond to the ever
a cloud of powder that dissipates the changing conditions on the battlefield,
beams. the Marauder was built to run over them.
The main Light cannon resembles a The thick bone plating on this Heavy
massive eye in the forward center of the Cavalry War Mount allows it to charge
vessel. Damage is 1d8x1000, range is straight into the Machine’s lines and
1000 Miles in space, can fire 3 times per trample the enemy beneath its powerful
melee. hooves. Any robot that gets out of the
The secondary weapons are four Bio path of its devastating charge will be cut
Energy Relay cannons, and four massive down by five-foot long hooked bone
Casting Cannons placed evenly around swords mounted on the Marauder’s
the sides of the ship. The only outside forearms. These fearsome close-quarters
evidence of the guns is 8 apertures set combatants hack and smash their way
evenly between the Light Cannon and through the enemy’s ranks. When they
the largest radius of the vessel. The Bio reach the point where they are about to
Energy Relays are a new weapon that be overwhelmed under the crushing
builds on the Bio Energy weapons used mass of the Machine’s army, they fire a
in Host Armor. Feeding on the Elixir of powerful electromagnetic pulse that fries
Life from it's Librarian pilot, and the nearly every electronic circuit within a
Gene Pool of the Engineers on board, the 50-foot radius. Simple electronic devices
weapons each do 2d8x100 MD, have a are completely destroyed, but the energy
range of 50 miles, can be fired up to 6 weapons and robots built by N.E.X.U.S.
times per melee, and has an effective are heavily shielded and have many
'payload' of 20 shots, with enough redundant systems to protect them from
energy being generated for 1 shot every this attack. The pulse will not
2 minutes. completely destroy robots, but it will
The Casting Cannons fire enormous impair them long enough for the
explosive shells created from the Life's Marauder to tear them apart.
Long Journey's Lithovore metabolism, The War Mount is a heavily armored
and super energized by its Radiovore centaur with the lower body of a horse, a
metabolism. Each can hold up to 1000 humanoid upper body, and a thickly
shells, and grow new projectiles at the reinforced lizard-like head. Its powerful
rate of 2d6 per hour. Range is 100 miles legs can drive it through even the
due to a secondary projectile charge densest crowd, and its thick exoskeleton
generated after firing, damage is protects it from the tremendous impact
1d6x100MD for single shot, and from dozens of full speed collisions. The
448
bone armor on the “chest” of the lower versatile outside of their role of
body extends forward to form a razor stampeding force of destruction. Many
sharp ram prow that the War Mount uses Outriders further augment these mounts
to batter its way deep into the enemy’s with long-range Bio-Weapons, but the
lines. The heavily reinforced triangular Marauders most powerful weapon is
head comes to a thick sword-like point at useless unless it is fired within the heart
the nose which the Marauder uses as a of the Machine’s army. This War Mount
short lance when charging. The forward- is only effective when it tackles the
sloping neck is much thicker than the enemy up close and personal.
head to protect the spine from heavy N.E.X.U.S. knows this as well, and
impact. It is covered in overlapping, programs her robots to target Marauders
segmented bone plates to further with everything they have before they
reinforce the neck and protect the War can close the distance. Any Outrider that
Mount when it lowers its head into chooses to pilot a Marauder needs to
ramming position. The lizard-like head realize that he or she will be drawing the
has a relatively small mouth filled with brunt of the Machine’s fury. The Heavy
sharp teeth and two pairs of red eyes. Cavalry (often called the White Knights
One pair points forward to help the War due to the color of the Marauder’s bone
Mount bear down on its prey, and the plating) has claimed victory for the
other pair is slightly recessed behind Resistance hundreds of times in their
them on the sides of the head to give the history, but the brave men and women
Marauder a 180 degree field of vision. that lead the charge into the heart of the
The hunched back of the humanoid Machine suffer the highest casualty rate
upper body contains the bizarre of all Outriders.
organism used to generate the Class: Heavy Cavalry War Mount
electromagnetic pulse. This organism is Crew: One rider
covered by heavy bone armor, but it M.D.C. by Location:
needs an exposed firing point to release • Arms (2): 180 each
the pulse. The spiky brain-like masses • Legs (4): 200 each
on the back of each shoulder are what • Clawed Hands (2): 100 each
actually fires the pulse. • Hoofed Feet (2): 130 each
In massive engagements, squads of • Whipping Tail: 150
Marauders stampede back and forth • Forearm Bone Blades (2): 95 each
across the battlefield, crushing scores of • Nose Mounted Bone Lance: 80
Steel Troopers, Slicer Robots, and • Ram Prow: 190
Skitter Pods beneath their feet, and • EMP Generator: 250
fracturing the Machine’s organized • EMP Nodules (2): 45 each
platoons into smaller, disorganized • Head: 285*
groups. Large concentrations of robots • Main Body: 590*
are further softened with a few well- • Rider’s War Saddle: 100**
placed electromagnetic pulses. The *Depleting the M.D.C. of the Head or
remaining splinter groups are then easy Main Body kills the Marauder.
prey for the rest of the human’s forces. **In order to strike the rider, an attacker
Marauder War Mounts are lethal in close must first destroy the War Saddle.
combat, but they are designed for a very Speed:
specific function and are not very
449
Running: 210 mph maximum, but feeding and without suffering any ill
normal cruising speed is only 80 mph. effects.
The act of running does tire out the War Color: The thick bone plating covering
Mount but not the rider. The Marauder the Marauder’s body is bleached white
can run at top speed for up to two hours in color and the skin that shows through
straight before needing to rest for the armor is light tan. This is why
1D6x10+30 minutes. However, it can Outriders that pilot these War Mounts in
fight or trot along at cruising speed heavy cavalry units are often called
almost all day (20 hours) without White Knights.
needing rest. Sleep Requirements: As an artificially
Leaping: 30 feet high our across, created organism, the Marauder only
increase by 50% with a short running requires 4 hours of sleep per day.
start and double when running at full Other Data:
speed. An unmanned Marauder is able to
Digging: 15 mph through sand or dirt. 10 operate independent of a rider using its
mph through clay, rock or stone. animal-like intelligence and instincts to
Digging does not tire out the War Mount respond to any given situation. It is an
and it can dig an adequate hole to cover aggressive creature that loves to fight
itself in 3D4 melees. and has an instinctive hatred of robots. A
Swimming: 30 mph. Marauder will naturally come to the
Underwater Depth: Maximum depth is defense of any human, but that is mainly
200 feet. just for the thrill of combat. They will
Flying: Not possible. listen to any human that orders it to
Statistical Data: attack, but only an Outrider or
Height: 7-8 feet tall at the shoulders of Packmaster can convince it to back
the horse body, 12-13 feet to the top of down.
the head. Alignment: Anarchist. The Marauder
Width: 5-6 feet was bred to charge fearlessly into
Length: 10-12 feet with an 8-foot long overwhelming odds, and it was
tail genetically programmed to love fighting.
Weight: 2.1 to 2.7 tons It is only happy when it is in the thick of
Cargo: Can carry 2400 lbs. on its back battle, and these aggressive feelings tend
are drag 4000 lbs. behind it. to rub off on its Outrider.
Physical Strength: 1D4+40 War Mount Attributes: I.Q.: 1D6+2,
Production Cycle: 2 year gestation M.E.: 1D6+12, M.A.: 1D6, P.S.: 41-44,
period plus 2 year growth cycle. P.P.: 1D4+16, P.E.: 1D6+22, P.B.: 1D4,
Operational Lifetime: 50 year life span. Spd.: 210 mph on the ground
Bio-Regeneration Rate: 4D6 per minute Number of Attacks per Melee: 5
to the main body and 3D6 per minute to Combat Bonuses: +4 on initiative, +5 to
all other locations. strike in hand to hand combat, +5 to
Horror Factor: 14 parry, +3 to dodge, +3 to disarm, +3 to
Feeding: The Marauder is a Carnivore. It roll with punch, +3 to pull punch, and
needs to eat 30 to 60 pounds of animal impervious to horror factor, disease, and
matter a day, and may gorge on up to poison.
200 pounds at one time. After gorging, Equivalent (Instinctive) Skills of Note:
the War Mount can go 2D4 days without Land Navigation 90%, Prowl 60%,
450
Swim 70%, Track by Scent 80%, and five-foot long bone blade that curves
Hunting 70% inward like a sickle. Marauders are
Combat Capabilities: masters with these blades and can bring
• Bite: 2D8 both down on a single target or strike at
• Restrained Punch: 1D6 two separate targets at the same time
• Punch: 5D6 (counts as one melee attack).
• Power Punch: 1D6x10 Primary Purpose: Assault
• Claw Strike: 5D8 Secondary Purpose: Defense
• Power Claw Strike: 1D6x10+15, but Mega-Damage: 1D6x10 per blade.
counts as two attacks Number of Attacks: Equal to the number
• Forearm Bone Blades: Adds 1D6x10 to of attacks per melee. A double strike
normal punch damage with both blades counts as a single
• Front Leg Kick: 7D6 melee attack.
• Rear Leg Kick: 9D6 Maximum Effective Range: The
• Double Rear Leg Kick: 10D6+20, but Marauder has an 11 foot reach (from
counts as two attacks shoulder to the end of the bone blade).
• Leap Kick: 1D6x10+30, but counts as Bonuses: +2 to strike and parry
two attacks 2. Nose Mounted Bone Lance: The
• Tail Whip: 3D8 triangular head of the Marauder tapers
• Stomp: 2D6 towards a two-foot long razor sharp
• Trample: 5D6 wedge. It is much like a bone sword
• Body Block/Ram: 1D6x10+30 and has except it is three times as thick. The War
a 01-80% likelihood of knocking an Mount can lower its head during a
opponent as large as 15 feet tall off his charge to add to the destructive force of
feet and onto his back. If knocked off his a ramming attack or target a different
feet, the victim loses initiative and two opponent with a head butt.
attacks per melee, and is trampled Primary Purpose: Assault
beneath the Marauder which inflicts an Secondary Purpose: Defense
additional 5D6 points of damage. A ram Mega-Damage: 4D6 for a head butt and
attack counts as two melee attacks 5D6 when used during a ramming
against the first target, but only counts as attack.
one melee attack as long as subsequent Number of Attacks: Equal to the number
targets are within the Marauder’s path. of attacks per melee. When lowered into
Senses and Features: Standard for War position for a ramming attack, it does not
Mounts plus: count as an additional attack per melee
• Extra Pair of Eyes: Extra pair of eyes is (but the ram attack already counts as two
set on the sides of the head. This gives attacks per melee).
the War Mount a 180 degree field of Maximum Effective Range: The blade is
vision. These eyes also have enhanced 2 feet long but the Marauder can extend
sight. its neck to hit targets up to 5 feet away.
• Reinforced Exoskeleton 3. Ram Prow: The heavy bone armor on
• Reinforced Skull the horse body extends outward from the
• Ambidextrous “chest” to form a deadly ram prow. The
Bio-Weapon Systems: edges of this triangular wedge are razor
1. Forearm Bone Blades (2): Mounted sharp and capable of shredding the
on each forearm of the Marauder is a thickest armor. Not only do opponents
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take damage from being rammed with pulse is still capable of damaging the
this enormous spike, but they will also Machine’s creations. Simple electronic
likely be knocked to the ground and devices like clocks, cameras, radios, and
trampled beneath the powerful hooves of computers are rendered completely
the Marauder. useless and are damaged beyond repair,
Primary Purpose: Assault high-tech energy weapons are
Secondary Purpose: Defense temporarily short-circuited, and although
Mega-Damage: 1D6x10+30 (or large vehicles and robots have many
1D6x10+60 when the head is lowered redundant systems, self-repair routines,
into position) and has a 01-75% and internal shielding that protects them
likelihood of knocking an opponent as from the electromagnetic pulse, the blast
large as 15 feet tall off his feet and onto is still strong enough to inflict some
his back. If knocked off his feet, the level of damage.
victim loses initiative and two attacks Primary Purpose: Assault
per melee and is trampled beneath the Secondary Purpose: Defense
Marauder which inflicts an additional Mega-Damage: Simple electronic
5D6 points of damage. A ram attack devices like clocks, cameras, computers,
counts as two melee attacks against the radios, generators, and other consumer
first target, but only counts as one melee electronics are completely destroyed by
attack as long as subsequent targets are the pulse. Hand held energy weapons are
within the Marauder’s path. temporarily disabled for 4D4 melee
4. Whip Tail: The muscular tail of the rounds. Robots built by N.E.X.U.S. have
Marauder can be used to whip opponents many redundant systems, self-repair
that sneak up behind the mount. routines, and internal shielding to protect
Primary Purpose: Defense them from the electromagnetic pulse.
Secondary Purpose: Assault Only robots with less than 1000 M.D.C.
Mega-Damage: 3D8 are even affected by the pulse, and even
Rate of Fire: Equal to the number of then, some robots only suffer minor
attacks per melee, but using the tail adds damage while others are severely
one extra melee attack. impaired. Any damage inflicted upon a
Effective Range: 8 feet. robot lasts for 4D4 melee rounds until its
Bonuses: +3 to strike, +2 to parry, and internal systems can reroute or repair
+3 to disarm. These bonuses only apply damaged systems. Roll on the following
to the tail and no other bonuses apply. table to determine damage:
5. Electromagnetic Pulse: The large 01-10% No effect.
armored hump on the back of the 11-20% Knocks out communications.
Marauder houses a strange organism The robot cannot be possessed and
capable of generating a powerful controlled by N.E.X.U.S. or call in
electromagnetic pulse. This short-range reinforcements.
weapon can fry any type of electronic 21-30% Knocks out primary weapon
circuit, but the high-tech devices and systems (most powerful weapon).
robots built by N.E.X.U.S. are heavily 31-40% Minor impairment to motor
shielded against EMP attacks. However, functions. The robot loses one attack per
even with all their shielding, redundant melee and is -2 to strike, parry, and
systems, and capabilities to quickly dodge.
reroute and repair damaged circuitry, the
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41-50% Knocks out optics systems, but mountains a very dangerous proposition,
other sensor systems diminish the and the thin atmosphere makes reaching
penalties. No initiative and -5 to strike, their summits by air impossible. Despite
parry, and dodge. the risks, several Great Houses have
51-60% Knocks out targeting systems, braved the dangers in order to establish
reduce all combat bonuses by half. surface outposts within the high peaks.
61-70% Loses force field or suffers The creation of Host Armor and War
power drain and all weapons do half Mounts has made it possible to reach the
damage with half their normal range. highlands, but standard designs still have
71-80% All weapon systems are trouble traversing this difficult terrain.
temporarily disabled. The Great Houses that have conquered
81-90% Motor controls are severely the high peaks were only able to do so
impaired but still functional. Reduce thanks to a new War Mount design
attacks per melee to one, eliminate all known as the Mountain Lion. It
combat bonuses plus the robot suffers somewhat resembles a normal cougar
further penalties of -3 to strike, parry, except that it is nearly as large as a
and dodge. Behemoth and it has a pair of enormous
91-00% Total system failure. The robot fangs like a prehistoric saber-toothed
is completely paralyzed and all weapon, tiger. Its thick coat of long white fur
sensor, and communication systems are provides excellent natural camouflage
offline. Internal repair routines will among the snowy mountain peaks, and
eventually restore the robot to full more importantly, it protects the War
functionality. Mount from the harsh winds and arctic
Rate of Fire: The EMP can only be used temperatures of these mountain
once every 5 minutes. highlands. The Mountain Lion is also
Maximum Effective Range: 50 feet (half equipped with special enhancements that
the range if one shoulder mounted node help the rider endure this unforgiving
is destroyed). environment as well. The War Saddle is
Payload: The EMP Generator can only capable of generating a continuous
create enough of a charge for 8 pulses temperature of 110 degrees Fahrenheit to
per hour; automatically regenerates. help cut through the stinging cold, and
6. Handheld Bio-Weapons: The the War Mount has a pair of Heat
Marauder does not have any standard Projector Cannons that were modified to
issue hand weapon, but can be armed unleash a low-grade heat discharge of
with any light or heavy Bio-Weapon, or 120 degrees Fahrenheit (in addition to
handheld melee weapon. the normal mega-damage blasts) in order
to quickly treat victims suffering from
Mountain Lion hypothermia.
By Slappy This monstrous feline was designed to
Also known as the Sabertooth and Arctic survive the harshest environments, but it
Cat was primarily built to climb the most
The high mountain peaks of the world impassable terrain. Its powerful claws
are dangerous, inhospitable places not fit and Serrated Whips enable it to run up a
for man or machine. The bitter cold, sheer cliff at nearly full speed, but it
steep terrain, and vicious alien predators generally travels at more cautious
prowling the cliffs makes scaling these speeds. Despite its impressive climbing
453
skills, the thick ice packs and powerful start and double when running at full
winds make falls almost inevitable. This speed.
sturdy beast is enhanced with a Righting Digging: 15 mph through sand or dirt. 10
Reflex and a thick layer of impact mph through clay, rock or stone.
resistant tissue to protect the mount (and Digging does not tire out the War Mount
its rider) from high falls. These and it can dig an adequate hole to cover
enhancements also make the Mountain itself in 2D4 melees.
Lion an incredibly fearsome combatant. Swimming: 40 mph.
This War Mount is capable of soaking Underwater Depth: Maximum depth is
up a tremendous amount of punishment, 200 feet.
and its dual Heat Projector Cannons and Flying: Not possible.
devastating bite allows it to dish it out in Statistical Data:
kind. Height: 7-8 feet
Class: High Altitude Mountaineering Width: 5-6 feet
War Mount Length: 10-12 feet with a 6-foot long tail
Crew: One rider Weight: 1.2 to 1.8 tons
M.D.C. by Location: Cargo: Can carry 1600 lbs. on its back
• Front Legs (2): 180 each are drag 2500 lbs. behind it.
• Hind Legs (2): 200 each Physical Strength: 1D4+36
• Paws (4): 100 each Production Cycle: 2 year gestation
• Tail: 75 period plus 2 year growth cycle.
• Serrated Whips (2): 15 each Operational Lifetime: 50 year life span.
• Heat Projector Cannons (2): 120 each Bio-Regeneration Rate: 6D6 per hour to
• Head: 200* the main body and 3D6 per hour to all
• Main Body: 510* other locations.
• Rider’s War Saddle: 120 Horror Factor: 14
*Depleting the M.D.C. of the Head or Feeding: The Mountain Lion is a
Main Body kills the Mountain Lion. Carnivore. It needs to eat 30 to 60
Speed: pounds of animal matter a day, and may
Running: 150 mph maximum, but gorge on up to 300 pounds at one time.
normal cruising speed is only 90 mph. After gorging, the War Mount can go
The act of running does tire out the War 2D4 days without feeding and without
Mount but not the rider. The Mountain suffering any ill effects.
Lion can run at top speed for up to two Color: The thick fur of the War Mount is
hours straight before needing to rest for stark white most of the year, but it does
1D6x10+30 minutes. However, it can darken to a light tan with brown
fight or trot along at cruising speed highlights during the summer months.
almost all day (20 hours) without Sleep Requirements: As an artificially
needing rest. This War Mount was built created organism, the Mountain Lion
to climb and it can run up a sheer cliff at only requires 4 hours of sleep per day.
90 mph. However, it usually travels up Other Data:
the unstable icepacks at a more cautious An unmanned Mountain Lion is able to
(yet still impressive) 40 mph. operate independent of a rider using its
Leaping: 50 feet high our across, animal-like intelligence and instincts to
increase by 50% with a short running respond to any given situation. The War
Mount is naturally aggressive and enjoys
454
fighting and stalking prey. It recognizes • Head Butt: 3D6 M.D.
robots as natural enemies and will attack • Body Block/Ram: 4D8 M.D., but
them on its own unless instructed counts as two attacks
otherwise by an Outrider or Packmaster. Senses and Features: Standard for War
It fights for its own amusement and will Mounts plus:
rarely come to the aid of other humans • Resistance to Cold: The thick layers of
or War Mounts unless commanded to do long fur covering the Mountain Lion
so. A Mountain Lion may be an protect it from temperatures as low as 40
aggressive predator, but it is not a degrees below zero Fahrenheit. Magic
foolish one. It uses surprisingly clever cold and super-cold based attacks do half
tactics in battle, and it is smart enough to damage.
know when to retreat in the face of • Resistance to Heat: Despite the arctic
superior opposition. conditions that these War Mounts
Alignment: Anarchist. The Mountain usually operate in, they are enhanced
Lion is an aggressive beast that loves with water storage organs that help them
hunting, climbing, and fighting. It vent excess heat. These enhancements
quickly develops a close affinity with are necessary to protect them from the
riders that possess a similar personality intense energies released by their Heat
type and will actually come to their aid Projector Cannons. Mountain Lions are
when threatened. not adversely affected by temperatures
War Mount Attributes: I.Q.: 1D6+2, as high as 140 degrees Fahrenheit and
M.E.: 1D6+4, M.A.: 1D6+8, P.S.: 37-40, they can pick up and hold an item that is
P.P.: 1D8+8, P.E.: 2D6+14, P.B.: as hot as 200 degrees Fahrenheit without
2D6+2, Spd.: 150 mph on the ground injury or pain. Plasma blasts and magic
Number of Attacks per Melee: 4 fire attacks do half damage.
Combat Bonuses: +3 on initiative, +5 to • Resistance to Physical Attack: Beneath
strike in hand to hand combat, +4 to the skin is a layer of thick tissue filled
parry, +4 to dodge, +2 to entangle, +6 to with an impact resistant fluid that
roll with punch, +3 to pull punch, +2 to cushions the War Mount from blunt
disarm, and impervious to horror factor, attacks like punches, kicks, falls, and
disease, and poison. explosive concussions (all of which
Equivalent (Instinctive) Skills of Note: inflict half damage). It is mainly used to
Climb 98%, Land Navigation 90%, protect the Mountain Lion from high
Prowl 60%, Swim 70%, Track by Scent falls while navigating the difficult terrain
80%, and Hunting 70% on the high peaks.
Combat Capabilities: • Righting Reflex: Another enhancement
• Restrained Claw Strike: 1D6x10+10 used to protect the War Mount (and the
S.D.C. rider) from deadly falls. The Mountain
• Claw Strike: 5D8 M.D. Lion can automatically right itself in
• Power Claw Strike: 2D4x10 M.D., but mid-fall and land on its feet. Takes no
counts as two attacks damage from any fall less than fifty feet,
• Rear Leg Kick: 8D6 M.D. takes only half damage from falls
• Double Rear Leg Kick: 10D6+20 between 50 feet and 1000 feet, and falls
M.D., but counts as two attacks from a height greater than 1000 feet
• Leap Kick: Not possible. requires a successful roll with impact to
• Bite: 7D8 M.D. reduce damage by half.
455
Bio-Weapon Systems: only apply when the Serrated Whip is
1. Heat Projector Cannons (2): These used.
large cannons run along the length of the 3. Saber Teeth: The Mountain Lion has a
back on either side of the War Saddle pair of large, protruding saber teeth that
and protrude out over the shoulder. They drastically increase the devastating
are actually concealed beneath the War power of the War Mount’s bite attacks.
Mount’s thick fur until the barrels extend They are not just simple rounded fangs,
into firing position. These cannons are but rather one side of these curved fangs
slightly different than the common actually comes to a razor-sharp edge.
variety. In addition to the standard blast Primary Purpose: Assault
of intense heat, these cannons can Secondary Purpose: Defense
project a mild energy discharge of 120 Mega-Damage: 4D8 M.D. is added to
degrees Fahrenheit that is used to the normal bite damage (7D8 M.D.
quickly treat victims of hypothermia. total).
Primary Purpose: Assault
Secondary Purpose: Defense Onslaught
Mega-Damage: Three settings; a light By Ectoplasmic
5D8 M.D. blast, a heavy 1D8x10+10 The Onslaught is perhaps the most alien
M.D. blast, and a completely harmless War Mount created by the Resistance
setting that is used to warm victims thus far in its war against the Machine.
suffering from hypothermia. Both Heavily bio-engineered from its original
cannons can fire at the same target for form, a fist-sized organism found
double damage. throughout many of Gaia's Nature
Rate of Fire: Each blast counts as one Preserves, the Onslaught is a massive
melee attack. A dual attack from both ball of armor. The War Mount uses a
cannons counts as one melee attack. complex system of bladders that pump a
Effective Range: 1800 feet thick mucus-like gel in a neverending
Payload: Effectively unlimited. cycle to propel itself at an unbelievable
2. Serrated Whips (2): Each front paw speed. It uses this speed in conjunction
has a Serrated Whip mounted between with the spiked armor plating covering
the paw pads. These ten-foot long thorny its spherical body to roll over robots
cables can extend from the paws in an with impunity, barely even noticing
instant to ensnare prey or grab out of smaller machines. Only the largest of
reach rocks and ledges. They are mainly robots can stop the Onslaught's forward
used for climbing, but they do make momentum, and they never come away
excellent offensive weapons. from the experience without suffering
Primary Purpose: Assault for their resilience.
Secondary Purpose: Defense To enter the War Mount's internal pilot
Mega-Damage: 2D8 per lash of the compartment, an Outrider must climb in
whip. See page 96 of the Splicers RPG through the armored orifice on its right
for complete details on entanglement side. Squeezing through this orifice,
rules for these weapons. which apears identical to the
Rate of Fire: Equal to the number of combination mouth/anus located on the
attacks per melee. War Mount's left side, is never as easy as
Bonuses: +1 to strike and parry, +2 to one would imagine and often provokes
disarm, and +4 to entangle. Bonuses lewd commentary at the expense of the
456
struggling Outrider. Once he manages to -Horror Factor: 15 against humans
make his way into the War Mount, the outside the Resistance, but none against
Outrider sits within a cramped free the Machine.
floating sphere suspended in a layer of -Senses & Features: Standard for War
mucus which allows it to remain Mounts, plus:
immobile, for the most part, while the -Resistant to Kinetic Energy & Physical
Onslaught rolls along. Attacks: Between its ultra-dense armor
Class- Heavy Assault War Mount plating and numerous shock absorbing
Crew: One rider. liquid-filled bladders, the War Mount
M.D.C.: 900(depleting M.D.C. kills the takes only half damage from any
War Mount) physical attack; blunt impacts, rending
Speed: robotic claws, super sonic rail gun slugs,
-Running- 180 mph maximum rolling etc...
speed. The War Mount can maintain this -360 Degree Vision: The War Mount has
speed without tiring indefinitely, only no discernable eyes, instead its hide is
needing to stop to sleep or eat, and can peppered with thousands of optic
accelerate to full speed in six to eight receptors whose data, once combined
seconds. The War Mount's speed may be and processed in the Onslaught's bio-
greatly enhanced by an Outrider. engineered brain, provide its pilot with a
Increase maximum speed by 20 mph per full view of its surroundings in all
10 Bio-E spent, up to a maximum directions, even the ground beneath it.
possible speed of 300 mph. Outriders typically need one or two
-Leaping- Not possible. weeks to grow accustommed to this
-Digging- Not possible. strange version of sight.
-Swimming- The War Mount sinks like a -Feeding: The War Mount is a lithovore
very heavy stone, but it can laboriously and eats from 60-120 lbs of
roll along the sea floor at 40 mph and minerals(stones, rocks, dirt, clay, etc)
survive to a depth of 2,000 feet. per day. Modifications made to its form
-Flying- Not possible. render the War Mount incapable of
Statistical Data: feeding itself directly, requiring its
-Height: 12 feet. Outrider pilot or assigned attendants to
-Width: 10 feet at the widest point. shovel food directly into its side-
-Weight: 4 tons. mounted digestion orifice.
-Cargo: None. The Outrider pilot has -Sleep Requirements: As an artificial
enough room within the War Mount to organism, the War Mount requires only
store a small volume of cargo, but four hours of sleep/rest per day.
nothing significant. -Other Data: An unmanned Onslaught is
-Physical Strength: Supernatural PS of able to function on instinct alone, though
35 + 1D6. its only remaining instinct is its natural
-Production Cycle: 8 month gestation ability to remain upright while rolling at
period, plus 2 year growth time. high rates of speed. Otherwise, the War
-Operational Lifetime: 40 years. Mount is perfectly happy to tumble
-Trade Value: 6 million credits for a around its pen until someone comes
healthy, undamaged unit. along and shovels a load of gravel down
-Bio-Regeneration Rate: 1D6 M.D.C. its throat. If attacked, the Onslaught
per melee.
457
never uses its rocket payload, instead Mount's hide inflict 1D6x10 M.D.
choosing to roll over its assailant. merely by bumping into a target.
-Alignment: Anarchist; operates more -Speeding Roll: 1D6x10 M.D. +1D6+2
like a robot than a living creature, devoid M.D. per 10 mph the War Mount is
of personality. traveling.
-War Mount Attributes: IQ: 1D4+2(low Onslaught Bio-Weapon Systems:
animal intelligence), ME: 1D4+6, MA: 1. High Frequency Spiked Hide-
1D4, PS: 36-41(Supernatural), PP: Thousands of miniscule spikes cover the
10+1D4, PE: 16+1D8, Spd: See above. War Mount's thickly armored hide.
-Number of Attacks/Actions: Four. Individually their damage would be
-Combat Bonuses(In addition to possible minute, but there are so many of them
attribute bonuses): +3 on initiative, +3 to and the mass of the War Mount behind
strike in HtH combat, +4 to dodge, +8 to them is so great, that even brushing
roll with punch, impact, or fall, +3 to against a target causes significant
save vs poison & disease, and is damage. The faster the War Mount rolls,
impervious to Horror Factor & mind the more of its spikes it can pierce a
control(and possession). target and the more kinetic energy is
-Equivalent (instinctive) Skills of Note: transferred through them.
The War Mount has no instinctive skills -Primary Purpose: Anti-Robot.
beyond rolling at the command of its -Mega-Damage: 1D6x10 M.D. +1D6+2
Outrider. M.D. per 10 mph of the War Mount's
-Combat Capabilities: The Onslaught is speed.
built to use its body as a weapon, 2. Organic Rockets (120)- Hidden
smashing its spiked hide into targets as beneath the heavy armor plates of the
fast as possible, as often as possible. War Mount are 10 clusters of organic
When moving at more than 60 mph, rockets used to pound large groups of
targets weighing less than 2 tons are not robots or soften up especially tough
even noticed by the War Mount, and are targets.
rolled over without a loss of speed or a -Primary Purpose: Anti-Robot.
change in course. Targets weighing -Mega-Damage: 5D10 M.D. per
between 2 and 6 tons have a 01-75% individual organic rocket fired, with a
likelihood of being knocked over by the blast radius of 10 feet each.
War Mount when moving at 60+ mph, -Rate of Fire: One at a time or in volleys
but such impacts reduce the Onslaught's of up to 12 rockets. A volley counts as
speed by 20%. Targets weighing more one melee attack. Roll once to strike,
than 6 tons decrease their likelihood of either all the rockets in the volley hit or
being knocked over by 10% per ton and they all miss.
decrease War Mount speed by another -Maximum Effective Range: 1 mile.
10% per ton, to a minimum of 20%. Any -Payload: 120. The War Mount can
time the War Mount's attack does not regenerate up to 40 rockets every 6D6
succeed in knocking over a target it uses hours.
2 melee attacks instead of 1 and it -Bonuses: +6 to strike and dodge(each
rebounds 1D6x10 feet. rocket has 1 attack per melee round and
-"Restrained" Roll: The multitude of tiny will continue seeking its target for 2D4
high frequency spikes covering the War melees before expiring).
458
Hand to Hand Combat: Rather than use Underwater Depth: 2 miles
its organic rockets, the rider can use the Flying: Not possible.
mount to engage in devastating HtH Statistical Data:
combat. Height: 10 feet
Width: 15 feet
ORCA SUB-FIGHTER Length: 60 feet
By Kevarin Weight: 75 tons.
The Orca is a fast and agile Bio-Sub Cargo: has no room for anything except
fighter designed by the Dark Fleet to a small bag of food and 1 personal
intercept and weapon for the pilot.
attack enemy targets before they reach Physical Strength: 15
the krakens. Like other undersea war Production Cycle: 5 year gestation
mounts the period plus 10 year growth cycle until
pilots compartment is inside the War maturity
Mount and to enter it a portal opens in Operational Lifetime: 75 years
the Orcas back Horror Factor: 13
just behind the dorsal fin and the Feeding: Orca is a Carnivorous War
outrider crawls inside. Orca are grouped Mount. And needs to eat 75 to 100
in to pods pounds of animal matter
consisting of 6 to 10 fighters and most a day. Unlike other underwater war
Kraken have at least 2 to 3 pods assigned mounts the Orca must be feed or hunt its
to them food ..
with at least one on patrol at all times. Color: The top side of the Orca is
Class: Sub Fighter predominantly black with light blue and
Crew: 1 pilot purple highlights and has
M.D.C. by Location: a light blue to white under-belly.
• Remora Mini Bio Torpedo(10): 5 each Sleep Requirements: As an artificially
• Super Light Cell(4): 80 created organism, the Orca only requires
• Underwater Thrusters (2): 100 each 4 hours of sleep per day.
• Tail: 500 Other Data (used when the War Mount
• Main Body: 500 is without a rider):
• Head: 200* An unmanned Typhoon is able to
• Right Flipper: 80 function without a rider using its animal-
• Left Flipper : 80 like intelligence and instincts
*Destroying the head will not kill the to respond to any given situation.
Orca but will stop it in its tracks, However, the creature tends only to take
eliminates all optical action to defend itself
and sensory input ,and reduces the speed when threatened or when obeying the
of the war mount to 10% of maximum. commands of an Outrider or Packmaster
** Depleting the M.D.C. of the main (only), like a trained
body will kill the Orca . watchdog. It has no feelings about
Speed: people or robots one way or the other.
Running: Not possible. War Mount Attributes: I.Q. lD4 (low
Leaping: Not possible. animal intelligence), M.E. 1D6+6, M.A.
Digging: Not possible, 1D6, P.S.15-20(Supernatural),
Swimming: 120 mph P.P. 1D6+6, P.E.1D8+4
459
Number of Attacks per Melee: 5 (up to even regenerate the head after 4D4
three bio-weapons of any combination weeks.
can be fired as a single volley) • Enhanced Operational Lifetime
Combat Bonuses: +3 on initiative, +6 to • Enhanced Neurological Connections
strike, +5 to parry, doge, +4 to pull • Floating Air Bladder: Increases depth
punch, +2 to save vs. psionics, tolerance to 8,000 feet. In the alternative,
+30% to save vs. coma/death, +5 to save the War Mount can float
vs. magic, critical strike on an effortlessly on the surface of the water
unmodified 18-20, +6 to strike indefinitely.
with long range bio-weapons • Reinforced Exoskeleton
Combat Capabilities: Bio-Weapon Systems:
• Restrained Tail Strike: 4D6 1. Remora Mini Bio Torpedo's (15) The
• Full Strength Tail Strike: 1D4x10 main underwater weapon used by the
• Power Tail Strike: 1D6x10+10, but Orca is the Remora Min Bio Torpedo
counts as two attacks each torpedo is a 1.5ft long genetically
• Body Block/Ram: 2D6x10+40, but modified remora fish that is curled up
counts as two attacks inside a blister like protective growth.
Senses and Features: To fire a torpedo the protective blister
• Advanced Sight: Can see clearly at ruptures the torpedo uncurls gets its
distances up to one mile, also possesses targeting information and detaches from
passive nightvision 4000 feet, the War Mount then speeds off after its
and polarized vision. target once it reaches its target it attaches
• Sound Amplifying Hearing: Can hear a to the target them explodes.
whisper at 300 feet (1200 feet Each of the Bio Torpedo's has its own
underwater). independent neurological bundle (similar
• Sense of taste and smell is about one to tiny brain) allowing the torpedo to
hundred times as acute as humans. track and target its subject
• The War Mount automatically can independently. This provides each of the
sense magnetic north. Bio Torpedo's with two attacks per
• The War Mount has built in gills which melee round,
pass on oxygen to the Out Rider Inside. as well as a bonus of +5 to strike and
• Bio-Comms: Organic resonators create dodge, until it strikes its target (and is
sympathetic vibrations that other bio- destroyed), or is shot at and destroyed,
comm units can translate. or until it dies within 2D6 melee rounds
The communications are undecipherable after being launched.
to the machines. Its bio-comm allows Primary Purpose: Assault
communication externally up M.D.C. of the Torpedo: 20 M.D.C.
to a maximum range of 6 miles. points, but the torpedo is a small target
• Radar: Maximum range is 2 miles, but and is -3 to hit on a “Called Shot”.
it can only be used on the surface of the Mega-Damage: 1D6x10 M.D. per
ocean. individual Bio Torpedo fired.
• Sonar: Maximum range is 1000 feet. Maximum Effective Range: 5 miles (16
• Regeneration: Regenerates 1D6x10 per km).
melee. Can regenerate lost bio-weapons Rate of Fire: One at a time or in volleys
within 2D4 hours and can of 2, 4, 6 or up to the number located on
that particular War Mount. Whether a
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single torpedo or an entire volley is The Physeter’s physiology is derived
fired, it counts as two melee from combining the size and metabolism
attack/actions. Roll once to strike, either of the whale shark with the intelligence
all the torpedo's and hunting instinct of the orca. A single
in the volley hit or they all miss. “Diver” (Outriders who focus on oceanic
Payload: 15 torpedo's spread out across War Mounts) commands the Physeter
the belly and sides of the war mount . it from a fleshy pilot’s chamber just large
takes 1D6 hours to regrow a spent enough for himself and accessible from
torpedo. an armored hatch just forward of the
Bonus: +5 to strike and dodge, as noted dorsal fin. From the exterior, this hatch
above. looks much like a patch of natural armor.
2. Super Light Cells (3): Three of these Sixteen similar hatches (eight on each
laser eyes are mounted one on the head side, staggered in rows of four) contain
and one on each side of the war mount spaces for passengers. Muscles wrapped
and around these “crew pockets” provide a
are used as a close in defensive weapon. simple, natural ejection capability. This
To hit an opponent the War Mount must makes the Physeter the delivery vehicle
move its entire body to bring the light of choice for covert units deploying over
cells long distances.
to bear on a target . Similar musculature is used for the firing
Primary Purpose: Self-Defense, Anti- mechanisms that launch the Physeter’s
Armor. bio-torpedoes and organic land attack
Mega-Damage: 1D1O+5 M.D. for a missiles. These weapons give the War
single laser blast. The light produced by Mount ranged attacks against sea and
these cells contains the full spectrum of shore. Both types of ordnance are
light, so its equipped with neural packs and eye
beams do full damage even to laser sensors, giving them independent
resistant armors (it’s not a true laser). tracking ability and limited target self-
Rate of Fire: Each blast counts as one selection if the primary target is already
melee attack. destroyed. The Physeter also has two
Maximum Effective Range: 600 feet. hydro-cutter beams hidden in its wide
Payload: Effectively unlimited. mouth for close engagement and self-
defense. Passengers can also open their
Physeter hatches and use carried weapons at close
By Phalanx range. However, this exposes them to
The Great Houses with dominion over attacks that require a called shot and are
the oceans realized that they needed a at -2 to strike because the pocket does
War Mount capable of both extended still provide some protection.
independent patrols and bringing heavier Unless on a covert operation, Physeters
firepower to bear than the Leviathan. tend to deploy in “wolfpack” formations
Thus was born the Physeter, so named of four to eight War Mounts. They
after a mythical sea monster that could operate at the edges of Bio-Comm range
destroy ships whole with its powerful and silently communicate with each
whirlpool. It serves in the role of heavy other concerning potential contacts and
attack submarine and is one of the sea conditions. The Divers put together
largest War Mounts created to date. the tactical picture and advise the team
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commander – who ultimately decides the Speed:
wolfpack’s course of action. Divers tend Running: N/A
to trust the instincts and senses of their Leaping: It can leap three times its
Physeters, though, and give their input height and five times its length in an
due consideration. This fusion of human emergency surface.
ingenuity with animal instinct works Digging: N/A
remarkably well. This team effort is Swimming: 300 mph, combat tires the
encouraged and, as such, wolfpacks are War Mount at 1/10th the normal rate;
rarely split up. max depth of 3 mi
Class: Oceanic War Mount Flying: N/A
Crew: One Diver and 16 passengers Statistical Data:
MDC by Location: Height: 12 feet
* Armored Access Hatches (17): 180 Width: 10 feet
each Length: 80 feet
** Dorsal Fin: 150 Weight: 12 tons
** Ventral Fins (2): 120 Cargo: Space for 16 passengers and their
** Tail & Tail Fin: 250 gear; can carry 3 tons under belly
* Bio-Torpedo Ventricles (4): 60 each harness or pull 6 tons at one-third best
* Organic Land-Attack Missile speed.
Launchers (8): 60 each Physical Strength: 1D6+41
*** Head: 280 (Supernatural)
**** Main Body: 1100 Production Cycle: 6 years gestation + 6
* Small or low profile; -3 to strike years growth time
** Difficult to strike except when head Operational Lifetime: 60 year span
on; -2 to strike Trade Value: 18-20 million credits
Destroying the dorsal fin decreases healthy and undamaged
lateral stability, imposing a -20% on Bio-Regeneration: Sharks have
riding checks. incredible natural healing abilities. 5D6
Destroying both ventral fins decreases MD per hour to any location so long as 2
maneuverability, -3 to dodge and -20% MD or more remain. Extensive
to riding checks. regeneration requires 1D4+1 days.
Destroying the tail makes maneuvers Horror Factor: 15 against humans
severely difficult, -5 to dodge and -40% outside the Resistance.
to riding checks. Senses & Features: Standard, plus
*** Destroying the head blinds the War Underwater Eyes and Electromagnetic
Mount, reduces speed to 20% of max Sensitivity (150 feet for human-sized
(hydrodynamics are shot), eliminates objects or smaller, 1500 feet for average
bonuses, and reduces attacks by half. robots or large animals, 15 miles for
The War Mount can function up to 12 massive objects or navigating the
hours after loss of head. Hydro-cutter planet’s field)
beams are also destroyed. Feeding: Filter Feeder – Draws in
**** Depleting the MDC of the main plankton and small fishes every few
body effectively kills the War Mount. (1D6) hours when not in combat. Carries
Note: A compartment hatch must be three days (3000 lbs) of processed
destroyed first before the rider or nutrient reserves, can also use to feed
passenger can be hit. crew or build ordnance.
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Sleep Requirements: Sharks do not target. A stunned target loses initiative
sleep, thus the Physeter only requires and two attacks.
three hours of “down time” per day Bio-Weapon Systems:
(taken at any time) where it rides the 1. Hydro-Cutter Beams (2): Identical in
currents or swims at 1/10th max speed. principle to those on the Leviathan, these
Divers try to ride natural fast currents as are larger and more powerful. They are
much as possible to keep their Mount fed by the Physeter’s powerful spiracles
well-rested. – a kind of natural water pump that
Other Data (used when War Mount is keeps water flowing past the gills even
without a rider): when hovering. As long as the spiracles
The Physeter is an exceptionally are submerged, the Physeter has a
intelligent War Mount – owing to its constant supply for the beams. A
cetacean-derived brain – and is very favorite tactic is to swim or hover - in
protective of humans. Physeters the vertical - just a few feet below the
instinctively hate the machines and are surface and surprise unsuspecting
dedicated to helping the Resistance. The enemies.
relationship between a Diver and a Primary Purpose: Anti-Armor and Self-
Physeter is much more like a symbiosis Defense
or a team than one of master and servant. Mega-Damage: 2D6x10 MD per blast.
Thus, the Physeter has greater leeway in 01-65% chance of stunning a target
choosing how to react to a situation on (loses initiative and one attack). Robot
its own. However, they will always act short-circuit rules are the same as on
to protect their “little brothers” (humans) p.124 of Splicers.
against threats seen or unseen. Rate of Fire: Each water blast counts as
Alignment: Typically good with only one melee attack.
20% anarchist. Never evil. Maximum Effective Range: 700 feet in
Attributes: IQ 2D6, ME 1D6+10, MA the air, 400 feet underwater.
1D6+10, PS 42-47, PP 3D6+6, PE Payload: 18 blasts each on surface, refill
3D6+6, SPD as above requires one melee action. Unlimited
Number of Attacks per Melee: Four. underwater.
Combat Bonuses (in addition to possible 2. Bio-Torpedo Ventricles (4): The
attribute bonuses): +2 initiative, +3 Physeter’s primary armament is its
strike, +4 dodge, +6 save vs. battery of advanced bio-torpedoes
poison/disease, impervious to Horror derived from squid DNA. They are fast
Factor and mind control hunter-killer weapons designed to
Instinctive Skills of Note: ID Plants & impact at high speed and shoot an
Fruit 80%, Underwater Navigation 90%, intense eruption of bio-plasma at the
Swim 98%, Track by Scent 75%, target. The main body of the torpedo is
understands 2 languages at 75% and filled with a nitrate-based chemical that
“speaks” via Bio-Comm at 60% is stable until suddenly compressed by a
Combat Capabilities: The Physeter’s rapid, simultaneous contraction of dense
only real physical combat ability is to muscles that ring around the chemical
ram a target at high speed, using two sac.
attacks. Body Block/Ram: 6D6 MD and The bio-torpedo’s speed and
has a 01-80% chance of stunning the maneuverability come from extremely
efficient hyponomes – muscular funnels
463
that can send directed jets of water out at Once launched, the OLAM is
high pressure. Once the Physeter autonomous and will travel to the
designates a target, the image and/or designated range and heading. Its three
signature are passed to the torpedo’s eyes (nightvision, compound, enhanced)
neural bundle and recorded. The bio- and radar are used to locate valid targets
torpedo has three forward-mounted eyes after reaching the target zone by
(underwater, EM vision, enhanced) and comparing against its memory. This
a sonar organ to allow it to auto-track in makes it more difficult to track the
nearly any spectrum. Thin tendrils missiles back to the Physeter, but also
trailing from the bio-torpedo sheathe means that the Diver must have at least a
neural fibers and allow the Physeter to general notion of the target package to
update the target package for up to 20 ensure success. For missions of strategic
miles before disconnecting. Each importance, the Physeter will often carry
torpedo has 20 MDC, a speed of 400 a recon team to a safe beaching point
mph, and a lifetime of 1D4 hours. and then head out to sea while they
Primary Purpose: Anti-Ship and Anti- gather intel. Upon the team's return, the
Robot Diver will designate targets and launch
Mega-Damage: 4D6x10 MD. the strike. An OLAM will self-destruct
Rate of Fire: One at a time or in volleys after three hours if it does not acquire a
of 2 or 4. target. OLAMs can be launched from a
Maximum Effective Range: 40 miles. depth of up to 50 feet and have a lifetime
Payload: 5 torpedoes each. of 1D4+2 hours. Each missile has 16
Replenishment takes 3D6 hours with MDC and a maximum speed of 400 mph
400 lbs of food or stores. reached via organic thrusters.
Bonus: +4 to strike and dodge. Primary Purpose: Anti-Installation and
3. Organic Land-Attack Missile Anti-Robot
Launchers (8): Similar to the vertical Mega-Damage: 5D8x10 MD to target
launchers on attack and ballistic and 2D6x10 to a 50-ft radius.
submarines of old, the Physeter has eight Rate of Fire: One at a time or in volleys
OLAM launchers (four on each side) of 3, 6, or 12. A volley counts as one
running parallel to the spine aft of the attack.
dorsal fin. The organic land-attack Maximum Effective Range: 80 miles.
missiles are upgraded versions of the Payload: 3 per launcher. Replenishment
venerable organic rocket. Not only are takes 6D6 hours with 600 lbs of food or
they larger and more powerful, they are stores.
also smarter. The neural pack can be pre- Bonus: +6 to strike and dodge.
programmed by the Diver or at home
base with up to 20 target signatures for it Ramad
to hunt and destroy. The warhead is By Kakuma
comprised of an Omega Blaster designed With the success of the Ganesh the Great
to overcharge once within 50 feet of the House Shiva's librarians decided to
target and self-annihilate on impact. attempt to create another troop transport
Thus, even if the OLAM is shot down, with a bigger troop capcity and heavier
the warhead will still explode and do assault capability. Once again looking
blast damage. back into their past they settle on the
464
rhinoceros as their beginning template ***Depleting the MDC of the main body
and thus the Ramad wae reborn. will shut down the war mount
Class: heavy assault and strike team completely, rendering it totally useless
transport war mount and effectively destroying and killing it.
Crew: one rider, but can carry as many Note: the war saddle comes up and
as eight troops in the eight pods and two wraps mostly around the rider, giving
more can ride on its back unprotected for him some extra protection. This saddle
a total of 10 troopers. must be destroyed before the pilot can be
MDC by location: hit.
Personnel pods (4 on each side ) – 250 Speed:
each Running: 130 mi./h
shell vault pod covers (two on each side) Leaping: not possible. The Radam
– 200 each weighs too much.
heavy Gore Canon 200 Digging: not possible.
front legs (two) 250 each Swimming: not possible. It would sink
middle legs (two) 235 each like the proverbial rock.
hind legs (two) 235 each Flying: not possible.
feet – hoofed (six) 120 each Statistical data:
horns – two on the head, top small 60, Height: 15 feet at the shoulder, 18 feet to
bottom large 110 *note both horns have the top of the Gore Canon.
tendril injectors* Width: 10 feet
eyes : two sets Length: 40 feet
primary – advanced eyes – armored 10 Weight: 7 tons
each Cargo: the Radam is meant to hold
secondary – enhanced eyes – armored 10 troops, but can carry an additional 3 tons
each of cargo, and up to 8 tons can be pulled
head – 320 behind it if the cargo was on a wheeled
main body – 680 platform, half being dragged across the
riders war saddle – 100 ground.
grip hands –( multiple sets) five each Physical strength: 1D8 +60, supernatural
*A single asterisk indicates a small, low p.s.
profile, or shielded target that is difficult Production cycle: four years gestation,
to hit. An attacker must aim and make a +3 years growth time.
"called shot" to hit such targets, and Operational lifetime: 80 years, but most
even then is -3 to strike. don't make it past 50 to 55 due to the
**Destroying the head will stop the war combat losses.
mount in its tracks, eliminates all optics Trade value: 10 million credits for a
and sensory systems, reduces the speed healthy, undamaged unit with all limbs
to 10% of Max, reduces the number of and weapons intact.
melee attacks to three total (including Bio regeneration: 6 D6 MDC per hour
the riders) and negates all bonuses from for the main body and 3d6 MDC for all
the animal, but the rider can still fire the other locations.
weapon systems and makes the war Horror factor: 17 against humans not
mount walk (at a ponderous pace) for up familiar with the Radam, none against
to 12 hours after the head is gone. the machines.
Senses and features:
465
Original eyes slightly lowered and Feeding: the Radam is a lithovor and
upgraded to advanced eyes, requires 300 pounds of minerals (stones,
armored.Second set of eyes located rocks, dirt, clay, etc.) a day.
slightly above originals and upgraded to Sleep requirements: the Radam requires
enhanced sight, armored also.Above and six hours sleep per day.
along the topmost brow ridge and across Rider: the rider straddles and lays along
the forehead/face are a series of glow the spine near and upon the back of the
cells 1D 12 total. 1D6 upgraded to front set of shoulders. The back of the
simple light cells.Enhanced hearing, Bio saddle covers the rider to the top of
comms,Enhanced sense of his/her head to provide protection and
taste,Enhanced physical strength, enhanced neurological connections.
Enhanced speed factor, Enhanced Bio weapons systems:
olfactory sense, Instinctive sense of 1. Modified heavy Gore Canon (1)
direction, Reinforced exoskeleton and Mounted on top of the back end/hips is a
covered in defensive horns, Resistance heavy gore cannon. The underside of the
to lasers, multiple sets of grip hands heavy gore cannon has been modified to
spread all over the mount. "grow" a jousting like spine. The Lance
The Radam features three sets of legs like spine grows either an EMP style bio
with hoofed feet that form the basis for grenade or a high explosives shaped
the speed of its charging attacks. charge. The type of Lance produced is
On each side between each set of legs set during genetic gestation and can not
are too heavily modified shell vault's be changed or modified even if bio E is
that acts like an armored hatch covering spent. It takes between 24 to 48 hours
to of the Ganesh style trooper transport for a new Lance to grow along the
pods (total of eight pods altogether). The underside of the Gore cannon mount.
shell vaults opened from the bottom out. When a Lance has finished forming a
The troops can disembark from the pods split will form on the underside of the
as soon as the shell opens enough for the Gore cannon dropping the Lance which
troopers to drop out. Or they can wait is caught by sets of the grip hands that
until the shells are fully opened and cover the war mount, the grip hands will
parallel to the ground and use them as hold onto additional lances as they form
cover while advancing on foot. until they are needed. The grip hands
Each of the four shell vaults are covered also hold on to the riders personal
in pairings of grip hands that carry weapons and equipment.
everything from the lances produced by Primary Purpose: Combat Support.
the underside of the Gore Canon to Secondary Purpose: Assault and
personal supplies and/or other personal Defense.
weapons. Mega-Damage: 8d8+ 14 M.D.
Enhanced mental attributes allows the Rate of Fire: Each blast counts as one
Radam to help its rider in prioritizing melee attack.
targets and reacting to changes in Effective Range: 2200 feet (671 m).
combat. Prioritizes attacks based on the Payload: 30 blasts.
biggest threat size wise first followed by Bonus: +2 to strike.
danger threat level second ( bonus + ? 2. Dual facial horns (2) both horns are
To damage from dual horn strike, + ? To equipped with tendril injectors (bonus +?
damage caused by tendril injectors)
466
To damage from dual horn strike, +? To knows they have to be shiny and pretty.
damage caused by tendril injectors). 8-)
Popular bio enhancements and weapons:
The most popular bio weapons Sequoia
enhancements/additions for the Radam By Ectoplasmic Bidet
tend to be heavy on the offensive side. For as long as almost any Splicer can
Such choices include casting guns, Bore remember, the Seedlings have served as
guns, organic missile pods, and the very homes to the Resistance. Now, as the
popular Omega blaster. That being said enormous subterranean organisms begin
it is not unusual to see some mounts to mature into their adult forms, it is
being equipped with organic thrusters hoped that the Seedlings will fulfill their
mounted on the hindquarters to help true purpose as a means of escape from
increase speed and thus damage caused the Machine dominated Earth which has
by impact. Occasionally organic become so inhospitable to Mankind.
thrusters will be mounted on the sides Bio-engineering a living spaceship from
also, to provide greater precision on scratch is perhaps the single greatest
attack runs and in some cases it can achievement of Splicer bio-technology
provide the mount with a bonus to dodge and it was made possible only because
attacks. loyal Technojackers stumbled across
The Radam's are generally bred in one of data files containing extensive
four colors. Black and white are the two information about ancient humans' pre-
most prominent colors. While ranking N.E.X.U.S. journeys into space. Instead
officers are bonded with silver and gold of blindly speculating, Engineers and
colored mounts. The only common color Librarians were gifted with all the
among the four breeds are the Crimson pertinent knowledge necessary to make
blood red highlights. Such as the interior the Sequoias a reality, everything from
surfaces of the troop carrier scientifically precise information
compartments. . Skin appears as horn detailing the harsh conditions of outer
covered exoskeleton that is itself space which would require special bio-
covered in what looks like obsidian or tech to overcome, to the escape velocity
milky quartz crystals (note needed to successfully break away from
crystals/flakes/shards are the effect of the Earth's embrace. Even the living ion
the laser resistance).Of course riders can drives of a Sequoia are based on
choose their own colors but they must be engineering specs for never constructed
bought and paid for during the initial but heavily speculated upon space
creation process. Choice of silver and vessels designed long before N.E.X.U.S.
gold versus the standard to less flashy was created.
would be officers choice (I realize that For the past decade, Sequoia Seedlings
standard theater of operations call for not have begun to reach maturity. Instead of
singling out or identifying officers from immediately escaping into space,
a distance but there'll always be those however, the Leaders of the Resistance
thickheaded that want to lead from the whose Houses possess one or more
front so they can be an inspiration, read Sequoia Seedlings have waited for the
massive self ego stroking, to the troops. perfect opportunity, a set of pre-
That and you never know house Shiva requisites agreed on very early in the
may form an honor guard and everybody development of the living starships. The
467
first condition has been met, with all Silo grows at an incredible rate,
surviving Sequoia Seedlings now launch spreading its various root systems out to
capable. It is hoped that simultaneous incredible distances. The traditional
launches from multiple points around the roots, normally present in plants, absorb
globe, with Sequoia spreading into space nutrients and tap underground acquifers
in all directions, will increase the to provide for the Seedling and its
likelihood that even if the Machine does inhabitants. Unlike the normal, though
prove capable of pursuit, some of the super-sized roots found in plants, a root
vessels will survive to carry enough system of heavily bio-engineered worm-
humans to a new home that the species' like tendrils burrow through the Earth's
continued existance will be assured. crust to tap the mantle for unlimited geo-
The second condition requires only a thermal energy and spread out in an
little more patience. According to extensive network sometimes over a
ancient data, now confirmed using hundred miles in diameter to leech
specially created optic systems, the bio- necessary minerals from the surrounding
tech equivalent of modern day rock and soil.
observatories, the Sun will soon be It is within this sheath that a Sequoia is
entering a cycle of greatly increased formed, first becoming an ever growing
activity. During this time, the Earth will underground habitat, but eventually
be bombarded with intense solar winds maturing into a living starship.
and great flares of radiation. Using a Not only does a Silo provide the
combination of careful observation and required materials for the Sequoia
espionage, the Resistance has learned the growing within, it serves one final
Machine's limited space presence purpose, for it is the barrel from which
becomes predictably dormant at certain the starship is fired into space. When the
intervals when the solar bombardment Sequoia is ready to be launched,
grows especially fierce, a measure that enormous vats of two normally inert bio-
protects delicate electronics from engineered secretions(the defense
damage by the intense radiation. Though mechanism of an alien species of a tiny
detection is a virtual certainty, it is beetle found in some of Gaia's Nature
hoped that many Sequoia launches will Preserves) are combined deep
go unnoticed and that the head start, no underground. Together, these substances
matter how small, will give humanity a form a uniquely volatile binary
greater chance to avoid the inevitable compound that explodes without fail
Machine response. Despite a lack of approximately three seconds after
space vessels of its own, at least none formation. So violent is this reaction that
the Resistance can find, the Machine has it inflicts a ridiculous 1D4x10,000 MD
at least as much information on space to everything within a radius of
travel as the Resistance has collected, approximately five miles, with half
and its vast resources and manufacturing damage up to ten miles away, and a
capabilities mean robotic hunters may quarter damage up to twenth miles. If
only be weeks behind. not for the extreme difficulty and time
The Silo: Sequoia Seedlings do not consuming nature of creating these
technically grow into Sequoias. As a compounds in useable quantity, they
Seedling begins to grow, it forms the would have provided the Resistance with
Silo(aka the Sheath, Trunk, etc). The a powerful weapon against the Machine.
468
The explosion quite adequately propels a War Mounts, aside from the Cone space
Sequoia into space and though the fighters, are not typically carried aboard
damage done to the ship is sometimes Sequoias. Not only is space at a
more than its Bio-Force Field can premium, even in a vessel so large as a
absorb, it is not crippling. Those not Sequoia, but the resources necessary to
cocooned within the protective gel of a sustain War Mounts and the personnel
bio-stasis pod must be very securely needed to oversee the creatures would be
cushioned and restrained to avoid injury wasted on a journey that could take
in this process. centuries to complete.
Besides launching a Sequoia into space Class- Self-Sustaining Habitat/Living
in a rather spectacular fashion, the Starship
violence of the explosion also totally Crew: 1 Outrider pilot, 2 Outrider co-
vaporizes the Silo, destroying any pilots, and a bridge crew of 8 who
information the Machine could learn monitor external and internal conditions,
from its remains, and hopefully provides status of the nuclear bio-reactor, bio-
a certain amount of cover for the stasis pods, etc. 150 Outriders share duty
escaping ship. It is hoped that the terrific manning weapon emplacements at all
energies of the explosion will mask times. A Sequoia is not a sentient being,
fleeing Sequoias from any Machine operating automatically as it was
sensors that happen to be looking their designed with little need for human
way. oversight.
Sequoia: Enormous squid-like starships, Troop Capacity: Up to 18,000(12,000
Sequoias carry within them everything Host Armor pilots), 600 Space Fighter
needed to establish a colony on some pilots. Actual numbers are typically
distant, but hopefully habitable world. much lower, however, as Host Armors
Though armed with many powerful bio- not easily or realistically
weapons and defended by a fleet of sustainable(Vampiric, Lithovores, &
powerful space fighters and space Parasitic) and those not space capable,
capable Host Armors, a Sequoia is not a along with their pilots, are normally put
combat vessel. They are escape pods on in bio-stasis to conserve resources. This
a planetary scale, designed to blast into also applies to the majority of non-Host
space as fast as possible, and to never Armor pilots who simply have no
look back. If the Machine catches up discernable use while traveling through
with a fleeing Sequoia, the likelihood of space. Typical active troop complement
survival is too small to reasonably is no more than 2,000, all with space
calculate, as no one can imagine capable Host Armor, many of whom are
N.E.X.U.S. would have any space fighter pilots.
compunctions against using nulcear Non-Combatants: The standard
weapons against space-born humanity, complement of non-combatant personnel
since there would be no environement to varies greatly between individual
contaminate and no stray wildlife to Sequoias, depending on the tatstes of the
harm. As durable as a Sequoia is, it leaders of various Houses. The typical
would quickly succumb to the atomic Sequoia will have 3D6+6 Engineers and
weaponry once employed so liberally by 1D4+2 Libarians active at any given
the Machine in its efforts to exterminate time.
Man.
469
Bio-Stasis Complement: Up to 100,000 blown in the ships hide can be used to
people can be safely stored in stasis. War field space capable defenders, but for the
Mounts or bio-tech creatures larger than most part the vessel will be helpless.
a full-sized Host Armor do not fit into Further reducing the MDC beyond -
the stasis pods. 40,000 kills the ship.
MDC by Location: ***The Rear/FTL Drive section of a
-Fighter Nursery[Bow]- 20,000 + Sequoia regenerates 1D4x1000 MDC
2D6x1,000 per hour. Depleting the MDC of the
-Omega Blaster Batteries[12]- 1,200 + Rear/FTL Drive will cause the nuclear
1D6x100 each reactor powering the ship to go critical
-Super Light Cell Point Defense and initiate a meltdown effect. If this
Bundle[36]- 300 + 1D4x100 each occurs, the entire section will
-*Pseudopod/Ion Emitter[4; Rear]- explosively jettison the Main
20,000 + 2D6x1,000 each Body/Habitat with enough force that the
-**Main Body/Habitat- 240,000 + meltdown will not contaminate it.
2D6x10,000 Unfortunately, this section of a Sequoia
-***Rear/FTL Drive- 120,000 + cannot be regrown. If it is destroyed, it is
1D6x10,000 forever lost. Small backup reactors
-****Bio-Force Field- 30,000 within the Main Body/Habitat continue
*Each pseudopod is a complex organ to power minimal life support and bio-
dedicated to transforming the raw power stasis pods, but weapon range and
generated by the massive bio-reactor at damage is reduced by 75%, damage to
the Sequoia's core into propulsive force all components regenerates at 25% of the
via ion emission. Each pseudopod normal rate, and rotationally maintained
destroyed reduces maximum speed and artificial gravity ceases to function,
acceleration & deceleration by 25%. while the Bio-Force Field cannot be
Given their complexity and the resources maintained at all. While a Sequoia in this
necessary to regrow these organs, condition may continue to exist long
damaged pseudopods regenerate at a after such damage, the only hope for
reduced rate of 1D4x100 MDC per hour those trapped within is rescue by allies
and if destroyed require 1D4+2 weeks to or, as unlikely as it seems, alien
regrow. During the growth of a new interference.
pseudopod, all other ship components ****The Bio-Force Field regenerates at
regenerate at 50% their normal rate. a relatively slow rate of 1D4x10+20
**The Main Body/Habitat regenerates MDC per hour. If MDC is depleted, the
1D6x1000 MDC per hour. Depleting the Bio-Force Field cannot be re-initialized
MDC of the Main Body/Habitat renders for 24 hours.
the ship unconscious, reduces life Speed:
support to a bare minimum, and powers -Atmospheric Flight- Not Possible. Once
down all weapons. 1D4x10+10% of the launched into space, a Sequoia is only
ship's habitable compartments will have capable of making a controlled descent
been ruptured and exposed to vacuum to the surface of a new planet, and is
and internal rotation systems will be forever grounded afterwards.
offline, rendering artificial gravity -Trans-Atmospheric Flight-
inoperative. Unopened launch orifices Approximate maximum of Mach 6
can be blasted through and large holes before engaging FTL bio-systems.
470
-FTL Travel- Speed Factor 30, with a -Power System/Metabolism: Varies
maximum acceleration and deceleration throughout its lifetime. Functionally a
of 1 c per hour. Lithovore & Omnivore, but only so long
-Range- Effectively Unlimited. Barring as it continues to grow.
catostrophic mishap, a Seedling is Geo-Thermal/Nuclear fueled
capable of sustaining its full crew Thermosynthetic metabolism at full
complement and all bio-tech devices and maturity, though it continues to function
creatures not currently held in bio-stasis as a Lithovore & Omnivore for the
for centuries. purposes of recyling internal wastes and
Statistical Data: introducing new biological material for
-Diameter: 3,000 + 1D6x100 feet use by those living within.
tapering down to a very blunt nose -Sleep Requirements: As an artificial
cone(Fighter Nursery) approximately organism designed for continuous
400 + 2D6x10 feet in diameter. operation, the Seedling does not require
-Length: Main Body/Habitat: 12,000 + sleep.
2D6x100 feet, Fighter Nursery: 400 + Bio-Weapon Systems: Sequoias do not
3D6x10 feet, Rear/FTL Drive & mount projectile weaponry, aside from
Metabolization Chamber: 3,000 + the Cone fighters themselves. There are
2D4x100 feet, Pseudopods/Ion several reasons for this measure. Power
Emmiters: 2,000 + 1D4x100 feet is generated in great abundance by the
-Weight: Approximately 120 million nuclear-fueled Thermosynthetic
tons fully loaded metabolism of a Sequoia, with more than
-Cargo: Approximately 30 million tons enough left over for energy weapons.
-Physical Strength: Vast, but Energy weapons can be mounted
inapplicable. entirely on the outer hide of the ship,
-Production Cycle: 18 month gestation saving space and eliminating the need
period, plus 100 year growth time. Until for internal mechanisms to supply ammo
fully grown, a Seedling is only capable to projectile weapon, which also reduces
of providing its various life support potential weak points on the hide.
functions. Finally, the projectiles would represent
-Operational Lifetime: Theoretically an unnecessary and wasteful
unlimited, so long as it is not allowed to squandering of precious biological
starve. matter that simply cannot be replaced
-Trade Value: Unplanted Seeding: 100 while in the depths of space.
million credits. Once planted and a Super Light Cell Point Defense
viable underground habitat or fully Bundle[24]- Each of these strategically
mature and space capable starship, they located and fully articulate weapon
become priceless. nodules are composed of six fully
-Bio-Regeneration Rate: Unless upgraded Super Light Cells clustered
otherwise noted, all components around a trio of eyes especially enhanced
regenerate 1D6x100 MDC per hour. and armored agaisnt the riggers of space.
-Horror Factor: 18, but only for those Each of these point defense bundles is
unexpectantly witnessing the matured manned by an Outrider who controls it
Seedling, now a Sequoia starship, launch from within the safety of the ship.
into space. Defense bundles are treated as personal
-Senses & Features: Detailed below. War Mounts for any Outrider operating
471
them, granting all relevant bonuses in -Mega-Damage: 4D8x10 MD per
the process. Individual Super Light Cells Omega Blaster fired(20D8x10 MD per
can be fired, but are almost always full volley)
tandem fired in volleys. -Beam Radius: 20 foot radius per Omega
-Primary Purpose: Defense Blaster fired(100 foot radius per full
-Mega-Damage: 2D10 MD per Super volley)
Light Cell(12D10 MD per full 6 Cell -Maximum Effective Range:
volley) Atmosphere: 10,000 feet, Space:
-Maximum Effective Range: 100,000 feet.
Atmosphere: 4,000 feet, Space: 40,000 -Rate of Fire: Each blast or volley counts
feet. as one melee attack. Roll only once per
-Rate of Fire: Each blast or volley counts volley. Either all the light beams hit, or
as one melee attack. Roll only once per the all miss.
volley. Either all the light beams hit, or -Payload: Effectively Unlimited,
the all miss. however each individual Omega Blaster
-Payload: Effectively Unlimited. may only be fired twice per melee round.
-Bonus: +1 to strike on an aimed shot. -Bonus: +2 to strike on an aimed shot,
-Special: These bundles make tiny with an additional +1 bonus to strike per
targets compared to such a large vessel. Omega Blaster fired.
To deliberately strike a bundle an enemy -Special: These batteries make tiny
must make a Called Shot with a -3 targets compared to such a large vessel.
penalty. To deliberately strike a battery an enemy
Omega Blaster Battery[12]- Like the must make a Called Shot with a -3
defense bundles, these much heavier penalty.
weapons are standard bio-weapon Sensory Organs & Abilities: Scattered
enhanced to their fullest capacity and across the hide of a Sequoia are
arrayed for greater combined firepower. hundreds of fully bio-enhanced eyes,
Arranged in a pentagon pattern around more than enough to give the ship's
the triple eye optic sensor and protected pilots adequate visual data even after
by lightning quick armored shutters to suffering damage across the majority it
shield the sensitive beam emitters, surface. Despite being able to see
Omega Blaster Batteries are placed at telescopically(approximately 300,000
points across the ship to ensure that at miles) throughout the electromagnetic
least two of them can converge their fire spectrum, the true gem of the Sequoia's
on any target within range. Each of sensory systems is its Gravity Node.
battery is manned by an Outrider who Visual data simply cannot be relied upon
controls it from within the safety of the while traveling at FTL speeds, making
ship. Batteries are treated as personal dangerous collisions impossible to
War Mounts for any Outrider operating avoid. So advanced is the Gravity Node,
them, granting all relevant bonuses in that it was not a viable bio-tech device
the process. Individual Omega Blasters when the Seedlings were first developed.
can be fired if a steady rate of fire is Instead, the Seedlings were created and
desired or they can all be fired in tandem planted while decades were spent trying
to create devastating waves of to solve the problem of FTL navigation.
destructive energy. With the creation of the Gravity Node, a
-Primary Purpose: Anti-Robot whale-sized gland-like organ that detects
472
even the slightest spacial distortion harmful energy directed at it. Sequoias
generated by objects nearly a light year are immune to hard radiation of non-
away, the final hurdle to space travel mega-damage intensity and suffer only
was cleared. Once a Seedling has half damage against MD level radiation
matured into a space capable Sequoia attack and effects. Laser and ion beam
and an Engineers has added the weapons inflict only 50% damage to a
necessary genetic information to the Sequoia's hide and particle beam weapon
starship, a Gravity Node will grow into damage is reduced by approximately
place in 1D4+12 days. A Gravity Node 33%.
transmits information to the Outrider Anatomical & Physiological Features:
piloting the Sequoia exactly as if he was Just like a Seedling, a Sequoia is
using a War Mount with the Radar engineered to provide for every
ability, complete with full bonuses, but requirement of those living within it.
impossible to foul and a range of 1 light Water and wastes are recycled, air
year. scrubbed and refreshed, and food
Biological Defenses: Beyond it's provided in several forms by various
powerful Bio-Force Field and thickly internal organs that provide edible meat
armored hide, a Sequoia starship has a and vegetable matter. In addition to this,
number of bio-enhancements meant to however, are features designed
help it cope with the hazards of space specifically for the Sequoia, systems
and to resist damage is attacked. necessary for long term space flight and
-Immune to Cold & Heat: The specially added survivability.
engineered hide of a Sequoia is only -Rotating Internal Habitat: Between the
capable of transfering heat in one outer hide of a Sequoia and its inner
direction; inward. This not only makes it habitat is a layer of highly viscous
impervious to the bitter cold of deep mucus which acts not only as a shock
space, it also makes the vessel totally and radiation absorber, but also as a
immune to heat, as it is absorbed to medium for the bio-tech equivalent of
supplement onboard energy. Mega- artificial gravity. Powerful organic jets
Damage heat, flame, & plasma only that line the outside of the habitat
serves to fuel a Sequoia. chamber work tirelessly to spin the
-Resistant to Kinetic Energy & Physical enormous city-sized section within the
Attack: The hide of a Sequoia is mucus layer while the pseudopod ion
normally surprisingly supple, but propulsion system actively prevents
physical impact aligns crystalline fibers counter-rotation of the outer shell. While
beneath the surface to turn the skin ultra- not a perfect system, it does provide
hard. This reaction effectively halves the approximately .75 g for those living
damage suffered from any physical within, well within margins needed to
attack on a Sequoia. prevent de-calcification of bone and
-Resistant to Energy- The hide's ability other detrimental health effects
to absorb heat, the crystalline fibers experienced in low gravity
responsible for its ability to rapidly environments.
harden, and a quirk of the same alien -Bio-Statis Pods: A significant portion of
DNA responsible for Bio-Energy the habitat chamber is dedicated to vast
weapons combine to allow the Sequoia row upon row of special organelles
to refract and absorb a certain amount of capable of putting living beings into
473
state of suspended animation. When head more resembles that of a stubby-
activated a stasis pod secretes a gel-like nosed Raptor than a Pterodactyl, but
substance that combines with a pre- what makes the design truly unique is its
administered drug to halt biological and thick muscular neck and large ram
neurological activity. A person placed horns. Its powerful wings allow it to
within such a pod, along with their reach impressive speeds, and its body is
gear(living armor, bio-weapons, even lined with multiple organic thrusters
Host Armor) can be maintained in this which makes it one of the fastest War
state for centuries without ill effect. Mounts in the Resistance. The beast is
-Fighter Nursery: A bio-tech factory of only slightly larger than an armored
sorts, the huge front compartment of a human, but it packs decent destructive
mature Sequoia can be configured to power. Its only long-range armaments
produce and gestate various War Mounts are a pair of Pod Launchers that it uses
at their normal rate, but the only to soften up the Machine’s air forces or
practical application of this while in tear apart large concentrations of ground
space is to generate the Cone bio-tech troops, but its real strength comes from
space fighter, a War Mount designed its very unconventional attack.
specifically for trans-atmoshpheric The War Mount gets its name from its
combat. Each Cone resembles a primary method of attack. The skull of
miniature Sequoia and is piloted by a the beast is nearly six inches thick, and it
specially trained Outrider. Each of the has an enormous pair of ram horns that
nursery's 100 gestation tanks is capable allow it to crash into opponents at
of producing a fully grown Cone fighter incredibly high speeds without ill effect.
every 12 months, though space The unique design of the War Saddle
constraints limit a Sequoia to a helps protect the pilot during these
maximum of 300 Cone fighters. Up to collisions as well. The pilot lies in a
ten Cone fighters can be launched from prone position on the Skull Cracker’s
special launch orifices at full speed back at a slightly elevated thirty degree
every three seconds. Damage to the angle to give the rider a better field of
Fighter Nursery regenerates 1D4x1000 vision. While on the ground, the pilot
MDC per hour. If destroyed, the nursery can move his head freely, but when the
requires 1D4+1 weeks to regenerate. War Mount takes flight, the War Saddle
Docked fighters have a 1D4x10% grows around the pilot’s head in order to
chance of surviving to be salvaged, but completely immobilize it. This protects
those not fully grown are lost. the rider from whiplash during high
Hand to Hand Combat: Not applicable. speed impacts, but it does limit the
Despite the apparently powerful pilot’s peripheral vision. Most riders
pseudopods, they are not capable of enhance their armor with radar or
combat. additional eyes on the sides of the head
to deal with this little side-effect.
Skull Cracker The Skull Cracker is the favorite War
By Slappy Mount among Archangels and Outriders
The Skull Cracker is a fast attack aerial that prefer speed and maneuverability
War Mount. It looks like a large over power. They are primarily used to
Pterodactyl with long muscular legs and support ground forces and cover the
dark green skin. Its carnivorous lizard backs of the slower, more powerful War
474
Mounts like Dracos and Zephyrs, but Swimming: 120 mph. Maximum depth is
some field commanders have found that only 500 feet.
Skull Crackers or more effective when Flying: Maximum speed is 650 mph,
their crazy pilots are just allowed to cut with a cruising speed of 350 mph. The
loose. When this happens, it is truly a Skull Cracker can reach speeds of nearly
sight to see. These speedy beasts become 1000 mph when performing a steep
an absolute blur as they blaze all across power dive. When the War Mount wants
the battlefield. They constantly ram into to fly silently (without the organic
Sky Fighters and other flyers, bombard thrusters) it can only fly at a maximum
ground forces with their Pod Launchers, speed of 400 mph and a cruising speed
and swoop down to seize Steel Troopers of 150 mph. It can fly all day long at
and Slicer Robots in their powerful cruising speed, but only eight hours at
talons. Only the best among the maximum speed before needing to rest
Archangels are ever issued a Skull for at least one hour.
Cracker, and it is the goal of nearly Statistical Data:
every one of these lunatic pilots to take Height: 7-8 feet standing straight up, but
to the skies on the backs of one of these 2.5 feet when lying on its stomach.
beasts. Width: 3.5 feet with a wing span of 15
Class: Fast Attack Aerial War Mount feet.
Crew: One pilot Length: 8-9 feet from the tip of its nose
M.D.C. by Location: to the ends of its feet. Also has a 7-foot
• Wings (2): 140 each long tail.
• Legs (4): 120 each Weight: 800 lbs.
• Clawed Feet: 80 each Cargo: Can carry 500 lbs. Additional
• Tail: 120 weight decreases the Skull Cracker’s
• Pod Launchers: 85 each speed. An extra 200 lbs. decreases speed
• Head: 225* by 25 percent, an extra 400 lbs.
• Main Body: 190* decreases speed by half, and any amount
• War Saddle: 100 greater than 900 lbs. total makes flight
*Depleting the M.D.C. of the Head or impossible.
Main Body kills the Skull Cracker. Physical Strength: 1D6+20
Speed: Production Cycle: 1 year gestation
Running: 60 mph maximum without a period plus 1 year growth cycle.
rider, but only 30 mph when carrying a Operational Lifetime: 60 year life span.
pilot. The act of running does tire out the Bio-Regeneration Rate: 4D6 per hour to
War Mount but not the rider. The Skull the main body and 2D6 per hour to all
Cracker can run at top speed for 1D4 other locations.
hours straight before needing to rest for Horror Factor: 12
1D6x10+30 minutes. Feeding: The Skull Cracker is a
Leaping: The legs are surprisingly Carnivore. It needs to eat 10 to 20
powerful which allows it to leap 30 feet pounds of animal matter a day, and may
high our across. Organic thruster assisted gorge on up to 80 pounds at one time.
leaps can propel the Skull Cracker an After gorging, the War Mount can go
additional 200 feet high or 500 feet 2D4 days without feeding and without
across. suffering any ill effects.
Digging: Not possible.
475
Color: The Skull Cracker is dark green machines as enemies to be destroyed or
in color with light tan ram horns. chased away.
Sleep Requirements: As an artificially Combat Capabilities:
created organism, the Skull Cracker only • Bite: 3D8
requires 4 hours of sleep per day. • Restrained Talon Strike: 1D8
Other Data: • Talon Strike: 3D8
An unmanned Skull Cracker is able to • Power Claw Strike: 6D8, but counts as
operate independent of a rider using its two attacks
animal-like intelligence and instincts to • Kick: 4D6
respond to any given situation. They • Leap Kick: 5D8, but counts as two
quickly learn that robots are the enemy attacks
and will attack them whenever they get • Tail Whip: 1D8
too close. These War Mounts live for the • Body Block/Ram: 3D8 per every 100
thrill of combat just like their riders, and mph. See the Ram Attack below for
they enjoy mixing it up in the skies with complete damage.
the Machine. They only follow the Senses and Features: Standard for War
commands of Packmasters, Outriders, or Mounts plus:
Archangels (Skull Crackers have an • Radar: Maximum range is 6 miles in
affinity for these fearless daredevils). open spaces.
Alignment: Anarchist. The Skull • Reinforced Skull.
Cracker is an adrenaline junkie and Bio-Weapon Systems:
quickly becomes bored and agitated 1. Pod Launchers (2): Mounted over
when confined. They grow very close to each shoulder of the Skull Cracker is a
riders with a similar personality type and powerful Pod Launcher. They fire a
will actually come to their aid when burst of seed pods that explode on
threatened. impact and shower the blast area with
War Mount Attributes: I.Q.: 1D4+2, razor-sharp shrapnel. These weapons can
M.E.: 1D6+8, M.A.: 1D6, P.S.: 21-26, devastate large concentrations of ground
P.P.: 1D4+20, P.E.: 1D8+14, P.B.: forces during high-speed strafing runs.
1D4+1, Spd.: 60 mph on the ground, 650 Primary Purpose: Assault
mph in flight. Secondary Purpose: Defense
Number of Attacks per Melee: 4 Mega-Damage: 5D8 M.D. per burst with
Combat Bonuses: +4 on initiative, +4 to a blast radius of 30 feet. When both
strike in hand to hand combat, +2 to launchers fire at the same target, damage
strike with ranged weapons, +2 to parry, is 10D8 to a 50-foot radius.
+3 to dodge, +6 to dodge while flying, Rate of Fire: Each burst counts as one
+6 to roll with punch, +3 to pull punch, melee attack. A dual attack from both
+4 to disarm, and impervious to horror launchers counts as one melee attack.
factor, disease, and poison. Effective Range: 2400 feet
Equivalent (Instinctive) Skills of Note: Payload: Each Pod Launcher grows
Land Navigation 90%, Track by Scent enough seed pods for 32 bursts per hour
65%, and understands the Native (64 total); automatically regenerates.
Language of the Great House that Bonuses: +1 to strike with a burst of
created it and one other common pods.
language at 70%. Recognizes robots and 2. Barbed Talons: The feet of the Skull
Cracker are prehensile with three toes in
476
the front and the “thumb” on the back of the damage. A ram attack has a 01-90%
the heel. Each toe ends in a four-inch likelihood of knocking an opponent as
long razor-sharp barbed talon. This large as 15 feet tall off his feet and onto
allows the Skull Cracker to easily grab his back. If knocked off his feet, the
targets at high speed and keep them from victim loses initiative and two attacks
breaking its grip. It may be difficult for per melee. A ram attack counts as two
the victim to break free, but the Skull melee attacks. Skull Crackers are also
Cracker can easily tear the talons out of able to perform a head-on collision
its prey whenever it chooses. against other flyers. They have learned
Primary Purpose: Assault to blunt the impact so that it is not fatal.
Secondary Purpose: Grappling In these cases, the Skull Cracker inflicts
Mega-Damage: Each foot inflicts 3D8 2D4x10 M.D. against its target and only
M.D. and a dual strike inflicts 6D8 M.D. suffers 5D6 points of damage (counts as
(counts as one melee attack). It requires two melee attacks).
a combined Robotic/Splicer P.S. of 50 or
higher to break free of the Skull Sky Manta
Cracker’s grip. Whether the War Mount By Ectoplasmic Bidet
pulls the claws free or the victim does, Though often hideously outnumbered,
this action inflicts an additional 1D10 the Resistance's ground forces are quite
M.D. capable of holding their own against
Effective Range: 6 foot reach. superior Machine numbers, and, for the
3. Prehensile Tail: The tail of the War most part, the Resistance owns the Great
Mount is prehensile and is used to Ocean. Where humanity continues to lag
ensnare robotic prey. It is not designed behind, despite significant advancements
for whipping, so it cannot deliver a very in bio-engineering over the past century,
powerful strike. is in its airborne forces. The gap between
Primary Purpose: Assault the Machine and the Resistance
Secondary Purpose: Defense continues to shrink, however, with the
Mega-Damage: 1D8 development of the Sky Manta, a next
Rate of Fire: Equal to the number of generation War Mount using an array of
attacks per melee. bio-technologies to achieve fairly
Effective Range: 7 feet. astounding results. Faster than anything
Bonuses: +3 to strike and parry and +5 fielded by the Resistance since the nano-
to dodge. These bonuses only apply to plague cut humans off from their
the tail and no other bonuses apply. advanced technology, the Sky Manta can
4. Ram Attack: The Skull Crackers engage any aircraft in the Machine's
strongest and strangest attack. Even arsenal on equal or better footing.
people familiar with this War Mount are Resembling an enormous manta ray, for
often surprised it can survive such high its base DNA is in fact that of a common
speed collisions. Every 100 mph of species of manta found in the Great
speed inflicts 3D8 M.D. The War Mount Ocean, the Sky Manta blasts through the
and rider are protected from the impact, air mostly through the use of its multiple
but at higher speeds the Skull Cracker organic thrusters, the wings themselves
does take some damage. Any ram attack providing only about 20% of its power.
at speeds greater than 500 mph means Lightly armored and no more heavily
the War Mount also takes 20 percent of armed than any other assault-type War
477
Mount, what allows this creature to truly across the ground in a manner similar to
shine is the complex system of storage a snake.
sacs and reaction chambers located in its -Leaping- 40 feet without wing or
long, bone-plated tail. When necessary, thruster assitance. The powerful tail, in
the Sky Manta can initiate an internal conjunction with full thruster power, is
chemical reaction that turns its tail into a able to propel the War Mount into the
rocket booster with enough power to air, a rough equivalent to a vertical take-
raise its speed beyond that of the off ability.
Machine's Sky Fighter. Flocks of Sky -Digging- Not applicable.
Mantas are more than capable of -Swimming- Maximum speed is 400
maintaining air superiority against equal mph. The Sky Manta is an exceptional
or even higher numbers of Sky Fighter swimmer, as a significant portion of its
robots, allowing ground forces to go genetic heritage is harvested from the
about their business unharrassed from sea. The War Mount can maintain
above. maximum speed underwater without
Class: Aerial Attack War Mount need of rest.
Crew: One pilot. -Flying- Maximum unassisted speed is
M.D.C. by Location: 800 mph, with a cruising speed of 200
-*Force Projector Cannon- 100 mph. Can fly all day at cruising speed,
-*Organic Rockets[16; 8 per wing]- 11 but only four hours at maximum speed
each before needing to rest for at least one
-*Organic Thrusters[4; 2 per wing]- 100 hour. Beyond its already impressive
each speed, what truly sets the Sky Manta
-*Thruster Ports[8; 4 per wing]- 40 each apart from other aerial War Mounts is
-Tail- 180 the Bio-Rocket Thruster system housed
-*Tail Bio-Rocket Thruster- 80 in its tail. At the command of its pilot,
-Wings[2]- 180 each the War Mount's tail stiffens into a rigid
-**Main Body- 240 structure and two internal storage sacs
-***Bio-Force Field- 100 within the tail combine their contents to
*Objects marked with a single asterik produce a highly volatile chemical
are exceptionally small targets and reaction. The gaseous exhaust from this
require a Called Shot with a -3 penalty to reaction is expelled from the single
strike. Reduce speed by 20% per boney thruster port at the tip of the tail,
destroyed Organic Thruster and 10% per raising the War Mount's maximum speed
destroyed Thruster Port. Destruction of to a phenomenal 2,100 mph for five
an entire wing reduces speed by 60%. minutes. The War Mount's fuel sacs
**Depleting the M.D.C. of the Main store enough reactants to perform this
Body kills the War Mount. rocket boost six times before running
***The Bio-Force Field regenerates 1 empty. Four hours are required for the
M.D.C. per minute. If M.D.C. is War Mount to replenish six minutes
depleted, the Bio-Force Field cannot be worth of fuel. Outriders can enhance
re-initialized for 12 hours. their Sky Manta's fuel supply by six
Speed: minutes per 10 Bio-E(to a maximum of
-Running- 20 mph. The Sky Manta is ill- an additional 30 minutes) and fuel
suited for land travel and must writh replenishment rate can be doubled for 30
Bio-E.
478
-Maximum Altitude- As low as just a -Feeding: The War Mount is an
few inches above the ground or tree tops omnivore and eats from 80-120 lbs of
to as high as 25,000 feet unassisted. organic matter a day. Feeding is done
With bio-rocket assistance the War most easily underwater, where the War
Mount is capable of achieving altitudes Mount can quickly filter large quantities
as high as 60,000 feet for short periods of microscopic organisms from the
of time. surrounding water, but this is hardly a
Statistical Data: necessity.
-Height: 4 feet at the thickest point -Sleep Requirements: As an artificial
between the back and underbelly. organism, the War Mount requires only
-Width: 8 feet at the main body's widest four hours of sleep/rest per day.
point, 32 feet from wingtip to wingtip. Other Data: An unmanned Sky Manta is
-Length: 16 feet from the tip of the nose able to function independent of a rider
to the base of the tail, 16 feet from the using its animal-like intelligence and
base of the tail to bio-rocket thruster tip. instincts to respond to any given
-Weight: 5 tons. situation. Unlike most other War
-Cargo: None. The internal pilot Mounts, however, the Sky Manta has an
compartment is totally form fitting, unusually timid nature and will almost
molding tightly around the Outrider and always choose to flee from a fight unless
his Host Armor. Though the War Mount it is severely injured or backed into a
has the physical strength and surplus corner with no obvious escape routes
lifting power to carry cargo externally, available. It will obey the commands of
it's lack of limbs or tie down points an Outrider or Packmaster and is easily
renders it incapable of doing so. handled by any non-threatening human.
-Physical Strength: Supernatural PS of Innately hostile towards the Machine, an
20 + 1D4. unmanned Sky Manta will choose to
-Production Cycle: 18 month gestation defend humans from robot attack when it
period, plus 2 year growth time. could otherwise flee.
-Operational Lifetime: 50 years. -Alignment: The War Mount is generally
-Trade Value: 18 million credits for a of a good or selfish alignment unless it
healthy, undamaged unit. has been harshly abused by dishonorable
-Bio-Regeneration Rate: 3D6 M.D.C. humans. Sky Manta War Mounts,
per hour for the main body and 1D6 despite their size and appearance, are
M.D.C. per hour for all other locations. gentle and affectionate towards humans
The War Mount cannot regrow severed and have a strange fascination with Gore
limbs or destroyed weapon Hounds.
systems(reduced to zero or less), there -War Mount Attributes: IQ:
must be at least two M.D.C. points 1D6+4(medium to high animal
remaining to regenerate lost limbs, and intelligence), ME: 1D6+6, MA: 2D6+8,
such extensive regeneration takes 1D6+8 PS: 21-24(Supernatural), PP: 20+1D4,
days. PE: 10+2D6, Spd: See above.
-Horror Factor: 13 against humans -Number of Attacks: Four.
outside the Resistance, but none against -Combat Bonuses(In addtion to possible
the Machine. attribute bonuses): +4 on initiative, +3 to
-Senses & Features: Standard for War strike with ranged weapons, +1 to strike
Mounts. in HtH combat, +1 to dodge, +6 to
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dodge while flying, +2 to pull punch, +1 -Primary Purpose: Self-Defense.
to roll with punch, impact, or fall, +8 to -Mega-Damage: 1D10+5 M.D. for a
roll with impact while flying, +3 to save single laser blast or 2D10+10 M.D. for a
vs poison & disease, and is impervious simultaneous dual blast.
to Horror Factor & mind control(and -Rate of Fire: Each single or double blast
possession). counts as one melee attack.
-Equivalent (instinctive) Skills of Note: -Maximum Effective Range: 1,000 feet.
Swimming 98%, Identify Plants & Fruit -Payload: Effectively Unlimited.
80%, Land Navigation 70%, and 3. Organic Rockets (16)- Along the
understands the Native Language of the leading edge of each of the War Mount's
Great House that created it and one other wings are eight Organic Rockets
common language(cannot read or write) intended for use against airborne targets
at 70%. or large concentrations of ground-based
-Combat Capabilities: The War Mount enemies.
may use its long-range weapons(each -Primary Purpose: Anti-Aircraft and
use counts as one melee action/attack) or Anti-Robot
engage in limited hand to hand combat. -Mega-Damage: 5D10 M.D. per
-Tail Lash/Strike: 1D6x10 M.D. individual organic rocket fired, with a
-Flying Body Block/Ram: 3D8 M.D. and blast radius of 10 feet each.
has a 01-80% likelihood of knocking an -Rate of Fire: One at a time or in volleys
opponent who is as large as 20 feet tall, of up to a full payload of 16 rockets. A
off its feet and onto its back. volley counts as one melee attack. Roll
Sky Manta Bio-Weapon Systems: once to strike, either all the rockets in
1. Force Projector Cannon- The the volley hit or they all miss.
crystalline lens of this weapon resembles -Maximum Effective Range: 1 mile.
a small, opaque third eye set within the -Payload: 16; 8 per wing. The War
boney ridge separating the War Mount's Mount can replenish its entire payload of
eyes. This lens works in conjunction rockets in 6D6 hours.
with the internal organs responsible for -Bonuses: +6 to strike and dodge(each
producing the War Mount's Bio-Force rocket has 1 attack per melee round and
Field to fire blasts of powerful will continue seeking its target for 2D4
concussive force. melees before expiring).
-Primary Purpose: Anti-Aircraft. Hand to Hand Combat: Rather than use
-Mega-Damage: 2D4x10+20 M.D. long-range weapons, the War Mount can
-Rate of Fire: Each force blast counts as engage in hand to hand combat using its
one melee attack. powerful blade-tipped tail or its massive
-Maximum Effective Range: 2,400 feet. body.
-Payload: Effectively Unlimited.
-Bonuses: +2 to strike. Spyder Monkey
2. Super Light Cells (2)- Located at the By Beast Guyver
tip of each wing is a single Super Light When Spyder Monkeys are created a
Cell. These secondary weapons are bonding patch is created at the same
intended mostly for defense, but can time the patch is like a super bio-comm
serve as adequate backup weapons if the allowing visual and auditory information
cannon is damaged or the rockets have to be passed between monkey and
been exhausted. master, these patches are connected to
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the temple or back of the neck just under Senses & Features: Advanced Eyes,
the skull, this bond is perminant and as Enhanced Sight, Electromagnetic
long as the monkey lives the patch with Vision, Night Vision, Advanced Senses,
continue to transmit/recieve. When the Enhanced Hearing, Enhanced Senses,
monkey dies the patch slowly degrades Righting Reflex, Spinnerets and
and falls off like a scab. Spyder Monkey webbing, Suction cups and gripping
masters are also given a shell pack for hairs, 1 glow cell,
the monkey to rid in, this shell is usually Feeding: 1 pound of vegitable matter
places in a out of the way place like hip Sleep requirements: 4 hours how ever
thigh or small of the back. The little will sleep when not needed or playing
fellows rather enjoy riding creatures whether it needs it or not.
other then their masters for odd reasons, Other Data (when not in combat)
esspessally gore hounds where they Spyder monkeys are both playfull and
actually function as a rider. The lazy and have an annoying habit of
monkeys will also ride sholders of imitating ever human around them they
Biotics if they let them. the bonding also like collecting stuff they have been
patch also allows themonkey and master programed to avoid metal (after several
to sense each others direction if outside leathal accidents), but still like peices of
actuall reception range (6 miles) bone plastic and stone esspesally shiny
Class: Spy scout ones.
Crew: 1 controler Alignment: considered good or selfish
MDC by Location: Attributes: I.Q.: 2D8, M.E.: 1D6, M.A.:
*Head: 10 2D6+3, P.S.: (see above)P.P.: 4D6, P.E.:
*Main Body: 30 2D6, Spd.(see above)
Arms (2): 10 # Of attacks: 4
Legs (2): 10 Combat Bonuses in addition to attribute
Tail: 8 bonuses:
Speed: +3 initive, +4 to dodge and parry, +5 to
Running: 10 MPH (they prefer riding roll with punch/impact
gore hounds Equivilant skills
Leaping: 20 feet Begging 70%, Climb 98%, Id plants anf
Digging: 2 Mph fruits (stuff it can eat) 90%, land
Swimming: 2 mph Navigation 80%, Prowl 98%, swim 60%,
Flying: not possible (for basic unit understands up to 3 languages at 70%
anyway) (can speak a few words of one language
Statistical Data like a squeeky parrot)
Hieght: 14-16 inches Combat abilities
Width: 4-5 inchs The only weapons that the Monkey can
Wieght: 10 lbs get are claws that do 1D2 damage and 1
Cargo: 30 lbs super light cell which takes up its entire
P.S.: 2 supernatural chest, but it starts with neither.
Production Cycle: 8 months gestation Notes: the maximum number of
Operational Life Time: 10 years monkeys that can bonded to one person
Bio-Regeneration: 1D4 MD per hour to is three do to the required location of the
each body part bonding patches however if a monkeys
master should die it will still aid any
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humans as best it can and can still especially dangerous in the littoral
comunicate as per bio-comm and will (coastal, estuary, riverine) waters where
ride any gore hounds its allowed to. its much larger cousin, the Physeter,
cannot go undetected. The
Tarasque hammerhead's native habitat is near the
By Phalanx coast and continental shelf, so the
The mythical tarasque was described as Tarasque feels right at home stalking the
being half dragon and half fish with a shallower waters with impunity. This is
voracious and insatiable appetite. Its accomplished by incorporating a Stealth
War Mount namesake was developed Field (p.85 Splicers) adapted from the
with much the same bloodlust in mind, Host Armor. Even at half speed, the
except its intended targets are the Tarasque is faster than anything the
machines that threaten humanity’s Machine can put in the water and still
survival by entering the water. The main 60% undetectable. The Tarasque has
body is based on the great hammerhead thus also been used to covertly insert and
shark, renowned for its hunting prowess extract two-man recon teams sent to
and supreme senses of smell and identify targets for Physeter OLAM
electromagnetism. A hammerhead can strikes.
detect an electronic signal of half-a- Once in combat range and out of the
billionth of a volt and has a sense of shadows, the Tarasque’s vicious nature
smell ten times more effective than other truly comes out. Sharks have been
sharks. The original mass and size were known to regurgitate their food and this
increased to accommodate Tarasque’s inspired the Librarians to equip the
particularly unique integrated War Tarasque with a Medium Gore Cannon
Saddle, weapon systems, and water jet that fires out of its open maw as its
thrusters. primary ranged weapon. This is
The Diver actually mounts the Tarasque supported by a medium-ranged Spore
from the belly. Two long lobes evolved Discharger protruding from the center of
from claspers open up for the Diver and the head, giving it an even more
then encapsulate his body to maintain distinctive look. For close-in combat,
the Tarasque’s streamlines. These lobes two Tentacle Harpoons are used to
also provide protection above and vivisect opponents while Quill
beyond his Host Armor. A pad of Launchers help take care of anything
suction cups and gripping hairs secure that gets too near for comfort.
the Diver by his back as he lies in the Class: Oceanic War Mount
prone position with his arms down. The Crew: One Diver
Diver can open the lobes enough to let MDC by Location:
him see outside, but this disrupts the ** Dorsal Fin: 120
flow of water and decreases speed by ** Ventral Fins (2): 90
20%. Thus, Divers tend to rely on the ** Tail & Tail Fin: 180
Tarasque’s own keen senses unless there * Medium-Range Spore Discharger: 80
is an emergency. * Tentacle Harpoons (2): 60 each
The Tarasque is a true hunter-killer and Diver’s War Saddle: 100
a master of stealth. Its sole mission is to *** Head: 240
hunt down the enemy and destroy it **** Main Body: 620
without prejudice. The Tarasque is * Small or low profile; -3 to strike
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** Difficult to strike except when head Trade Value: 9-12 million credits for a
on; -2 to strike healthy, undamaged unit.
Destroying the dorsal fin decreases Bio-Regeneration: Sharks have
lateral stability, imposing a -20% on exceptional regenerative abilities. 4D6
riding checks. MD per hour to any location so long as 2
Destroying both ventral fins decreases MD or more remains. Extensive
maneuverability, -3 to dodge and -20% regeneration requires 1D4+1 days.
to riding checks. Horror Factor: 16 against humans
Destroying the tail makes maneuvers outside the Resistance. 18 for
severely difficult, -5 to dodge and -40% Berserkers.
to riding checks. Senses & Features: Standard, plus
*** Destroying the head blinds the War Underwater Eyes, Chemoreceptors (can
Mount, reduces speed to 30% of max, taste blood or metal in the water at a
eliminates bonuses, and reduces attacks range of 20 miles), and Enhanced
by half. The War Mount can function up Electromagnetic Sensitivity (350 feet for
to 8 hours after loss of head. The Gore human-sized objects or smaller, 2500
Cannon is also effectively useless. feet for average robots or large animals,
**** Depleting the MDC of the main 35 miles for massive objects or
body effectively kills the War Mount. navigating the planet’s field).
Note: The War Saddle must be destroyed Feeding: Carnivore - Requires 120 lbs.
first before the Diver can be hit. of meat per day to keep up its
Speed: metabolism. Anything it can get its maw
Running: N/A around is fair game.
Leaping: It can leap three times its Sleep Requirements: Sharks do not
height and five times its length in an sleep, thus the Tarasque only requires
emergency surface. three hours of “down time” per day
Digging: N/A (taken at any time) where it rides the
Swimming: 350 mph, combat tires the currents or swims at 1/10th max speed.
War Mount at 1/10th the normal rate; Divers try to ride natural fast currents as
max depth of 3 mi much as possible to keep their Mount
Flying: N/A well-rested.
Statistical Data: Other Data (used when War Mount is
Height: 6 feet without a rider):
Width: 4 feet The Tarasque is a hunting and killing
Length: 18 feet War Mount – plain and simple. It is just
Weight: 3 tons as happy devouring enemies from other
Cargo: Can carry up to two passengers Houses as it is destroying the robots.
using attachment gear at one-third speed. However, there is no malice or hatred in
This greatly degrades the hydrodynamics its pursuit of prey. It is an animal under
of the Tarasque, but is just under the the control and guidance of its Diver. It
stealth field’s limit. simply does as it is told and will only
Physical Strength: 1D6+30 respond to the commands of the Divers.
(Supernatural). A rare few Tarasques have gone berserk
Production Cycle: 2 years gestation + 3 with horrible consequences. A rogue unit
years growth. is hunted down without prejudice,
Operational Lifetime: 40 year life span. especially by the Physeters who consider
483
the protection of humanity their primary Full Speed Ram: 5D6 MD, but counts as
responsibility. Fortunately, the Tarasque two melee actions. 01-70% chance of
becomes easier to control with age. stunning the target. A stunned target
Berserkers only emerge during the first loses initiative and one attack.
three years of life. Bio-Weapon Systems:
Alignment: Typically anarchist. Every 1. Quill Launchers: These short-range
year for the first three years of maturity, natural weapons provide the Tarasque
the Tarasque has a 01-10% chance of with an all-aspect defense against
developing an evil alignment after a enemies that get too close… or an extra
major combat. Once a change occurs, bit of punishment for a target
there is no going back and no further successfully grappled with the Harpoon
checks are necessary. Tentacles. Passengers stand a 50%
01-05%: Miscreant. Will serve its chance of getting hit with quills (1D8
House, but has a 70% chance of going MD) if fired at a target underneath the
berserk in combat and ignoring its Diver War Mount, though!
until every enemy is completely Primary Purpose: Self-Defense
destroyed. Often used for House Mega-Damage: 1D8 MD per single
“wetwork.” quill. Burst of four does 3D8 to a single
06-10%: Diabolic. The Tarasque will target. Burst of eight does 6D8 to a
break free at the first opportunity and single target. Quill spray does 1D8 MD
kill anyone that gets in its way, even its to each target within 10 foot radius.
Diver. Extremely dangerous and will Maximum Effective Range: 50 feet
attack without warning. Rate of Fire: Each single shot or volley
Attributes: IQ 1D4+6, ME 1D4+6, MA counts as one melee attack. A spray
1D6, PS 31-36 (Supernatural), PP counts as three.
1D8+20, PE 1D8+14 Payload: Effectively unlimited. Quills
Number of Attacks per Melee: Four. regrow in 10 minutes.
Combat Bonuses (in addition to possible Bonuses: Single quill is +3 to strike.
attribute bonuses): +3 initiative, +2 Bursts have +1 to strike.
strike, +3 parry, +4 dodge, +6 save vs. 2. Tentacle Harpoons (2): These coiled
poison/disease, impervious to Horror tentacles are housed in organs located
Factor and mind control underneath the ventral fins and the
Instinctive Skills of Note: ID Plants & harpoon tip emerges from self-sealing
Fruit 80%, Underwater Navigation 80%, portals just ahead of the base of the fins’
Swim 98%, Track by Scent 98%, Prowl leading edge. The tentacle harpoons can
80%, understands 2 languages at 70% be shot out with tremendous speed and
Combat Capabilities: The Tarasque can force and are frighteningly accurate.
ram enemies with its reinforced Each has 60 MD. These are the favorite
hammerhead and has a powerful bite, in weapons of Berserkers, who love to play
addition to its ranged weapons. Its quills with their food before devouring it.
make a full-speed ram that much more Primary Purpose: Assault
damaging. Mega-Damage: Initial damage is 4D8
Bite: 3D6 MD MD. See p. 105 of Splicers for details.
Quill Defense: 3D6 to anyone Rate of Fire: One or both at a time
attempting to grapple or leap onto the counts as one melee attack.
Tarasque. Maximum Effective Range: 60 feet
484
Payload: Unlimited unless destroyed or Maximum Effective Range: 1400 feet
severed. Rate of Fire: Each blast counts as one
Bonus: +1 to strike. melee attack.
3. Medium-Range Spore Discharger: Payload: 40 blasts per full meal over a
The medium-range spore discharger is 24 hour period. Double if Terasque
the weapon of choice for engaging allowed to gorge itself, but reduce speed
enemy robots. A common tactic is to by 10% and initiative bonus by half for
sneak up on robot scouts slowly and 1D4 hours while gorged. Some Divers
silently, then suddenly blinding the scout will indulge their Mount if a big battle is
with a spore blast to the sensors. While looming.
the robot attempts to recover, the Bonus: +1 to strike.
Tarasque then moves in for the coup-de-
grace with its Tentacle Harpoons and Tiamat
Gore Cannon. By Phalanx
Primary Purpose: Anti-Robot The venerable Leviathan has served on
Mega-Damage: 4d8 MD to metal to a 20 the frontlines of the oceanic Houses for
foot radius. years and with distinction. However, it is
Duration: The spores continue to do 1D8 not nearly as fast or suited for close-in
MD to any metal for the next 3D4 combat on land as it is in the water. This
melees weakness has limited the Leviathan’s
Rate of Fire: Each blast counts as one effectiveness. The equally beloved
melee attack. Grendel is a master of the brawl and
Maximum Effective Range: 600 feet offers exceptional pilot protection;
Payload: Effectively unlimited. however, it cannot keep up with the
Bonus: +2 to strike on an aimed shot. Leviathan once submerged. The oceanic
4. Medium Gore Cannon: This is the Houses decided that a new amphibious
primary ranged weapon of the Tarasque support unit that combined the sheer
and most commonly used in fierce combat prowess of the Grendel with
battles where the element of surprise has enhanced undersea capabilities was
already been lost. Its arc of fire is limited needed. The Tiamat was thus developed
to the turning radius of the hammerhead, to provide close combat support for
160 degrees from right to left and 60 Leviathan raiding units both in the water
degrees up and down. It points in the and on the ground.
direction of the Tarasque’s open mouth. The Grendel itself already borrowed
Particularly difficult enemies will often DNA from several aquatic species, so
frustrate the Tarasque to the point where the modifications to produce a more
it prefers to use the Gore Cannon to amphibious War Mount were not terribly
finish them off. It has a 50% chance of difficult. A hydro-cutter beam was
blasting a target of its own accord in placed inside the mouth. The Gore
very stressful and tedious battles. Most Cannons and Super Light Cells were
Tarasque Divers say they get an replaced with Acid Scorcher projectors
adrenaline rush from taking control of a and Chig grenade ejectors. Water jets
beast that is just a few steps away from and a thick, fin-like articulated tail
following its own killer instincts. extending from the spine give the Tiamat
Primary Purpose: Assault greatly improved speed and agility under
Mega-Damage: 6D8+4 MD the waves. While still not as fast as the
485
Leviathan, the Tiamat can swim laps by half. The War Mount can function up
around its Grendel brothers. to 16 hours after loss of head.
Prototype Tiamat units have been used **** Depleting the MDC of the main
to great effect in surface raids already. body effectively kills the War Mount.
They have proven more than capable at Note: Normally, the Tiamat protects the
engaging the Machine’s coastal rider and requires a Called Shot with a -5
defenders while the Leviathans and penalty to strike against hitting the rider.
Dreadguard accomplish the mission There is no penalty for shooting the rider
objectives. One House is even from behind.
considering a special Tiamat team Speed:
dedicated to amphibious guerilla attacks Running: 180 mph (288 kph) max.
on the Machine’s coastal infrastructure. Cruising speed 80 mph (128 kph).
The Tiamat is also among the more Leaping: Can leap up to 40 ft (12.2 m)
conventional War Mounts devised by the high or across. x2 for short start. x3 for
oceanic Houses (as it is, essentially, a running start.
revamped Grendel). This makes it more Digging: 10 mph (16 kph) through sand
readily accepted in joint operations. or dirt. Half through rock, clay, or stone.
Class: Amphibious Close Combat War 2D6+6 mins to hide the Tiamat.
Mount Swimming: 180 mph (288 kph) with
Crew: One rider. virtually no fatigue, thanks to the water
MDC by Location: jets. Maximum underwater depth of one
** Acid Scorcher Projectors (2; mile (1.6 km).
shoulders) – 50 each Flying: Not possible.
* Chig Grenade Ejectors (2; shoulders) – Statistical Data:
60 each Height: 12-13 feet (3.6 to 3.9 m)
Upper Arms/Shoulders (2) – 120 each Width: 5-6 feet (1.5 to 1.8 m)
Forearms (2) – 190 each Length: 8-10 feet (2.4 to 3 m) including
Legs (2) – 200 each tail
** Tail – 180 Weight: 1.2 to 2 tons.
* Tentacle Harpoons (20 – 60 each Cargo: Can carry 1200 lbs (540 kg) on
* Bone Forearm Blades (6; three per back, or drag twice that amount on the
each arm) – 80 each ground. Can drag half that amount
* Hands (2) – 75 each through the water.
* Feet (2) – 90 each Physical Strength: 1D4+36
* Head & Sensory Hood – 260 (Supernatural PS)
** Main Body – 420 Production Cycle: 2 year gestation
* Small or low profile; -3 to strike period followed by 2.5 years of growth.
** Difficult to strike except when Operational Lifetime: 50 year life span.
directly facing; -2 to strike Trade Value: 4 million credits for a
Destroying the tail reduces the Tiamat’s healthy, undamaged unit.
underwater speed by one-third and Bio-Regeneration: 5D6 MDC per hour
dodge by -3. to main body. 2D6 MDC per hour
*** Destroying the head blinds the War elsewhere. 1D4+1 days to regenerate
Mount, reduces speed to 20% of max, limbs.
eliminates bonuses, and reduces attacks Horror Factor: 15 against humans
outside the Resistance.
486
Senses & Features: Standard. Mega-Damage: Initial damage is 4D8
Feeding: The Tiamat is a carnivore and MD. See p. 105 of Splicers for details.
eats 60-90 lbs (27 kg to 40.5 kg) of meat Rate of Fire: One or both at a time
a day. counts as one melee attack.
Sleep Requirements: Four hours of Maximum Effective Range: 60 feet
sleep/rest per day. Payload: Unlimited unless destroyed or
Other Data (used when War Mount is severed.
without a rider): Bonus: +1 to strike.
The Tiamat inherited the Grendel’s 2. Hydro-Cutter Beam: This weapon is
“robotic” personality and will only obey identical to the one devised for the
the commands of an Outrider or Leviathan and was selected for its
Packmaster. Without a pilot, it will only proven value in combat.
attack when threatened, provoked, or Primary Purpose: Anti-Armor
hungry. Mega-Damage: 1D8x10 MD per water
Alignment: Anarchist. blast. See p. 124 of Splicers for details.
Attributes: IQ 1D6+1, ME 1D6+4, MA Rate of Fire: One blast counts as one
1D4, PS 37-40 (Supernatural), PP melee attack.
1D8+14, PE 1D8+14, Spd (see above) Maximum Effective Range: 500 feet on
Number of Attacks per Melee: Four. land. 200 feet underwater.
Combat Bonuses (in addition to possible Payload: Unlimited underwater. Bladder
attribute bonuses): +3 to initiative, +2 to carries payload of 12 blasts on land.
strike with ranged attacks, +3 to strike in Bonus: +1 to strike. The Tiamat has
close combat, +3 to parry and dodge, +2 more effective directional control than
to pull punch, +1 to roll with punch, fall, the Leviathan.
or impact, +1 to disarm, +1 to entangle, 3. Acid Scorcher Projectors (2): These
+4 to save vs poison and disease, bio-weapons were added to give the
impervious to Horror Factor, mind Tiamat a truly nasty surprise for any
control, and possession. robot that got too close and were directly
Instinctive Skills of Note: Climb adapted from the man-portable version.
85%/80%, Navigation 78%, Prowl 66%, They take the place of the super light
Swim 94%, Track by Scent 75%, cells and can only fire forward.
understands native language of House Primary Purpose: Anti-Robot and Self-
and one other common language at 70%. Defense
Combat Capabilities: Same as the Mega-Damage: 4D8 MD for initial blast,
Grendel. plus 4D8 per melee round for 1D8
Bio-Weapon Systems: rounds or until washed off. Only does
1. Tentacle Harpoons (2): These coiled 1D4 SDC/HP damage to organic
tentacles are housed in organs located in material.
the Tiamat’s forearms and the harpoon Maximum Effective Range: 60 feet (18.3
tip emerges from self-sealing portals at m)
the wrist. The tentacle harpoons can be Rate of Fire: One or both at a time
shot out with tremendous speed and counts as one melee attack. Must be
force and are frighteningly accurate. fired at same target.
Each has 60 MD. Payload: 18 spray attacks each. The acid
Primary Purpose: Assault bladders can refill in 1D4 hours.
487
Bonus: The acid paste will blind robotic Heavy Bio-Weapon or handheld melee
or cybernetic optics (-10 to parry, strike, weapons.
and dodge) until cleaned off. If left in for 7. Hand to Hand Combat: Rather than
more than 8 melee rounds (two minutes) use its ranged weapons, the Tiamat can
the optics are permanently destroyed. engaged in hand-to-hand combat –
4. Chig Grenade Ejectors (2): These where it excels!
grenade ejectors resemble tortoise-shell-
like shoulder guards and occupy the Tunnel Rat
location where the Gore Cannons would By Slappy
be on the Grendel. Each holds six Chig The Tunnel Rat was originally created as
grenades (and two full reloads) that can sort of a joke to mock and aggravate the
be fired at will via muscle contractions. Machine. The N.E.X.U.S. despises
Tiamats storming the beachhead often rodents as much as humans, so about a
use the Chig Ejectors to lay a blanket of century ago, a Librarian designed a giant
fire on enemy positions. armored rat to draw fire from the
Primary Purpose: Assault Machine’s robot forces while the human
Mega-Damage: 5D8 MD to an eight foot warriors struck elsewhere. Although the
(2.4 m) radius. rodents were expendable, they were
Maximum Effective Range: 200 feet (61 given the means to defend themselves in
m) order to create a decent diversion. They
Rate of Fire: One, or in volleys of two, were used with great success on several
three, four, or six. Each volley counts as occasions, and the Splicers in the field
a single attack. realized that these giant rats were fierce
Payload: 6 Chig grenades each. The combatants and excellent diggers. They
magazines in the shoulders hold up to would confound their robotic adversaries
two full reloads for each launcher. by quickly tunneling through the earth
However, the Chigs cannot be and popping up in random locations, and
regenerated! The ejectors must be their thick claws cleaved through robotic
reloaded manually. armor as easily as dirt. The design was
5. Bone Blades (6): Each of the arms has determined to be worthwhile, and it was
a set of three vicious fin-like bone blades refined over the years until the Tunnel
protruding from the forearm. They are Rat War Mount was perfected.
the last line for the Tiamat and highly This powerfully built War Mount looks
effective close-in. like a hairless black skinned rat, except it
Primary Purpose: Close Combat; Assault is as big as a rhinoceros and has a thick,
and Self-Defense armored hide. Its oversized fore limbs
Mega-Damage: 6D6+6 MD from a end in enormous claws that help the
three-blade slash. Tunnel Rat burrow through the earth and
Maximum Effective Range: The Tiamat stone at incredible speeds (plus they
has an 8 foot (2.4 m) reach. make formidable close range weapons).
Number of Attacks: Each strike counts It can dig through the earth and let the
as one melee attack. dirt collapse behind it, or the Tunnel Rat
Payload: Not applicable. can chose to excavate a seven-foot wide
6. Handheld Bio-Weapons: The Tiamat tunnel so others can follow. The War
can be equipped with any Light or Mount cannot build tunnels as quickly as
it can burrow because it needs to
488
carefully pack down the soil and • Casting Launchers (2): 60 each
reinforce weak points with resin secreted • Tail: 150
from its palms, but it can still excavate at • Front Legs (2): 180 each
incredible speeds. In order to keep the • Hind Legs (2): 200 each
Tunnel Rat streamlined, the Outrider • Clawed Hands (2): 150 each
pilots the War Mount lying on his • Feet (2): 130 each
stomach, hugging the back of the beast. • Trench Foot Mines (20): 5 each
The War Saddle surrounds the pilot and • Head: 215*
slopes up and over his head. It does not • Main Body: 480*
block his view while riding the Tunnel • Rider’s War Saddle: 100
Rat, but when the beast digs, the rider *Depleting the M.D.C. of the Head or
can duck his head to funnel dirt away Main Body kills the Tunnel Rat.
from his face. Speed:
The War Mount is a Lithovore, and since Running: 150 mph maximum. The act of
Lithovores create a more powerful running does not tire out the War Mount
casting projectile, the Tunnel Rat has a or the rider.
Casting Launcher mounted on each Leaping: 20 feet high our across,
shoulder. It also has a score of Trench increase by 50% with a short running
Foot Mines attached to its hind legs in start and double when running at full
order to “discourage” pursuit through the speed.
tunnels. It can drop these mines or kick Digging: 50 mph through sand or dirt. 40
them at the tunnel walls in order to mph through clay, rock or stone. 10 mph
collapse them (and burrow to safety in when excavating and constructing a
the confusion). stable tunnel. Digging does not tire out
The Tunnel Rat is lightly armed the War Mount.
compared to other War Mounts, but its Swimming: 50 mph.
construction capabilities are what make Underwater Depth: Maximum depth is
it an incredible asset in the field. The 200 feet.
War Mount can use its resin ducts and Flying: Not possible.
spinneret launcher to quickly build Statistical Data:
armored fortifications (with plenty of Height: 5-7 feet
underground escape routes) for allied Width: 4-6 feet
forces, or it can create spikes, pitfalls, Length: 10 feet, 16 feet including the tail
walls, webbing trip lines, nets, and other Weight: 1.5 tons
obstacles to slow advancing robot Cargo: Can carry 1200 lbs. on its back
ground troops. The skilled use of Tunnel are drag 2000 lbs. behind it.
Rats can split the Machine’s forces, stall Physical Strength: 1D6+30
reinforcements, or funnel the enemy into Production Cycle: 2 year gestation
a kill zone. Tunnel Rats are preferred by period plus 2 year growth cycle.
Outriders that rely on cunning and Operational Lifetime: 50 year life span.
trickery over brute force, and it is also Bio-Regeneration Rate: 4D6 per hour to
the favorite War Mount of Skinjobs. the main body and 2D6 per hour to all
Class: Construction and Excavation War other locations.
Mount Horror Factor: 10, 15 when it gets angry.
Crew: One rider
M.D.C. by Location:
489
Feeding: The Tunnel Rat is a Lithorvore. Combat Capabilities:
It needs to eat 80 pounds of dirt, rocks, • Bite: 3D8
and minerals each day. • Restrained Claw Strike: 1D8
Color: It is solid black with blood red • Claw Strike: 5D8
eyes. • Power Claw Strike: 2D4x10, but
Sleep Requirements: As an artificially counts as two attacks
created organism, the Tunnel Rat only • Kick: 4D6
requires 6 hours of sleep per day. • Leap Kick: 7D6, but counts as two
Other Data: attacks
An unmanned Tunnel Rat is able to • Tail Whip: 2D8
operate independent of a rider using its • Body Block/Ram: 4D6
animal-like intelligence and instincts to Senses and Features: Standard for War
respond to any given situation. It will Mounts plus:
attack when threatened and will burrow • Seismic Sense: Can feel vibrations of
underground in order to sneak around earthquakes, thunder, explosions and
behind its attacker. The Tunnel Rat is an even the approach of heavy vehicles,
aggressive fighter. It will not initiate troops, and stampeding animals up to 12
combat, but once it perceives a threat, it miles away. The approach of smaller
will continue to attack similar targets beings can be sensed within 200 feet.
(robots) until none are left or it is • Chemoreceptors: Can diagnose by taste
ordered to withdraw. It will only obey the exact chemical composition of dirt,
the commands of an Outrider or stones, rocks, soil, clay, and minerals.
Packmaster. Bio-Weapon Systems:
Alignment: Miscreant. Tunnel Rats are a 1. Casting Launchers (2): A forward-
bit ornery and do enjoy tearing apart any facing Casting Launcher is mounted on
creature or robot that threatens them. each shoulder. When the Tunnel Rat
They also enjoy digging and building, so burrows, the launchers press tightly into
as long as they are allowed to pursue the beast’s sides to make sure they do
these constructive activities, they can be not get hung up or caught on anything.
quite passive and focused. Primary Purpose: Assault
War Mount Attributes: I.Q.: 1D6+2, Secondary Purpose: Defense
M.E.: 1D6+10, M.A.: 2D4, P.S.: 31-36, Mega-Damage: 3D8+3 per single shot, a
P.P.: 1D4+14, P.E.: 1D6+15, P.B.: burst of four rounds does 1D8x10+10.
1D4+1, Spd.: 150 mph. on the ground Both launchers can fire at the same
Number of Attacks per Melee: 4 target for double damage.
Combat Bonuses: +2 on initiative, +3 to Rate of Fire: Each shot or burst counts as
strike in hand to hand combat, +2 to one melee attack. A dual attack from
strike with ranged weapons, +3 to parry, both launchers counts as one melee
+2 to dodge, +3 to roll with punch, +3 to attack.
pull punch, +2 to disarm, impervious to Effective Range: 1400 feet
horror factor, disease, and poison. Payload: 60 casting rounds per launcher
Equivalent (Instinctive) Skills of Note: (120 total). The payload for both
Climb 85%/80%, Land Navigation 90%, launchers is completely replenished
Prowl 75%, Swim 90%, 2D10+20 minutes after a meal.
Excavation/Mining 85%, Masonry 85%, Bonuses: +1 to strike on an aimed shot
and Dowsing 60% only.
490
2. Resin Ducts (2): A resin duct is leg. They are primarily used to attack
located in the palm of each hand. They pursuers within the tight confines of
are primarily used for construction, but underground tunnels. The mines can
the Tunnel Rat can throw globs of quick either be laid in the path of robotic
drying resin at opponents. Note: Resin is forces or they can be kicked into the
released more slowly during tunnel walls of the tunnel in order to collapse
construction. One glob is required for them.
every 20 feet of the tunnel. Primary Purpose: Defense
Primary Purpose: Field Construction Secondary Purpose: Assault
Secondary Purpose: Defense Mega-Damage: 4D12 per mine to a 10-
Mega-Damage: No damage. The M.D.C. foot blast radius.
from a hardened glob of resin is 3D4x10. Rate of Fire: Takes one melee action to
To see the effects of being encased in remove or drop a mine.
resin, look on page 88 in the Splicers Effective Range: Can be thrown or
RPG. kicked 30 feet.
Rate of Fire: Producing a glob of resin Duration: A dropped mine can remain
counts as two melee attacks, but each dormant for up to 3 years before it dries
resin duct can only be used once per up and becomes inert.
melee round. Payload: 10 per hind leg (20 total).
Effective Range: By touch or can be
hurled 50 feet. Typhoon Bio-Sub
Payload: Enough for 20 uses per hour By Kevarin
per resin duct (40 uses total). The Typhoon is a massive Blue Whale
3. Spinneret Web Launcher: In the Bio-Sub designed by the Dark Fleet to
mouth of the Tunnel Rat is a spinneret support and defend the
launcher that can fire a super strong Krakens of the fleet and to patrol there
filament of webbing. It can entangle an home waters for any threats from rival
opponent directly or it can be used to houses or the machine.
construct ropes and netting. Each Typhoon is bristling with weapons
Primary Purpose: Field Construction and has two pilots one controls the War
Secondary Purpose: Defense Mount and forward
Mega-Damage: No damage. Uses for the firing omega cannons while the other
webbing can be seen on page 88 in the watches sensors and controls the remora
Splicers RPG. torpedo's and light
Rate of Fire: Equal to the number of cell lasers. At least 6 of these War
attacks per melee. Mounts can be found accompanying
Effective Range: 100 feet each Kraken
Duration: The webbing dissolves Class: Attack Submarine
6D6+10 minutes after it is released. Crew: 2 pilots
Weight Limit: Can support 1 ton and has M.D.C. by Location:
10 M.D.C. for every 10 feet. • Remora Bio Torpedo(20): 20 each
Payload: Enough for 15 uses per hour. • Omega Cannons(2): 150
Bonuses: +3 to entangle • Super Light Cell(6): 80
4. Trench Foot Mines (20): Each hind • Underwater Thrusters (2): 500 each
leg has multiple Trench Foot Mines • Tail: 1500
mounted on the foot, ankle, and lower • Main Body: 5,000**
491
• Head: 2000* Other Data (used when the War Mount
• Right Flipper: 800 is without a rider):
• Left Flipper : 800 An unmanned Typhoon is able to
*Destroying the head will not kill the function without a rider using its animal-
Typhoon but will stop it in its tracks, like intelligence and instincts
eliminates all optical and to respond to any given situation.
sensory input ,and reduces the speed of However, the creature tends only to take
the war mount to 40% of maximum. action to defend itself when
** Depleting the M.D.C. of the main threatened or when obeying the
body will kill the Typhoon . commands of an Outrider or Packmaster
Speed: (only), like a trained watchdog.
Running: Not possible. It has no feelings about people or robots
Leaping: Not possible. one way or the other.
Digging: Not possible, War Mount Attributes: I.Q. lD4 (low
Swimming: 100 mph animal intelligence), M.E. 1D6+4, M.A.
Underwater Depth: 3 miles 1D6, P.S. 20-24 (Supernatural),
Flying: Not possible. P.P. 1D6+6, P.E.
Statistical Data: Number of Attacks per Melee: 5 (up to
Height: 75 feet three bio-weapons of any combination
Width: 90 feet can be fired as a single volley)
Length: 100 feet Combat Bonuses: +2 on initiative, +4 to
Weight: 200 tons. strike, +4 to parry, doge not possible, +4
Cargo: has room for a few things or one to pull punch,
passenger in the pilots compartment . +2 to save vs. psionics, +30% to save vs.
Physical Strength: 25 coma/death, +5 to save vs. magic,
Production Cycle: 10 year gestation critical strike on an unmodified 18-20,
period plus 20 year growth cycle until +6 to strike with long range bio-weapons
maturity Combat Capabilities:
Operational Lifetime: 100 years • Restrained Tail Strike: 5D6
Horror Factor: 10 • Full Strength Tail Strike: 3D4x10
Feeding: Typhoon is a Carnivorous War • Power Tail Strike: 3D6x10+10, but
Mount. And needs to eat 20 tons of counts as two attacks
animal matter a day. • Body Block/Ram: 3D6x10+40, but
This nutrition is gathered from counts as two attacks
microscopic plankton filtered out from Senses and Features:
the water as it passes through • Advanced Sight: Can see clearly at
the underwater thrusters. distances up to one mile, also possesses
Color: The top side of the Maelstrom is passive nightvision 6000 feet,
predominantly black with light blue and and polarized vision.
purple highlights and • Sound Amplifying Hearing: Can hear a
has a light blue to white under-belly. whisper at 300 feet (1200 feet
Sleep Requirements: As an artificially underwater).
created organism, the Typhoon only • Sense of taste and smell is about one
requires 4 hours of sleep per day. hundred times as acute as humans.
Other Data: • The War Mount automatically can
sense magnetic north.
492
• The War Mount has built in gills which attacks per melee round, as well as a
pass on enough oxygen for the Out bonus of +5 to strike and dodge, until it
Riders Inside and any passengers. strikes its target (and is destroyed),
• Bio-Comms: Organic resonators create or is shot at and destroyed, or until it
sympathetic vibrations that other bio- dies within 2D6 melee rounds after
comm units can translate. being launched.
The communications are undecipherable Primary Purpose: Assault
to the machines. Its bio-comm allows M.D.C. of the Torpedo: 20 M.D.C.
communication externally up points, but the torpedo is a small target
to a maximum range of 6 miles. and is -3 to hit on a “Called Shot”.
• Radar: Maximum range is 6 miles, but Mega-Damage: 3D6x10 M.D. per
it can only be used on the surface of the individual Bio Torpedo fired.
ocean. Maximum Effective Range: 10 miles (16
• Sonar: Maximum range is 2000 feet. km).
• Super Regeneration: Regenerates Rate of Fire: One at a time or in volleys
3D6x10 per melee. Can regenerate lost of 2, 4, 6 or up to the number located on
bio-weapons within 2D4 hours that particular War Mount.
and can even regenerate the head after Whether a single torpedo or an entire
4D4 weeks. volley is fired, it counts as two melee
• Enhanced Operational Lifetime attack/actions. Roll once to strike,
• Enhanced Neurological Connections either all the torpedo's in the volley hit
• Floating Air Bladder: Increases depth or they all miss.
tolerance to 8,000 feet. In the alternative, Payload: 20 Remora Bio spread out
the War Mount can float across the body of the war mount . it
effortlessly on the surface of the water takes 2D6 hours to regrow a spent
indefinitely. torpedo.
• Reinforced Exoskeleton Bonus: +5 to strike and dodge, as noted
Bio-Weapon Systems: above.
1. Remora Bio Torpedo's (20) The main 2. Omega Cannons (2): The Typhoons
underwater weapon used by the primary medium range weapon is a pair
Typhoon is the Remora Bio Torpedo of powerful Omega Cannons there
each torpedo is a 3ft long genetically is one cannon on each side of the
modified remora fish that is curled up Typhoons head just above the mouth.
inside a blister like protective growth. Primary Purpose: Assault
To fire a torpedo the protective blister Mega-Damage: 2D8x10 M.D. if a single
ruptures the torpedo uncurls gets its Omega Cannon is used, or 4D8xl0 M.D.
targeting information and detaches if both are fired simultaneously at
from the War Mount then speeds off the same target(s).
after its target once it reaches its target it Maximum Effective Range: 2000 feet.
attaches to the target them Rate of Fire The Omega Cannons can be
explodes. Each of the Bio Torpedo's has fires one at a time or fired
its own independent neurological bundle simultaneously at the same target.
(similar to tiny brain) allowing a single shot or paired volley count as
the torpedo to track and target its subject two melee attack/actions.
independently. This provides each of the Payload: Effectively unlimited, since
Bio Torpedo's with two these are energy based weapons.
493
Bonus: +2 to strike on an aimed shot, Cargo: 800 lbs. (360 kg) can be carried
3. Super Light Cells (6): Three of these on its back, but can
laser eyes are mounted on each side of pull 5000 lbs. (2250 kg).
the war mount and are used as H.F.: 15 when attacking enemy troops (0
a close in defensive weapon. To hit an vs. robots)
opponent the War Mount must move its Physical Strength: 4D8+20
entire body to bring the light cells (Supernatural).
to bear on a target . Bio-Regeneration: Recovers 1D6x10
Primary Purpose: Self-Defense, Anti- M.D. for the main body,
Armor. Plus 5D6 M.D. for other locations per
Mega-Damage: 1D1O+5 M.D. for a hour
single laser blast or 3D10+15 for a Operational Lifetime: 8 years of service
simultaneous triple blast (several lasers Trade Value: 60,000 to 90,000 credits
fired Senses & Features: Standard for War
simultaneously at the same target). The Mounts, plus large vibro-claws,
light produced by these cells contains the Increased M.D.C. (x2), Reinforced
full spectrum of light, so its Exoskeleton, Resistance to Cold,
beams do full damage even to laser Adrenaline Surge, Explosive Death (see
resistant armors (it’s not a true laser). below for details)
Rate of Fire: Each single, double or (gets numbers 2-5-see book for details,
larger volley blast counts as one melee pg. 109 &110)
attack. Feeding: Eats 20 to 30 lbs. (9 to 13.5 kg)
Maximum Effective Range: 600 feet. of animal and/or
Payload: Effectively unlimited. vegetable matter per day.
Sleep Requirements: Needs 4-6 hours of
Yao Guai sleep, generally during
By Snake Eyes nighttime hours.
Class: War Mount Other Data (for individual animals):
Crew: Normally none, but one or two Alignment: Any, though tends to be
persons can ride if needed strong willed and aggressive.
M.D.C. by Location: Attributes: I.Q. 1d4+8 (high animal
Front Legs (2): 4D10+50 intelligence), M.E. 1D8+10
Hind Legs (2): 5D10+50 M.A. 2D6+10, P.S. 4D8+20
Head: 4D10+60 (Supernatural), P.P. 2D6+8
Main Body: 3D6x10+60 P.E. 3D6+10, P.B. 1D4+10, Spd: 74 (see
Speed: speed above)
Running: 120 mph maximum, but Attacks per Melee Round: four [4] (5
normal cruising speed is 70 mph. with adrenaline surge)
Leaping: N/A Combat Bonuses (in addition to possible
Swimming: 45 mph dog paddle. attribute bonuses): +5
Statistical: Data: on initiative, +3 to strike with kick
Height: 6 feet (1.8 m) at the shoulders, attacks, +3 to automatic dodge,
13 feet (4 m) standing on two legs. +2 to pull punch, +2 to roll, +2 to save
Length: 9 feet (2.7 m) from tip of the vs. poison and disease,
nose to the rump +6 to save vs. Horror Factor (and
Weight: 3000 lbs. possession).
494
Equivalent (instinctive) Skills of Note: Leaping, swimming, & digging - same
Begging 50% as basic HA
Identify Plants & Fruit (stuff to eat) Underwater: 700 feet
80%, Land Navigation 90%, Flying: Not Possible – note due to the
Swim 65%, and understands languages organic thrusters built into the frost
(2) at 75%, Recognizes weapon the HA cannot select that
robots and machines as enemies to be enhancement again, but if the HA pilot
avoided or attacked. wishes to fly then they can select wings
Combat Capabilities: Statistical Data:
Claw Strike: 6D6+6 M.D. Height: + 0.9m for ELR, Width &
Stomp: 2D6 Length: standard
Bite: 6D8 M.D. Weight: 500lbs
Head Butt or Body Bump: 2D6+5 M.D. Cargo: None, except what can carry
Explosive Death: This is a last resort Physical Strength: 30 Splicer P.S.
explosion when the Yao Guai is down to Production Cycle, Lifetime, Horror
20% of its M.D.C., the explosion is so Factor: Standard
violent that there is nothing left. This Bio-regeneration: Standard
explosion is automatic, the only sign that Senses & Features: standard plus
its going to happen is that the skin/hide Enhanced Amplified Hearing – able to
starts smoking, then 1D6x10 seconds hear a whisper 900 feet (274.3m) away
later……BOOM!!!!! Feeding/Metabolism: Herbivore and the
Damage:4D6x10 (shrapnel causes HA needs to eat 30 – 50 lbs (13.5 – 22.5
another 1D6x10) kg) of vegetable matter a day
Blast Radius:25 ft. (shrapnel flies Sleep requirements: the HA only
another 150-200 ft) requires 1D4 hours of
rest/sleep/inactivity per day
Yeti Combat Bonuses: +4 initiative, +2 parry,
By Krispy + 3 dodge, +2 roll with fall, & base
Class: Host Armor, Yeti DG Specific instinctive skill of identify Plants & Fruit
Level: First 90%, Land Navigation, Wilderness
Total Bio-E Spent: 180 (200, but deduct Survival 60%
20 from metabolism bonus) Enhancements & Weapons incorporated
*Herbivore Metabolism but with a into Level 1 template armor
mouthful of carnivorous teeth (3D8 bite *Elongated Running Legs: 15
damage) (+32km/h)
MDC *Industrial (reinforced) Organic
Arms (2): 90 each Thrusters: 40 (Note: the HA cannot fly
Hands (2): 70 each as the thrusters are required for the Frost
Legs (2): 110 each Breath weapon)
Feet (2): 90 *ENC: 20
Head: 100 *Circadian Rhythm: 10
Main Body: 300 *2 Frost Breath Bone Canisters: 20
Speed: (these are internal canisters that gives the
Running: 144km/h + 32 for ELR = HA, 4 blasts per canister)
176km/h
495
*Combo of Resistant to Cold & cylinders can be built into the HA at a
Resistant to Heat (& fire/Plasma) with cost of 10 Bio-E each for a total of 4
the HLPS: 15 It takes 1 hour for the Organic Thrusters
(The HA has long shabby fur, with white to replace 1 shot ( so 16 hours for the 4
and grey tints similar to the snow cylinders)
leopard. This fur is also resistant to fire; NB: you cannot Mega-Upgrade or
all flame/plasma weapons do half or Omni-Upgrade this weapon
2/3ds normal damage) Light Gore Cannon: does 4D8+8 due to
*Reinforced Throat & Jaw (also linked herbivore metabolism
with resistance to cold) for Frost Breath Combat Spurs
– 10 points Other Abilities:
*Symbiotic Nourishment: 20 *Connected to the Resistant to Cold
*Light Gore Cannon: 20 (blubber & fur) the HA has a unique
*Chameleon Skin/fur: 20 Heat Loss Prevention System (HLPS)
*Combat Spurs (on 4arms): 10 which is associated with the extremities
Personal Yeti HA of the HA (hands & feet). Based off a
The Yeti DG gets 5D6+10 Bio-E at first unique ability of the Penguin
level for customization of their Penguin: when warm blood is traveling
individual HA and from 2nd level on, down the artery to the hands and feet,
another 3D6+10 per level the heat in the blood is transferred to the
Weapons: blood traveling in the neighboring veins
Frost Breath: back to the heart. This stops warm blood
Range: 30.5m, with a cone of 1.5m, being circulated through the hands and
Damage: ……. feet preventing heat loss
Payload: starts with 8 blasts (4 per These are some common enhancements
canister) another 2 canister can be Yeti DGs select as they progress up the
incorporated into the HA for a total of 16 levels
blasts per 24 hour period Hands: Armored Skin: 10
Rate of Fire: once per round and counts Reinforced Knuckles/hands: 5
as 2 attacks Elongated arms: 10
**Frost Breath: inside the HA there are Leaping Legs: 10
2 organic versions of Gas Cylinders Stealth field: 50
(multiple layers of bone reinforced with Saber Teeth: 15
carbon fiber) Organic Rockets
An industrial version of Organic The 2 extra Frost Breath Canisters (10
Thrusters are connected to the cylinders points each)
that force air into them until the gas is Prehensile Feet/Toes: 10
compressed to a liquid
NB: due to the connection of the
Organic Thrusters to the Frost Breath,
the HA cannot fly
Each cylinder holds 4 blasts (damage:
cold/ice weapons from Aliens
Unlimited)
The cylinders cant be increased in size
(so no Ultra-Upgrade) but 2 additional
496
Section 5: Bioweapons -Prerequisite: None.
By Ectoplasmic Bidet
Medium Pod Launcher:
Pod Launcher:
-Mega-Damage: 4d10 MD with a blast
Its barrel a telescoping tube of sinew and
radius of 20 feet.
muscle covered bone, this weapon uses
-Rate of Fire: Each pod fired counts as
compressed gas to fire a small explosive
one melee attack/action. Cannot fire
that resembles seed pods or the egg of an
bursts.
insect. Upon impact, the "pod" ruptures
-Maximum Effective Range: 1200 feet.
explosively, spraying an impressive area
-Payload: 24 pods per hour.
with razor sharp shrapnel. A pod
-Bonus: +2 aimed strike.
launcher can be grown on the back of a
-Bio-E Cost: 15
forearm, shoulder, or in the place of a
-Prerequisite: A Light Pod Launcher,
hand[reduce Bio-E cost by 5 points if
which is replaced by(grows into) the
this option is used].
Medium Pod Launcher.
-MDC of the Pod Launcher: 1d6x10+40
-Length of the Pod Launcher: Fully
Heavy Pod Launcher:
retracted, the barrel of the launcher is
-Mega-Damage: 5d10 MD with a blast
roughly 1 foot long, making for easy
radius of 40 feet.
concealment depending on its location.
-Rate of Fire: Each pod fired counts as
In this position the launcher cannot be
one melee attack/action. Cannot fire
fired. However, when extended to firing
bursts.
position, the launcher is about 3 feet
-Maximum Effective Range: 1800 feet.
long.
-Payload: 16 pods per hour.
-Prerequisite: In addition to the specific
-Bonus: +3 aimed strike.
prerequisite for each type of Pod
-Bio-E Cost: 25
Launcher, the Host Armor must be a
-Prerequisite: A Medium Pod Launcher,
carnivore, herbivore, lithovore, or
which is replaced by(grows into) the
ominivore[no other metabolisms can
Heavy Pod Launcher.
make us of this weapon], in order to
provide the nevessary materials needed
Force Projector Cannon: A recent
to grow and fire the pods. Additionally,
adaptation of the powerful defensive
the meat diet of carnivores produce
Bio-Force Field used in many Host
greater amounts of the volatile gases
Armors, this weapon represents a
used to propel the pods, increasing their
formidable weaponization of the
range by 25%.
formerly passive system. The crystalline
lens aperture for the weapon is
Light Pod Launcher:
deceptively small due entirely to the fact
-Mega-Damage: 3d10 MD with a blast
that the Force Projector relies heavily on
radius of 10 feet.
the pre-existing Bio-Force Field built
-Rate of Fire: Each pod fired counts as
into the Host Armor to generate its
one melee attack/action. Cannot fire
destructive energies. Due to its
bursts.
surprisingly small size, the lens for a
-Maximum Effective Range: 600 feet.
Force Projector Cannon can be located
-Payload: 32 pods per hour.
virtually anywhere on a Host Armor.
-Bonus: +1 aimed strike.
-Bio-E Cost: 10
497
-MDC of the Force Projector Cannon: unobtrusively until the activation
1d4x10+20 command is given. The weapon arm
-Mega-Damage: 2d4x10+20 MD. snaps forward and into the pilot's grasp
-Rate of Fire: Each force blast counts as almost instantly, using only a single
one melee attack/action. Only one melee action.
cannon may be fired at a time. -MDC: Main Body/Chest Harness:
-Maximum Effective Range: 2,400 feet +1d8x10+50[rolls to strike below 12 will
-Payload: Effectively Unlimited. hit the harness], Weapon Arm:
-Bonus: +1 strike in addition to the 1d4x10+20, Bio-Weapon: Varies[As per
pilot's bonus to strike with ranged Host Armor weapon selected]
weapons -Weight: 10 pounds(4.5 kg.)
-Bio-E Cost: 35 per cannon, and a -Harness Regeneration: 3D6 MDC per
maximum of two force cannons are minute. If destroyed the weapon arm or
possible. the weapon itself regenerates within 14
-Prerequisite: Bio-Force Field. hours. If the MDC of the chest harness
itself is depleted it is killed.
Bio-Weapon Harness: Virtually all -Feeding: Unlike standard bio-tech
human warriors who battle the Machine devices, the harness does not necessarily
in the advanced organic combat suits require exposure to a nutrient solution to
known as Host Armor also have feed. So long as it is attached to a Host
available to them a suit of lesser Living Armor the harness is maintained as a
Armor. Like the Host Armor, this Living part of the armor.
Armor has a certain allotment of Bio-E -Excellent Mobility: -5% penalty applies
available for upgrades and enhancement. to such skills as Prowl, Climb,
Many warriors, however, the Swimming, Acrobatics, and Gymnastics;
Dreadguards especially, wouldn't be no penalties to running and flying speed.
caught dead in a suit of Living Armor, -Available Bio-E: Dependent upon the
not when they have the coveted Host occupation for which the weapon
Armor at their disposal. Recently, harness is being grown, Bio-E is
particularly innovative Houses have typically equal to what is made available
begun to make available a new option for their Living Armor.
for their pilots, allowing them to choose -Prerequisite: None per se, though
to forego Living Armor. As an weapons must be upgraded or enhanced
alternative, the Bio-Weapon Harness has in the normal manner.
been made available. Compatible with
Host Armor, but able to be worn by Bio-Energy Sword: An add-on to the
anyone once keyed to their DNA, the standard Bio-Energy Expulsion Vent,
Bio-Weapon Harness consists of a tough this bio-enhancement allows the Host
living membrane which wraps around Armor to create blade-like extensions
the chest of its wearer, serving as partial approximately 4 feet long of pure bio-
armor and a stable platform for any energy to use in melee combat. Ranged
weapon normally available to a Host weapon upgrades performed on a Bio-
Armor, and an articulated firing arm on Energy Expulsion Vent or enhancement
which the selected bio-weapon is to Medium or Heavy status do not effect
mounted. When not in use, this arm fold the Bio-Energy Sword's range or
folds back out of the way and waits damage.
498
-MDC of the upgraded Bio-Energy -Rate of Fire: Each blast counts as one
Expulsion Vent: +10 MDC. melee attack/action. Cannot fire volleys
-Mega-Damage: 3d8 + bonus MD equal or simultaneous blasts at the same target.
to the PE attribute of the human pilot. -Maximum Effective Range: 3000 feet,
No other damage bonuses apply, such as but only 1500ft underwater.
though from certain WPs, Host Armor -Payload: Effectively Unlimited.
enhancements, or physical strength. However, firing more than 20 blasts per
-Rate of Fire: Activating or deactivating minute weakens the pilot, causing him to
the sword requires 1 melee action. lose two melee attack/action per round
-Duration: Effectively Unlimited. The and reduces all of his combat bonuses by
Bio-Energy Sword can be used for an half for the next 1d6 minutes.
indefinite period of time, but must be -Bonus: +3 aimed strike.
deactivated in order to fire bio-energy -Bio-E Cost: 25
blasts. -Prerequisite: Medium Bio-Energy
-Bonus: +3 strike. Expulsion Vent.
-Bio-E Cost: 10 points.
-Prerequisite: Bio-Energy Expulsion Stinger Tentacle: Housed along one of
Vent. the Host Armor's arms is a coiled
tentacle-like appendage tipped with a
Medium Bio-Energy Expulsion Vent: hollow bone needle[the tip is barely
-MDC of the Bio-Energy Vent: +10 visible, even when the harpoon is
MDC retracted]. The Host Armor can extend
-Mega-Damage: 5d8 +bonus MD equal this stinger tentacle with incredible
to the PE attribute of the human pilot. speed and force, shooting it out through
-Rate of Fire: Each blast counts as one a portal along the wrist, below the hand.
melee attack/action. Cannot fire volleys After striking, the hollow needle injects
or simultaneous blasts at the same target. a highly corrosive acid into its target
-Maximum Effective Range: 2400 feet, then reflexively retracts back into its
but only 1200ft underwater. housing. The Stinger Tentacle is strong,
-Payload: Effectively Unlimited. requiring 40 points of MD to sever.
However, firing more than 20 blasts per -Mega-Damage: 2d6 MD for the initial
minute weakens the pilot, causing him to piercing strike with no additional
lose two melee attack/action per round bonuses. Acid does 4d8 MD upon initial
and reduces all of his combat bonuses by injection and another +2d8 MD per
half for the next 1d6 minutes. melee round for 3d4 melee rounds. Acid
-Bonus: +3 aimed strike. inflicts 50% damage to non-metallic
-Bio-E Cost: 15 inorganic materials and only does 1d4
-Prerequisite: Bio-Energy Expulsion SDC damage to organic substances.
Vent. -Rate of Fire: Each stinger injection
counts as 1 melee attack.
Heavy Bio-Energy Expulsion Vent: -Maximum Effective Range: 80ft
-MDC of the Bio-Energy Vent: +15 -Bonus: +1 strike.
MDC -Bio-E Cost: 20 points for one Stinger
-Mega-Damage: 8d10 +bonus MD equal Tentacle. Reduce Bio-E cost by 10
to the PE attribute of the human pilot. points if the Host Armor is already
499
enhanced with the Acid Blood Homunculus: The Host Armor is able to
Biological Defense. create a miniature version of itself for
-Prerequisite: A Serrated Whip, which is the purpose of reconnaissance and
replaced by the Stinger Tentacle. sabotage. Housed within a bulging
pouch on the Host Armor's abdomen or
Battle Glaive: A hybrid bio-weapon, the back, the Homunculus is kept in bio-
battle glaive is a combination between stasis until the human pilot wakes it, a
the Concussion Staff and an Acid Edged process requiring approximately 1
Blade, with the butt of the haft minute(4 melee rounds). Once awakened
delivering a standard concussion blast as the Homunculus climbs from its pouch
per the staff while the blade itself is a and becomes an extension of the Host
wickedly curved Acid Edged Blade. Armor's consciousness, its senses
-Weight: 8lbs supplementing his own and his thoughts
-Mega-Damage: Acid Edged Blade: 3d6 controlling its actions. The Homunculus
MD[additional 1d6 MD per melee round has none of the "mother" Host Armor's
for 1d4 melee rounds or until washed ranged bio-weapons(its tiny versions are
off], Concussion Haft: 3d6 MD[01-45% non-functional), but it possesses the
chance of knockdown, knocked down same senses with 50% range, has all
victims lose initiative and one melee relevant bio-enhancements(Enhanced
attack/action]. Regeneration, Wings, Stealth Field, etc),
-MDC of the Weapon: Blade: 80 MDC, and can travel at 25% of its creator's
Haft: 100 MDC, but since the weapon is maximum speed. So long as the Host
alive, it regenerates 4d6 MDC per hour. Armor and its Homunculus stay within
The weapon only takes damage when an Bio-Comm range, the pilot can remotely
attacker is specifically trying to damage/ control the mindless creature while
destroy it. receiving sensory data from it, dividing
-Trade Value: 3000 credits. available melee actions between himself
and the bio-construct. Its small size
Initially an endeavor to test the makes the Homunculus ideal for
feasibility of creating Host Armor reconaissane work, allowing it to go
capable of reproducing in the traditional unnoticed in situations where even a
manner, with all the bio-enhancements stealthy Host Armor could not possibly
of both parent armors intact and melded avoid detection. If destruction is
to the newborn Host Armor without the imminent or the pilot has found a target
need for incremental Bio-E worthy of sabotage, he may command
enhancement, the project was the Homunculus to detonate the
terminated(literally, in some cases) after powerful organic explosive device
several experiments went wrong in housed within its chest.
dramatically bloody fashion. However, -Homunculus Size: The bio-construct is
using data acquired and techniques only 10% the size and weight of its
developed from the Host Armor "mother" Host Armor.
breeding experiments, a new bio- -M.D.C. of the Homunculus: 20% of the
enhancement was created, the Host Armor which created it. The
Homunculus. birthing pouch in which the creature is
held has 1D6x10+40 M.D.C. and
500
requires a Called Shot with a -3 penalty of rock or dirts generally generates two
to strike. rounds, and feeding it 60 pounds of rock
-Mega-Damage: 3D8x10 M.D., to a 36 will reload the weapon with 120 shots, it
foot radius if the Homunculus is can only hold and process 60 lb of dirt at
detonated. a time. this process goes much slower if
-Homunculus Lifespan: 2D6+6 Hours. you have to shovel dirt in, as most
The Homunculus construct experiences splicers don't carry shovels, this
bio-meltdown at the end of its short life reducing the feed load to one handful at
unless prematurely destroyed or given a time. Not a bad weapon though, could
the command to detonate. use some feedback.
-Payload: One. A Host Armor cannot be MD- 3d8+3 on a single accurate shot(+2
enhanced with more than a single strike), 1d8x10+10 on a three shot burst.
Homunculus. Once an awakened Max Effective Range- 4000'
Homunculus leaves its pouch, the Host Rate of Fire- Single or three round burst.
Armor begins growing a new one, a Payload- 240 single shots, or 80 triple
process that requires 24 hours. shot bursts.
-Penalties: Beyond the fact that many Weight-40lb recoil is not much of an
find these creatures creepy, a Host issue, hauling it around when it has a full
Armor carrying one is less agile than it belly is.
would normally be. This is represented
in a -5% penalty to the skills Prowl, Infantry Grenade Launcher
Acrobatics, Gymnastics, & Swimming. AKA Screaming Reign, Named by the
-Bio-E Cost: 30 noise, and the tendency to dominate.
-Prerequisite: Enhanced Neurological Some one decided that the Screamer
Connection & Regeneration: grenades make great psychological
Enhanced(or Super). The Host Armor warfare, tests on captured Biotics
cannot have a Parasitic, Photosynthetic, showed that repeated exposure quickly
or Thermosynthetic metabolism. developed into shell shock in victims,
and PST was often observed even
Infantry Casting Rifle months later. The leading experts in
AKA Pop Rocks, named because of the House Ashe decided that the combat
sound they make when fired, and on aplications of this weapon were worthy,
impact. and the effects it caused when used
Not much fluff here, just a long term against other humans were too good to
weapon designed to last during heavy pass up. Yeah, they think like that too,
field use. Can be fed in the field, usually and you thought Shiva was the only one.
tripod mounted or slung at waist height MD-2d12(4d6)(20'radius) for a single
by host armors. Rather heavy design, but shot, 6d12(1d6x10+12)(25'radius) for a
has high utility. 5 shot burst, 1d12x10(2d6x10)
Capable of replenishing half its capacity (30'radius) for a 10 shot burst.
of ammunition in just 20-40 minutes, it Maximum Effective Range- 1000'
is one of the faster eloading heavy Rate of Fire-1,5, or 10 shots.
weapons available. Just one problem, Payload- 100!
you have to reload it. It doesn't Weight- 40lb
regenerate a payload, it eats, craps, and
then fires said fecal matter. One pound
501
Living Body Armor-Ablative Armor All the growth plates still touch, but in
AKA Shell Suit It should be noted that I such a way as movement is not
do not fully understand the ablative hampered at all, and the Mod Mucle
concept, and do not care to look it up. further makes enhances mobility by
The newest in a long line of carrying all the weight of the armor.
experimental armors, the Shell Suit has As it is still an experimental armor,
shown a lot of progress, and is the first actual protection varies wildly, but the
viable subject out of dozens of tests. In Librarians and Engineers are sure that,
fact, it is some of those dozens. When when perfected, it will be the best suit of
the experts at House Ashe could get any armor available.
of their projects past the first testing MDC Protection Ratings Each location
stage, the gave up and tried to start over. has its own defense rating, and that of its
A few months later, some one got the shell on top of it. The shell has double
idea of gathering all the parts of their the mdc of the location, and regenerates
previous concepts, and put them into one very fast.Shell=*
whole. Mix a bunch of failures together Main Body-5d6+30(*=MDCx2) for
and they will make a success, crazy example, a main body with 35 mdc,
amiright? would be protected by a shell with 70
Well it worked, the test armors are still mdc.
in the experimental phase, but the Head-3d6+20(*=MDCx2)
Regeneration, Growth, and Mod Muscle Arms and Legs-3d6+30(*=MDCx2)
features have all been proven a success. Weight- 15lb naked, 3x when fully
In fact, some of the features have armored.
meshed in unsuspected ways, leading to Armor Regeneration- Due to the
surprising benefits. One of those ways is engineering of the shell, a layer of
the Natural Mobility. Natural Mobility carapace will be grown, then a layer of
was not engineered into the armor, it was growth tissue repeated ad nauseam. This
a sideeffect. causes a father re-growth cycle, as each
The armors' main defense is a quickly layer of growth tissue penetrated will
growing shell, and to maximize the immediately begin regenerating itself,
mobility, the growth areas were limited and the carapace, at an astonishing rate,
to ensure there was no overlap, which and not just from the bottom up, but
might severely hamper range of every angle.
movement. As the major muscle regenerates 1d6 per melee to the shell,
locations were what they needed to 3d4 per minute to the body. Destroyed
protect, they were the obviouse place to shell will be regenerated upon the first
start, followed by protecting the internal bit of mdc being replaced, destroyed
organs and whatnot. Unfortunately, the limbs will take 12 hours.
enhanced Mod Muscle underlayer had Natural Mobility- the armor moves in
the nasty effect of pulling apart the the perfect range of motion as the human
growth layer. This would actually turn body. No Penalty.
out well. It divided the growth layer Mod Muscle ExoSkeletal Augment-
along all the lines a human body uses to Raises PS to Splicers PS of 20.
move. the result is a sculpted suit of Trade Value- Approx. 50,000 quid.
armor that looks like a body builder with Some Notes- Due to the complex nature
no skin. of the armor some enhancements cost
502
more, and others are impossible. general By Clockpunk
notes will be that it costs an extra 5 bio-e Firefly Lobber. (Heavy Bio-Weapon)
per 20 bio-e,or fraction thereof, for any A small but bulky bio-rifle base
enhancement that would displace the designed with a wide and elongated
shell, or alter it substantially. barrel to allow mortar-style delivering of
the payload, these Lobbers fire out
Armor Piercing Missile. heavily-spliced shells which consist of
MDC: +10 firefly hives. These insects may, when
Damage: 6d12 initially grown, be altered to emit any
Range: up to 1000' up, and glide 1 mile color of the Engineer’s choice, but are
Bonuses: +8 strike/+5 autododge typically either blue, red, green or
Bio-E: +5 per missile yellow (randomly assigned), all of which
Pre-Req's: Missile Pods, Each upgraded cast out a much stronger light than their
missile takes up 2 slots. natural counterparts. When fired these
an additional upgrade adds bone ribbing hives begin to release their inner insect
to the missile, which turn into deadly load, leading to the trail followed by the
shrapnel., causing 3d12 damage to a shell being highlighted by their glows as
radius of 10'. they remain in the rough space they were
Bio-E: 5 expelled for 1D3x10 minutes. Once the
Missiles that rain silently from above. hive splatters upon landing, the
Deadlaunched straight up, then rocket to remaining insects bathe the surrounding
a maximum cieling, and then glide down 20 foot diameter area in a colored but
from above or at a steep angle. most illuminating light.
robots will see a missile coming, or pick Weight: 11 lbs.
up on it by way of sonic sensors long Mega-Damage: 1D10 MD for targets
before it reaches them. these rockets are struck by a direct hit.
meant to sow confusion. automatic Maximum Effective Range: 2500 feet.
initiative, and auto hit if first Rate of Fire: Each blast counts as one
attack/sneak attack. melee attack/action.
The missile is altered to have a massive Payload: Six organic nest shots, each of
bone spike on the head, with 4 eyes which takes 30 minutes to regenerate.
placed around the periphery, and the Bonus: +1 to strike with a burst of nest
engines with variable thrust. The missile shots.
explodes, launching the bonespike on the Trade Value: 5,000 credits.
tip into the enemy, where it explodes.
most robots, due to their combat Gurger. (Heavy Bio-Weapon)
computers, can blind fire a dumb rocket This strange looking short but bulky bio-
to intercept your volley nearly every rifle consists of a number of stomachs
single time, most splicers agree, this is (10-12), several of which press through
highly unfair. this rocket was designed the muscular frame holding this Bio-
with 4 eyes and 3 variable thrust engines Weapon together when full, and when
to negate this advantage. combined with the constant movement
of these stomachs as they work to
produce the mulch payload, they look
even more alive than many other Bio-
Weapons. Gurgers expel a large splatter
503
of acidic and oily digestive juices in a Maximum Effective Range: 2000 feet.
manner akin to projectile vomiting, Rate of Fire: Can only be fired every
through careful manipulation of the other melee round, as it takes time for
muscles that keep the stomachs closed- the bone slivers to be manipulated into
off from one another. This projectile can place within the Bio-Weapon.
coat targets splattered by the payload, Payload: Able to hold up to 12 bone
and seep through small cracks and slivers; but only regenerates 4 per hour.
openings and burn through any sensitive Bonus: +1 to strike on an aimed shot.
components housed within. Trade Value: 8,750 credits.
Alternatively, a stream of this
concentrated bile may be forced out of Snapper. (Melee Bio-Weapon)
the Gurger of dimensions up to 4 square This spliced melee weapon is grown in
feet per stomach emptied, which bubbles the form of a lizard whose legs wrap
and hisses with acidity for D4x5 minutes around the forearm of the wielder, while
before it become neutralized. the oversized torso and bullet-shaped
Weight: 8 lbs (with a full payload – 7 lbs head extend over their hand. The
empty). mouthpiece of this weapon is lined with
Mega-Damage: 3D6 MD from a direct a serrated row of extremely sharp teeth
hit, 2D4 to affected area if passing over which tightly interlock. The wielder is
discharge. able to trigger a Snapper into opening
Maximum Effective Range: 150 feet. wide, and contact of any kind with the
Rate of Fire: Each blast counts as one teeth will cause the weapon the spring
melee attack/action. back into closed position, causing
Payload: 9+1D3 balls of discharge, particularly nasty bites. Of course, this
which take an hour to refill within the may not be enough to bite through many
Bio-Weapon. materials, so the strength of the weapon
Bonus: None. lies in that may then be yanked away
Trade Value: 6,000 credits. from whatever it has bitten onto and,
much like a saw, the teeth are used to cut
Sliver Spitter. (Light Bio-Weapon) through whatever was gripped. Any
The elongated bore of this rifle appears teeth lost due to use against heavy
to be formed from a single piece of pales materials will regrow within an hour. An
fusiform muscle tissue, embedded upon illustration of this Bio-Weapon may be
a separate more rigid muscular base. found on p.155 of the Splicers book
These Bio-Weapons cast out at high alongside the Roughneck O.C.C.
speed a length of extremely smooth description
bone, with a sharp and jagged tip. The Weight: 2 lbs.
muscles involved are able to propel these Mega-Damage: 2D6 MD for bite-
slivers of bone out to an incredible range attacks, 4D6 MD for saw-based attacks
with great accuracy and they are able to (when ripped away).
pierce even thick metal with ease, but M.D.C. of the weapon: 80, and because
the speed is rather slow compared to this is a living weapon, it regenerates
some other weapons. 5D6 M.D.C. per hour.
Weight: 8 lbs. Trade Value: 1,100 credits.
Mega-Damage: 3D8 M.D. per bone
harpoon
504
Bio-Frag Grenades: ‘Frigs’. Weight: Half a pound (0.22 kg).
These organic explosives are genetically Mega-Damage: N/A, but the resulting
grown within a double-layered and effects will coat an area in 4 foot radius.
completely sealed clam-shell like casing. Maximum Effective Range: Hurled as
Once the organic matter within is per a discus, up to a distance of 140 feet
exposed to air it will violently react after (doubled for Splicers).
a few (4-9) seconds, depending on how Trade Value: 300 credits each.
dry the ‘frigs’ are (the thick dripping
strands keep air from reaching the By Guy Ledouche
sensitive core for a few more seconds) – Geobacters
many splicers keep them encased within A closely guarded secret of the House,
a Host Armor pouch coated or even Geobacters have recently been used
filled with the same liquid from the against the Machine with devastating
Gene-Pools used to cultivate and grow results. Geobacter explosives are loaded
them for a more consistent timing. When with millions of engineered bacteria that
they go off, ‘frigs’ blast out dozens of are capable of metabolizing metal ions
shards from the broken shell that will rip of all kinds. Not only do these bacteria
through or embed themselves into "eat" metal ions opportunistically; they
almost any surface. actively look for these in their
Weight: One pound (0.45 kg). environment and then destroy them.
Mega-Damage: 7D8 M.D. in a 6 ft Resembling a grey, leathery football,
radius, 3D8 M.D. in a 4 ft radius beyond Geobacters are available as both
that. grenades and missiles. Upon impact, a
Maximum Effective Range: Thrown as a geobacter explodes into a cloud,
grenade, about 60 feet, twice that for releasing thousands of bacteria. Starting
splicers. from the point of impact, the bacteria
Trade Value: 800 credits each. begin to consume the metal surface. The
bacteria are especially effective against
Spliced Splatter: ‘Spligs’. military-type alloys and can be
Resembling a cross between a human absolutely destructive against robots and
hand and a starfish, these extensively armored vehicles. Given enough time,
genetically modified weapons will the bacteria will dissolve the metal to a
explode in a miasma of genetic material mere sludge.
once they are struck with some force. While geobacter weapons can be
These creations are not designed to powerful, it takes almost an hour for
damage the Machine, but the human them to achieve their full effect. Masters
DNA components of the resulting matter at hit-and-run tactics, Febris troops will
will activate the Nanobot Plague on any usually ambush N.E.X.U.S. forces, strike
metal objects that it touches within the target(s), and then disappear to give
seconds. This frequently (but not the bacteria time to work. This tactic will
always) results in drawing the focus of be repeated for several hours, until the
all robots within the immediate vicinity enemy is destroyed or is so incapacitated
to seek what tripped their sensors. They that they be easily dealt with.
have also proved useful in revealing The geobacter bacteria are absolutely
hidden items that could catch scouting or harmless to M.D. ceramics, plastics,
war parties by surprise. concrete or biological flesh of any kind.
505
However, they cause half damage to been destroyed. Until fully repaired
synthetic or artificial flesh or coverings. (usually not possible on the battlefield.)
The geobacter bacteria eventually die Until then, the target will always be last
out in about an hour and are rendered for initiative, loses, two melee
inert. attacks/actions, and all combat bonuses
Weight: The average geobacter grenade are reduced by ½. Furthermore, special
weighs one pound; a geobacter rocket scanning features such as radar, sonar,
weighs about 8lbs. motion detection, and computer
Mega-Damage: SPECIAL! Both the targeting are offline, forcing the target to
grenade and missile cause 2D4 M.D. rely entirely on basic optics and touch, in
from impact. However, the real damage effect rendering it partially blind.
comes from the bacteria released. The 41-60 Appendage:
bacteria attack and reduce the integrity • Human-shaped targets will experience
of the metal, reducing its overall M.D.C. system failure in a leg, arm, thruster, or
This overall reduction of M.D.C. occurs other appendage. The plating has almost
after one minute (4 melee rounds) of entirely dissolved and the environmental
exposure to the bacteria. The effects are seal of the target has been broken. This
noticeable as a fading of color or the exposes the pilot (if any) to external
appearance of dull blotches, followed by atmosphere and conditions. Any attacks
the metal becoming cracked, warped, targeted at this area will strike the pilot
and increasingly brittle. This has the (if applicable) or count as Critical
following effect on the target: Strikes, inflicting double damage. Any
• Against body armor, “light” robots, or special weapons, features, or abilities
any target 600lbs or less, the bacteria built into the limb are now destroyed.
will reduce the overall M.D.C. at the • On a vehicle or vehicular style target,
point of impact by half! this will mean a leg, tread, thruster, or
• Heavier robots or targets (up to 2 tons) similar has been destroyed.
will have their M.D.C. at point of impact • On a bunker/building or similar, this
reduced by 30% will mean either a weapon turret,
• Any target heavier than 2 tons will see cannon, communications tower or sensor
an overall M.D.C. reduction of 10%. array is destroyed.
Additional Effects: These additional 61-80 Operating System: All systems are
effects take longer but are devastating as temporarily out and the target is
the bacteria invade the interior of the effectively paralyzed and completely
target through the cracks and fissures. defenseless for 1D8 melee rounds (15 to
These effects occur 1D4x10 minutes 120 seconds).
after the initial attack. If a specific target 81-00 Two Secondary Weapons: The
was not named in the attack, roll target has lost two secondary weapons.
percentile die (or the GM may pick one): These could be vibro-blades, hand-held
01-20 Main Weapon: The most powerful weapons, forearm weapons, etc.
and/or important weapon of the target is Rate of Fire: Varies with weapon type
rendered inoperable. Until full repairs Maximum Effective Range: For thrown
are made, the weapon is completely grenades, the maximum range depends
useless. on the user’s strength; usually around
21-40 Sensor Array: Radar, targeting, 100ft. Launched grenades about 300ft.,
and/or communications systems have and geobacter rockets about one mile.
506
GM Note: Currently, geobacter weapons vomit. Any characters within 10 feet
are restricted to House Febris and even (double for those with enhanced smell)
then only to trusted units. The make-up will lose one melee attack and are -3 on
of the bacteria is a closely guarded secret initiative.
that should not be made available to The victim of the attack may repeat the
PCs. Only the Librarians and Engineers save roll every 15 minutes. A successful
have access to the exact make-up. save will negate all toxins, and the
Geobacter weapons are currently NOT character will recover fairly quickly,
available to other Houses or Factions. regaining full bonuses within 3D6 hours.
The wound will heal as normal. All
Flesh Rot: This enhancement allows a effects can be negated by a Saint’s
Prion to infect wounds with a painful Healing Touch.
necrotizing agent. This necrotizing Bio-E Cost: 25
occurs quite suddenly and progresses Prerequisite: The Host Armor must have
rapidly. In a matter of moments, the bone blades, claws (of any size), combat
infection will spread into the deep layers spurs or similar edged bio-weapons. The
of skin, hide, or subcutaneous tissue. If effects listed above are in addition to the
left untreated, normal tissue will become normal strike damage.
little more than a withered black husk.
Effects: After a successful strike, the Spoiling Touch: The Prion can touch
victim must roll to save vs. disease but food, drink or water and instantly spoil it
need a 17 or higher (bonuses included.) with decay and sickness.
A successful save means infection failed. Mega-Damage and Effects: The Prion
A failed save means the onset of can effect up to 5 pounds of food or 10
infection. If the Prion scores a natural 20 gallons of water or liquid. If the food or
on the strike roll, the victim may not drink is ingested, the victim will become
make a save; the infection is automatic violently ill from severe food poisoning.
(though the target may parry or dodge Symptoms are severe stomach cramps,
the attack as normal.) diarrhea, nausea, and light fever.
If the victim fails the save roll, the Characters get to save vs. non-lethal
infection will occur within 1D4+1 melee poison (16 or higher.) A successful save
rounds. The tissue around the wound means only minor queasiness and lack of
will lose color, rapidly becoming a appetite.
discolored grey mess with festering A failed save means the victim will
sores and reeking of decay. The tissue suddenly begin to immediately gag and
will become extremely sensitive and will suffer 3D6 points of damage (M.D. if a
actually prevent the victim from wearing Mega-Damage creature, Host Armor,
anything other than light cloth. The War Mount, etc.) Additionally, the
character will also begin to feel weak victim(s) lose initiative and two melee
and drained; skill performance is attacks/actions. Combat bonuses are -2
reduced by -15% and all combat bonuses and all skills suffer a penalty of -10%.
will be reduced by -3. While infected, Speed is reduced by half. The sickness
characters will fatigue at twice their and penalties last for 24 hours.
normal rate. Bio-E Cost: 15. The Prion can effect an
The stench from the wound is terrible, additional pound of food and two gallons
causing those nearby to gag and possibly
507
for each additional 5 Bio-E spent at time and queasy. The victim suffers -3 on all
of purchase. combat rolls, -15% on skill
Prerequisites: None. proficiencies, speed is reduced by 25%,
and the victim will move fatigue twice
Famine Bomb: A grenade or organic as fast. These effects last for the next
rocket loaded with powerful bio- 2D6 hours.
engineered chemicals and enzymes. Blast Radius: Famine grenades have a
These enzymes flood the victims system, blast radius of 8ft.; famine rockets have
causing a near overpowering urge to eat. a blast radius of 30ft.
The victim will forget everything else
and begin to search for and rapidly Miasma Cloud..... all things have dead
devour food. The character will also cells fall off, humans with dandruff are
fight anybody who tries to stop him from one example. Now take that to an
getting food and eating it. extreme and have a bio-e ability that
Effects: Any character, Host Armor, sheds dead skin with an infection air
War Mount, or other organic being vector of close range. Hand to hand
caught in the blast radius must make a combat becomes really bad real fast.
save vs. toxins at 14 or higher; only You get close and start to get sick, you
natural P.E. bonuses are added. Any bite the thing and have a rotting disease
characters in Host Armor or on War in your mouth that enters and infects the
Mounts must make two rolls; one for entire host armor/warmount/what have
themselves and one the Armor or Mount. you.
A successful save means the victim is Gorehounds might be immune as the are
distracted by hunger pangs but still able highly evolved from scavengers, so
to function somewhat normally: -1 on might have a chance to be immune to
initiative and -5% on any skill this attack.
performance. This effect only lasts for
1D6 minutes. By Wooly
A failed save means the victim, Host Kamikaze Ant Bombs
Armor, or War Mount suddenly feels These are genetically engineered giant
overcome with starvation and the need to ants, the size of a small dog approx 20
eat. The victim cannot attack unless it is lbs. Each ant contains a potent binary
something that can be eaten, but can bio-explosive in their engorged
defend without penalties. In the case of abdomen. The ants will self detonate
Host Armor or War Mounts, especially when touched by anything not marked
those with a Carnivorous metabolism, with a friendly pheromone spray.
this attack can be devastating. A failed Different pheromone sprays can be used
save means a Carnivorous Armor or War to guide different broods of Kamikaze
Mounts will be unable to restrain ants onto different targets.
themselves from attacking nearby allies, The ants will also self destruct when
friends, and even riders! they come into contact with a pre-coded
In any case, the victim will gorge until pheromone goo that is "painted" on a
they become bloated and sick from target". Via a aemi automatic, 50 rnd, 10
overeating. The victim will vomit 1D4 Bio-E point "paintball gun" with a
times in the next ten minutes after last maximum range of 500ft.
eating and will continue to feel swollen
508
The Kamakize ants are typically a human P.S. of 35 or higher) to wield it
deployed via a cocoon containing 2D4 effectively. Characters with a P.S. less
ants that is thrown by host armor, than this amount are -4 to strike. The
catapult (a 9ft x 6ft catapult, range 325 enormous barrel is actually a bundle of
yards The Compendium of Weapons, twenty smaller gun barrels. Each one of
Armour & Castles p.211) or dropped by these narrow barrels is capable of firing
flying warmounts. one razor-sharp quill every second.
Model Type: Explosive self-guided When all twenty quill launchers fire in
ground weapon rapid succession, the weapon unleashes a
Class: Autonomous bio-drone nearly continuous stream of deadly
Crew: N/A spikes. The bulky carapace shell at the
MDC by Location: base of the of the cannon stores the
Head: 15 MDC* weapon’s payload of one thousand
Main Body 30 MDC* quills, but anyone that has used a Quill
*Depleting the Head or Main Body Storm Cannon knows it is easier to
MDC will cause the kamikaze ant to exhaust this huge supply of spikes then
detonate, as will physical contact with one might think.
any being not marked as friendly by Weight: 60 lbs.
pheromone. M.D.C. of the Cannon: 3D4x10+30
Movement: M.D.C.
Speed: Running 35 mph Mega-Damage: 6D10 to a 5 foot area per
Jump: 20 ft horizontally burst of 100 quills, 3D4x10 to a 10 foot
Climbing: Can traverse most surfaces, area per burst of 200 quills, or 5D4x10
even a 90 degree vertical with only a to a 20 foot area per burst of 400 quills.
20% speed reduction (28 mph) Maximum Effective Range: 1000 feet.
Damage: Rate of Fire: Each burst counts as one
1D6x10 MDC initial explosive damage. attack per melee.
2D6 MDC sticky Acid damage for 1D4 Payload: 1000 quills. Spent quills are
rounds on all exposed surfaces (20ft completely replenished after 24 hours.
burst radius). Bonus: +1 to strike.
Trade Value: 15,000 credits.
Quill Storm Cannon (Heavy Bio-
Weapon) By Slappy
This heavy anti-infantry weapon is the Clinger Missile
Bio-Tech equivalent of a mini-gun. It An Organic Rocket can be further
was built to quickly mow down enhanced into a Clinger Missile. The
everything in its path, but it has a small protruding point of the Organic
tendency to burn through its payload Rocket evolves to look like an upside
rather rapidly. It is too heavy to fire like down starfish. These starfish-like pseudo
a standard rifle, so it is designed to be pods allow the missile to lock tight
fired from the hip. This firing style against any surface. The Clinger Missile
reduces the accuracy, but the sheer tracks down and rams into its target at
amount of projectiles unleashed by the full speed, adheres to it with its pseudo
weapon compensates for this problem pods, and then a millisecond after
quite nicely. This two-handed weapon attaching to its target, it detonates.
requires a Splicer P.S. of 22 or higher (or Unlike standard Organic Rockets, the
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unique design of the Clinger Missile Payload: Based on the number of
directs the majority of the explosive Organic Rockets enhanced into Clinger
force inward like a shaped charge. This Missiles. It takes 6D6 hours to regrow
drastically increases its destructive spent missiles.
power, but it does decrease the blast Bonus: +4 to strike and dodge, as noted
radius. In the center of the pseudo pods above.
is the same neurological bundle and eye Bio-E Cost: 8 points per Clinger Missile.
that is found in the Organic Rocket, so Prerequisite: An Organic Rocket, which
the Clinger Missile can also continue to transforms (grows) into a Clinger
track down its target if it misses. Missile.
However, the pseudo pods decrease the
aerodynamics of the missile, so it is not Kamikaze Organic Cruise Missile
quite as maneuverable as a standard The Librarians of the Resistance have
Organic Rocket. The Clinger Missile has achieved amazing results through bio-
one attack per melee and has bonuses of technology. They have created weapons,
+4 to strike and dodge, until it strikes its vehicles, living suits of power armor,
target, is shot down, or until it dies and even missiles, but they have never
within 2D4 melee rounds after being been able to match the sheer destructive
launched. power of the Machine’s nuclear
M.D.C. of the Rockets: 13 M.D.C. armaments. An option has existed for
points, but the missile is a small target centuries, but it took the Resistance
and is -3 to hit on a “Called Shot” when years to develop a way to safely harness
still located on the Host Armor. After it.
launching, each missile is treated the When the Librarians were first trying to
same as a high-tech mini-missile and can perfect the Omega Blaster, a serious
be shot down as normal. design flaw would occasional cause the
Mega-Damage: 8D10 per individual power cells to destabilize and explode in
missile fired with a blast radius of 5 feet. a fiery blast that completely consumed
The directed blast has a 20% chance of the Host Armor and anyone within one
temporarily scrambling a robot’s internal hundred feet. This defect was eventually
circuitry. If this occurs, the robot is discovered and eliminated from the
stunned for 1D4 melee rounds, loses one design, but all Librarians held on to this
attack per melee round, and suffers “flaw” in order to see if it could be
penalties of -2 to strike, parry, and exploited for some other purpose.
dodge. Note: The chance of stunning the Eventually, a Librarian from one of the
robot is increased by 5% for every smaller Great Houses came up with a
additional Clinger Missile in a volley. use for these defective omega cells. He
Maximum Effective Range: One mile. was inspired by tales of the Kamikaze
Rate of Fire: One at a time or in volleys pilots from ancient Earth, and created a
of 2, 4, 6 or up to the number located on War Mount that was, in essence, a
that particular Host Armor. Whether a thinking cruise missile. Kamikaze War
single missile or an entire volley is fired, Mounts can live for years without ever
it counts as one melee attack. Roll once detonating prematurely (the energy cells
to strike, either all the missiles in the are stable), but when the beast finds a
volley hit or they all miss. suitable target, it destabilizes its power
510
cells and rockets towards its target at strap, and its leathery wings are tied to
Mach speed. its body with another thick strap. To
All Kamikaze Cruise Missiles have a deploy Kamikazes effectively, they must
rudimentary animal intelligence, a be bound and blindfolded until they can
genetic memory programmed with over be pointed at a proper target. While
a dozen different robot designs, and a restrained, the Kamikaze can move
pathological hatred for the Machine. about on its own on twelve articulated
This programming was necessary to spines (they fold up into its underbelly
make the Kamikaze willing to sacrifice when it does take flight), but it is mainly
itself to destroy the enemy, but it also just carried around by other War
limits its overall effectiveness. The War Mounts.
Mount is designed to primarily seek out They are usually transported into combat
large targets like Sentry Towers, Land by a Dracos or carried on the back of a
Dominators, Assault Slayers, and Battle Behemoth. Once a suitable target is
Tracks, but its aggression and hatred for found, the Kamikaze’s restraints are
the Machine means that in the absence removed and the War Mount rockets
of these high profile targets, it will attack towards its prey in an insane fury. Some
the first robot it sees, no matter how Splicers feel uncomfortable using these
small. If the Kamikaze could show a psychotic, suicidal War Mounts.
little discretion, the Resistance could Unfortunately, desperate times have led
unleash thousands of these War Mounts to desperate measures, and more and
upon the world to seek out and destroy more Great Houses are adding Kamikaze
the Machine’s heaviest hitters. Cruise Missiles to their defenses.
Unfortunately, their ingrained instincts Class: Organic Cruise Missile
would lead to a tremendous waste of Crew: None
resources as these psychotic War M.D.C. by Location:
Mounts would just hunt down and • Organic Thruster (rear one third of the
obliterate Labor Drones, Skitter Pods, rocket): 170
and any other robot that crossed their • Articulated Spines (12): 10 each
path. However, if they are let loose when • Wings (2): 78 each
a high profile target is nearby, they will • Head: 210
ignore thousands of robots in their way • Main Body: 280*
as they race towards their target. In fact, • Bio-Force Field: 300
it is impossible to command a Kamikaze *Depleting the M.D.C. of the Main
to attack a smaller target like a Steel Body kills the Kamikaze. Unless the
Trooper, Sky Fighter, or even an Assault Kamikaze destabilized its power cells
Slayer if a Land Dominator is nearby. before hand, it will not detonate when
A Kamikaze Cruise Missile looks like an killed.
armored worm covered in segmented Speed:
bone plating. Its triangular shaped head Running: Crawl 15 mph
tapers towards a single razor sharp horn. Leaping: Not possible.
Even without the explosive charge, the Swimming: 100 mph
Kamikaze could do some significant Underwater Depth: 400 feet
damage with just a ramming attack (if it Flying: Cruising speed is typically Mach
ever tried that). Its forward mounted 1.1, but the Kamikaze will accelerate to
eyes are usually covered with a leather Mach 2 when making its “final run.”
511
Statistical Data: War Mount Attributes: I.Q.: 1D4, M.E.:
Height: 4-5 feet 1D6+10, M.A.: 2D6, P.S.: 20+1D4, P.P.:
Width: 4 feet with a 10-foot wingspan 1D6+15, P.E.: 3D6+3, P.B.: 1D4+1,
Length: 11-13 feet Spd.: 10 mph. on the ground, up to Mach
Weight: 800-1000 lbs. 2.5 in the air
Cargo: None Number of Attacks per Melee: 3
Physical Strength: 21-24 Combat Bonuses: +6 on initiative, +7 to
Production Cycle: 4 month gestation strike, +1 to parry, +4 to dodge, +3 to
period plus 1 year growth cycle roll with punch, impervious to horror
Operational Lifetime: 10 years factor, disease, and poison.
Bio-Regeneration Rate: 2D6 per hour Equivalent (Instinctive) Skills of Note:
Horror Factor: 10 Climb 85%/80%, Land Navigation 90%,
Feeding: The Kamikaze is an and Swim 90%
Omnivorous War Mount. It needs to eat Combat Capabilities:
10 pounds of organic matter a day. • Restrained Bite (used against humans):
Color: The segmented bone plating is 1D8 S.D.C.
light tan in color and the skin beneath is • Bite: 1D8
black. • Body Block/Ram: 9D6
Sleep Requirements: As an artificially Senses and Features:
created organism, the Kamikaze only • Advanced Sight: Can see clearly at
requires 4 hours of sleep per day. distances up to two miles, also possesses
Other Data: passive nightvision 6000 feet, and
Kamikaze Cruise Missiles are psychotic polarized vision.
little creatures. They are fidgety and in a • Thermal Vision: Can see heat patterns
constant state of agitation. They were emanating off of organic beings and
intentionally programmed to nip and bite machines. Thermal vision can see
at humans so that their handlers would through smoke and even through walls.
not become emotionally attached to the Range is 4000 feet.
angry little beasts. These War Mounts • The War Mount automatically can
will never do any real damage to a sense magnetic north.
human, but they will draw blood if given • Reinforced Exoskeleton
a chance. As long as they are bound and Bio-Weapon Systems:
blindfolded, they can be led around by • Omega Overload: In order to detonate,
any human, but once they see a robot, the Kamikaze must spend two melee
they are completely uncontrollable. attacks to destabilize its internal omega
Alignment: Anarchist. Their only goal in energy cell. Once the cells are
life is to find a robot and crash into it at destabilized, they cannot be reset. A
Mach speed. Every other activity in life destabilized Kamikaze has a 1-25%
is just annoying and aggravating. Some chance of accidental detonation each
handlers cannot stand watching these melee (roll at the end of each subsequent
War Mounts writhe about in anger all melee round). Damage: 1D4x1000 with
day and will sedate them until needed, a blast radius of 100 feet. Range: Can
but most people just lock them away in travel 1000 miles before needing to rest,
tiny corrals where they cannot hurt but they will come across a robot and
themselves or others. attack it long before then.
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Targeting Preferences: The Kamikaze into firing position. Many opponents
will attack any robot in range, but it will have been surprised by how quickly a
select targets in a specific order. Once it Seed Cannon can be brought to bear (+2
spots a higher priority target, it will on initiative when activating this quick
completely disregard previous prey even draw).
if it was about to strike. This is its M.D.C. of the Cannon: 1D6x10+60
genetically ingrained priority system: Length of the Seed Cannon: 6-7 feet
• Land Dominators
• Sentry Towers Demon Seed Cannon (Heavy Bio-
• Assault Slayers Weapon)
• Battle Tracks The Demon Seed Cannon is a large
• Transport Platforms organic rifle made of thick bone plating
• All other robots (in this case it will and sinewy muscle tissue. This heavy
chose its target solely based on size) Bio-Weapon is incredibly accurate at
long range and packs impressive
Seed Cannon Bio-Enhancements destructive power. The diamond-shaped
These enormous organic rifles are round is actually a super dense seed
capable of launching their unique capable of punching through heavy
munitions with impressive accuracy over metal alloys like tin foil. The seed settles
a tremendous distance. The diamond- within the internal cavity of the robot,
shaped round is actually a super dense where close contact with metal awakens
seed designed to punch through the outer the creature inside and causes it to grow
hull of a robot without traveling all the at an incredible rate. Plant-like vines
way through and out the other side. The snake throughout the internal systems of
real damage from these projectiles the robot and tightly wrap around
occurs when the seed round settles anything they touch. The tendrils are
within the chest cavity of its metallic covered in a powerful enzyme that
target. The round lays dormant until it dissolves the metal to help with
comes into direct contact with metal. digestion. The crushing tendrils and
Once this happens, the seed sprouts open powerful acid inflicts decent damage to
and releases its contents into the internal the internal workings of the robot, but
components of the robot. Seed Cannons every minute, the true damage occurs
have only achieved mixed popularity when the vines violently contract
within the Resistance. In the hands of a towards the core, tearing apart the
skilled marksman, they do impressive circuits, wires, and vital components the
damage, but more often than not, the tendrils had ensnared. As long as the
round shatters on impact and inflicts seed has metal to feed upon, it will grow
relatively little damage. These giant rapidly for several minutes until the
rifles can only be mounted on the accelerated development overtaxes the
shoulder of the Host Armor (one cannon creature and it dies.
can be mounted on each shoulder). Despite the incredible destructive power
When not in use, the six to seven foot of this weapon, it has achieved only
long cannon swivels behind the armor mixed popularity within the Resistance.
and clings tight to the back. A simple One shot from the Demon Seed Cannon
mental command triggers a powerful could bring down a Battle Track given
muscle contraction that snaps the cannon enough time, but some Splicers feel it
513
takes a little too long to do its job 21-30% All systems are temporarily
(especially in the heat of battle). Another offline, effectively paralyzing the robot
major drawback is that the seed round for 2D4 melees.
must puncture the thick armor of the 31-40% A power coupling within the
robotic target in order to do any real robot explodes, inflicting 2D4x10
damage. Unless the seed punches damage to the main body.
through into the internal cavity, it will 41-50% All weapon systems are
just shatter on impact and die. This temporarily offline. One weapon comes
heavy organic rifle is preferred by back online every 1D6 melees.
soldiers that like to snipe at targets from 51-60% Communication systems are
the shadows and then relocate before the permanently disabled. The robot can no
Machine can retaliate. Splicers that have longer be possessed and controlled by
tried to use the Demon Seed Cannon on N.E.X.U.S. or call for reinforcements.
the front lines have been torn apart while 61-70% Motor functions are severely
waiting for the seed round to bring the damaged. Attacks per melee are reduced
target down. by half and combat bonuses are
Weight: 13 lbs. completely eliminated for 2D4 melees
Mega-Damage: 3D8 from the seed while vital systems are rerouted.
round. If the seed does not pierce the 71-80% Servo controls for both arms are
robot’s armored shell, the round is temporarily disabled for 3D4 melees.
shattered and does no additional damage. Any weapon systems mounted on the
If the attacker rolls a natural 19 or 20 (or arms work perfectly, but the robot is
23 or higher with strike bonuses, or only unable to point them at any target until
16 or higher if the M.D.C. of the Main the arms are repaired.
Body has been reduced by 50 percent), 81-90% Optics and all sensor systems
the seed round punches straight through are temporarily offline for 2D4 melees.
the external armor and begins to rapidly Attacks per melee are reduced to two,
grow throughout the robot’s body. The the robot has no initiative, and suffers a
powerful enzymes covering the tendrils penalty of -10 to strike, parry, and
inflict 2D6 points of damage each melee dodge.
round, plus once every minute, the vines 91-00% Critical strike. Double damage.
contract violently, inflicting 5D8 points Duration: A hatched seed round will
of damage to the main body as they tear grow uncontrollably within a robot for
apart the robot’s hydraulics, wiring, 1D4+2 minutes. After which time it dies
delicate circuitry, and other vital and its acidic enzymes become inert.
components. Maximum Effective Range: 3200 feet.
When the tendrils contract, the damage Rate of Fire: Each shot counts as one
inflicted upon the robot’s internal attack per melee.
systems, electronics, and components Payload: 12 seed rounds. The Bio-
causes additional impairment or damage Weapon will regrow one spent round
(roll on the following table). every 2D6 minutes.
01-10% Lucked out. No additional Bonus: +2 to strike.
damage. Trade Value: 15,000 credits.
11-20% Critical strike. Double damage. Sniper Note: Characters that possess the
Sniper Skill are more likely to
successfully puncture a robot’s armor
514
with a seed round. If the character rolls a Duration: The acid burns for 1D4+1
natural 17, 18, 19, or 20 (or 21 or higher melee rounds.
with strike bonuses, or only 14 or higher Rate of Fire: Each shot counts as one
if the M.D.C. of the Main Body has been attack per melee.
reduced by 50 percent), the seed round Maximum Effective Range: 3800 feet.
punctures the target’s outer shell and Payload: 15 seed rounds. The Host
begins growing within the robot’s Armor can produce one replacement
internal cavity. seed round every 2D6 minutes.
Bonus: +2 to strike.
Acid Seed Cannon: Bio-E Cost: 50 points.
This cannon fires a hollow seed round Prerequisite: None.
filled with a powerful acid. The acid is Sniper Note: Characters that possess the
devastating to metals and other inorganic Sniper Skill are more likely to
material, but is relatively harmless to successfully puncture a robot’s armor
humans. The hollow round is more with a seed round. If the character rolls a
likely to shatter on impact than other natural 18, 19, or 20 (or 21 or higher
seed rounds, but on a positive note, the with strike bonuses, or only 16 or higher
explosive impact sprays a 10-foot area if the M.D.C. of the Main Body has been
with a fine corrosive mist. reduced by 50 percent), the seed round
M.D.C. of the Seed: 4D4 each punctures the target’s outer shell and
Mega-Damage: 4D8 from the seed begins growing within the robot’s
round. If the seed does not pierce the internal cavity.
robot’s armored shell, the round shatters
on impact and creates a fine mist of Tentacle Bio-Enhancements
powerful acid. Everything within a 10- Additional tentacles can be further
foot area suffers 1D8 damage per melee enhanced from simple tools into
round for 1D4 melees. The acidic mist devastating weapons. They retain their
only inflicts 1D4 S.D.C. to organic usual dexterity and abilities, but they are
tissue. If the attacker rolls a natural 20 now capable of delivering powerful
(or 24 or higher with strike bonuses, or whipping strikes or gouging bites.
only 17 or higher if the M.D.C. of the
Main Body has been reduced by 50 Barbed Tentacles: The tips of the
percent), the seed round punches straight tentacles have been enhanced with a
through the external armor and releases wicked bone hook, and the musculature
its acidic payload directly into the has been modified to deliver a powerful
internal circuitry of the robot. This whipping strike.
inflicts an additional 5D8 damage every Additional M.D.C. for the Tentacle:
melee round for 1D4+1 melees. The +1D6 each.
melted circuits and components will Mega-Damage: 2D8 per tentacle whip.
temporarily impair the robot’s motor Up to 4 tentacles can whip the same
functions until the damaged systems can target for a combined damage of 8D8.
be repaired or rerouted. The robot loses Bonuses: +2 to strike and +1 to parry in
one attack per melee and is -2 to strike, addition to the standard bonuses from
parry, and dodge for 1D4 melee rounds. the original pair. Each pair of Barbed
Note: The seed round will not open if Tentacles also grants an additional +1 to
fired into an organic target. entangle.
515
Bio-E Cost: 5 points per pair. Armor. The pilot can seize control when
Prerequisite: Additional Pair of he needs to use the limb, but most pilots
Tentacles that is replaced by (grows will simply let the tentacle do its own
into) a pair of Barbed Tentacles. thing. Each tentacle grows its own
independent brain at the base of the
Devouring Tentacles: The bone hooks tentacle and a row of twelve tiny black
on the tips of the Barbed Tentacles can bead-like eyes along each side of the tip.
be further modified into gaping mouths The visual range of these eyes is only
filled with razor sharp teeth. These 100 feet, but that is more than adequate
fearsome tentacles can be used to rip and for the symbiotes.
tear their prey to shreds, or the Host Additional M.D.C. for the Tentacle:
Armor can actually use them to feed. +1D6 each plus a severed tentacle will
Additional M.D.C. for the Tentacle: completely regenerate within 3D8 hours.
+2D6 each. Bonuses: The tentacle itself possesses
Mega-Damage: 3D8 per bite. Up to 4 two attacks per melee and bonuses of +4
tentacles can attack the same target for a on initiative, +4 to strike, +4 to parry,
combined damage of 12D8. and +3 to dodge. Multiple symbiotic
Bonuses: +2 to horror factor in addition tentacles can engage the same target, but
to the standard bonuses from Barbed each tentacle must roll to strike
Tentacles. independently. The previous bonuses for
Bio-E Cost: 5 points per pair. the tentacles only apply when they are
Prerequisite: Barbed Tentacles that are controlled by the Host Armor pilot. The
replaced by (grows into) a pair of pilot also gains a bonus of +4 on
Devouring Tentacles. initiative and cannot be surprised from
behind.
Independence: This is the ultimate Bio-E Cost: 30 points per pair.
enhancement for tentacle limbs. The Prerequisite: Devouring Tentacles that
limb evolves into a symbiotic creature are replaced by (grows into) a pair of
capable of thinking and fighting symbiotic tentacles.
independently of the Host Armor. It will
alert the pilot of potential threats, attack Hand-Held Weapon Bio-
enemies on its own, and even defend the Enhancements
armor when the pilot is rendered One of the greatest strengths of Bio-
unconscious. Of course, the tentacle is Technology is how easily it can be
still a part of the armor and cannot customized to the specifications of each
survive on its own. The creature knows individual warrior. Splicers can alter
this and will fight to defend the Host their weapons and armor to play off their
Armor even over its own preservation. personal strengths or compensate for
Since the brain of the symbiotic tentacle their weaknesses. Warriors can enhance
is actually located inside the suit of Host their Host Armor, Living Armor, or War
Armor, a severed tentacle will regenerate Mounts in nearly any way imaginable,
completely given enough time. The but until only recently, they still had to
symbiotic tentacle knows that the Host rely on stock pistols, rifles, and melee
Armor must survive in order to preserve weapons. Warlords across the planet
its own life. This means the tentacle will have realized that they were not truly
even sacrifice itself to protect the Host taking advantage of all that Bio-
516
Technology had to offer, so they greed, but the real reason is because they
authorized their Engineers to allow do not like the idea that a lowly
warriors to customize their hand-held Roughneck could possibly build up a
armaments as well. better rifle than a Dreadguard. Some
Great Houses have more underlying
Purchasing Upgrades: Unlike Bio- class tension than others. These types of
Enhancements for armor, Wing Packs, Resistance cells just tend to stick to the
and War Mounts, enhancements for Bio-E system.
hand-held weapons do not tax the Available Bio-E Points: The chart below
physical and mental endurance of the lists the total amount of Bio-E points
wielder. Users do have to form a assigned to each O.C.C. that they can
neurological connection with their use to enhance their personal armories.
weapons in order to operate them, but Some warriors pour all their
this is mainly done just to issue mental enhancement points into one favorite
firing commands (it is not nearly as weapon, while others spread out their
strenuous to the nervous system as upgrades across all their armaments in
operating Host Armor). In theory, any order to mitigate the risk of losing all
weapon could receive all available types their enhancements if that custom
of Bio-Enhancements, but the Resistance weapon is ever lost or destroyed.
just does not have the resources to equip Custom weapons that are lost in battle
all their warriors with fully customized will only be replaced with a stock
weapons. Instead, each Splicer is issued weapon.
a specific amount of Bio-Energy based • Archangel: 5D6 Bio-E at level one plus
on their occupational class or as a 10 Bio-E at each additional level of
reward for excellent service (typically experience starting at level 2.
1D4x10 Bio-E). This method of • Biotic: 1D4x10+10 total. Any further
distributing enhancements helps manage enhancements can only be purchased
the limited resources available to each with credits or received as a reward for
Great House, it encourages young excellent service.
warriors to work hard to join the elite • Butcher: 2D4x10 Bio-E at level one
classes, and most importantly, it plus 14 Bio-E at each additional level of
reinforces heroism, loyalty, and bravery experience starting at level 2.
in the face of the enemy. • Deliveryman: 1D6x10 Bio-E at level
Some Great Houses even let their one plus 14 Bio-E at each additional
warriors purchase upgrades with credits level of experience starting at level 2.
(this is up to the GM). They figure that • Dreadguard: 1D4x10 Bio-E at level
since there is no danger of overtaxing one plus 10 Bio-E at each additional
their nervous systems by enhancing level of experience starting at level 2.
hand-held weapons, they might as well • Falconer: 5D6 Bio-E at level one plus
let their warriors spend their hard-earned 7 Bio-E at each additional level of
money improving their combat experience starting at level 2.
effectiveness if that is what they want (it • Harvester: 5D4 Bio-E at level one plus
is not like they have to save for 5 Bio-E at each additional level of
retirement). Some Splicers do not like experience starting at level 2.
this type of arrangement at all. They say
they oppose it because it encourages
517
• Outrider: 5D6 Bio-E at level one plus • Custom Grip: The grip on pistols and
10 Bio-E at each additional level of rifles can be modified to perfectly fit the
experience starting at level 2. hand of the owner, which helps the
• Militiaman: None. Stock weapons wielder counter-act recoil. Melee
only. The only way to gain weapons can also be fitted with a custom
enhancements is as a reward for grip to allow for better handling.
excellent service or by purchasing them Bonuses: +1 to strike. Melee weapons
with credits. receive an additional bonus of +1 to
• Packmaster: 5D6 Bio-E at level one parry.
plus 7 Bio-E at each additional level of Bio-E Cost: 5 points.
experience starting at level 2. Prerequisite: None.
• Roughneck: 5D4 Bio-E at level one Cost: 500 credits.
plus 5 Bio-E at each additional level of • Improved Balance: Weight, venting,
experience starting at level 2. and the general shape of the weapon can
• Saint: They already hate using firearms be altered to match the body type and
and have no desire to seek customizable firing style of the wielder. Melee
upgrades. weapons can also be rebalanced to match
• Scarecrow: 1D6x10 Bio-E at level one the fighting style of the wielder.
plus 14 Bio-E at each additional level of Bonuses: +1 to strike. Melee weapons
experience starting at level 2. receive an additional bonus of +1 to
• Skinjob: 2D4x10 Bio-E at level one parry.
plus 14 Bio-E at each additional level of Bio-E Cost: 5 points.
experience starting at level 2. Prerequisite: None.
• Swarm Lord: 5D6 Bio-E at level one Cost: 500 credits.
plus 7 Bio-E at each additional level of
experience starting at level 2. Form Adjustments
Note Concerning the M.D.C. of Bio- These enhancements also alter the shape
Weapons: Since the Splicers RPG does of stock weapons, but they are not
not list the M.D.C. of any of the ranged customized to any specific user.
weapons, just use 1D6x10+20 M.D.C. • Folding Stock: This enhancement is
for pistols, 2D4x10+20 M.D.C. for usually applied to rifles, but it can also
rifles, and 3D4x10+30 M.D.C. for super be added to pistols. Splicers that chose
heavy weapons like the Bio-Rocket this enhancement generally do so
Slinger. All weapons regenerate at a rate because it allows for easy concealment.
of 1D8 M.D.C. every hour. The wielder can extend or retract the
stock with a simple metal command
Custom Shaping (counts as one melee attack).
The shape and weight of any pistol, rifle, Bonuses: +1 to strike when added to a
or melee weapon can be customized to pistol. +15% to the Concealment skill
fit the wielder so that he or she may use when applied to a rifle.
it more effectively. Anyone attempting Bio-E Cost: 4 points.
to use a weapon that has been Prerequisite: None.
customized for another wielder will Cost: 400 credits.
receive penalties equal to the bonuses • Extra Grip: An additional handle can
normally given to the proper user. be added underneath the barrel or on the
side of the weapon for additional
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support. It is mainly just a cosmetic Bio-E Cost: 8 points.
change, but it does help stabilize burst Prerequisite: None.
firing weapons. Trade Value: 800 credits.
Bonus: +1 to strike on a burst. This • Sniper Barrel: This enhancement can
bonus only applies to burst firing only be applied to projectile firing rifles
weapons, but it does not apply if the like Bore Rifles and Demon Seed
weapon already had two grips. Cannons. The barrel is lengthened to
Bio-E Cost: 4 points. help increase range and accuracy, but it
Prerequisite: None. does make the rifle a bit more difficult to
Cost: 400 credits. conceal (-15% to Concealment).
• Folding Bipod: This enhancement is Bonuses: +1 to strike and increases
usually applied to rifles. Two retractable maximum effective range by 25%.
legs are mounted beneath the barrel. Bio-E Cost: 10 points.
They help the shooter quickly brace his Prerequisite: Projectile firing rifles only.
weapon in order to make aimed shots. Trade Value: 1000 credits.
The wielder swivels the legs of the bipod
open or closed with a metal command Optical Enhancements
(counts as one melee attack). Ranged weapons can be fitted with a
Bonus: +1 to strike on an aimed shot special Bio-Tech eye that acts like a rifle
only. scope. The eye can be mounted
Bio-E Cost: 4 points. anywhere on the top, bottom, or sides of
Prerequisite: None. the weapon. It is locked forward in a
Cost: 400 credits. fixed position and is perfectly calibrated
• Extendable Tripod: Heavy support to the weapon’s trajectory (even heavy
weapons like Bio-Rocket Slingers and damage will not misalign the sight).
Quill Storm Cannons are usually too Once the wielder takes hold of the grip,
large to be effectively wielded by normal he can see through this eye as if it were
humans or even some suits of Host his own. This design actually makes it
Armor. However, this enhancement even more useful than a high-tech rifle
allows anyone to fire one of these scope. The wielder can fire from the hip,
massive weapons without penalty over his shoulder, stick his weapon
(although they still may have trouble around corners and over obstacles while
hauling it around). A large retractable remaining protected, and still fire with
tripod is mounted to the bottom of the complete accuracy. There are multiple
weapon. These strong organic legs hold visual enhancements available for the
the weight of the weapon so that it can Targeting Eye, but it can only receive
be fired by anyone no matter how strong one type of enhancement. In order to
they are. The wielder can extend or modify a weapon with multiple types of
retract the legs of the tripod with a optics, it must be equipped with multiple
mental command (counts as one melee eyes. Each eye possesses an eye lid, so
attack). While retracted, the tripod looks the wielder can close the other eyes with
like a small clawed hand, but it can a simple mental command when he
instantly be extended to a length of up to wants to use a specific type of vision.
five feet long. • Targeting Sight: This is the basic Bio-
Bonus: +1 to strike on an aimed shot Tech optical enhancement. The
only. Targeting Eye is similar to an Advanced
519
Eye. It can recognize a face or read a • Thermal Vision: This enhancement
small sign up to one mile away, and it enables the Targeting Sight to see the
also possesses passive nightvision with a heat released by living creatures and
range of 2000 feet, and a polarized filter. machines. The eye can see through
The eye has a tighter peripheral field of smoke, in total darkness, and can even
vision than a normal eye in order to help see through walls. However, the range is
the shooter focus on a specific target, reduced to only 2000 feet.
plus the eye superimposes a small red Bio-E Cost: 6 points.
dot in the center of the image that acts as Prerequisite: Targeting Sight.
the crosshair. This is one of the most Cost: 600 credits.
popular upgrades for firearms since it • Nightvision: The range of the passive
drastically enhances the marksmanship nightvision can be increased to 5000 feet
skills of the wielder and it allows anyone plus the eye can see in total darkness
to perform some impressive trick with a range of 100 feet.
shooting. Bio-E Cost: 4 points.
Bonuses: +3 to strike on an aimed shot. Prerequisite: Targeting Sight.
+2 to strike when shooting wild. Cost: 400 credits.
Bio-E Cost: 20 points, but only 10 points
for each additional Targeting Eye. Security Enhancements
Prerequisite: None. Security Enhancements have become
Cost: 2000 credits. increasingly popular amongst Splicers
• Telescopic Vision: A Targeting Eye that operate in areas dominated by Waste
can be enhanced to allow it to zoom in Crawlers. These predatory humans stalk
on its target. This does not actually Splicers to relieve them of their Bio-
increase the range of the organic scope, Tech weapons, so special care must be
but it does transmit a larger more taken to make sure that these vile
detailed image to the shooter. This helps humans can never turn the Resistance’s
the wielder make more accurate sniper own weapons against them. Security
shots against smaller targets. Enhancements prevent anyone but the
Bonuses: +3 to strike on a “called shot,” owner from using the weapon. Some
in addition to the standard bonuses for Security Enhancements will even injure
the Targeting Sight. or kill anyone that attempts to steal a
Bio-E Cost: 10 points. protected weapon. These enhancements
Prerequisite: Targeting Sight. can be applied to any type of hand-held
Cost: 1000 credits. weapon.
• Infrared Vision: The Targeting Sight • Signature Weapon: The weapon is
can be enhanced to see into the infrared linked to the genetic code of the owner,
range. Infrared light is used in the so that only he or she can effectively
targeting and combat systems of the wield the weapon. Ranged weapons will
Machine’s robots. This allows the not fire, and melee weapon effects like
shooter to spot these normally invisible acid or high frequency energy fields will
beams of light as if they were ordinary not function in the hands of a stranger.
flashlights. Smoke blocks infrared sight. Since Host Armor is bonded to its
Bio-E Cost: 5 points. wearer on a genetic level, this means that
Prerequisite: Targeting Sight. someone with a Signature Weapon can
Cost: 500 credits. use it bare handed or while piloting Host
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Armor. Living Armor is not bonded to their own gun, but do not feel
any specific wearer but it already has comfortable injuring other humans. It
openings to allow a user to attach the delivers a non-lethal electric charge that
necessary neurological connections stuns the thief instead of harming him.
required to operate hand-held Bio- Unarmored humans lose two attacks per
Weapons, but small holes must be added melee and are -4 to strike, parry, and
to the palms of the armor to make sure dodge for 1D4 melee rounds. Armored
any Signature Melee Weapons can read humans are partially shielded from the
the wielder’s DNA. effect, but still lose one attack per melee
Bio-E Cost: 20 points. and suffer penalties of -2 to strike, parry,
Prerequisite: None. and dodge for 1D4 melee rounds. In
Cost: 2000 credits. addition to the stun effects, it is very
• Razor Grip Defense: For some likely (01-70%) that the electric shock
Splicers, it is not enough to just render will cause the thief to drop the weapon.
their weapons useless in the hands of an Like the Razor Grip, the Electro-Shock
enemy; they want to make their foes pay Defense is activated when a stranger
for trying to turn their own guns against attempts to fire a ranged weapon or
them. Once a pistol, rifle, or melee holds onto a melee weapon for three
weapon has been turned into a Signature melee actions.
Weapon, the grip can be further Bio-E Cost: 15 points.
enhanced so that it will actually attack Prerequisite: Signature Weapon.
any stranger that tries to use it. When an Cost: 1500 credits.
unrecognized person tries to use a • Electro-Shock Defense (Lethal): The
weapon enhanced with a Razor Grip, Electro-Shock Defense can be
dozens of spikes and blades spring from strengthened so that it delivers a much
the grip and tear apart the thief’s hand. more powerful charge. Unarmored
This attack inflicts 4D6 M.D. or S.D.C. humans are instantly killed, and even
(based on the nature of the target), and armored humans take significant damage
the damage is done directly to the from the attack. The attack inflicts 6D6
target’s hand. If the weapon is held in M.D. to the target’s armor and 4D6
one hand, then it is guaranteed that the S.D.C. to the human inside. In addition,
thief will drop the stolen item. If it is the target is stunned for 1D4 melee
held in both hands, then there is only a rounds, loses one attack per melee, and
01-70% chance that the thief will drop suffers penalties of -2 to strike, parry,
the weapon. The Razor Grip activates and dodge.
when the person attempts to fire a Bio-E Cost: 20 points.
ranged weapon, or in the case of melee Prerequisite: Electro-Shock Defense
weapons, it activates after being held by (Stun).
a stranger for three melee actions. Cost: 2000 credits.
Bio-E Cost: 10 points.
Prerequisite: Signature Weapon. Weapon Attachments
Cost: 1000 credits. Pistols, Rifles, and other Heavy Bio-
• Electro-Shock Defense (Stun): This Weapons can have a secondary
defensive system is preferred by Splicers armament grafted to it in order to create
that like a little insurance that they will a more versatile weapon. A pistol can
never have to stare down the barrel of only have one melee weapon or one
521
ranged weapon attached, but a rifle can grows into a thick mass of bone, muscle,
be equipped with a ranged weapon and a and sinew with multiple rows of two-
melee weapon. These attachments count inch long shark teeth lining the edge.
as separate weapons when it comes to Powerful muscle contractions rapidly
additional enhancements. For instance, a move these teeth back and forth, which
Dreadguard wants to give his Bore Rifle creates the Bio-Tech equivalent of a
the Mega weapon upgrade. The rifle chainsaw. Unlike a high-tech chainsaw,
already has an attached Chig Launcher, a Ripper Bayonet is almost completely
but the Mega upgrade will only apply to silent (at least until it starts tearing its
the Bore Rifle. If the Dreadguard wants prey apart). This deadly blade shreds its
the Chig Launcher to also inflict double target on contact, leaving a wicked
damage, then he will have to purchase looking two-inch wide wound that is
the Mega upgrade for that separately. very slow to heal (heals at one quarter
The only enhancements that apply to the the normal rate).
entire weapon are Custom Shaping M.D.C. of the Bayonet: 80 M.D.C.
Enhancements, Form Adjustments, Mega-Damage: 5D8 M.D.
Security Enhancements, and Feeding Bio-E Cost: 10 points.
Enhancements. Prerequisite: Acid-Edged Bayonet.
• High Frequency Bayonet: A high Cost: 1000 credits.
frequency dagger can be permanently • Targeting Light Cell: A small Light
attached to the end of the weapon’s Cell can be mounted on any standard
barrel. Detachable bayonets have a pistol, rifle or heavy weapon. This low
tendency to decrease a rifle’s accuracy, profile device can project a beam of
but this is not a problem with the white light like an organic flashlight, or
integrated bayonet since it is actually it can focus its beam into a small
part of the weapon. pinpoint that can be used as a laser sight.
M.D.C. of the Bayonet: 40 M.D.C. The wielder can switch back and forth
Mega-Damage: 2D6 M.D. between the two types of beams instantly
Bio-E Cost: 4 points. with a simple mental command. The
Prerequisite: None. flashlight beam has a range of 300 feet,
Cost: 400 credits. and the laser sight has a range of 1000
• Acid-Edged Bayonet: The high feet. The Light Cell does not count
frequency blade can be enhanced so that against the total number of Weapon
it secretes a deadly acid that is highly Attachments that a firearm can possess,
corrosive to metal but relatively which means a rifle could have one
harmless to humans. The blade generates ranged weapon, one melee weapon, and
a continuous supply of acid as needed. a Targeting Light Cell, but any weapon
M.D.C. of the Bayonet: 40 M.D.C. can only contain one Light Cell.
Mega-Damage: 2D6 M.D. plus the acid Bonus: +2 to strike.
inflicts an additional 1D6 M.D. for 1D4 Bio-E Cost: 10 points.
melee rounds or until washed off. Prerequisite: None.
Bio-E Cost: 5 points. Cost: 1000 credits.
Prerequisite: High Frequency Bayonet. • Super Light Cell: A Targeting Light
Cost: 500 credits. Cell can be further enhanced to allow it
• Ripper Bayonet: This is the ultimate to fire a damaging laser blast, but it still
bayonet enhancement. The organic blade retains its ability to project a flashlight
522
beam or a laser targeting sight. In fact, Lightning Arc Blaster and the primary
the shooter can use the laser sight to help weapon also counts as one melee attack.
aim the laser blast before it is fired. A Payload: Effectively unlimited.
Super Light Cell has an effectively Bonus: +2 to strike on an aimed shot
unlimited payload, so this enhancement only.
is an excellent back up when the primary Bio-E Cost: 40 points.
weapon exhausts its payload. As another Prerequisite: None.
bonus, the Super Light Cell can fire in Trade Value: 4000 credits.
conjunction with the primary weapon for • Pod Launcher: This hard chitinous
a more powerful double attack. shell can only be attached to rifles and
Mega-Damage: 1D10 M.D. other heavy Bio-Weapons. Pod
Maximum Effective Range: 1000 feet. Launchers use compressed gas to fire a
Rate of Fire: Each blast counts as one burst of “pods,” which resemble the seed
melee attack. A dual attack from the pods of some strange plant or maybe the
Super Light Cell and the primary eggs of an insect. On impact these pods
weapon also counts as one melee attack. are ruptured, spraying the blast area with
Payload: Effectively unlimited. razor-sharp shrapnel. Pod Launchers
Bonus: Maintains the +2 to strike from grow their own pods, never needing
the Targeting Light Cell. reloading. These weapons are very
Bio-E Cost: 15 points. effective, but must be used with care,
Prerequisite: Targeting Light Cell. due to their blast radius.
Cost: 1500 credits. M.D.C. of the Pod Launcher:
• Lightning Arc Blaster: A small 2D4x10+10 M.D.C.
cylindrical barrel is grafted under the Mega-Damage: 3D8 M.D. to a 10-foot
weapon’s main barrel along with special radius.
musculature that runs throughout the Maximum Effective Range: 300 feet.
weapon. This special tissue is capable of Rate of Fire: Each shot counts as one
generating a powerful electric charge melee attack.
similar to that of an electric eel. This Payload: Grows enough seed pods for 32
build up can then be released as a bursts per hour, automatically
powerful lightning blast. The barrel of regenerates.
the Lightning Arc Blaster is designed to Bonus: +1 to strike per burst of pods.
allow someone to grip it without Bio-E Cost: 50 points.
suffering any damage from the electrical Prerequisite: Can only be grafted to a
discharge (as long as they do not touch rifle or other Heavy Bio-Weapon.
the front of the barrel when it fires). The Trade Value: 5000 credits.
extra tissue throughout the weapon also • Plasma Flame Thrower: This powerful
increases its overall M.D.C. by 10 flamethrower can only be attached to a
percent. As another bonus, the Lightning rifle, and it must be mounted underneath
Arc Blaster can fire in conjunction with the barrel to make room for the
the primary weapon for a more powerful weapon’s fuel tank. It has two side-by-
double attack. side storage tanks that each contains a
Mega-Damage: 3D12 M.D. separate chemical. When fired, these two
Maximum Effective Range: 75 feet. chemicals mix together with the air to
Rate of Fire: Each blast counts as one form a devastating plasma spray. This
melee attack. A dual attack from the short-range weapon is ideal for dealing
523
with large concentrations of opponents. M.D. Or the attacker can cover an area
However, the flame thrower does make with bio-napalm: up to 10 feet can be
the rifle a bit front-heavy, which covered with each hand to hand attack,
imposes a penalty of -1 to strike for the so a character with four hand to hand
rifle itself. This problem can be attacks could affect an area of 40 feet;
corrected with the Improved Balance everybody in the area affected takes 2D8
Enhancement (no penalty, plus the M.D. Additionally, any target that is hit
weapon receives the standard bonus of by the bio-napalm will continue to take
+1 to strike). If the rifle already had the damage: 2D8 M.D. every melee round
Improved Balance Enhancement, then it for 2D4 minutes. The only way to save
must be taken again since the weight oneself from damage is to roll in the dirt
from the new flame thrower will negate or sand (water will not extinguish the
the previous bonus. bio-napalm) for one entire melee round,
M.D.C. of the Flame Thrower: until the bio-napalm is rubbed off.
2D4x10+20 M.D.C. Maximum Effective Range: 75 feet.
Mega-Damage: 5D10 M.D. Rate of Fire: Each blast counts as one
Maximum Effective Range: 75 feet. The melee attack.
blast has a width of 6 feet. Payload: 10 blasts. The weapon can
Rate of Fire: Each blast counts as one manufacture enough bio-napalm to
melee attack. replace its entire payload in only 1D6
Payload: 20 blasts. Automatically hours.
regenerates one blast every hour. Bio-E Cost: 25 points.
Bonus: +3 to strike, but this is the only Prerequisite: Plasma Flame Thrower.
bonus that applies to the Plasma Flame Trade Value: 2500 credits.
Thrower. • Chig Launcher: This simple-looking
Bio-E Cost: 25 points. organic tube is the Bio-Tech equivalent
Prerequisite: Can only be grafted to a of a grenade launcher. It can fire a
rifle or other Heavy Bio-Weapon. standard Chig up to 800 feet. Each Chig
Cost: 2500 credits. must be hand-loaded into the base of the
• Bio-Napalm Thrower: Plasma Flame launcher like a shot gun shell (counts as
Throwers can be further enhanced to one melee attack), and it can only hold
project a sticky, long-lived napalm. This one Chig at a time.
concentrated Mega-Damage fire does M.D.C. of the Chig Launcher:
not dissipate quickly; but lasts for a 1D6x10+20 M.D.C.
period of 2D4 minutes, enough time to Mega-Damage: 5D8 M.D. to an 8-foot
cook most targets. Only by wiping the radius.
sticky substance off can the target hope Maximum Effective Range: 800 feet.
to survive. The bio-napalm is much Rate of Fire: Each shot counts as one
thicker than the chemicals used in the melee attack.
Plasma Flame Thrower, so the payload Payload: 1 Chig. Each Chig must be
is drastically reduced. manually loaded into the launcher
M.D.C. of the Flame Thrower: (counts as one melee attack).
Unchanged. Bonus: +1 to strike.
Mega-Damage: A bio-napalm burst does Bio-E Cost: 10 points.
3D8 M.D. A concentrated plasma burst Prerequisite: None.
(counts as two attacks) does 1D8x10 Cost: 1000 credits.
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• Organic Rocket Launcher: A Chig Mega-Damage: 6D10 M.D. with a blast
Launcher can be enhanced into an radius of 3 feet. The directed blast has a
Organic Rocket Launcher. The hollow 15% chance of temporarily scrambling a
organic tube grows into a solid mass robot’s internal circuitry. If this occurs,
with a single Organic Rocket mounted the robot is stunned for 1D4 melee
on the end. Instead of loading each rounds, loses one attack per melee
projectile by hand, the launcher grows round, and suffers penalties of -2 to
its own munitions. It may take longer to strike, parry, and dodge.
replace its payload than a Chig Launcher Maximum Effective Range: 2800 feet.
would, but there is no longer the expense Rate of Fire: Each shot counts as one
of replacing spent ammunition. melee attack.
M.D.C. of the Rockets: 11 M.D.C. Payload: 1 Clinger Missile. It takes 2D4
points. hours to regrow a spent missile.
Mega-Damage: 4D10 M.D. with a blast Bonus: +1 to strike on an aimed shot.
radius of 6 feet. Bio-E Cost: 8 points.
Maximum Effective Range: 3000 feet. Prerequisite: An Organic Rocket, which
Rate of Fire: Each shot counts as one transforms (grows) into a Clinger
melee attack. Missile.
Payload: 1 Organic Rocket. It takes 2D4 Cost: 800 credits.
hours to regrow a spent rocket. • Smart Rocket: The Organic Rockets
Bonus: +1 to strike on an aimed shot. and Clinger Missiles used in hand-held
Bio-E Cost: 10 points. armaments are usually the “dumb”
Prerequisite: A Chig Launcher, which variety. They do not possess the
transforms (grows) into an Organic neurological bundle that allows them to
Rocket Launcher. independently track down their targets
Cost: 1000 credits. like those used by War Mounts and Host
• Clinger Missile Launcher: For Splicers Armor. However, this neurological
that prefer a precision blast compared to bundle and targeting eye can be added
a large blast radius, they can further later. Smart Rockets will continue to
enhance their Organic Rocket into a track down their prey until it strikes its
Clinger Missile. The missile adheres to target, is shot down, or until it dies
its target before it detonates with a within 2D4 melee rounds after being
special starfish-like pseudo pod. Once launched. Each rocket has one attack per
attached the missile explodes a melee and bonuses of +5 to strike and
millisecond later. This directs the blast dodge. The pseudo pods mounted on the
inward like a shaped charge. It does far nose of Clinger Missiles makes them a
more damage to the intended target, but bit less aerodynamic than Organic
it does reduce the blast radius. Unlike Rockets, so they only have bonuses of
the starfish shaped protrusions on Host +4 to strike and dodge. Every rocket or
Armor, the Clinger Missile keeps its missile attached to the weapon must be
pseudo pods folded up into a cone- enhanced individually. This means that
shaped point until the missile is actually this enhancement must be taken eight
launched. This keeps the weapon more times to fully upgrade the entire payload
streamlined. of a Bio-Rocket Slinger.
M.D.C. of the Rockets: 13 M.D.C. Bio-E Cost: 5 points per Organic Rocket
points. or Clinger Missile.
525
Prerequisite: An Organic Rocket or • Ultra: This upgrade doubles the
Clinger Missile, which grows a payload of the weapon and reduces the
neurological bundle and targeting eye. time it takes to regrow its payload by
Cost: 500 credits. half.
Bio-E Cost: 10 points.
Ranged Weapon Upgrades Prerequisite: None.
Many of these upgrades are identical to Cost: 1000 credits.
those used on Host Armor, War Mounts,
Wing Packs, and other Bio-Tech Melee Weapon Upgrades
weapons. Melee weapons can also be upgraded for
• Double Tap: This enhancement was increased power.
designed as an inexpensive substitute for • Mega: This enhancement doubles the
the Mega upgrade. Instead of doubling base damage inflicted by any melee
the power of each individual shot, this weapon.
upgrade makes the weapon fire two Bio-E Cost: 40 points.
shots within milliseconds of each other Prerequisite: None.
whenever the wielder mentally “pulls the Cost: 4000 credits.
trigger.” Like the Mega upgrade, this • Retractable Hooks: Any bladed
upgrade doubles the base damage weapon can be enhanced with a series of
inflicted by the ranged weapon, but each retractable, razor-sharp hooks that spring
blast uses two shots. The Double Tap forth from the blade whenever the
upgrade can only be applied to energy weapon pierces its target. These hooks
weapons. tear into the internal circuitry (or flesh)
Bio-E Cost: 15 points. of the target and cause horrific damage
Prerequisite: None. when the blade is removed. The weapon
Cost: 1500 credits. inflicts an additional 2D8 M.D. when the
• Mega: This enhancement doubles the blade is yanked from the victim (does
base damage inflicted by any ranged not count as an additional melee attack).
weapon. This attack is incredibly painful to living
Bio-E Cost: 50 points. targets. The victim is momentarily
Prerequisite: None. overcome with shock, loses initiative
Cost: 5000 credits. and one attack per melee, and suffers
• Omni: This upgrade doubles the penalties of -1 to strike, parry, and dodge
maximum effective range and also for one melee round. Subsequent attacks
doubles the range of any possible blast increase the duration of the penalties.
radius (in the case of area effect Robots suffer no additional penalty.
weapons). Mega-Damage: The weapon inflicts an
Bio-E Cost: 35 points. additional 2D8 M.D. whenever it is
Prerequisite: None. removed.
Cost: 3500 credits. Bio-E Cost: 10 points.
• Super: This enhancement doubles the Prerequisite: Only bladed weapons can
availability of weapons that can only be be enhanced with Retractable Hooks.
used a limited number of times. Trade Value: 1000 credits.
Bio-E Cost: 15 points. • Breakaway Blade: This strange
Prerequisite: None. upgrade can only be applied to weapons
Cost: 1500 credits. that already possess the Retractable
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Hooks Bio-Enhancement. Instead of just • Acid Injectors: Edged weapons can be
inflicting extra damage by pulling the enhanced with hundreds of microscopic
jagged blade out of the target, the pores that fire a deadly spray of acid
wielder can chose to release the blade whenever the blade pierces its target.
inside the victim. Once the blade is This enhancement goes far beyond
separated from the hilt, a new blade simple Acid Edged Weapons. Instead of
begins to grow in its place, and most just dribbling acid into the wound, the
importantly, the old blade grows blade sprays its powerful organic solvent
uncontrollable within the target, tearing deep into the delicate internal circuitry
it apart from the inside. The organic of the target for maximum damage. The
fragment sprouts dozens of razor sharp acid is devastating to metal alloys and
spikes that push their way through the other inorganic materials, but it is
target for 2D4 melee rounds. They shred relatively harmless to living tissue (only
everything in their path until the rapid inflicts 1D4 S.D.C. per melee round for
growth rate overtaxes the severed blade 1D6 melees). This enhancement can be
and it dies. However, the network of used in conjunction with Retractable
bone spikes left within the target will Hooks, a Breakaway Blade, or the
remain until they are surgically removed. Electro-Shock Enhancement, and it can
The spikes seriously impair mobility for even be used to strengthen Acid Edged
robots and living organisms. Anyone Weapons.
struck with a Breakaway Blade will Mega-Damage: The weapon inflicts an
suffer penalties of -3 to strike, parry, and additional 2D8 M.D. per melee round for
dodge and will have two less attacks per 1D6 melees.
melee round until the organic weapon is Payload: 10 blasts. One blast regenerates
surgically removed. Humans wearing every 3D6 minutes. In the case of Acid
armor (even Host Armor) may also be Edged Weapons, the blade still produces
impaled by several of the spikes (01- enough acid to continuously deliver its
45% chance) as they snake throughout normal attack, but it can only deliver the
the target. In this case, the human inside more powerful attack with the same
suffers 3D6 S.D.C. every melee round limitations listed above.
for 1D4 melees. Bio-E Cost: 20 points.
Mega-Damage: In addition to the normal Prerequisite: Only bladed weapons can
damage inflicted by the blade, it inflicts be enhanced with Acid Injectors.
3D8 M.D. every melee round for 2D4 Trade Value: 2000 credits.
melees. • Electro-Shock: Any melee weapon can
Payload: The weapon can only replace be enhanced to allow it deliver a
detached blades 5 times every 24 hours. powerful electrical discharge on contact.
Lost blades take 4D4 melee rounds to A simple mental command alerts the
completely regenerate. weapon that it should expel its electrical
Bio-E Cost: 40 points. charge the next time it strikes (does not
Prerequisite: Retractable Hooks and count as a melee attack) which means
Enhanced Regeneration. The Breakaway the wielder does not have to try to time
Blade Bio-Enhancement is added to this attack (automatically fires on
these enhancements. It does not replace impact). The weapon can only generate
them. so many charges a day, so they must be
Trade Value: 4000 credits. used sparingly. When used against living
527
creatures, the target must also roll to Cost: 1500 credits.
save vs. stun (15 or higher, with any • Fasting: This is another enhancement
possible bonuses from P.E.) or else lose designed to extend the amount of time
initiative, two melee attacks and are -4 to that a Bio-Weapon will operate in the
strike, parry, and dodge for 2D4 melee field. Any ranged or melee weapon can
rounds. An electrical attack on Host be modified so that it will feed on itself
Armor will inflict the usual damage to in order to remain at peak functionality.
the armor plus 2D6 S.D.C. or H.P. The weapon will work as normal for
damage to the pilot inside, but the pilot 2D6+6 days, but once it reaches the
does not suffer any other penalties. point where its abilities would normally
Machines do not suffer any stun shut down, it is able to keep itself
penalties. powered up by feeding off its own
Mega-Damage: The weapon inflicts an M.D.C. The weapon will stop
additional 4D10 M.D. on impact. regenerating and will actually devour
Payload: 10 electrical charges. One one point of its own M.D.C. each day to
charge regenerates every hour. keep itself running at peak efficiency.
Bio-E Cost: 15 points. However, it does have a built-in safety
Prerequisite: None. mechanism that prevents the weapon
Trade Value: 1500 credits. from consuming too much of its
strength. Once M.D.C. is reduced by
Feeding Enhancements half, it will go dormant like a normal
All Bio-Weapons must be periodically Bio-Weapon so that it does not starve to
recharged by submerging them in a death. M.D.C. will regenerate at its
nutrient rich fluid found within the normal rate once it has been fed.
Underground Havens. This works well Bio-E Cost: 12 points.
for most short-term assignments, but Prerequisite: Increased Operational
some Splicers have to spend months in Duration.
the field, and normal Bio-Weapons Cost: 1200 credits.
become useless if they go too long • Speed Reload: Weapons that possess
without food. Most weapons will only the Fasting Enhancement can be further
function for 1D6+3 days before they augmented with the Speed Reload
must be brought back to the feature. It is similar to Fasting in that it
Underground Havens for a recharge. allows the weapon to feed upon itself for
Warriors that spend more than a week fuel, but in this case, the weapon can be
topside are practically required to made to cannibalize itself in order to
modify their weapons with Feeding rapidly replenish its own depleted
Enhancements so that they can function payload. For every four points of M.D.C.
longer in the field. consumed by the weapon, one round or
• Increased Operational Duration: This energy blast is regenerated. Projectiles,
enhancement doubles the length of time acid, or napalm take one melee round to
a Bio-Weapon will function before it regenerate, but energy blasts are
needs to be fed. The item will work instantly restored. Larger projectiles like
normally for 2D6+6 days before it Organic Rockets consume ten points of
ceases to operate and goes dormant. M.D.C., but they still only take one
Bio-E Cost: 15 points. melee round to regrow. Most energy
Prerequisite: None. weapons have an unlimited payload, but
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this enhancement is popular among command of the wielder. The shooter
Splicers that use Bio-Energy Pistols or can even tap his own strength to
Rifles because it forces the weapon to temporarily increase the power of his
tap its own strength rather than that of Bio-Weapon. Of course, this link does
the wielder. Whether the wielder wants not create energy, it can only transfer it.
to regrow one round or ten, they are all This means one item must be weakened
replenished at the same time. This ability in order to strengthen the other. The link
can inflict severe damage to the firearm, can be used to transfer M.D.C. from a
but it is far better than running out of suit of Host Armor to a connected Bio-
ammo in a tight situation. Weapon (or vice versa), or it can be used
Bio-E Cost: 30 points. to increase the weapon’s destructive
Prerequisite: Fasting, but Speed Reload power. By tapping the strength of Host
is added to the weapon, it does not Armor, the damage inflicted by any
replace it. melee or ranged weapon can be
Cost: 3000 credits. increased by fifty percent. This power
• Feeding Link: The Librarians tried to boost can be maintained indefinitely, but
create hand-held Bio-Weapons that while the weapon is empowered (and for
could be fed in the field to increase their 1D6 minutes afterward), the Host Armor
operational timeframes, but the end is weakened; losing one attack per melee
results were always too bulky and round, -3 to P.S., and suffering penalties
unwieldy. Instead they created a way to of -2 to strike, parry, and dodge. For
feed these weapons by linking them to some reason, tapping the strength of the
Bio-Tech creations that were already human pilot can create even more
self-sufficient like Host Armor and War powerful effects (and penalties). In this
Mounts. A small feeding tube near the case, the damage inflicted by the linked
grip can link with a suit of Host Armor Bio-Weapon is doubled, but the pilot
at the wrist, or the tube can extend up to loses two attacks per melee round and
a length of three feet in order to link suffers penalties of -3 to strike, parry,
with a War Mount. One hour linked to and dodge.
either of these Bio-Tech creatures will Bio-E Cost: 20 points.
keep the weapon satiated for one day. It Prerequisite: Feeding Link, but Share
still recharges or regrows its payload at Strength is added to the weapon, it does
the same rate, but as long as the Host not replace it.
Armor or War Mount can stay fed, the Trade Value: 2000 credits.
weapon will be able to operate
indefinitely. Miscellaneous Enhancements
Bio-E Cost: 15 points. • Lock Tight Tendrils: This enhancement
Prerequisite: Fasting. offers a unique way to holster a ranged
Cost: 1500 credits. or melee weapon. Instead of placing the
• Share Strength: The Feeding Link weapon in a sheath or slinging it over the
upgrade can be further enhanced to shoulder with a strap, the wielder just
allow for more than just nutrients to be presses the weapon against any part of
transferred between the weapon and the his body and the weapon quickly ties
wielder. The life force energy of these itself down with dozens of tiny tendrils.
living devices can be made to flow back The tendrils are unobtrusive and are only
and forth through the feeding tube at the visible upon close inspection. They do
529
not impair movement or mobility in any Trade Value: 3000 credits.
way. It only takes a few seconds to • Increased M.D.C.: After investing so
attach the weapon (counts as one melee much time and money into their favorite
attack), but it can be removed in an custom weapon, many Splicers like to
instant. A simple mental command increase its durability to make sure it
causes the tendrils to sever themselves survives the rigors of combat.
from the weapon so that the user can Bio-E Cost: 10 points for every 10
make some impressive quick draws. M.D.C. Maximum increase is 100
Severed tendrils dissolve after a few M.D.C.
minutes (2D4 melee rounds) for easy Prerequisite: None.
clean up and to prevent the weapon from Cost: 1000 credits for every 10 M.D.C.
leaving a trail. Despite the frail Speed Reload: Weapons that possess the
appearance of these tendrils, they are Fasting Enhancement can be further
surprisingly strong. Anyone attempting augmented with the Speed Reload
to pull the weapon off the owner against feature. It is similar to Fasting in that it
his will must have a Robotic/Splicer P.S. allows the weapon to feed upon itself for
of 40 or higher, or they can attempt to fuel, but in this case, the weapon can be
cut through the tendrils (they have a total made to cannibalize itself in order to
of 25 M.D.C.). rapidly replenish its own depleted
Bonus: +3 on initiative when first payload. For every four points of M.D.C.
drawing the weapon. consumed by the weapon, one round or
Bio-E Cost: 10 points. energy blast is regenerated. Projectiles,
Prerequisite: None. acid, or napalm take one melee round to
Cost: 1000 credits. regenerate, but energy blasts are
• Hair Trigger: Bio-Tech firearms do not instantly restored. Larger projectiles like
actually have triggers. Instead the Organic Rockets consume ten points of
wielder mentally fires the weapon M.D.C., but they still only take one
through a neurological connection. This melee round to regrow. Whether the
connection can be enhanced to allow for wielder wants to regrow one round or
faster communication, which means the ten, they are all replenished at the same
shooter can squeeze off shots more time. This ability can inflict severe
quickly. damage to the firearm, but it is far better
Bonus: +1 on initiative. than running out of ammo in a tight
Bio-E Cost: 4 situation. Note: This enhancement
Prerequisite: None. makes it so that a Bio-Energy Pistol or
Trade Value: 400 credits. Rifle will tap its own strength rather than
• Enhanced Regeneration: The healing that of the wielder.
rate of any living weapon can be Bio-E Cost: 30 points.
dramatically increased. Damage that Prerequisite: Fasting, but Speed Reload
would normally take hours to heal can is added to the weapon, it does not
now be repaired in minutes (1D4 M.D.C. replace it.
per minute). This upgrade is very useful Cost: 3000 credits.
for Splicers that rely on the Speed • Targeting Light Cell: A small Light
Reload Enhancement. Cell can be mounted on any standard
Bio-E Cost: 30 pistol, rifle or heavy weapon. This low
Prerequisite: None. profile device can project a beam of
530
white light like an organic flashlight, or Booster Patch
it can focus its beam into a small This small Bio-Tech device is a
pinpoint that can be used as a laser sight. modified version of a Slap Patch. Instead
The wielder can switch back and forth of releasing a cocktail of healing
between the two types of beams instantly chemicals, the Booster Patch injects a
with a simple mental command. The potent combination of adrenaline,
flashlight beam has a range of 300 feet, steroids, and raw bio-energy. These tiny
and the laser sight has a range of 1000 patches are used to temporarily super
feet. The Light Cell does not count charge Bio-Tech devices like Host
against the total number of Weapon Armor, War Mounts, and Wing Packs,
Attachments that a firearm can possess, and they can even be used to empower
which means a rifle could have one hand-held weapons. The effects may be
ranged weapon, one melee weapon, and temporary, but they are impressive.
a Targeting Light Cell, but any weapon When applied to a War Mount or suit of
can only contain one Light Cell. Host Armor, the device gains an
Bonus: +2 to strike. additional 30 M.D.C. to its main body,
Bio-E Cost: 10 points. one attack per melee round, bonuses of
Prerequisite: None. +1 to strike, parry, and dodge, +15 to
Cost: 1000 credits. Splicer P.S., and its running speed and
• Super Light Cell: A Targeting Light flight speed (if applicable) are both
Cell can be further enhanced to allow it increased by 20 percent. In addition, the
to fire a damaging laser blast, but it still damage inflicted by any built-in weapon
retains its ability to project a flashlight systems is increased by 25 percent. The
beam or a laser targeting sight. In fact, surge lasts for 1D4 minutes, but when
the shooter can use the laser sight to help the boost subsides, the War Mount or
aim the laser blast before it is fired. A Host Armor feels tired and is -2 on
Super Light Cell has an effectively initiative, -2 to strike, parry, and dodge,
unlimited payload, so this enhancement and speed is reduced by 30 percent for
is an excellent back up when the primary 5D6 minutes, plus spent ammunition
weapon exhausts its payload. As another takes twice as long to regenerate for the
bonus, the Super Light Cell can fire in next 2D4 hours.
conjunction with the primary weapon for When placed on a Wing Pack, the
a more powerful double attack. organic jet pack gains an additional 30
Mega-Damage: 1D10 M.D. M.D.C. to its main body, one attack per
Maximum Effective Range: 1000 feet. melee round, bonuses of +1 on initiative,
Rate of Fire: Each blast counts as one +1 to strike, and +2 to dodge, and most
melee attack. A dual attack from the impressively, a speed boost of 150 mph.
Super Light Cell and the primary In addition, the damage inflicted by any
weapon also counts as one melee attack. built-in weapon systems is increased by
Payload: Effectively unlimited. 25 percent. A Booster Patch can
Bonus: Maintains the +2 to strike from empower a Wing Pack for 2D4 minutes,
the Targeting Light Cell. but when the surge fades, the pack will
Bio-E Cost: 15 points. completely shut down for 3D6 minutes
Prerequisite: Targeting Light Cell. (including all built-in weapon systems).
Cost: 1500 credits. Archangels love using Booster Patches
531
despite the risks of losing flight In the case of multiple patches, the
capabilities in midair. overdose can be cut short by quickly
Booster Patches can also be used to removing one of the patches. The
super charge pistols, rifles, and other meltdown penalties end 1D4 melee
heavy Bio-Weapons. They temporarily rounds after any additional patches are
increase the range and damage of the removed. In addition, the chemicals
weapon by 50 percent. The effect lasts released from the remaining patch no
for 3D4 minutes, but when the boost longer provide any additional bonuses.
subsides, the weapon goes dormant for All it does is alleviate the penalties of
5D6 minutes (even if it has not withdrawal (no penalties). Of course,
exhausted its payload), and it is unable once the boost from that patch subsides,
to regenerate spent ammunition for 24 then the item experiences the normal
hours. withdrawal symptoms. In the case of
The Booster Patch must remain in place using too many patches in one day, even
the entire time in order to maintain the removing the final patch early will not
power surge. If the patch is removed end the overdose. The item has simply
prematurely, the bonuses will only last been pushed beyond its limits and there
for another melee round, after which the is no way to stop the meltdown. When
item will immediately begin fighting other Splicers, it is a common
experiencing withdrawal symptoms. tactic to counteract Booster Patches by
A Bio-Tech devise can only be enhanced forcing an overdose with another patch.
with a Booster Patch three times per day These items can be an incredible asset in
and only one patch can be used at a time. battle, but they also make devastating
Trying to apply multiple patches to the weapons in the hands of a clever
same item or using too many in one day adversary. Splicers generally make it a
has serious repercussions. The chemical practice not to use more than two
cocktail released by these tiny devises Booster Patches in a day to make sure
already pushes organic technology to its they never accidentally overdose, and to
limits, and using too many can cause an make sure they can quickly counteract
item to meltdown. Instead of the normal the effects if an enemy does use a
bonuses, the item loses two attacks per Booster Patch against them.
melee, suffers penalties of -3 on Unlike Slap Patches, Booster Patches
initiative, -5 to strike, parry, and dodge, cannot be used on normal humans. They
and speed is reduced by 50 percent. In are designed to be used on powerful Bio-
addition, the hyper-metabolic boost Tech creations, and the chemicals
rages out of control which actually contained within these patches are
causes the Bio-Tech devise to begin incredibly harmful. Some despicable
consuming itself. The item loses 1D4 members of the Resistance even use
M.D. every melee round for 2D4+2 Booster Patches to interrogate or torture
minutes and all ammunition is devoured other humans. Many of the chemicals
before it can be fired. The stress from are completely incompatible with S.D.C.
this overdose is very taxing to the tissue which helps mitigate the damage,
organism and it cannot heal any damage but the other compounds still induce
or regenerate any ammunition for 24 some horrible effects. Within seconds of
hours. using a Booster Patch on a human, the
person’s muscles spasm so violently it
532
feels like they may tear right off the Limitations: Can only be used once
bone. His senses become so over every 24 hours. The chemicals are
stimulated, that it actually renders him automatically regenerated after 24 hours.
almost completely blind and deaf, and Trade Value: 4000 credits.
his body is wracked with a horrible fever *Bio-Self Destruct----THe ultimate
that feels like his skin is on fire. The security device of last resort...3 BIO-E
effect is rarely fatal, but it is incredibly for a simple melts-into-sludge
painful and debilitating. The victim only mechanism, 5 for an explosive take-
has one attack per melee round and someone-with-me device that does
suffers penalties of -10 to strike, parry, damage equal to one rd(even if the
and dodge, and speed is reduced to 10 weapon is empty)+ any additional
percent for 5D4 minutes. In addition, the damage from remaining ammo(or 1d6-
person loses 1D4 S.D.C. every minute 2d4 MD if a melee weapon), to a 6 ft
for 2D6 minutes. After the effects fade, blast area(acid and gore-based weapons
the person begins to regain his senses, do an extra 1d6 of damage and a +5 ft of
but is still weak and in shock and suffers blast radius due to the liquid nature of
penalties of -2 to strike, parry, and dodge their ammo). Mechanism can be a
and loses 2 attacks per melee round for simple code-lock, time delay, or for an
1D4 hours. additional 3 Bio-E, remote detonated by
Super-powered humans like Scarecrows Bio-Comm(great if the Machine
and Gene-Thieves can actually empower overruns your camp).
themselves with Booster Patches, but it *Sentinel(Ranged Weapons)----A crude
does come with some risks. These animal intelligence and muscle-frame
characters receive the same bonuses as that turns the gun into a robot gun
War Mounts and suits of Host Armor, mount, keeping watch as ypu sleep, or
but in addition to the normal limitations turning it into a trap.....THe weapon sits
and penalties from coming down from a on a minutuare 'stump' with tendril
boost, they also risk over-taxing their rootlets that can be used to atatch it to
systems with every use. Organic any surface(even a ceiling)... In its basic
technology is still quite different than form, Has 2 attacks per melee, and
human physiology, and sometimes bonuses to strike, and crude
Booster Patches are still too much even optical/auditory sensory system that can
for these powerful individuals. Every be set to I.D. up to 25 different
time one of these super humans uses a targets(considered 'SAFE')...all others
Booster Patch, he must make a save vs. are fired on...and has a threshold range
poisons of 7 or higher or else he will of 500 ft. Sensory package
suffer the same penalties as if he is enhancements can add to the bonuses
experiencing an overdose. Some beings and range of the sensor system.
are hearty enough that this is never a Basic Cost: 10 Bio-E. 5 Bio-E per
concern, but others only use Booster additional attack per melee. 3 bio-e for
Patches in extreme circumstances remote Bio-Comm direction(can be fired
because even though the chance of an by remote control)
overdose is small, the side-effects are *Leash Instinct---Gives the weapon
incredibly dangerous. limited animal mobility(a coiled tail or
M.D.C. of the Device: 5 M.D.C. small legs or combination), basic
senses(usually a sense of smell or bio-
533
comm transponder) that allows the Mega-Damage: The weapon inflicts an
weapon to seek out its owner and go to additional 2D8 M.D. whenever it is
them, leaping to hand. Can typically be removed.
called from as far away as 150 ft(or pick Bio-E Cost: 10 points.
up their spell/trace), further for the bio- Prerequisite: Only bladed weapons can
comm seeker. Typically walks/crawls at be enhanced with Retractable Hooks.
a speed of 6, and is easily Trade Value: 1000 credits.
inconvenienced by obstacles(not smart • Hair Trigger: Bio-Tech firearms do not
enough to open doors, but will crawl actually have triggers. Instead the
over or around obstacles) and can leap wielder mentally fires the weapon
up to 8 ft to land in its owner's hand(s). through a neurological connection. This
Gives a +1 to initiative for quick-draws. connection can be enhanced to allow for
Cost: 15 Bio-E, 3 for bio-commseeker faster communication, which means the
*WarCry---When fired/used, the weapon shooter can squeeze off shots more
gives off an animalistic shriek, quickly.
bloodthirsty howl, or enhanced insectile Bonus: +1 on initiative.
buzz that can be psychologically Bio-E Cost: 4
duanting to opponents....Useless against Prerequisite: None.
the Machine, but great against animals Trade Value: 250 credits.
and other humans, and many soldiers • (New) Fattie Tissue - when using
just love having a weapon that seems as Feeding Enhancements the
stoked as they are. Can be disabled for Fattie Tissue is used up first. But not
stealth operations. damaged like when the
Horror Factor: 2d4+2 Weapon it eating itself. Fattie Tissue
Cost: 5 Bio-E adds weight to the weapon,
• Retractable Hooks: Any bladed but helps to stop or it least reduces the
weapon can be enhanced with a series of damage to it self.
retractable, razor-sharp hooks that spring • Breakaway Blade: This strange
forth from the blade whenever the upgrade can only be applied to weapons
weapon pierces its target. These hooks that already possess the Retractable
tear into the internal circuitry (or flesh) Hooks Bio-Enhancement. Instead of just
of the target and cause horrific damage inflicting extra damage by pulling the
when the blade is removed. The weapon jagged blade out of the target, the
inflicts an additional 2D8 M.D. when the wielder can chose to release the blade
blade is yanked from the victim (does inside the victim. Once the blade is
not count as an additional melee attack). separated from the hilt, a new blade
This attack is incredibly painful to living begins to grow in its place, and most
targets. The victim is momentarily importantly, the old blade grows
overcome with shock, loses initiative uncontrollable within the target, tearing
and one attack per melee, and suffers it apart from the inside. The organic
penalties of -1 to strike, parry, and dodge fragment sprouts dozens of razor sharp
for one melee round. Subsequent attacks spikes that push their way through the
increase the duration of the penalties. target for 2D4 melee rounds. They shred
Robots suffer no additional penalty. everything in their path until the rapid
growth rate overtaxes the severed blade
and it dies. However, the network of
534
bone spikes left within the target will strike, parry, and dodge for 2D4 melee
remain until they are surgically removed. rounds. An electrical attack on Host
The spikes seriously impair mobility for Armor will inflict the usual damage to
robots and living organisms. Anyone the armor plus 2D6 S.D.C. or H.P.
struck with a Breakaway Blade will damage to the pilot inside, but the pilot
suffer penalties of -3 to strike, parry, and does not suffer any other penalties.
dodge and will have two less attacks per Machines do not suffer any stun
melee round until the organic weapon is penalties.
surgically removed. Humans wearing Mega-Damage: The weapon inflicts an
armor (even Host Armor) may also be additional 4D10 M.D. on impact.
impaled by several of the spikes (01- Payload: 10 electrical charges. One
45% chance) as they snake throughout charge regenerates every hour.
the target. In this case, the human inside Bio-E Cost: 15 points.
suffers 3D6 S.D.C. every melee round Prerequisite: None.
for 1D4 melees. Trade Value: 1500 credits.
Mega-Damage: In addition to the normal • Enhanced Regeneration: The healing
damage inflicted by the blade, it inflicts rate of any living weapon can be
3D8 M.D. every melee round for 2D4 dramatically increased. Damage that
melees. would normally take hours to heal can
Payload: The weapon can only replace now be repaired in minutes (1D4 M.D.C.
detached blades 5 times every 24 hours. per minute). This upgrade is very useful
Lost blades take 4D4 melee rounds to for Splicers that rely on the Speed
completely regenerate. Reload Enhancement.
Bio-E Cost: 40 points. Bio-E Cost: 30
Prerequisite: Retractable Hooks and Prerequisite: None.
Regeneration: Enhanced. The Trade Value: 3000 credits.
Breakaway Blade Bio-Enhancement is • Extendable Tripod: Heavy support
added to these enhancements. It does not weapons like Bio-Rocket Slingers and
replace them. Quill Storm Cannons are usually too
Trade Value: 4000 credits. large to be effectively wielded by normal
• Electro-Shock: Any melee weapon can humans or even some suits of Host
be enhanced to allow it deliver a Armor. However, this enhancement
powerful electrical discharge on contact. allows anyone to fire one of these
A simple mental command alerts the massive weapons without penalty
weapon that it should expel its electrical (although they still may have trouble
charge the next time it strikes (does not hauling it around). A large retractable
count as a melee attack) which means tripod is mounted to the bottom of the
the wielder does not have to try to time weapon. These strong organic legs hold
this attack (automatically fires on the weight of the weapon so that it can
impact). The weapon can only generate be fired by anyone no matter how strong
so many charges a day, so they must be they are. The wielder can extend or
used sparingly. When used against living retract the legs of the tripod with a
creatures, the target must also roll to mental command (counts as one melee
save vs. stun (15 or higher, with any attack). While retracted, the tripod looks
possible bonuses from P.E.) or else lose like a small clawed hand, but it can
initiative, two melee attacks and are -4 to
535
instantly be extended to a length of up to Prerequisite: Feeding Link, but Share
five feet long. Strength is added to the weapon, it does
Bonus: +1 to strike on an aimed shot not replace it.
only. Trade Value: 2000 credits.
Bio-E Cost: 8 points. • Acid Injectors: Edged weapons can be
Prerequisite: None. enhanced with hundreds of microscopic
Trade Value: 800 credits. pores that fire a deadly spray of acid
• Share Strength: The Feeding Link whenever the blade pierces its target.
upgrade can be further enhanced to This enhancement goes far beyond
allow for more than just nutrients to be simple Acid Edged Weapons. Instead of
transferred between the weapon and the just dribbling acid into the wound, the
wielder. The life force energy of these blade sprays its powerful organic solvent
living devices can be made to flow back deep into the delicate internal circuitry
and forth through the feeding tube at the of the target for maximum damage. The
command of the wielder. The shooter acid is devastating to metal alloys and
can even tap his own strength to other inorganic materials, but it is
temporarily increase the power of his relatively harmless to living tissue (only
Bio-Weapon. Of course, this link does inflicts 1D4 S.D.C. per melee round for
not create energy, it can only transfer it. 1D6 melees). This enhancement can be
This means one item must be weakened used in conjunction with Retractable
in order to strengthen the other. The link Hooks, a Breakaway Blade, or the
can be used to transfer M.D.C. from a Electro-Shock Enhancement, and it can
suit of Host Armor to a connected Bio- even be used to strengthen Acid Edged
Weapon (or vice versa), or it can be used Weapons.
to increase the weapon’s destructive Mega-Damage: The weapon inflicts an
power. By tapping the strength of Host additional 2D8 M.D. per melee round for
Armor, the damage inflicted by any 1D6 melees.
melee or ranged weapon can be Payload: 10 blasts. One blast regenerates
increased by fifty percent. This power every 3D6 minutes. In the case of Acid
boost can be maintained indefinitely, but Edged Weapons, the blade still produces
while the weapon is empowered (and for enough acid to continuously deliver its
1D6 minutes afterward), the Host Armor normal attack, but it can only deliver the
is weakened; losing one attack per melee more powerful attack with the same
round, -3 to P.S., and suffering penalties limitations listed above.
of -2 to strike, parry, and dodge. For Bio-E Cost: 20 points.
some reason, tapping the strength of the Prerequisite: Only bladed weapons can
human pilot can create even more be enhanced with Acid Injectors.
powerful effects (and penalties). In this Trade Value: 2000 credits.
case, the damage inflicted by the linked
Bio-Weapon is doubled, but the pilot Switch Blade
loses two attacks per melee round and A Bio-Tech Switch Blade is far different
suffers penalties of -3 to strike, parry, than its technological equivalent. Instead
and dodge. of a simple spring-loaded knife blade,
Bio-E Cost: 20 points. this weapon is the bizarre combination
of a wicked-looking long sword and a
serrated whip. A simple mental
536
command from the wielder causes the The Bacta Sniper Rifle
seemingly solid blade to extend into a Range 1 mile
ten-foot long whip lined with dozens of Damage special
razor-sharp thorns and back again. The Cost 100,000 credits
flexibility of this weapon keeps targets Availability rare experimental weapon
guessing at all times. Opponents cannot The Bacta rifle shoots a gob of gunk at a
stay outside the range of the sword or target
close the distance to limit the the gunk is actually a metal and silicon
effectiveness of the whip. This eating bacteria.
formidable melee weapon is utterly Unfortantly the weapon is useless in
devastating in the hands of a skilled user, emidate combat.
but warriors must possess W.P. Sword The blast does one SDC to the target on
and W.P. Whip in order to wield a the first day and
Switch Blade effectively. the damage doubles every day. With
Weight: 3 lbs. time the spreading
Mega-Damage: 3D6 M.D. per sword bacteria could destroy even the most
strike, or 2D6 M.D. per lash of the whip. hardy of targets.
The Switch Blade can also be used to So far the weapon is in the testing phase
entangle an opponent much like the the house behind
Serrated Whip Bio-Enhancement (see it has launched subtle raids on Factory
page 96 of the Splicers RPG for zones. Time will tell
entanglement rules). what effect these raids will have.
M.D.C. of the Weapon: 100 M.D.C. As
a living Bio-Weapon, damage Heavy Bore Rifle (Heavy Bio-
regenerates at the rate of 3D6 M.D.C. Weapon)
per minute, and a severed part of the This heavy support weapon is a larger,
whip will regrow in 24 hours. more powerful version of the Bore Rifle.
Bonuses: +1 to strike and parry, +2 to The oversized ammo drum mounted on
disarm, and +3 to entangle. the underside of the weapon carries more
Trade Value: 1000 credits. Bore rounds than standard rifles even
though each grub is larger.
Sniper Barrel: Weight: 25 lbs. Most humans most use
This enhancement can only be applied to two hands to aim and shoot the weapon,
projectile firing rifles like Bore Rifles otherwise they are – 4 to strike.
and Demon Seed Cannons. The barrel is Individuals with Splicer P.S. of 24 or
lengthened to help increase range and higher can fire the weapon with one
accuracy, but it does make the rifle a bit hand.
more difficult to conceal (-15% to Mega-Damage: 2D10 M.D. for each
Concealment). grub fired from the rifle. The Bore round
Bonuses: +1 to strike and increases does an additional 1D10+3 M.D. for the
maximum effective range by 25%. next 1D6 melee rounds after it hits a
Bio-E Cost: 10 points. metal target.
Prerequisite: Projectile firing rifles only. Maximum Effective Range: 1800 feet.
Trade Value: 1000 credits. Rate of Fire: Each shot counts as one
melee attack.
537
Payload: The Heavy Bore Rifle has a next 1d6 minute, for each additional
payload of 24 Bore Rounds. The Bio- minute of use).
Weapon can produce one replacement Trade Value: Knife 600 credits, Sword/
grub in only 3D6 minutes to replace the Axe 1000 credits, and Two-Handed
last round fired. To reload its entire Sword 1300 credits.
payload will only take 4D4 hours
(regenerates naturally). • Lightning Arc Blaster: A small
Bonus: +1 to strike on a carefully aimed cylindrical barrel is grafted under the
shot only. weapon’s main barrel along with special
Trade Value: 12,000 credits. musculature that runs throughout the
weapon. This special tissue is capable of
Bio-Energy Blade generating a powerful electric charge
These blades appear to be constructed similar to that of an electric eel. This
from insect carapace, and are smooth to build up can then be released as a
the touch. They were created using the powerful lightning blast. The barrel of
same principles as other Bio-Energy the Lightning Arc Blaster is designed to
weapons. Set back from the blades edge allow someone to grip it without
are a series of photo-conductive sells, suffering any damage from the electrical
similar to those used in light cells and discharge (as long as they do not touch
super-light cells. The blades can be used the front of the barrel when it fires). The
as normal melee weapon (inflicting the extra tissue throughout the weapon also
base damage), or at will the user can increases its overall M.D.C. by 10
activate the photo-cells. When activated percent. As another bonus, the Lightning
the entire blade-edge appears to be Arc Blaster can fire in conjunction with
engulfed by a high intensity energy field the primary weapon for a more powerful
that greatly increase its damage double attack.
capabilities. Because the energy is Mega-Damage: 3D12 M.D.
constantly emitted form the weapon, Maximum Effective Range: 75 feet.
instead of intermittent emission that Bio- Rate of Fire: Each blast counts as one
Energy ranged weapon create, the melee attack. A dual attack from the
energy output is slightly reduced. Lightning Arc Blaster and the primary
Weight: Knives 1/2 lbs, Sword 5 lbs, weapon also counts as one melee attack.
Axe 6 lbs, and Two-Handed Sword 10 Payload: Effectively unlimited.
lbs. Bonus: +2 to strike on an aimed shot
Mega-Damage: Knife 1d6+1/2 PE only.
attribute, Sword 3d6+1/2 PE attribute, Bio-E Cost: 40 points.
Axe 3d6+1/2 PE attribute, and Two- Prerequisite: None.
Handed Sword 4d6+1/2 PE attribute. Trade Value: 4000 credits.
Range: Melee
Rate of Fire: Equal to the operator's • Bio-Napalm Thrower: Plasma Flame
number of attacks per melee. Throwers can be further enhanced to
Payload: One minute per point of PE project a sticky, long-lived napalm. This
attribute per 24 hours. Each extra minute concentrated Mega-Damage fire does
after that will weaken the user (-2 not dissipate quickly; but lasts for a
actions, and 1/2 combat bonuses for the period of 2D4 minutes, enough time to
cook most targets. Only by wiping the
538
sticky substance off can the target hope effective, but must be used with care,
to survive. The bio-napalm is much due to their blast radius.
thicker than the chemicals used in the M.D.C. of the Pod Launcher:
Plasma Flame Thrower, so the payload 2D4x10+10 M.D.C.
is drastically reduced. Mega-Damage: 3D8 M.D. to a 10-foot
M.D.C. of the Flame Thrower: radius.
Unchanged. Maximum Effective Range: 300 feet.
Mega-Damage: A bio-napalm burst does Rate of Fire: Each shot counts as one
3D8 M.D. A concentrated plasma burst melee attack.
(counts as two attacks) does 1D8x10 Payload: Grows enough seed pods for 32
M.D. Or the attacker can cover an area bursts per hour, automatically
with bio-napalm: up to 10 feet can be regenerates.
covered with each hand to hand attack, Bonus: +1 to strike per burst of pods.
so a character with four hand to hand Bio-E Cost: 50 points.
attacks could affect an area of 40 feet; Prerequisite: Can only be grafted to a
everybody in the area affected takes 2D8 rifle or other Heavy Bio-Weapon.
M.D. Additionally, any target that is hit Trade Value: 5000 credits.
by the bio-napalm will continue to take
damage: 2D8 M.D. every melee round Tentacannon
for 2D4 minutes. The only way to save This large cannon has a whorled barrel
oneself from damage is to roll in the dirt and a mottled sheen like a sea shell. It
or sand (water will not extinguish the can be mounted on the shoulder. It fires
bio-napalm) for one entire melee round, a thick disk covered with suckers. When
until the bio-napalm is rubbed off. it hits it uncoils into a long and
Maximum Effective Range: 75 feet. immensly strong tentacle that wraps
Rate of Fire: Each blast counts as one around the target and constricts. It does
melee attack. moderate grappling damage and has a
Payload: 10 blasts. The weapon can chance to grapple the targets limbs and
manufacture enough bio-napalm to restrict it's movement.
replace its entire payload in only 1D6 MDC of the Tentacannon: 1d6X10 + 20
hours. MDC
Bio-E Cost: 25 points. MDC of the Tentacle ammo: 2d10+10
Prerequisite: Plasma Flame Thrower. Mega-damage: 2d6+5 The Tentacle
Trade Value: 2500 credits. grapples it's target and constricts for
1d6+5 damage per round. The tentacle
• Pod Launcher: This hard chitinous constricts for 5 minutes if it's not
shell can only be attached to rifles and removed or destroyed first. It can be
other heavy Bio-Weapons. Pod removed by a combined Robotic Strenth
Launchers use compressed gas to fire a of 40. If the tentacle is attacked the
burst of “pods,” which resemble the seed target of it's constriction attack also
pods of some strange plant or maybe the takes full damage.
eggs of an insect. On impact these pods Roll for secondary effect:
are ruptured, spraying the blast area with 01-10% - Wraps around head: -2 to
razor-sharp shrapnel. Pod Launchers Strike,parry,dodge and sense rolls.
grow their own pods, never needing 11-50% - Wraps around torso: No
reloading. These weapons are very additional effect
539
51-75% - Traps arms. Arms may not be any nearby metallic object within range
used until freed. and eat until they burst. The best part
76-100% - Traps legs. No movment can about these grenades is that they are
be made untill legs are freed. completely harmless to living creatures.
A called shot may be made with The Locusts are genetically programmed
standard penalties to target the legs, to be repulsed by the taste of flesh, so
arms, head, or other target. even if someone detonates a Bug Bomb
Maximum effective range: 300' in his hand, the Locusts would only seek
Rate of Fire: Each shot counts as one out and destroy robots and other metallic
attack. debris. To activate the internal charge
Payload: 12 tentacles. The tentacles and detonate the bomb, the wielder just
regenerate in 1d6X10 minutes or 2d6 squeezes a small nerve cluster on top of
hours for a full payload the device. The user then has four
Bonus: +1 to strike on an aimed shot. seconds before the bomb detonates. He
Bio-E cost: 25 points can either throw it, or hold on to it to
Prerequisite: None clear out the immediate area.
Weight: Half a pound.
Acid Tentacannon Mega-Damage: 3D4 M.D. per melee
The Tentacles with this upgrade drip a round for 1D4 melees to any robot or
potent acid onto their target as it is metallic object within a 10-foot radius.
grappled. Note: There are only enough Locusts
Mega-Damage: As above +3d6 MDC within each Bug Bomb to affect five
acid damage per round. Only 1d4 sdc to robots. In the alternative, if the Bug
organic materials. Bomb is thrown onto a large robot like
Bio-E cost: 10 points an Assault Slayer or Battle Track, then
Prerequisite: Tentacannon which grows the damage is 3D8 M.D. per melee
into an Acid Tentacannon and Acid round for 1D4 melees.
Blood which remains in addition to the Maximum Effective Range: 100 feet
Acid Tentacannon. when thrown as a grenade (200 feet for
Splicers). If attached to an arrow or
Bug Bombs spear the range is that of the projectile
The success of the Swarm Lord program reduced by 30% due to the extra weight
has inspired many Librarians to further and imbalance of the Bug Bomb on the
experiment with these powerful Bio- tip.
Tech insects. One Librarian from House Trade Value: 2500 credits each
Artemis took some of the most voracious (experimental with limited availability).
bugs known as Locusts and created
powerful new anti-personal grenades he Mega Bug Bombs
called Bug Bombs. They consist of a These larger bombs are about the size of
simple shell that contains dozens of a basketball. They contain about four
Locusts held in stasis with a low grade times as many Locusts, plus it has a
explosive in the center of the bomb. The larger charge in the center of the bomb
explosive itself is completely harmless. to spread the bugs farther. They are too
It is meant to awaken the bugs and send large and unwieldy to throw very far, so
them flying in all directions within a they are most often used in close
radius of ten feet. The bugs then land on combat.
540
Weight: Four pounds. successfully penetrates the external
Mega-Damage: 3D6 M.D. per melee armor.
round for 1D4+1 melees to any robot or Weight: 3 lbs.
metallic object within a 20-foot radius. Mega-Damage: 4D6 M.D. per spear
Note: There are enough Locusts within strike, plus the force of the impact
each Bug Bomb to affect 2D4+6 robots. triggers the lance to release a deadly
In the alternative, if the Bug Bomb is blast of corrosive acid that inflicts an
thrown onto a large robot like an Assault additional 2D8 M.D. per melee round for
Slayer or Battle Track, then the damage 1D6 melees. When used at speeds over
is 6D8 per melee round for 1D6 melees. 100 mph, the spear inflicts 6D6 M.D. per
Maximum Effective Range: 20 feet strike. In addition, if the attacker rolls a
when thrown as a grenade (40 feet for natural 17, 18, 19, or 20 (or 21 or higher
Splicers). with strike bonuses, or only 14 or higher
Trade Value: 6000 credits each if the M.D.C. of the Main Body has been
(experimental with limited availability). reduced by 50 percent), the Acid Lance
punches straight through the external
Acid Lance armor of the robot into it’s internal
The Acid Lance is a favorite weapon cavity. If the lance does punch through
among Strider and Marauder pilots. This the robot’s armor, then the acid spray
ten foot long spear inflicts impressive does far more damage. In this case, the
damage in close combat, but it is damage is 4D8 M.D. per melee round
absolutely deadly during high-speed for 1D4+3 melees. The acid wreaks
Calvary charges. When attacking a target havoc on the robot’s internal systems,
at speeds of over 100 mph, a skilled user electronics, and components, which
can punch this mighty lance through the causes additional impairment or damage
thick external armor of nearly any robot. (roll on the following table).
The unique grip on the spear has ten 01-10% Lucked out. No additional
short insect-like limbs that wrap around damage.
the forearm of the wielder to reinforce 11-20% Critical strike. Double damage.
his grip. This allows the wielder to really 21-30% All systems are temporarily
put the momentum of the charge behind offline, effectively paralyzing the robot
his attack. Even if the spear fails to for 2D4 melees.
pierce the target’s armor, the secondary 31-40% A power coupling within the
attack of this weapon still inflicts robot explodes, inflicting 2D4x10
tremendous damage on robotic damage to the main body.
opponents. Upon impact, the lance 41-50% All weapon systems are
releases a large blast of highly corrosive temporarily offline. One weapon comes
acid through a small nozzle in the tip of back online every 1D6 melees.
the spear. The acid is devastating to 51-60% Communication systems are
metal alloys and other inorganic permanently disabled. The robot can no
materials, but it is relatively harmless to longer be possessed and controlled by
living tissue (only inflicts 1D4 S.D.C. N.E.X.U.S. or call for reinforcements.
per melee round for 1D6 melees). The 61-70% Motor functions are severely
acid does impressive damage when damaged. Attacks per melee are reduced
sprayed on the surface of the target, but by half and combat bonuses are
it is far more devastating when the lance
541
completely eliminated for 2D4 melees melt robot armor in seconds, and killing
while vital systems are rerouted. the organism in the attack. Limited by
71-80% Servo controls for both arms are the short range of the rifle, Splicers have
damaged beyond repair. Any weapon to make use of it in quick, guerrilla
systems mounted on the arms work attacks on those heavily armored targets
perfectly, but the robot is unable to point of the N.E.X.U.S. The other drawback to
them at any target. the weapon is that if the Hive takes
81-90% Optics and all sensor systems damage the organisms on the inside will
are temporarily offline for 2D4 melees. make contact with air and instantly
Attacks per melee are reduced to two, ignite and explode, engulfing the Splicer
the robot has no initiative, and suffers a in flame.
penalty of -10 to strike, parry, and Weight: 18lbs
dodge. Length: 2 feet 3 inches total, counting
91-00% Internal damage slows the the length of the Hive.
machine’s ability to respond. It has no Mega-Damage: 1D6x10 upon impact
initiative, its attacks per melee round and with the target. The target continues to
speed are reduced by half, and it suffers burn afterward for 1D6 melee rounds,
penalties of -5 to strike, parry, and dodge dealing an
for 2D4 minutes until damaged systems additional 2D8 damage per melee.
can be repaired or rerouted. Max Effective Range: 250 feet
M.D.C. of the Weapon: 100 M.D.C. As Rate of Fire: Each shot counts as one
a living Bio-Weapon, damage melee attack.
regenerates at the rate of 3D6 M.D.C. Payload: 10 shots, The weapon produces
per minute. more 1D6 firefly rounds an hour.
Payload: The lance creates enough acid Bonuses: +1 strike from the large round.
for 12 blasts per hour. Spent acid After leaving the rifle the round expands
regenerates automatically. to about the size of a soccer ball.
Trade Value: 1000 credits. Trade Value: Rare, new breed of weapon
makes it a hot commodity. 22,000
Firefly Rifle credits
A heavy, short barreled rifle made from Special: This weapon has an M.D.C. of
chitinous bio-organic material, more 2D6 + 10, varying from rifle to rifle as
akin to a grenade launcher than a rifle. they are grown. If the weapon takes
Housed in a cylindrical tube near the damage
butt stock of the rifle are a hive of there is a chance that the hive may be
thousands of luminescent bio-organisms pierced. When the weapon comes under
akin fire, roll under the following table.
to what the rifle is named after, a firefly. 01% - 60% - Nothing happens, weapon
When fired the rifle emits a glowing takes damage as normal.
yellow-orange orb that shatters on 61% - 79% - weapon trigger mechanism
impact is damaged, unable to fire.
with the target, releasing thousands of 80% - 100% - Hive is penetrated, and
these 'fireflies' that ignite and burn the the weapon explodes dealing 2D6x10
target with Mega-Damage flame able to Mega-Damage to the user, and continues
to burn
for 2D8 damage for 2D6 melee rounds.
542
by Baron of Chaos Bio-E Cost: 5 for grubs, 20 for Bore
Modified Grubs for Bore Weapons Weapon
These are particular Grubs developed by Thermal search grubs “killer-bee” :
Bio-slayer. Actually how these grubs These grubs are really complex, infact
come to existence is something that not they have a thermal sensor and two
even Librarians full understand. Is small wings that allow them to fly
basically a passage of bio-energy toward target avoiding obstacles or even
between the Bio-Slayer that mutate the doing sharp turns
Grubs. Note that the grubs could be took Damage - same as normal Bore Gun
from the Bore weapon and loaded into a Grubs Range - 500ft more than normal
different bore weapon. Grubs Lifespan: 2d4melees(they tend to
Explosive Grubs “Chubby”: The Grubs live longer than normal grubs mostly
look obese, with a semi-transparent skin. because they have to catch the prey)
They do not chew like their brothers and Bonus: +1 to strike
have halved range due to their size. But Bio-E cost: 20 for single grub, 50 for
once they chew inside the target they Bore Weapon
explode!! Force Piercing Grub “Krueger” : These
Damage: 1d10 plus explosion inflict Grubs are covered into a spiky chitin
1d6x10 to a radius of 2ft shell. These spikes generate a small
Bio-E cost: 10 for Grub 35 for Bore vibration field that make it “slippery”
Weapon toward force field. Basically the Grub
Carnivorous Grubs “Lecter”: Simply can bypass force fields and do damage
Grubs specifically thought for flesh beyond that.
rather than for metal. Not particularly Damage: 1d6 to force field and usual
effective toward robots, they are nasty Bore gun damage to the machine behind
toward living being. the field.
Damage: 3d8 M.D.C./S.D.C plus 2d8 Bio-E Cost: Special ONLY Bio-Slayers
M.D.C. to M.D.C. being and 3d6 and Butchers can have such
damage directly form Hit Points to modification; no other O.C.C. can!! 15
S.D.C. beings for 1d4 melees/rounds. It for single Grub, 35 for Bore Weapon
Hurt like hell , like having piranhas
eating you from inside out!! These Squidly technologies
grubs, and relative Bore weapons, are The Squidly are a species of invertebrate
illegal in all human heaven organism akin to sea mollusk like clam.
Bio-E :15 for Grubs, 40 for Bore These mollusks look like spheres of
Weapon muscle fibers and tendons. By itself do
Tracking Grubs “Judas”: The Grubs nothing apart crawling slowly in slat
does less damage than their cousins and water. But things changes when it find
don’t chew. Instead they emit a an “house”. This can be any hollow
scrambled signals that only Bio-Comms object mad eof any material(mollusk
can detect. Useful to track down does not trigger nano-plague) but
enemies. generally M.D.C. organic material are
Damage: 1d4 M.D.C./S.D.C. Range of used. Once in the house the Squidly
signal: 6 Miles Lifespan: The Grub can wrap in and around and move it! It need
live for roughly 24 hours plus 1d6 hours a Bio-Comm in order to work, this is not
needed for Outrider and Packmasters.
543
Squidly differ form typical Bio- Self aware puppet/plushy: This is a
technology in that is not create into a grim dangerous world for child and
gene-pool, or better the first Squidly did, sometimes giving them something to
but now they are cultivated like Lobster, focus so to not being shocked by the
in huge pools of salt water . Often horrors surrounding them is not bad.
bandits steal some Squidly in order to Plus can be helpful. These ones are
start a cultivation by themselves. Is used basically puppets with a small Squidly
in various things, often in place of sawn inside. The Squidly grant
hydraulics components. movement to the puppet often in reaction
IQ: 1d4, very LOW animal intelligence to the owner(you hug him he hug you,
Life span: 5 +2d8 years you pet him he pet you and so on). The
M.D.C.: 1d4 for juvenile ones, 1d10 for puppets are not too strong and as wheels
adults need a bio-comms to be controlled.
IQ: same as Squidly is programmed in
Self Moving Wheels: Rubber tires can case of attack of machines to bring the
still be used, but the problem is how to kids to safe places.
move them without engines? Answer is PS: Splicer Strength of 13+ 2d4, PP: 4
an invertebrate organism. The Squidly! (clumsy)
The wheels then can be mounted under M.D.C.(actually the have a soft S.D.C.
any wood or bone structures. shell covering an hard elastic M.D.C.
Speed: A single wheel can carry 150 lb being): 1d8+2
and move at speed of 60 mph, Two
wheels can carry 280lb and move at Muscle Rope: A squidly mixed to
speed of 110mph, four wheels can carry M.D.C. hemp, make a super strong rope,
500lb at a max speed of 160 mph, six able to sustain heavy weights.
wheels is the max possible to tie together M.D.C.: 25 for each 100ft of length
with neural cords, carry 1000lb and have Max Weight: 500lb per 100f of rope
a max speed of 180mph
Cost: Each Wheel cost 5.00 credits Muscle armor aka. Clam armor:
This is a peculiar bio-armor. At first
Living hammer: Basically a glance look like a normal military
jackhammer made of bone and M.D.C. fatigues or a biker gearsuite with hard
wood. Digging Speed: 20 mph chitin looking plates on chest, shoulder,
Damage as weapon: 1d8 M.D.C. back, forearms and legs . Cover all body
M.D.C.: 2d6+20 except head. When worn, it wraps
Cost: 600 credits around wearer, empowering him like an
exoskeleton.
Nunchaku: The nunchaku are made of MDC: Main Body: 2d4x10+10 M.D.C. –
two carved M.D.C. wood sticks, filled Arms and Legs: 1d12 M.D.C. each–
with a Squidly organism. This grant the Head: none but often a ceramic Helmet
nunchaku a massive strength to strike is worn 100 M.D.C.
and entangle. Can be used as paired Weight: 10lb (4.5 kg.)
weapon( Parry and Strike) Armor regeneration: 2d6 M.D.C. per
Damage: 1d6 M.D.C. minute, and destroyed sections
M.D.C.: 2d10 regenerate in 12 hours
Cost: 100 credits
544
Bonus: +2d6 to wearer PS and consider attacker is specifically trying to damage/
it Splicer/Robotic, +1d8 to PP, Increase destroy it.
running speed by 1d10x10%, reduce Bio-E Cost: 20 Bio-E points
fatigue by 50%, +1 to initiative Prerequisite: Forearm Blades
Cost: 15.000 – 20.000 credits Favored
by Militia , and as host armor Concussion Sticks, based off the
replacement by Dreadguards and Concussion Staff
Roughnecks. Bandits covet this armor Cylindrical solid tubes jutting out the
very much. forearms.
Mega-Damage: 2D6 M.D., has a 1-45%
Slinger chance of knocking an opponent off their
A Slinger is a Bio-Tech bow made of feet. If the victim is knocked down, they
bone, muscle, and sinew with a taught lose the initiative and one melee
tendon that acts as the bow string. The attack/action. Each strike counts as one
unique design works in tandem with the melee attack.
wielder to dramatically increase the M.D.C. of Weapon: 80 M.D.C., but
velocity, range, and power of the arrow. since both sticks are alive, they
When the bow string is released, the bow regenerate 2D6 M.D.C. per hour. The
arms spring forward while the bow weapon only takes damage when an
string contracts. These powerful muscle attacker is specifically trying to damage/
contractions work in unison with the destroy it.
archer’s release to propel the arrow at Bio-E Cost: 15 Bio-E points
near super-sonic speeds. When not in Prerequisite: Forearm Blades
use, the arms of the bow fold together to
allow for easy storage. High Frequency Blades
Weight: 6 lbs. Mega-Damage: 4D6 M.D.
Mega-Damage: Triples the normal M.D.C. of Weapon: 100 M.D.C., but the
damage of any arrow fired from the weapon only takes damage when an
organic bow. Typically uses High attacker is specifically trying to damage/
Frequency Arrows which normally destroy it.
inflict 1D6 M.D. When fired from the Bio-E Cost: 20 Bio-E points
Slinger, damage is 3D6 M.D. Prerequisite: Forearm Blades
Maximum Effective Range: 1800 feet.
Rate of Fire: Equal to the Archery Skill Spiked Brawler, based off the Spiked
of the wielder. Hammer
Bonus: +2 to strike The knuckles, knees, shoulders,
Trade Value: 3000 credits. forearms, elbows, heels and head of the
Host Armor are studded in bullet-shaped
By 89er spikes. On impact with the target, a
Acid Edged Blades number of these small spikes are fired
Mega-Damage: 3D6 M.D., plus the acid off into the target at point-blank range.
does an added 1D6 M.D. per melee The spikes only take a few seconds to
round for 1D4 melee rounds or until regrow, so you will not run out of spikes
washed off. during combat.
M.D.C. of Weapon: 100 M.D.C., but the Mega-Damage: Spikes do 1D8+4 M.D.
weapon only takes damage when an Spikes regrow in one melee round.
545
Bio-E Cost: 20 Bio-E points -8 to strike, parry, and dodge
Prerequisite: Reinforced Exoskeleton -3 to int
and Spike Launchers -1 melee
Duration: 1da4 melees
Mass Impact Cleavers Charges: 6 charges, Recharges 1 Strobe
Mega-Damage: 5D6 M.D. every 4 hours
M.D.C. of Weapon: 100 M.D.C., but the Needs to eat but only consumes a tiny
weapon only takes damage when an amount. can scavenge nutrients from
attacker is specifically trying to damage/ surface of host armour.
destroy it.
Bio-E Cost: 25 Bio-E points Denial Egg, lovingly referred to as
Prerequisite: Forearm Blades Humpty Dumpty
2 ft tall egg shape with roots and tendrils
Ball and Coil, based off Tentacle sinking into the ground, camouflages
Scourges itself to its surroundings.
A large lump on your arm is where the Radius: 30 ft
Ball and Coil is stored when retracted. Damage: 3da6xi10 (Needle Death
Mega-Damage: 5D6 Blossom)
M.D.C. of Weapon: 100 M.D.C., a +3 strike everything in range, only bonus
severed part will regrow in 24 hours, but once placed will attack all movement
the weapon only takes damage when an within 20 ft. (has motion detection)
attacker is specifically trying to damage/ may be pacified with a special secreted
destroy it. scent.
Bio-E Cost: 15 Bio-E points Charges: 4 NDB, recharges 1 NDB
Prerequisite: Serrated Whip every 2 hours.
Once placed it sends tendrils and roots
Blossom Grenade out to secure itself and feeds itself.
Weigh: 16 oz
Radius: 20 ft Seed Mortar Pod System
Effective Range: 100 ft A hand held mortar system capable of
Damage: 2d8 providing indirect fire support assets to
Bonus: +3 to strike everything in 20 ft, the grunts on the front line in a relatively
this is the only bonus portable manner that doesn't require
Charges: 3 Needle Death Blossoms, larger bio-organisms. The weapon
Recharges 1 NDB every 8 hours. system launches seed pods that explode
Needs to eat but only consumes a tiny upon contact with the ground, bursting
amount. can scavenge nutrients from into a large bio-plasmic explosion. These
surface of host armour. mortar systems are one of the few long
range weapons that the resistance has to
Glitter Grenade rival that of the Machine, and the system
Weigh: 10 ounces is able to drop rounds quickly and
Radius: 30 ft accurately on the ground. The mortar
Effective Range: 100 ft tube is an organism in of itself, with
This one has multiple light cells that another organism that holds the
doesn't do any damage but strobes and ammunition for the system.
disorients victims in the radius.
546
This comes in a backpack form that player characters point of view, as the
attaches onto the back of any bio-organic forward observer, they would have to
armor for easy carrying. It provides radio in that they need mortar rounds on
ammo to the mortar Pod like a magazine a target (takes a single melee action).
does for a rifle. The Mortar Pod can be After this it will take 1D8 melee actions
operated by one user effectively, but is for the effects to be seen on target. Game
slow to carry as it is awkward to lug Masters will roll to strike with the
around in confined spaces. The weight mortar rounds, and tell player characters
generally isn't a problem for the whether it is a hit, or a miss. The
augmented strength of bio-armored characters will see the effects on target
Splicers. When carrying it into combat and will have to make corrections if the
the user will rush with the weapon mortar team misses (takes only a few
system on their shoulders, holding to seconds, one melee attack). Once a
cover until a good concealed and round hits the target all mortar rounds
covered mortar position can be found. fired afterward have + 3 strike.
From here the tube is placed on the Weight: Of the tube, 22.5 lbs., The
ground and the ammo organism ammunition organism, 32 lbs.
attached. The tube will actually grow Length: Tube 5.5 feet from base to tip.
tendrils that reach and burrow into the Ammunition organism is 3.2 feet, the
ground securing it. This must be done size of a large backpack.
before firing and generally only takes a Mega-Damage: 2D6 x 10 + 20 per round
few seconds (one melee action). Once dropped to a 50'x50'x50' area.
this is done the system is ready to be Minimum Range: 500 feet
fired. The system is aimed through the Max Effective Range: 13,000 feet
use of an optic organism, and Rate of Fire: Can be fired in Volleys of 1
communications through the spotter with or 2, the ammunition organism is slow to
a spotting organism. A forward scout feed the seed pod to the tube and thus
observer, with the spotting organism, a limits the number of rounds that can be
small fleshy eyeball with tentacles that fired with a single melee action.
leach out and latch onto the side Payload: 20 seed pods in the ammunition
of bio-armor, is used in helping aim the organism. These rounds cannot be
weapon system. Using this and Bio- regrown by the organism.
Comms allows for pin point aiming of Trade Value: Limited Availability, most
the mortar rounds requiring a 9 to strike. are not trained in the use of the mortar
Without a forward observer and just Bio- system. 45,000 credits
Comms it requires a 12 to strike to hit
the target with no bonuses.Spotting Shard Cannon
organisms are usually assigned to Shard Cannons are heavy machine gun
platoon commanders or a platoon Sgt at style cannons, firing bursts of large
the platoon level, but are usable by sharpened bone that penetrates even the
anyone capable of calling for fire and toughest of mega-damage armors. The
can be used all the way down to the team cannon is too large to be held by a
level if mission dictates. This long range normal human, and is usually mounted
firepower can be set up in support of an on war mounts or in other turreted
attack, as well as cover the retreat of positions. Some of the larger Biotics and
forces during raid style missions. From a
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other beings of incredible strength have Section 6: Biotics
been known to lug one around the
By 9voltkilowatt
battlefield, but it is very rare, as general
Combat Tail - Micro Charges: A
tactics of the Human Resistance require
simple modification of the basic "Barbed
speed and maneuverability against the
or Spiked" Combat tail. Micro Charges
machine. Unlike other bio-weapons, the
allows the pilot to upgrade a number of
Shard Cannon is able to be fed actual
the simple barbs/spikes with a minute
bone, producing more ammunition. The
explosive charge that detonates on
Shard Cannon itself propels the bone at
impact.
incredible speeds and distance compared
M.D.C. of the Spikes/Barbs: 5 M.D.C.
to the rifle and pistol versions of the
points, but the spike/barb is a small
weapon, and sends a gives off a squeal
target and is -3 to hit on a "Called Shot".
as the bone shards are propelled out of
Mega-Damage: 1D8 M.D., plus the
the weapon. This squeal is a fearsome
standard Combat Tail damage. With a
indicator of the weapon and tends to
blast radius of only few inches in
frighten those who it's used against
diameter.
(Horror Factor 11). The mechanized
Rate of Fire: One to as many as the
robots under N.E.X.U.S. control do not
maximum number purchased as the
feel fear, but they certainly feel the
character can regulate whether or not
effects of a large spear of bone impaling
they detonate on impact.
into their metal dermis.
Payload: Based on the number of Micro
Limitations: Usually mounted, trying to
Charges purchased. It takes just 10
lug this weapon around requires an
minutes to regrow spent Micro Charges.
augmented Splicer P.S. of 30. Those
Bio-E Cost: 2 points per spike/barb
with a supernatural PS of 25 can carry
replaced (max of 6).
the weapon without penalty. Those who
Prerequisites: Combat
try to use the weapon without a strong
Tail-Spiked/Barbed, this enhancement
enough P.S. see themselves face a -80%
does not replace the tail, just the
to their Spd, and fatigue 3 times faster
spikes/barbs that grow from it and can
than normal.
only be used with the spiked/barbed
Weight: 120 lbs, fully fed. Ammo boxes
variant Combat Tail.
of bone shard are 15 pounds each.
Length: 6 feet long
Combat Tail - Micro Missiles: Further
Mega-Damage: 2D8x10 per burst of 10
modified to act as a crude, but effective
rounds
explosive projectile. Micro-Missiles act
Max Effective Range: 2000 feet
as a simple fire and forget weapon meant
Rate of Fire: Each bursts is one melee
to give pilots a means to inflict moderate
action.
damage to a wide area of effect.
Payload: Automatically makes 15 bursts
M.D.C. of the Spikes/Barbs: 5 M.D.C.
per hour. Feeding the weapon another 15
points, but the spike/barb is a small
pounds of bone refills the weapon with
target and is -3 to hit on a "Called Shot".
another 30 short bursts.
Mega-Damage: 2D8 M.D. per individual
Trade Value: 60,000 credits, boxes of
Micro Missile fired, with a blast radius
bone shards are 5,000 credits each.
of 3 feet (0.9144 m)
Maximum Effective Range: 1000 feet
(304.8 m)
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Rate of Fire: One to as many as the By Ziggurat
maximum number purchased. Cryo-E Vents: Standard Bio-E Vent is
Payload: Based on the number of Micro mutated to release a "Negative" Bio-E
Missiles purchased. It takes just 30 Charge, opperating a reverse polarity
minutes to regrow spent Micro Missiles. compared to standard.. Penalties to be
Bonus: +1 to strike. determined. Most likely in line with
Bio-E Cost: 3 points per Micro Charge magical cold penalties. Costs 20 Bio-E.
replaced (max of 6) Payload of 12 shots per minute,
Prerequisites: Combat conditionally unlimited. Standard range.
Tail-Spiked/Barbed and Micro Charges, overuse of Crryo-E Vent will result in
this enhancement does not replace the BOTH standard penalties AND Cryo-E
tail, just the spikes/barbs that grow from Overload. Essentially suffering as if you
it and can only be used with the had been shot. Fun. :(
spiked/barbed variant Combat Tail.
Pyro-E Vents: Bio-E Vents which have
Manticores Tail: Designed as a more been enhanced to use extra energy to
lethal anti-organic Combat Tail variant, Hyper-Excite molecules in the air.
the Manticores Tail works as a normal Results in a plasmatic discharge in
Combat Tail with the addition of a addition to standard Bio-E blast.
potent neural toxin. While upgraded for Damage: standard+3d6md to 5' blast
anti-organic combat the Manticores Tail radius. payload-16 shots per minute,
functions just as the Combat Tail when coonditionally unlimited. Range-
used against non-organic opponents. standard. Cost 20 BIO-E
M.D.C.: 1D6*10 M.D.C.
Mega-Damage: As per the Combat Tail, Plasmatic Discharge Defense: Costs 15
plus the target must save vs. Non-lethal bio-E. Pre-Req's enhanced regen., acid
Poison (16) or suffer an additional 3D8 blood, quick clotting, heat resist.
points of damage. Highly pressurized blood contains a
Note: When used against those clad in chemical which ignites on contact with
Host Armor there is a 33% chance that water vapor in the air. This causes a
the toxin will cause a neural feedback to semi-explosive reaction as this chemical
the wearer, inflicting 2D6 straight to Hit rapidly and violently vaporizes at high
Points! temperatures. Due to the pressure
Tail Bonuses: +1 attack per melee round, involved in the bloodstream, combined
+2 to strike, +2 to parry and dodge, +2 to with the expulsive nature of the
disarm and +3 to pull punch. Only P.P. vaporous chemical, minimal damage, if
attribute and metabolic bonuses may be any,will be taken by the armor.
added to tail combat bonuses, and the Furthermore, the heat caused by the
bonuses only apply to combat that plasmatic discharge causes the already
involves the tail. quick sealing blood to near-instantly
Maximum number of tails possible: cement. Range-10' Damage-3d6
Only one tail is possible.
Bio-E Cost: 7 points. Ink Jets: creates a fun little substance
Prerequisites: Must have a single that rapidly undergoes a chemical
Combat Tail that is upgraded to the reaction on contact with oxygen in the
Manticores Tail. water, the reaction causes the chemical
549
to spread in every direction, quickly would remove them from combat. Those
turning a 60 cubic foot area completely who succeed in all their saves, just get a
opaque. The fun part comes when on dry slight headache.
land, as the same substance quickly Bio-E Cost: 20
vaporizes in air, however, it is exposed Prerequisite: 5 light cells.
to much more oxygen, and as such,
burns out faster. it only creates a 30 Impersonation Skin
cubic foot cloud of Ink Smoke, which This Bio-Enhancement allows the Host
lasts for 30 seconds before starting to Armor to rapidly alter its appearance in
dissipate, granting half concealment for order to impersonate another suit of Host
15 seconds thereafter, and only 1/4 Armor. The skin does not just generate a
concealment from 45 seconds to 1 simple illusion, but rather it quickly
minute. Almost all of the the obscuring creates real physical changes. The armor
cloud is gone by the time a minute has can perfectly replicate the color pattern
passed. and physical characteristics of any suit
Bio-E Cost: 15 of armor, including spines, blades,
Prerequisite: None spikes, and even Bio-Weapons and
additional limbs. The changes look and
Light Show: A real nice little surprise feel convincing, but they are not fully
for all those big bad meanies out there, functional. Copied Bio-Weapons and
nothing is better than turning the hulked extra limbs are just solid chunks of
out Dreadguard into a drooling pile. This useless tissue. The weapons cannot
enhancement works by taking a few light move or fire and extra limbs just rest
cells and mixing them around a bit. You limply along the side of the body. The
get the three primary colors, and infrared limbs do hang in a natural semi-flexed
and ultraviolet thrown in for kicks/ those position, so at least they appear as
with enhanced vision. Then, you up the though they are resting rather than
wattage, making them painfully bright to looking like dead limbs stuck to the side
look at. Then, and here's where the fun of the body. Copied spines, spikes, and
starts, you strobe them all at around 60 bone blades can be used as actual
flashes per second. Each light cell weapons, but they are inferior versions
strobes with a different frequency and of the real thing. They only inflict one
pattern, and the whole thing is set up to quarter the normal damage and possess
be as damaging as possible, with half the usual M.D.C. The purpose of the
approximately 1 in every 4 humans Impersonation Skin is espionage, not
being effected. combat, so replicated weapons are rather
Damage: None. ineffective in battle. On a similar note,
Range: Sight, but under 100' is best. the Impersonation Skin can only grow
Effect: everyone who sees this has to roll Bio-Weapons and additional limbs, it
against 14 or better to avoid a cannot hide them. This means a suit of
consciousness altering chemical change Host Armor enhanced with a Bore
in the brain. Those who fail suffer from Cannon or a Forearm Bone Sword
the usual effects of being stunned, and cannot hide these weapons when trying
nauseous. Those who fail must also roll to copy a suit of Host Armor that does
again, this time against 16 or better, or not have them. Host Armor pilots that
black out/ suffer from a seizure. This use Impersonation Skin can only arm
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their suit with low profile Bio-Weapons to spread in every direction, quickly
like Lightning Dischargers, Plasma turning a 60 cubic foot area completely
Breath, or other weapons that do not opaque. The fun part comes when on dry
have an obvious barrel or firing port. land, as the same substance quickly
The Host Armor pilot determines what vaporizes in air, however, it is exposed
physical changes the Impersonation Skin to much more oxygen, and as such,
will grow by mentally picturing what he burns out faster. it only creates a 30
wants the disguise to look like. If the cubic foot cloud of Ink Smoke, which
pilot is able to visually study the subject lasts for 30 seconds before starting to
he wishes to copy, then the disguise will dissipate, granting half concealment for
be 90% accurate (the disguise will never 15 seconds thereafter, and only 1/4
be perfect, so this is the best he can do). concealment from 45 seconds to 1
Trying to recall an image from memory minute. Almost all of the the obscuring
drastically decreases the accuracy of the cloud is gone by the time a minute has
disguise. However, Host Armor pilots do passed.
become more proficient at recalling the Bio-E Cost: 15
little details with practice, so this skill Prerequisite: None
does improve over time. The base
percentage of creating an accurate Light Show: A real nice little surprise
disguise from memory is 30% plus 3% for all those big bad meanies out there,
per level of experience, but characters nothing is better than turning the hulked
with the Art Skill do receive a one time out Dreadguard into a drooling pile. This
bonus of +15% to their disguise skill enhancement works by taking a few light
roll. Whether the pilot is studying the cells and mixing them around a bit. You
subject or trying to copy him from get the three primary colors, and infrared
memory, it only takes 1D4+2 melee and ultraviolet thrown in for kicks/ those
rounds to completely replicate another with enhanced vision. Then, you up the
suit of Host Armor. The physical wattage, making them painfully bright to
appearance may be perfect, but the look at. Then, and here's where the fun
Impersonation Skin does not disguise the starts, you strobe them all at around 60
pilot’s voice, nor can it replicate the flashes per second. Each light cell
mannerisms, body language, or strobes with a different frequency and
knowledge of the subject. Extra training pattern, and the whole thing is set up to
is required to turn the Host Armor pilot be as damaging as possible, with
into the ultimate infiltrator. approximately 1 in every 4 humans
Note: This enhancement can only be being effected.
applied to Host Armor. Damage: None.
Bio-E Cost: 50 points. Range: Sight, but under 100' is best.
Prerequisite: Chameleon Skin and Super Effect: everyone who sees this has to roll
Regeneration (both of which are kept; it against 14 or better to avoid a
does not replace them). consciousness altering chemical change
in the brain. Those who fail suffer from
Ink Jets: creates a fun little substance the usual effects of being stunned, and
that rapidly undergoes a chemical nauseous. Those who fail must also roll
reaction on contact with oxygen in the again, this time against 16 or better, or
water, the reaction causes the chemical black out/ suffer from a seizure. This
551
would remove them from combat. Those Payload: The Host Armor can create and
who succeed in all their saves, just get a maintain the noises for an almost
slight headache. indefinite amount of time. However, due
Bio-E Cost: 20 to the focus involved, the Host Armor
Prerequisite: 5 light cells. loses one attack per melee to create or
maintain the desired effects.
Vocal Enhancement: The Host Armor’s Pre-Requisites: The Host Armor must
vocal cords are abnormally strong, have a mouth and non-forked tongue.
resilient, and well-developed. This Prehensile tongues have no adverse
allows the Host Armor to generate effect. Additionally Host Armors with a
noises other than standard vocalization Prehensile Trunk appendage can use the
and at much greater volumes. Trunk as an “echo chamber” to greatly
Effects of Vocal Enhancement: Through improve resonance. These Host Armors
the use of its vocal apparatus, the Splicer double the range, bonuses, and penalties.
can actually increase or decrease sounds Bio-E Cost: 20
within a certain range, effectively
creating “white noise” to cancel or Sonic Boom: The Host Armor’s vocal
enhance sounds. Using this ability, the cords and larynx are further modified to
Splicer can affect some ambient noises, create a greater range and volume of
granting a slight bonus to prowl (+1% sounds other than standard vocalization.
per level.) The Host Armor can project Additionally, various air chambers and
these noises in a small area, allowing expandable pouch tissues, similar to a
others to benefit (provided they stay frog or toad, are built into the jaw and
within range.) throat area of the armor. The Host
Note that these bonuses apply to sound Armor can project its voice with crystal
only and may have partial or no effect clear quality at volumes of up to 175 dB
based on environmental conditions (the equivalent of one ton of dynamite
(brightly lit area, wide open spaces, etc. and well over the 140dB pain threshold
GM’s discretion). of normal humans.)
As well as muffling noise, the Host More impressive than this is the ability
Armor can fill the same area with of the Host Armor to generate and focus
distracting “white noise”. Though it its sound generation into a deafening
inflicts no damage, it is disorientating to "sonic boom" effect. The sonic boom
organic opponents (-2 initiative, and -1 can be done as an area effect, or focused
strike, parry, and dodge). It has no effect for greater impact and damage.
on robots; however, it makes a great Damage: 1D8+1 per level of the Host
Ratbomb deterrent. Armor for radius affect or 2D12+1 per
Additionally, the Host Armor grants a level for a focused blast. The sonic
+10% bonus to the Public Speaking, attack is either S.D.C. or M.D.C.,
Sing, Imitate Voices & Sounds, and depending on the target. Robots are
Ventriloquism skills. Note that this especially susceptible to the vibrations
bonus is only in effect when the released from a sonic boom and suffer
character is in the Host Armor. double damage (though they do not
Area of Effect: 5 feet (6m) +5 feet suffer from the deafening effects.)
(1.5m) radius per level centered on the Effects: Regardless of the attack, victims
Host Armor as an area effect. without any type of sound/ear protection
552
or Host Armors with Enhanced Hearing sounds and these pheromones, the Host
will be temporarily deafened for 2D4 Armor can generate a hypnotic
minutes and are -8 initiative and -3 parry domination over someone’s conscious
and dodge. Damage is halved for victims and subconscious thoughts. The Host
with some other protective wear, but Armor can choose to effect one target, or
they will still find their ears ringing for anyone within the sound of its voice,
1D4 melees and are -4 on initiative and - including other Host Armors.
2 to parry and dodge. Additionally, the Effects: Targets of the Hypnotic
sonic boom scrambles any readings from Suggestion must make a successful save
Echo-Location abilities, reducing the vs. Insanity. Failure means the Host
readings by half for that melee round. Armor can dominate the target’s
Successive sonic booms inflict the behavior and actions and effect an
appropriate damage and have a almost complete submission to
cumulative effect on the duration, but commands.
not the penalties. In addition, S.D.C. The suggestion or command must be
glass or similar breakable materials up to subtly worked into a verbal comment
twice the maximum range away are and must be kept simple and clear. For
shattered by the boom. example, the classic “You are getting
Rate of Fire: Each blast counts as one sleepy”, “These aren’t the bots you are
melee attack. looking for?”, or “You really don’t want
Range (focused blast): 200ft. +5 feet per to attack me.” The power of suggestion
level of the Host Armor. can also be used to make the target
Area Effect: 20 feet (6m) +5 feet (1.5m) imagine some basic sensory input. For
radius per level, centered on the Host example, “Did you hear that?
Armor as an area effect. Footsteps?!” or “Don’t touch that, its
Payload: Unlimited. blazing hot!” The target who fails the
Pre-Requisites: The Vocal Enhancement saving throw will immediately act on the
modification, which is retained but is commands or suggestions. Despite their
upgraded to include the new Sonic formidable abilities, other Host Armors
Boom ability. Additionally, Host Armors can be affected by the suggestion ability.
with Trunk appendages can use the Though the suggestion ability is
Trunk as an “echo chamber” to greatly powerful, it does have limitations. The
enhance the blast and its effects. These suggestion CANNOT make a person
Host Armors add 2 additional die perform any action that goes against
(3D8+1 or 4D12+1 respectively) to their sense of ethics or innate sense of
damage and 1 additional die to duration. morality. Nor can it cause the target to
In addition, the range or area of effect is harm itself in any way. (“Put this gun to
doubled. your head and pull the trigger!”) Any
Bio-E Cost: 25 conflicting commands will immediately
negate the suggestion. Note that only the
Hypnotic Suggestion: The Host Host Armor may issue commands or
Armor’s vocal apparatus are further suggestions, the target will not respond
modified with a small hormone gland. to anyone else.
The gland produces mildly It is important to note that the suggestion
hallucinogenic, mood altering ability is physiological in nature (as
pheromones. Using a combination of opposed to psionic.) It cannot be
553
extended or replicated through upgraded to include the new Hypnotic
mechanical means (telephones, radios, Suggestion ability.
bio-comms, etc.) Because of this, the Bio-E Cost: 20
suggestion power is ineffective against
mechanical and truly “in-human” beings. Sonic Screamer:
However, the ability can be used in a A Sonic Screamer is an enhanced Echo-
limited capacity against common Location system that releases a focused
animals. While animals cannot be made high-pitched sound beam that can shatter
to respond to specific commands, they M.D.C. material.
will respond to general vocal tone M.D.C of the actual sonic cords: 2D6+2
(friendly, hostile, etc.) and react M.D.C
accordingly. Mega-Damage: 4D12
Lastly, since the suggestion is based Rate of Fire: Equal scream counts as one
partially on sound waves, the Host melee attack/action.
Armor cannot control someone who Maximum Effective Range: 1000 feet.
cannot hear it. Those with hearing Payload: Effectively unlimited.
protection or suffer from any hearing Bonus: +3 to strike on a carefully aimed
impairments are immune. single shot.
Soundproofing, loud noises, and simply Bio-E Cost: 10
getting out of range are equally Prerequisite: Echo-Location
effective. Notes: This sonic beam is so high-
DURATION: The target(s) will remain pitched that it can only be heard and
susceptible to the commands for one full traced by those with the right equipment,
melee round. Victims of the suggestion senses or who are also using Echo-
can make a new save to resist every Location or other passive means of sonic
melee round. detection.
ATTACK STRENGTH: The base
strength/attack for the Suggestion is 12 Life Nod:
for an individual, or 10 for a group. This A Life Nod acts as a battery for the Host
is the number the victim(s) need to roll Armor pilot. It adds a number of benefits
on a D20 to save (any bonuses vs. to the pilot. First of all it triples the
Insanity are included in the roll.) The number of shots a Bio-Vents can fire per
number becomes higher as the Host minute (60). Second the Host Armor is
Armor gains experience; the base bonded to the pilot to the point the pilot
strength/attack becomes more powerful. can control the armor without being in it.
The base strength/attack gains a bonus of Bonuses are reduced to zero and can
+1 at levels 3, 7, 10, and 12. only make 3 attacks/actions per round.
Rate of Fire: Each suggestion counts as The range on this ability is 3 miles.
one melee attack. Third the pilot has a + 30% vs.
Range: 20 feet (6m). If used to affect an coma/death saves and +3 vs. poisons and
area, the attack is centered on the Host stunning attacks. Four, the Life Nod also
Armor. creates a small nutrient bath that feeds
Payload: Unlimited. most Bio-Tech items. However it lowers
Pre-Requisites: The Vocal Enhancement the Pilots HPs by 5 permanently plus
modification, which is retained but is minus one hit point per level.
Bio-E Cost: 20
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Prerequisite: Enhanced Neurological house territories. It is only known to the
Connections most inner working of any house.
Notes: The Life Nod creates a limited The weakness of the growth is that it
intelligence with the Host Armor with an will take three hours per bio-e point for
I.Q. of 2, M.E. 4 M.A. 3. The Host the new enhance to grow. The host
Armors intelligence can only awaken by armor must be fully healed and feed
the pilot. If the pilot is killed the Host before the growth may start and cannot
Armor is likely to be slain also, however be moved for the full growth time. A
there is the pilots M.E. scores percentage hand held bio-weapon or a living body
chance the pilot’s mind will be armor can be programmed to be created
transferred into the Host Armor. The but a small bio-weapon (one handed)
bond causes the pilot to crave what the takes 1 slot, a large bio-weapon (2
Host Armor needs to live, blood, sun, handed) takes 2 slots, and a body armor
heat, dirt, raw meat but a Parasitic Host takes 3. The glad can only do this once.
Armor can not have a Life Nod. Bio-E Cost: 10 plus 10% of the bio-e of
each enhancement. The invested bio-e is
Bio-Nutrient Pool: returned when the enhancement is
A Bio-Nutrient Pool in a Host Armor added.
can recharge personal Bio-Weapons and Prerequisite: Enhanced Neurological
tools. When in use an area of the skin Connections
will expand allowing the Bio-Weapons
and tools to placed with and soak for Pulse Bio-Energy Expulsion Vents: Its
1D6 hours. After that time the items are works just like the standered Bio-Energy
fully charged. The skin pocket has 10 Vent but fires a three shot burst of bio-
M.D.C. If the pocket is broken the pool energy.
will drain out and it will take the Host M.D.C of the actual Bio-Energy Vent:
Armor 1D4+1 day to restore the pool. adds 2D6+12 M.D.C
Bio-E Cost: 10 Mega-Damage: 1D4X10+6+P.E.X2
Prerequisite: none Rate of Fire: Each three shot pulse
counts as one melee attack/action.
Growth Gland: Maximum Effective Range: Single shot
The Growth Gland is a DNA loaded 1800 feet, but only 900 feet under water,
organ that holds the information and a 3-shot pulse 1500 feet, but only 750
stem-cells need to increase or enhance a feet under water
host-armor. The Gland itself can hold a Payload: Effectively unlimited.
1D4+3 changes/slots in the host-armor. However, firing more then 20 blasts a
The pilot can pick what changes are to minute (that’s 5 per melee round)
be made as he or she has the bio-e to do weakens the pilot, causing him to lose
so. two melee attacks/actions per round and
Once the Gland is created it can be re- reduces all of his combat bonuses by
supplied with stem-cells and DNA by a half for the next 1D6 minutes. A 3-shot
Gene-Pool. pulse counts as 3 blast of the 20 blast a
This gland is added to long-range recon minute maximum.
host-armors and pilots. By allowing the Bonus: +3 to strike on a carefully aimed
armor to continue to grow in the field the single shot, no bonus on a 3-shot pulse.
long term field units are not tied to the
555
Bio-E Cost: 20 points per each Bio- Bonus: +5 to strike
Energy Vent upgrade. Bio-E Cost: +1 points per rocket.
Prerequisite: Bio-Energy Vent Prerequisite: Organic Rocket, Chemical
Sprayer
Enhanced Organic Rockets: Lighting/EPM:
Plasma: M.D.C.: of the Rockets: 13
M.D.C. of the Rockets: 12 Mega-Damage: 4D12, no blast radius.
Mega-Damage: 1D6X10 with a blast Maximum Effective Range: 1 mile.
radius of 15 feet. Note: Any biological /living creatures
Maximum Effective Range: 1 mile survive the attack must roll to save vs
Bonus: +5 to strike stun attack (15 or higher, plus any bonus
Bio-E Cost: +4 points per rocket. from P.E.). Host Armor take normal
Prerequisite: Organic Rocket damage plus the pilot takes 2D6 S.D.C./
Needle Death Blossom: +2 Hit Points. Machines take normal
M.D.C. of the Rockets: 10 damage plus have a percentage chance
Mega-Damage: 4D8 with a blast radius equal to the damage done of inflicting
of 30 feet. impairments and damage as an Electro-
Maximum Effective Range: 1 mile. Pulse Gun. See page 134-135 of the
Bonus: +5 to strike Splicers base book.
Bio-E Cost: +3 points per rocket. Bonus: +5 to strike
Prerequisite: Organic Rocket Bio-E Cost: +5 points per rocket.
Acid: Prerequisite: Organic Rocket, Electrical
M.D.C. of the Rockets: 11 Resistance.
Mega-Damage: 4D6 with additional Tendril Injector Rocket:
damage of 2D6 for 4 rounds. Half M.D.C.: of the Rockets: 14
damage to organic matter. Blast radius Mega-Damage: 1D10 plus possible
of 1 foot. internal systems damage from ripping
Maximum Effective Range: 1 mile. tendrils. 5D8 M.D.C for 1D3 attacks
Bonus: +5 to strike (that’s 5D8 to 15D8 point). See notes.
Bio-E Cost: +2 points per rocket. Maximum Effective Range: 1 mile.
Prerequisite: Organic Rocket Note: Tendril Injector Rocket must have
Impact: a natural 16-20 to penetrate the metal
M.D.C. of the Rockets: 10 hide of a robot or machine or a 13 or
Mega-Damage: 4D6 plus a 45% chance higher if the robot has lost 50% or more
of knock down. Blast radius of 6 inches. of its main body M.D.C. If a natural roll
Maximum Effective Range: 1 mile. is less then 16/12 it only deals the 1D10
Bonus: +5 to strike M.D.C. This system will not release the
Bio-E Cost: +1 points per rocket. tendril into an organic/living target but
Prerequisite: Organic Rocket the rocket will still deal the 1D10
Chemical Rocket: M.D.C.
M.D.C.: of the Rockets: 10 Bonus: +5 to strike
Mega-Damage: Varies as chemical Bio-E Cost: +7 points per rocket.
sprayer with a blast radius of 20 feet. Prerequisite: Organic Rocket, Spike
S.D.C. Damage: Varies, As chemical Launcher.
sprayer. Range Increase:
Maximum Effective Range: 1 mile.
556
The Organic Rockets range can be High Altitude Thrusters: Two sacs are
increased to a maximum of 5 miles. The grown into the layer of heavy tissue. The
M.D.C. of the rocket also increases per separation of oxygen and hydrogen fills
mile of range increase by 1 M.D.C. per the two sacs. The oxygen sac provides
mile to a maximum of +4 M.D.C. per the pilot with enough air for 30 minutes
rocket. of flight. Speed can be maintained for 30
M.D.C. of the Rockets: varies +1 per min at cruising speed, and one fourth of
mile of increased range. the time for max speed.
Mega-Damage: varies by type. Flight Ability: 1600 mph (2360 km), but
Maximum Effective Range: 2 to 5 mile. cruising speed is considered 800 mph
Bio-E Cost: +2 points per rocket per (1280 km)
mile of increased range. Maximum Altitude: 50,000 feet (16667
Prerequisite: Organic Rocket m).
Range: Two to five miles. Bio-E Cost: 10 points. However, 30
Rapid Re-load: points increases the maximum altitude to
Rockets re-grow at the rate of 1D6+1 70,000 feet (23334 m) with a flight time
M.D.C. per round. One rocket is of 1 hour.
replaced at a time. Once the M.D.C. is Prerequisite: Organic Thrusters,
reached a rocket is replaced and ready to Resistance to Physical Attacks (the two
fire. The pilot of the Host Armor can storage sacs are added to the Resistance
select which rocket will be replaced first. to Physical Attacks, but does not replace
Bio-E Cost: 20+2 points per rocket. it).
Prerequisite: Organic Rocket, need to do some more adjustments but
Regeneration: Super this ist what i got so far.
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character has plus physical attack Prerequisite: Wings and Qull
damage. defence(hard feathers), that are
Maximum Effective Range: Touch. combined (you lose the quill defence)
Rate of Fire: Each attack with the MDC (2 wings): +2d6x50 each
enhanced area typically counts as one Bonuses: the wings can be used to parry
melee attack but special attacks provided much like shield, of course not in flight!
by a characters HtH skill still cost the +1 to parry using the wings
listed number of attacks. Mega-Damage: punch damage + 1d6
Payload: Effectively unlimited. megadamage, If quill launchers
Bio-E Cost:5 points for a small area such modification is taken to, they are part of
as the hand, foot, elbow or forehead. 10 the wings.
points for an area like the chest or back.
Prerequisite: Electrical Discharger or Bio-force kinesis: this is quite rare
Lightning Discharger either of which are modification. Building three bio-force
retained. field projectors along the arm and one in
the palm of the hand, it is possible create
Bio-Force Field Enhancements a thin layer of force around far object
Pre-requisited: a bio-force field that is allowing to move them . Is quite
upgraded to the new form. Generall in complicated to use properly. But is
form of glowing orbs along forearms extremely useful when in need to move a
Force Weapons: the bio-electric filed metallic object and no technojackers are
take the shape of a melee weapon. The around
weapon so generated does the same Allow to move roughly 200 lbs at 100 ft
damage as normal one +1d6 in range max
Megadamage. Bonuse: + 2 to strike and parry with
M.D.C. of the weapon: 2d8x10 MDC objects , that's the only bonus possibles
but take damage only if attacked directly while using bio-force kinesis. Damage
Bio-E Cost: 15 Bio-E per weapon shape. for thrown object is 1d6 MD per 20 lbs
Note that thos measn you lose your Prerequisite: a bio-force field with at
pretty defensive force field as it is now least 220 M.D.C
shaped as weapon Bio-E Cost: 25 Bio-E
Force shield: this simply focus the bio-
Force field into a shield shape around Bio-Energy Blades:
the forerarm The bone blades become more sleek and
While it does not offer the same degree draker in color, with some glowing
of protection of full body force field it etchings on its sides.
prove very usefull to parry in close they are small bio-energy expulsion
combat vents that channel life force in a field
M.D.C. 1d6x10+20 and is +2 to parry around the bone blade.
Bio-E Cost: 10 Bio-E Prerequisite: A Bone blade and Bio-
Energy expulsion vents, the lattest is
Armored Wings: Just like it sound these absorbed into the bone blade
are wings covered by a layer of chitinous MDC: when active the field add +6d6 to
ceramic like armor. They are tougher the bone weapon MDC
and their edges can be used for deadly
swooping attacks.
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Megadamage: the energy field add an suffer 1d12 of additional electricity
M.D. bonus to the bone blade one equal damage each melee round. Note Organic
to P.E. +2 per extra 5 Bio-E point spent suffer more as it hurt like hell, is like
Duration: the empowered state last 5 being whippe and electrocuted at same
minutes with a pause of one minute time! See notes under electrical weapons
between activation.. More than this Payload: unlimited
weakens the user, same as Bio-Energy Bio-E Cost: 10 Bio-E
Expulsion Vents
Bio-E Cost: 10 Bio-E (also look at the Gills: Great missing from the book. I
prerequisite) know that Host Armors already are able
to breathe underwater, but biotics,
Explosive resin gorehounds and warmounts not! Gills
Combining resin ducts and explosive allow to breath underwater
chemicals, the host armo can secrete Bio-E Cost: 5
wha tis essentially, organic plastic
explosive. Superior Bio-Comms: this is an
Prerequisite: Resin Ducts and Flame advanced bio-comms that offer a wider
Weapons form of organic communication. Is
Megadamage: the resin molecular usually reserved for dreadguards of
structure is quite instable and it explode higher level, albeit is not unheard of
on storng impact or if overheated. When Roughneck who get this as well.
hurled the small sphere of explosive Prerequisite: Bio-Comms that us evolved
resin inflict 1d6 MDC per glob of resin into superior models
throw, maximum size is a 5 pound glob. bonuses: the range of communication is
Or could be carefull placed for huge 10 miles instead of the usual six.
explosions with a timer fuse. As Can communicate with 1d4+1 different
explosive inflict 1d6 megadamage per bio-comms at time
pound focusing ones attention on one bio-
Payload: only 10 pounds per hour +1 comms, could actually see and hear what
additiona pound per additional bio-e the other bio-comms user is seeing and
spent hearing. Focusing require all the
Bio-E Cost: 20 points plus 1 per attention, no other action is possible and
additional pound of explosive resin is possible only at closer ranges , 1-3
miles
Electro-whip Bio-E Cost: 15
The serrated whip is charged with
elexctricity for additional damage Blinding Web: The chemical concoction
Prerequisite: Serrated Whip and of the organic web is modified so it does
Electrical Discharger impermeable by most of radiation and
M.D.C. of the electro whip: the whip is heat. What does this mean, apart from
stronger haivng 5d6+15 M.D.C. It does the web being of shiny grey color, like
have blue colored tendons wrapping it silver threads? Well for once the web
up can be use dot easily impair sight and
Megadamage: the whip crack with advanced form of detection. Wrappin a
electricity inflicting 5d8 Megadamage sensor, be it head, an antenna or what
for each lash, plus entagled victims ever extra appendage hold extra sense, in
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the web impair radar, thermal, infrared damage to the punch. Is cost no bio-e as
and heat sensors and radio is something you can already
comminications. Usefull to take out do( Electrical weapons can be used on
robot sensors before it could do anything touch, and who said the touch doesn't
Prerequisite: Spinnerets and webbing, have to be punch?)
Chamaleon Skin Cost: it counts as power punch, two
M.D.C.: the web has 15 MDC per 10 action per melee
foot of length, or per 5 square feet, plus
take half damage form fire and heat Rocket Punch: AKA angel's fist,
based attacks. mounting organic thrusters on the
Payload: same as per normal webbing forerarm and synchronizing them with
but additional uses cost 8 Bio-E from the act of punching, add an hell of power
now on. to the punching damage. The Angel's fist
Bio-E cost: 10 points per spinneret to be nickname coma from the vapors
upgraded. generated by the thursters right before
strike.
Organic Cloak: Despite the name it Prerequisite: Hands: Armored Skin,
could take the shape of a cloak , a long Reinforced Forearm , Organic
scarf, or even a trenchcoat. This is part Thrusters(note they move on the arms so
of the host armor, and has some no flight is possible)
peculiarity. First off allow gliding, same Mega-Damage: 1d8x10+20
as gliding membranes, but not only. The Rate of fire: cost three attack per melee
cloak can move and bend responding and can be performed only once per
neuro-impulse and chimical reaction of melee
the pilot. As such they can move as Bonus: +2 to strike
tentacles, entangling, whipping, and Bio-E cost: 5 points( befroe you say is
parrying attacks. And look so damn cool. too low look at the prerequisites)
The cloak can detach at will, by the way,
much like lizard's tail. And it will Explosive Web Ball: Combining a large
regrow completely sphere of web with the organic explosive
Prerequisite: Gliding Membranes and make some one nasty surprise for
One additional pair of tentacles that opponents. This is one added feature to
merge into the cloak normal Spinnerets, allowing to conjure a
Bonuses: Glide as per gliding web ball to throw at opponets. The
membranes, +3 to parry, + 2 to entangle sphere explode on impact , shooting a
and +1 to whiplash strike, Whip strike web in a radius of 20ft. The web is made
does 1d8+4 Megamage or 4d6 SDC of 3d6x10 web strands.
damage can be regulated, add +2 to Prerequisite: Spinnerets and Webbing,
Awe/Horror Factor One organic rocket
M.D.C. of the cloak: 2d4x10+15 Mega-Damage: none, but take in count
Bio-E cost: 10 Bio-E all those web strands impairing
movements
Electrofist: This is more an add on of Rate of fire: one Explosive web ball per
Electrical weapons, something implicit melee
into it. Simply channeling electricity Duration: same as normal web
through hands allow to add the electrical
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Bio-E Cost: 10 points per spinnerets to M.D.C.: Of the shield is 20, and does not
be modified benefit from any M.D.C. increases by
other biological defenses.
Sensible nets: Some spiders areable to Bonuses: +1 to parry melee attacks.
feel everything tha tcome in contact with Penalties: -10% to manual dexterity
their web. Creating a large web and tasks requiring both hands.
combining with an attuned motion Bio-E Cost: 5 points.
detection an host armor could pretty Prerequisite: None.
much do the same
Prerequisite: Spinnerets and webbing, Bone Shield: The upgraded bone
Motion detection buckler is a superior barrier against
Bonuses: The range of motion detection attack, but badly inhibits fine motor
is increased by the size of the web, as skills requiring both hands. This shield is
long as one is in physical contact with equivalent to a kite shield in coverage
one's own web, plus +3 initiative. and extends eight inches beyond the
Web size: 15 ft radius per webbing use, wrist and elbow.
but creating one took one hour per 50 ft M.D.C.: The shield’s value is 40, as the
Bio-E Cost: 5 points buckler it does not benefit from other
M.D.C. enhancements.
Healing Cocoon: This derive from the Bonuses: +2 to parry melee attacks and
genetics of some insects. And proved conventional missiles (arrows, normal
quite useful in saving the life of soliders bullets, rocket and missiles).
on frontline. this bio-modification allow Penalties: -25% to tasks needing both
to created an hard cocoon of web hands.
strands, inside the coccoon temperature Bio-E Cost: 10 points.
low and the user fall inot a sort of Prerequisite: 1 Bone Buckler, which
healing hybernation. Of course is always grows into the Bone Shield.
wise choose an hidden and safe location
before cocooning oneself. Heavy Bone Shield: This final upgrade
Prerequisite: Spinnerets and webbing, of the Bone Buckler is composed of
Regeneration: Enhanced or better three heavy bone plates covering the
Bonuses: while in the cocoon healing shoulder, upper arm, and the entire lower
speed is doubled, + 2 to save vs. arm, extending two feet beyond the
poison/toxins/drugs. hand. The shield is so massive and
M.D.C. of the cocoon: 1d4x10+80 does responsive it can even be used to shield
not emit thermal and infrared radiations one other man-sized character, without
Duration: up to 12+2d6 hours. compromising the host armor’s own
Bio-E cost: 10 points defense.
In addition to the massive size and
Bone Buckler: The Host Armor density of the shield the muscles to
develops a heavy bone plate on the move it have been heavily enhanced, and
forearm that is used to defend against can even respond without penalty to
melee attacks. The buckler occupies the energy weapon attacks. On the downside
entire right or left forearm and no other manual tasks that need both hands are
bio-weapons can be grown on that limb. impossible to perform.
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M.D.C.: The Shield has 80 M.D.C., and Bonuses: Increases base underwater
when used in conjunction with the maneuverability, +1 to dodge
Horned Defense sees its value double to underwater.
160 M.D.C. Bio-E Cost: 20 points.
Bonuses: +4 to parry all attacks Prerequisite: None.
including energy weapons.
Penalties: All tasks relating to manual Bone Lance: this is an upgrade for the
dexterity requiring both hands are bone blade, turning an existing blade
impossible to perform. (This into a ten-foot long tapering lance for
disadvantage is negated by the extra puncturing armor and knocking down
arms feature.) opponents. Very popular among
Bio-E Cost: 20 points. Outriders, uncommon elsewhere.
Prerequisite: 1 Bone Shield that evolves M.D.C.: of the lance is 2D6x10+20.
into a Heavy Bone Shield. Mega-Damage & Bio-E Cost: 20 per
bone blade converted, base damage is
Acid Injector Defense: This is an doubled from 4D6 up through 2D6x10,
upgrade for the Horned Defense, the inflicts triple damage on a critical.
defense is primarily unchanged. Bonuses: as bone blade with the
However any attacker rolling less than following modifications; no bonus to
12 is not only impaled upon one of the parry or disarm, no bonus to pull punch,
horns taking the usual 2D10, but is also 90% knockdown against human-sized
injected with a highly caustic and opponents or 50% knockdown against
persistent molecular acid inflicting 1D8 walker-type ‘bots or other humanoid
M.D. per round for 4D4 rounds. This opponents up to 20’ tall.
acid also functions as a neuro-toxin Prerequisite: 1 bone blade that evolves
against biological structures, causing into the lance.
total paralysis of the muscles in 1D4
rounds, the paralysis persists for ten Sonic Weapons: Vocal cords and
minutes, but is not fatal or life- resonance chambers are grown that
threatening on it’s own. enable the Host Armor to emit a
Mega-Damage: as noted above and in destructive modulated pulse of sound
the Horned Defense entry. that causes massive damage.
Bio-E Cost: 40 Points. Shriek:
Prerequisite: Horned Defense, which is Mega-Damage: 1D4x10.
retained with all features, and Acid Maximum Effective Range: 20’ cone.
Blood, also retained with all features. Rate of Fire: Each blast counts as a
single attack.
Organic Ramjet Accelerators: Are Payload: Effectively unlimited.
similar in principle to Organic Thrusters Bonus: +2 to strike as an area effect
but serve a very different purpose. Bio- weapon
ramjets are used primarily to accelerate Bio-E Cost: 10
kicks and punches to near-supersonic Prerequisite: none
speeds, vastly improving attack damage Banshee Wail:
and penetration. Mega-Damage: 3D4x10 and causes
Mega-Damage: Doubles base kick and massive hemorrhaging in “soft” targets
punch damage of the Host Armor. (save vs. Coma/Death).
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Maximum Effective Range: 100’ cone. ruined until it heals. As long as the suit
Rate of Fire: Single per melee, counts as is still alive, it will eventually regrow.
two attacks.
Payload: effectively unlimited Gut Geyser: The Gut Geyser expels a
Bonus: +5 to strike as an area effect repulsive blast of energized slime. These
weapon. blasts can be fired at targets directly or
Bio-E Cost: 30 lobbed like mortar rounds to strike
Prerequisite: Shriek sonic ability that targets at extreme ranges. The globs
evolves into the Banshee Wail splatter on impact, making the weapon
excellent against massed troops. In
plitter Stomach: A bizarre, but useful addition to causing damage, the sticky
modification to the digestive tract of a slime hinders the movement and
Host Armor, War Mount or Biotic. A mobility of the target.
second stomach is grown, and the Primary Purpose: Tactical
esophagus is split, primary nourishment Bombardment.
to the main stomach, and others to the Secondary Purpose: Infantry Support.
secondary. This is useful because it Mega-Damage: 6D8 M.D. per blast to
allows the user to help others, not just the target, 2D8 M.D. to anyone within a
themselves. Among other things, it 10 feet (3 m) radius from the splatter
allows the possessor to drink saltwater effect. In addition, the sticky, sap-like
and split it into salt and potable water, or material temporarily slows the main
eat foods and break them down into their target. The target has their speed reduced
component vitamins (allows for the by 20% for the turn and loses two melee
creation of supplement tablets for actions/attacks from the effort of pulling
roughnecks or children). free.
The secondary stomach is usually Maximum Effective Range: 2000 feet
located on the back or abdomen, and has (610 m) for direct attack. However, the
a biological 'zipper' and 'straws' that can globs can arched to hit targets up to 6000
be extended for the convenience of feet (1830 m) away. When lobbing the
others. In a pinch, extra water can be attack, there is a penalty of -3 to strike,
stored in it, total storage capacity is unless the target is large or immobile.
equal to three gallons/pounds for a The energized slime is like oily lava in
normal sized Biotic/Host Armor. the water and slips though the water with
The more complicated the action, the ease, allotting underwater projections to
longer it takes. Making potable water out reach 1000 feet (305 m) before cooling
of 'bad' takes 10 minutes per gallon, dissipation.
making vitamin powder takes half an Rate of Fire: Each blast counts as one
hour per pound of material broken down. melee attack.
Accessing the contents of the pouch Payload: 50 blasts per full meal over a
takes one melee action (open the zipper 24-hour period (double if allowed to
or extend the straws). gorge, but reduce Spd by 10% and
Prerequisite: Has to have a mouth, and initiative bonus by half for 1D4 hours
be a HA, War Mount, or Biotic while gorged).
Bio-E: 15
M.D.C.: 10% of the area its located on,
going over this means its split open and
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By Baron of Chaos sort must be possessed. The
Cosmetic Alterations - We have always bone/chitinous plates show natural
considere dit a waste of Bio-E, but that's carvings that form a very nice looking
only because we don't know what we artistic patterns. Common patterns
could do with it :) . All cost 1 Bio-E include chinese symbols, runes, dragons,
regardless unless stated otherwise Lions, or the great house insignias.
Biotic and Homuncoli got 1d4+1 bonus Weird textures: can be anything but
bio-e to spend on cosmetic alteration scales are the most common, followed
Unusual Skin Color - Classic, range by rough bark like skin or polished
from yellow to orange, two colors cost 2 rubber like skin
bio-e not this work also for plates and Small spikes: these are short, 2-3 inches
even bio-force field - cool biotic have long at best and come in various shapes.
purple bio-force fields Some look like teeth, some more
Body Patterns: is a variant of above, is geometrical shaped, some look like
sort of natural tattoos, can be combined made of precious material. Each bio-e
with glow cells, morphing the glow grant 1d6+1 spikes to place wherever
cells along the pattern for glowing you want. They do not add much
tattoos. Cool as hell damage in hand to hand combat, unless
Unusual Hair color - same as above, reinforced as knuckles/body area.
favored is red or stark white with some Unusual face/head: more bio-
stripes(stripes count as an extra color), enhancements already give you a quite
some like to make odd patter, like black weird face. But generally the skull
hair with white skull like patter. work remain human shaped. Unless changed
also for fur like this- Models include canine
Short fur - does not offer great skull(any species), shark like skull(often
protection but is cool looking. Can be combined with kick ass bite!), bird
personalized with patter and weird color Like(beak is same as bite, but can offer
Base color is white same parry bonus as horn, remember
Naturally Spiky hair - thanks to greater the damage bigger the beak), fish
increased biological grease that hard face(gills seem a good option to get with
quite fast, natural spiky hair are owned. this), lizard/snake like,
(in some case these are replaced with Skeletal(reinforced exoskeleton seem to
quills! favor this one), Geometrical shapes(cone
Natural hair cut: the hair will grow head, bubble head), are uncommon but
always in same identical way, be it Afro, known to exist.
dreadlocks or in some other weird way. PB can be increased but each PB point
Won't grow anymore than the planned will cost 1 bio-e.
haircut, and will regrow back twice as Cosmetic eyes: this is limited in that
fast. The only real problem is that if you only one cosmetic can be applied to any
got bored of your haircut you won't be set of eye. these include unusual
able to change it, unless you go back to color(my advanced eyes are different
librarians. that yours! Are golden), unusual
No Body hair at all- quite the opposite, size(limited to be 25% larger or smaller,
some like it the baldy look. nightvision eyes can be 50% larger),
Naturally Embossed/Etchings unusual patter of the iris(on my pupils
Exoskeleton - an exoskeleton of some I've the hazmat symbols, but you could
564
go for classical Tao or whatever your Gorehounds partial hands but cost 5 Bio-
mind go for or no patter at all, one solid E for paw
color. fun fact Skinjobs seem to like Unusual perfume: Smell is important
having the ideogram "gui" in their factor, and many female biotic , perhaps
pupils). A peculiar modification very to compensate an alien look, opt for this
useful, is more large eye socket that feature. The body glands are modified to
contain more than one pair of pupils. give a character a flavored pleasurable
While this may seem useful end up with scent. as many as threedifferent scent
a more grotesque look than just have can be choose, each one costing 1 bio-e.
multiple eyes. Glowing eyes are possible Available smells:
but means combining them with glow • Floral - Flower like
cells, one for eyes. And interfere with • Floral bouquet - a combination of
nightvision(reduce range by half), so is a different flower smell(1d4)
feature rarely issued. Animal Like • Ambered - organic resin with some
eyes(cat like, fish like or owl like) are floral accents. If the Resin bio-
often a good cosmetic choice for enhancement is possessed it will smell
nightvision eyes. With cat-like eyes like this..INTENSELY!
being the most common). • Musk - as the name says
Unusually colored nails/claws/teeth: • Wood - wood scents like sandalwood
same range of color as skin/hair. or cedar-woods
Scarecrows love to have nails of pitch • Leather - kinda odd perfume, a mixture
black color. of honey, tobacco and tars that alludes to
Natural Make up: This is kinda as the the smell of worked leathers
name imply, natural permanent make up. • Fruity - the smell of some fresh fruits,
Is not as popular as one could expect. oranges and lemons being the first
Mostly because fad changes and so. • Gourmand - smell like a sort of sweet
Special - color morphing a subform of cake
chameleon, allow to change color of a Organic clothes: very uncommon.
localized part of your body. hair, lips, Generally favored for the backup
whatever you choose. Cost 2 Bio-E per armors. In few words your body produce
location a combination of cartilage and
Unusual ears: with sonar come membranes that form what could be
automatic. But everyone can have cat defined as sort of clothes aesthetic
ears or bunny ears(albeit on some biotic accessories.Typical is the "trench-coat"
and host armor that would look....weird), in truth membranes that grow from
pointed ears, long spiky ears and frilled under the armpit. Is not very popular, as
ears are also very popular. it is easier to just buy the normal clothes
Cosmetic Tails: Generally short tails not and wear them.
suitable for combat.
Additional Thumbs/fingers: can be Natural organic Jewelry: A simple
added to any pair of limbs(not just arms modification of the skin DNA, combined
and hand). they do not give that much with enzyme able to process some
bonuses(hands and arms ones add +10% minerals, allow to manifest outgrowth
to all skills requiring manual dexterity) that look like form fitting jewelry. This
but for most part are just for cool look. include necklace, wristbands and rings.
cost 2 bio-e. Can be used to give Bio-E cost: 1-2 Bio-E points
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Double Jointed: The Biotic is double and translate it if possible into a coherent
jointed able to bend its joint in any data to the brain. In simple word probing
way(for full description of Double inside a person nose or inside an active
Jointed just look for it in any Palladium robot’s head could allow a deep probe
Books, is widely reprinted , HU or PU2 for recent events.
will sport the better version) Limit: the tongue can scan for anything
Cost: 2 Bio-E for pair of joints to make happened in latest 6 hours. The probing
Double jointed(neck count as a pair). Or is highly invasive and does 2d6 hit point/
15 Bio-E for the entire body. Cannot be MDC damage. The victim had to be
combined with reinforced joints restrained somehow
Prerequisite: Prehensile tongue that is
Poison Blood: Instead of being acid the replaced by the probing tongue
blood is poisoned. No damage to BIO-E Cost: 10 points
machine but any living being entering
inc contact with it must roll vs. Razor Tongue: The tongue has sharp
Poison/Toxins 16 or better or suffer edges, like a razor and a pointed tip and
2d6+3 MDC/hit point damage for 1d4 is coated in strong acid saliva. This
melee round. allow it to be used as unexpected and
(Host armor and their pilots suffer both deadly weapon.
the MDC-the armor- and hit point MDC and Length: same as prehensile
damage-the pilot) tongue
Cost: 20 Bio-E Mega Damage: 2d8+2 plus the acid
saliva continue to do 2d4 damage for
Flesh/Metal Eating Enzymes: other 1d6 melee round
associated wiht any biological melee Tongue Bonuses: +1 attack per melee
weapon, claws and fangs usually, there with the tongue
are modified glands that generate a Limit: The sense of taste is reduced by
peculiar enzyme that increase the 20%
damage inflicted. There are two variety, Prerequisite: Prehensile tongue that is
flesh eating enzyme and Metal eating upgraded to Razor
one. Do not work on ceramic or plastic: BIO-E Cost: 15
Damage: flesh eating one does 1d8+4
Megadamage / Hit points and leave an Power Arms: A pair of hyper muscular
ulcerated, ugly, open, sore wound, that hands and arms, grotesquely big, as thick
will heal 1d4 times slower than normal, a tree trunk. The hands double their
unless healed by a Saint. Metal Eating thickness. These massive arms have
Enzymes does 2d8 megadamage to more hit power and are able to lift
metals per round, for 1d4 minutes greater weights. Ideal for Heavy workers
Cost: 10 bio-E per offensive weapon to and fighters
equip. Bonus: +6 to punch damage, lift(not
carry) 50% more than normal, +1d6x10
Probing Tongue: The long (10ft/3m) M.D.C. to both power arms
tongue had a small ball on its tip, that Side Effect: The fingers and hand are not
unwrap into tiny little tendrils. These are too good for fine works, -5% penalty to
super sensible feelers, able to detect all skill that require fine manipulation
even the slightest electron movement
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Prerequisite: Elongated arms that is Bio-E cost: 25
upgraded to Power Arms. Massive Build: Huge, Hulking muscle-
BIO-E: 15 bound body and/or barrel chested,
probably with a disproportioned small
Strengthened Bones: The bones are head. The Biotic/Gorehound is 4d6x10%
hardened by increasing calcium density larger and heavier than normal.
and lacing them with super carbon Bonus: +1d8x10+10 to M.D.C., +1d4 to
fibers. This make the bones pretty and P.S. and P.E.
yet flexible, unbreakable under most Side Effect: Fingers are large and thick,
circumstance. so there is a –15% skill penalty on skills
Bonus: the bones break only if suffer that requires a delicate touch or small,
more than 70 MDC in a single thin fingers, but they also add 1d6 to
blow/impact punching hand to hand damage
Bio-E cost: 20 Bio-E cost: 60( generally not suitable for
Double Jointed: Extremely limber Host armors , although some like a huge
muscles, flexible cartilaginous bones and and heavy host armor)
ability to pop bones in and out of their Temperature regulation sail: This is a fin
socket. This enables the Splicer to twist, like structure running down form the
bend, fold and contort himself into head along the spine. The fin act like a
nearly impossible positions as well as natural solar panel , allowing to hold the
collapse the bones in his hands to easily temperature constant, feel comfortable in
slip out of handcuffs or manacles, any temperature between the zero
painlessly dislocate joints to wiggle out absolute to 130 degree Fahrenheit .
of ropes or straight jackets, and slip Bonus: +4 to save vs. temperature
through small openings or between related illness and attacks
prison bars Bio-E cost: 10
Bio-E cost: 10
Hollow Bones: Much like bird the bones Additional Mouth: Just an additional
are hollow and ultra light, but really mouth located somewhere on the body.
thought. This reduce overall weight and This mouth can bite, taste or even talk.
allow fast and agile movements Bio-E cost: 5 per mouth
Bonus: add + 10 to Spd, +1d6 to PP and
Leap 10ft higher and farther , reduce Inner Mouth: A small, extendible
weight by 50lb mouth is located inside the mouth, in the
Side Effect: Reduce M.D.C. by 25% place of the tongue. The inner-mouth
Bio-E cost: 15 extends up to one food (0.3 m), and
Built For Speed: Body is long ,sleek and shoots out at high speed. The inner-
slender, with an highly flexible spine mouth can chew and swallow like a
designed for quick start, high impact normal mouth. Extending the inner-
running, and quick turns. The entire mouth into an enemy does 3d4 damage,
body is tailored for more aerodynamic while a bite with the mouth’s small but
configuration. Increase Speed incredible sharp teeth deals 1d8 damage
attribute(running speed) by four times, per melee.(chomp chomp chomp).
+3 roll with punch/fall or impact, and +1 Bio-E cost: 10
to dodge. Can swim and climb at half his Prerequisite: Prehensile tongue, a
running speed mouth(well obviously)
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Stretch Jaw: The jaw can unhinge, like dolphin(or fish) like body and tail,
a snake, to stretch and open three times giving a mermaid look. This is a very
wider than normal. The throat muscle specialized features, because is of little
are also very flexible, allowing a normal use on dry land. Actually is rather a
human sized being to swallow penalty when not in water , Spd and PP
something like the size of an ostrich egg are reduced by 60% , halve normal
whole, without ill effect. attack bonuses and get no initiative. Of
Bonus: can lift PSx5 Lb with his mouth course in water is another story.
Bio-E cost: 5 Size: Add +1d4+6 to the Armor’s
overall length
Legs: Tentacles : the legs are replaced Bonuses: +2 to host armor P.S., +3 to
by eight octopus-like tentacles with a P.P. while swimming, +20% to Swim
reach of 12ft(3.6 m) skill(or base swimming skill of 60%),
These reduced running speed by half, add +1d6x10+30 Mph to swimming
but enable to climb like a monkey and speed, +1d4x10 to Main Body M.D.C.,+
swing from trees or similar structures at 3 to autododge while swimming(making
double his normal running speed and he sharp turns while swimming at full
is +20% to climb, + 10% to swim(or speed) , + 1 to initiative, leap 20 ft above
base swimming skill of 45%) and + 10% water, +15% Prowling underwater,
to acrobatics skills increase depth tolerance by 2000ft.
M.D.C. of modified lower Mega Damage: 1d6 for a Tail whip, full
body:1d6x10+20 speed ram does 2d6 +1 for each 20 mph
M.D.C. of the tentacles: 1d4x10+10 of speed
each Bio-E cost: 50
Bio-E Cost: 35; spending additional 20
Bio-E points for each pair of tentacles Power Bite: The muscle of the jaw are
you can use them in battle adding +1 reinforced, while the serrated teeth
attack per melee for pair. increase their size, sharpness and
density. In a word the bite damage
Enhanced Agility and Physical increase greatly.
dexterity: Bonus: Bite does 1d4x10 +1 per 5 point
The maximum PP for Gorehounds and of P.S.
Biotics is 35 Side effect: head is slightly oversized
Warmounts can have to 50. Host armors and assume an animalistic, muzzled
cannot get this enhancement because this shape, T-rex like or Pit-bull like
will snap most of the pilot own muscle Prerequisite: Bite attack
and bones(ouch!) Bio-E cost: 25
Bio-E cost: 10 per each PP points Modified Pituitary gland: The growth
beyond the starting P.P. attribute, plus regulator of the body is now modified to
spending 30 Bio-E points it is possible to make the character bigger and stronger.
get +1 to autododge(dodging without Each level bought increase height by one
spending an action) or two feet, add +1d4x10 lb to weight,
+10 M.D.C. , +1d6 to PE and +1d4 PS.
Legs: Dolphin tail : Much like the Bio-E cost: 10 per growth step, for a
Serpentine Lower body, lower body, max of 30 Bio-E
hips, legs and feet are replaced with a
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Throat Sonic Blaster: the vocal cords and even after than they still are alive for
are modified to allow the show of high 1d4 minutes before dying, in addition
powerful sonic blast. This is generally they are impervious to pain
high pitched shriek, a sonic wave that hit Bio-E cost: 10
like a cannon ball.
Damage: 1d8+2 Megadamage, plus Dislocated brain: Much like insect the
human sized target had 01-45% brian of the biotic/gorehound is not in
likelihood to be knocked to the ground, the head, that is now just a sensory and
losing initiative and two melee actions feeding organ, but located in the chest or
Range: 100ft abdomen. The Torso is slightly more
Bio-E cost: 15 developed, bigger, than normal while the
head is slightly flat. The main advantage
Combat Brain/ Berseker rage: The is that one can survive beheading,
Brain is modified to react better in although you are pretty much blinded
combat, enhancing its processing speed and unable to feed afterward.
and placing the mind in a sort of Bonus:+ 40 M.D.C. to main body
controlled trance, where everything Bio-E cost: 10
seem to move slower and you are aware
of everything that surround you. Additional pair of limbs usable as
Prerequisite: Enhanced neurological both arms and legs: Placed in the
Connection, must have a centralized midsection of the body can be used as
brain arms and hands, adding one action per
Bonuses: +3 to initiative, +1 to strike melee, or as additional legs increasing
and parry, +3 to autododge, increase running speed by 20 +2d6 Mph
running speed by 1d4x10%, +1 attack Prerequisite: a pair of insect limbs that is
per melee, +3 to roll with punch fall or upgraded in this way
impact Bio-E cost: 15
Bio-E cost: 30
Tentacle Neck: The neck is elongated
Turtle Shell: The body is encased in a and elastic, like a snake. This add 3ft to
very hard shell, like that of the turtle. overall heighy and an additional attack
The shell is very hard per melee with headbutt only. The head
And does reduce damage suffered in a and neack is very flexible and is +2 to
melee round by 20 points, but is also dodge and + 3 to entangle/choke
very awkward and add a penalty of – opponents.
10% to Acrobatics, Prowl, and all skills Bio-E cost: 10
the require extreme dexterity
M.D.C: +100 Defense Mode: If the Host should lose
Prerequisite: Horned defense consciousness or take a massive head
Bio-E cost: 25 injury the Host Armor will enter a
Berserker Rage/Defensive state, in
Die hard: The nervous terminations are which anything moving within 35 feet or
reduced, and most vital organs are sensor range of the Host Armor will be
reinforced. All this to allow the Biotics/ attacked friend or foe. While in this state
Gorehound can fight up to PE attribute x the Host Armor can fight as long as 25%
3 below zero M.D.C. before collapsing of M.D.C to the Main Body and Head
569
are still intact and the head has not been Prerequisite: None
severed from the body. The Host Armor Bonuses: The character's usual bonuses
will stay in this state for 10 minutes or to strike apply.
until the Host regains consciousness / Bio-E cost: 60
(regenerate the lost MDC to the head).
Note: Such grievous injury to the head Genetic Absorption/DNA
will cause the character to experience Assimilation:
temporary memory lost. If it seems A rare unique and powerful ability that
appropriate, the G.M. may make it so the allows the Biotic and Host Armor to
character does not remember the 6-24 absorb the genetic biomass(D.N.A) of
hours before his or her near death any living creatures they come in
experience. physical, skin-to-skin contact with and
Prerequisite: Enhanced Neurological adds it to their own genetic mass. They
Connection, Super Regeneration are now capable of metamorphosis and
Bonuses only apply when in the Defense growing biological enhancement on
Mode Start: +4 to initiative, +2 to strike there bodies with out ever going back to
and parry, +4 to auto dodge, increase the gene-pool. However, the energy that
running speed and PS by 1d4x10%, +2 is required to do the metamorphosis and
attacks per melee, +4 to roll with punch growing biological enhancement meant
fall or impact that they have to consume and absorb
Bio-E cost: 60 the biomass other living creatures to
enhance or upgrade there own Biological
Bio-Weapon arms: The Host Sensory, Defenses, Offensive,
Armor/Biotic can turn there limbs into a Anatomical & Physiological Features.
variety of ancient, melee weapons -i.e. The user no longer has any Bio-E points
elongate and transform one to all of his to spend, they get all there bio-
fingers into stabbing spikes, cutting enhancement by absorbing the genetic
knives, scythe-like claws, and so on; or mass to metamorphosing their bodies at
the fingers and hand into a two or three the beginning of each level starting at
pronged fork, sword, axe, scissors, club, level 2. The Biotic and the Host Armor’s
hammer, metal ball, and so on. The "Bio pilot determines what bio-enhancement
Weapon arms" are part of Host they want to emerge or upgrade on there
Armor/Biotic body and cannot be body. They are only aloud to pick one
removed. Limbs can be elongated up to enhancement per each level that they
double their normal length (i.e. a sword have absorbed. They can replicate
could be as long as the forearm and hand current enhancement with new ones (one
to twice as long). The Biotic the entire for one) at level 5, 10 and 15 in addition
arm will change for The Host Armor to the normal level enhancement .
only the armor around the host hand and To upgrade you current base attributes
forearm changes. Change time is 2 you add the difference between your
attack actions. base attributes and the absorbed
Range: Limited to reach; up to double attributes to create your new base
the reach of the normal limb. attributes.(For example, in order to
Damage: Same damage as the real life increase PS you would have to absorb a
equivalent, plus any P.S. damage bonus. biologic creature that has a higher PS
all in M.D.C. attributes. Lets say you have 20 PS and
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you absorb biologic creature with 30 PS (weapons, severd lems,) take a few
you add 10 to your base PS making your seconds medium size like humaniod (5-
PS 30. The same for M.D.C. but its 10feet) take XXXX and large bio-mass
through out each body location). size (10feet+) take XXXXX
On very rare occasions the Warlord or Prerequisite: Super Regeneration (it does
House Lord that Biotic and Host not replace). Must be selected at 1st
Armor’s pilot serves, may grant level
additional bonus augmentation seldom Bonuses: None
exceeds 3D10+25 Bio-E points at any Bio-E Cost: 80
given time, who have proven themselves
in combat (i.e., destroyed a large number The Viscera Ejection Tube or V.E.T.
of the enemy and/or have proven Launch Tube/Launch Catapult:
extremely loyal, and/or have proven to While working up House Mendel's'
be a true asset), but even then, they specialist Archangel Wing Pack it got
rarely gets no more than three upgrades; me thinking about how said O.C.C.s'
typically at levels 4, 9, and 14. Wing Pack launch's the character into
In addition to the Super Regeneration the wild blue. With the exception of the
ability the Biotic and Host Armor gains insect wings or the enhancement of
cellular invasion techniques which is a Organic Thrusters anyone using a wing
higher level of regenerative by pack and lacking some place up high the
consuming the bodies of other living most vulnerable time is take off. Not
creature every house has the advantage of cliff
making them a much more dangerous faces' to Base jump off to launch, there
opponent. It uses the biomass and energy is need of an alternate means of
to rapidly regenerate and repair there assistance for rapid deployment. The
own body from massive injury twice first thing that came to mind is the
per-day. As long as a part of there form method of modern naval aircraft
survived, the Biotic and Host Armor is catapult. The next image that occurred to
capable of regenerating from the me is the launch tubes from a certain sci-
smallest sample back into there normal fi T.V. show and re-imagined. The end
form even if 90% of there bode is result of this cogitating is a land based
destroyed; within a matter of 1D6x10 modification of the Pseudo-pod Ejection
minutes. However, such severe trauma Tubes featured on the mighty War
will make the character weak for 1D6+1 Mount the Kraken I present to you the
hours. Reduce speed, attacks per melee Viscera Ejection Tubes or V.E.T.s'.
round, combat bonuses and skill A V.E.T. is basically a long intestinal
performance by half for the duration of tube (the length of which is determined
the recovery time. Note: Decapitation, by the depth of the staging area/launch
complete destruction of the brain and room) that is sectioned off
being blown to bits or atomized will kill approximately every 20' by a sphincter
them like organ. This is done because if the
Range: By Touch Only! topically the House/Bunker Seed is in need of a
genetic bio-mass is destroyed when V.E.T. there is a good chance that said
being absorb into the Biotic or Host Seed is located well below the local
Armor this varies depending on the size water table and if there is more than one
of the bio-mass. small bio-mass person in the tube the sphincter keeps
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the whole thing from flooding after the Note: Sometimes a House will fortify the
first person is launched. At the bottom final section with a bio-force field
(or the top) of each section is a siphon enhancement for an additional 100
like organ that aids the sphincter in M.D.C. .
controlling the water flow. The siphoned
water is either released back into the Biotic Models (an old idea revised
surrounding ground or filtered and again)
stored or piped to any where potable Biotic Models are essentially peculiar
water is needed. Personnel are bio-enhancement package available only
accelerated up the tube by peristaltic to biotics. They generally offer a
action as the walls squeeze it's contents particular bio-enhancement with some
to the surface and launch them straight bonuses, but often with a twist
up into the air or at what ever angle the Biotic models can be chosen only at first
surface terrain dictates or is desired. level, do cost 1d4x10 Bio-E, cost vary
Speed and release height can be set in a from DNA to DNA. And some do have
manner similar to the steam catapults on or give peculiar restriction.
modern naval carriers'.
The final chamber can be open on the Aerial
surface and looks just like a hole in the aka the Gargoyle, the harpy, the garuda
ground or it can be capped by a final These are essentially flying biotic, who
sphincter and disguised as something are not just given wings, but modified
else. Sometimes the exit can even be for flight on deeper level. Is something
hidden inside a tree trunk if a big enough only the archangels came close. Most
tree grows in the area. And if a forest of host Armors can't as there is normal
big trees' is available the exit can be at human inside.
an angle other than straight up and Automatic Enhancement: Wings with a
disguised as a fallen tree. speed bonus of +5d6 Mph. Also choose
A V.E.T. system can also be used to one of the following wing typology:
transport Host Armor sized cargo down • Insect Wings: same as Wing pack
to the Seed as well as up. It can even be • Feathered Wings - Silent Flight: The
used as an ad hoc weapon system, wings have fringed leading edge and
lofting explosives or what ever into the downy upper surface designed to muffle
air kind of like a mortar. the sound of the wings and allow for
Every V.E.T. has superior regeneration totally silent flight even during take-offs
to counter any damage done by bone and power dives +10% to prowl while in
blades, spikes, and other bio-weapons or flight
other protuberance from Host or Living • Wings - soaring flight: the wings and
Armor. Damage recovery is 1D4+5 per the muscles behind them are designed
melee for siphon's, 1D6+10 per melee for long term flight. Can fly effortless
per 10' section of V.E.T. tubing wall, for a number of hours equal to PE +1 per
1D6x5 per melee per sphincter hatch. level.
M.D.C. by location: 10 M.D. per each • Wings - Acrobatic flight: The wings
siphon and the body is modified for aerial
50 M.D. per 10' section of tubing acrobatic feat, being able to turn and
100 M.D. per sphincter hatch way twist effortless in midair, in nature
useful for catching flying insects. Flyby
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attacks count as one melee they are Biotic born to run, and fast.
action(normally count as two),+2 Often engage in scouting and as
autododge in flight, +2 roll with messengers during battles
punch/fall/impacts. +15% to perform Automatic Enhancements:Elongated
acrobatic stunts like a death circle, Running Legs, generally rabbit or
escaping a dogtail or shadowing cheetah like, albeit velociraptors like
someone. legs are common, as well as the classic
• Weird Wings - Same as Wing Pack satyr. The Speed bonus is 3d6+30(221/2
Has the Wingman program instead of mph to 34 mph), also can take increased
Infantryman metabolic rate at 23 Bio-E instead of 45.
Also note that feathery and leather wings Their Kick attacks inflict Megadamage
can be equipped with combat spurs to as per Supernatural strength (remember
use them as deadly weapons that each 20 mph of speed add +4 to
Restriction: PP of 10 or better, cannot damage, but require two melee action to
take increased MDC enhancement, but reach 40 mph, +1 to dodge for every 30
can take bio-force field mph of speed he is running ). They do
not have an upper limit for speed, but
Berserk each 10 mph above 300 reduce their
aka the undying, the beast, the savage lifespan by 2d6 years. The do not
Born for combat, when the game gets automatically have non skid pads but
tough these guys toughen up. most get it anyway
Automatic Enhancement: Adrenaline Restriction: Base Spd must be 12 or
surge (Special): pretty much the same as greater, cannot increase MDC nor mount
adrenaline surge but PS become heavy bio weapons as heat cannons,
supernatural , can fight up to PE x5 heavy casting guns and such. They love
below zero before collapsing, + 3 to combat spurs. At least 40% of the bio-e
initiative, +1d6+2 to bio-weapons must be spent on enhanced speed
damage (roll once) and is immune to
Horror Factor during the surge. For Midget
biological pre-requisite count as having aka Chibi, Dwarf, Shorties, carpeteaters
Carnivore Metabolism These Biotic are....short, to put it bluntly.
Side Effect: can't recognize friends from The height is generally 4ft +2d6 inches.
foe during this berserk fury and is more look can be anything, from misshapen
or less uncontrollable. A saint could be dwarf to cute looking chibi(see cosmetic
able to snap them out but had to be close above). but there are some weird
enough to do so. advantage.
Restriction: can have only ONE ranged Automatic Enhancements: Increased
built in bio-weapon(they like bio-energy MDC +60 MDC , righting reflex and
vents, as they can upgrade them in bio- resistance to physical attacks . Also
energy claws). ME cannot be more than +1d8+2 to PP and +10% to prowl
10, -4 to MA Restriction: PS must not be above 10, PP
must be 10 or better, -2 to IQ
Roadrunners
aka Zippoes, fastfoot, Sprinters, raptors Vegetoid
aka flowerkids, Veggies, greenboys/girls
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A quite weird package in that the biotic Spartoi
is modified into an half man/half plant aka fakers, partial biotic, the hidden ones
organism. Biotic that look completely humans!
Automatic Enhancements: Automatic Enhancements: Enhanced
Photosynthesis, same as the feeding of Neurological Connection and either
photosynthetic host armor(considered a advanced eyes or advanced eyes, +1d4
photosynthetic metabolism), also breathe to PB
carbon-dioxide throughout the entire +3 to MA and ME, roll for an insanity
body and it cannot be smothered. +5 to only at level 1 and 10
save vs. poison toxins, except defoliant . Special Enhancements unique for
Automatically has regeneration super Spartoi:
and polarized eyes . Can get Tentacles, Alter Voice: can imitate voices at 45%
Chemical sprayer Cornucopia and resin +5% and change his own voices 90% 5
duct at 15 Bio-E instead of 25. Bio-E
Restriction: die of starvation if deprived Grow/retract body hair: can grow and
of sunlight for one day plus PE hours. shorten body and head hair at will 5 Bio-
Also need to root or eat earth or fertile E
soil and drink lot of water(3 liters per Alter Facial Features: A system of
day at least), PE of 10 or better, ME of muscle and movable fat layers allow to
10 or better alter the facial features. to copy exactly
someone, had to study a photo and get a
Boomers bonus to impersonation of +15% , can
aka blasters, shooters, firecracks increase/decrease PB by 1d6 point +1 at
Simply is a biotic specialized in long level 3, 5, 9, and 14 on a successful roll
range attacks of impersonation at -10% 15 Bio-E
Automatic Enhancements: choose two of Move Body fat: This allow to sculpt
the following(generally mounted on one's own body to some extent . +10% to
shoulders or on forearm): Heat Projector impersonation. Can pass for someone of
cannon with heat resistance included, opposite sex, but need some make up 10
Bore Cannons(in place of forearms, need Bio-E
extra arms or tentacles for compensate), No Body Smell and no fingerprints,
Bio-energy Expulsion vents(2 for arms), unidentifiable DNA sequence: +15% to
Superlight Cells (3 per forearm), Gore prowl( or -20% to be tracked), and the
cannon(actually the fingers shot it, they DNA can be of no use to librarians and
are thick and with expulsion vents . but genepool . 15 Bio-E
are -15% to all delicate task). Bonus: +2 Spartoi does can choose assassination as
to strike with these bio-weapon in extra skill program(together with
addition of usual bonuses and can shot espionage
them even after or while jumping, Restriction: IQ must be 12 or better, ME
rolling/somersault of riding a warmount 10 and PE 10 or better. Cannot get
(normally wild shot). enhancement that will mark it as
Restriction: PP of 10 or better, must inhuman.
know quickdraw WP skills as well as all Note: the spartoi are often an ace up the
Bio-weapons WP, The only Offensive sleeves of great house, and a nasty spy
Bio-Weapons available are combat spurs and assassin. Cost 20 Bio-E more than
and fangs. other Biotic packages
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Diggers Harlequin
aka moles, subterranean, morlocks aka the Pennywise, Scaries, Jesters
Biotic specialized in underground A..CLOWN biotic? That's...That's
operation insane!! Well, that's the point.
Automatic Enhancements: Dig at speed Automatic Enhancements: Double
of Spd+20 through sand or dirt, but one Jointed(New, more or less), Medium
quarter through rock and concrete, sized Biting Fangs(forcing the face in a
tunnelling is made at half the speed of big smile/grin), Permanent Make
digging but leave a permanent tunnel up(vary depending on the style of
usable by others. Know automatically clown), Resistance to Physical Attacks.
Excavation skill at 80%. Automatically +1d4+2 to PP
has medium sized non retractable Armor: the got only the leatherback
claws(digging claws), and Radar(to armor, often modified with a more
move in complete darkness). clownish or harlequin(hence the name)
Restriction: ME of 10 or better, is motif, often with the head piece shaped
completely blind! Cannot receive any like a jester hat.
optical enhancement EVER! Optional: HF of 12, KN
Diggers are the most respected of Biotics Restriction: MA: 10 or better, PP: 12 or
as they are the ones responsible of most better
of maintenance and expansion of
underground great houses, as well as Reaper
finding waters source. Aka. Guard-Breakers, Anti-Splicers,
Bodycounters
Divers These are Biotic Modified not to fight
Aka freaky fish guys, waterboys, tritons against machine, but against host
These biotic are common amongst great armors! As insane as it sounds they
houses that reside near great bodies of come handy in many Great Houses
water, if they are not underwater already bloodfeud as well as acting as sort of
Automatic Enhancements: Underwater "internal affairs" inside the great house.
Eyes, Floating Air bladders and Gills, Automatic Enhancements: Large
Webbed hands and feet. Automatically Forearm Blades with Tendril injectors -
know Swimming skill at 98%Swimming one per arm, Poison Blood,
Spd is 30 mph (can be increased as Antennae(Track splicers at +20%, no
normal speed, but count as SWIMMING bonus but no penalty either for tracking
speed not running) Skinjobs)
Bonuses underwater(not just wet): +1 Bonuses when fighting Host Armors: +3
attack per melee, +2 initiative, +1 to initiative, +3 strike and parry, +1 to
strike and parry, +2 to autododge autododge, +2 to called shot toward any
Restriction: PE of 12 or better, suffer eventual mouth or orifice possessed by
form dehydration need to have his/her the host armor(the tendril
skin splashed with water every PE/2 injectors...wrap your mind about the
hours. Otherwise lose all combat words orifice and tendril injector
bonuses, Ps drop to normal human together), +15% to prowl against host
strength and start losing 10 MDC every armors
30 minutes till brought into water. Restriction: ME: 12 or better, PE: 14 or
better(the process is physically and
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mentally exahustive), add +40 to the Doc
Biotic Model Bio-E cost aka. The HOUSE(guess why they got
this nickname), pseudo-saints, bone-
Serge fixers
aka. Biotic Lord, Alpha biotic These Biotic act as field doctors toward
These Biotic are modified to act as their fellow biotics, roughneck,
natural field leader for fellow biotics Gorehounds and if they are really nice
Automatic Enhancements: Bio- and in real need Dreadguards(generally
Comms(special can communicate with 5 when Saints are too busy). They work
other biotic at same time, plus 1 for each side by side with saints, runnig field
5 points of ME , can act as walking Bio- hospitals and ensuring the Greatu House
Comm Roots, if need arise), reinforced proud cannon fodder can still fight
Exoskeleton, +1d8 to MA another day, and another and another...
Bonusese: Special when communicating Automatic Enhancement: Chemical
with his subordinate biotic they enjoy Sprayer: Sleep Chemicals(for
the following bonus: Initiative is the anaestesia), Antennae(for helping in
same as the Serge, +2 to strike, parry diagnosis) or Echolocation(for body
and dodge, +3 to save vs. HF, +10% to scanning, common amongst
save vs. coma/death gynecologist biotics), Resin Ducts(for
Restriction: MA and ME of 10 or bet emergency plaster cast, or band aids) or
Spinnerets(Spider's silk is great for
Brutal medical stitchings and bandages), Spines
aka. Titan, Strong guys, Hefty, proto- and Blades(Surgical tools, some are very
biotics thin like a needle or scalpel)
Biotic that are pumped out mostly on Bonuses: can learn Medical Doctor or
physical side Medical Coroner Skill Program instead
Automatic Enhancement: +6 PS, of the infantryman, can learn any
Strength is now supernatural, +120 Medical Skill as elective skill at +5%,
MD( with according skill penalty of - Field Surgery at +20%, they are
15% to prowl and all skill requiring universal blood donors.
dexterity), either elongated arms or Restriction: IQ and ME of 12 or better,
armored skin hands MA can't be more than 10. cost an
Bonuses: In addition to the above the additional 30 Bio-E
Brutal can take bio-enhancements Note: In most case they get Extra arms
without need of prerequisite.(so can take for faster surgery, the usual Biotic
armored head crest without having delusion of being a doctor is replaced
horned defense or horns at all), their with an obsession in that eveyrone is
MDC limit for increased M.D.C. is 560 lying and a vein of witty sadism...think
Restriction: IQ must be 8 or less, ME: no Gregory House as Biotic and you got the
more than 10. Also 50% of the Bio-E idea.
must be spent on PS and MDC
increase(by any way). Size is 6+ 1d4 ft Jeckyl
aka the multi-biotic, twin changer
These particular class of biotic are the
result of tinkering on the infamous
Heretic DNA samples. Sadly the
576
librarians were unable to unlock the full Bonuses: The head has 1 extra action per
potential of the shapechanging Saint melee, if independent personality is
mutation, but they were at least be able owned has its own IQ and MA, know
to grant to a few biotic with right genetic 1d4+2 elective skills, has 2 extra action
the power to switch between one form per melee instead and roll its own
and another, like a sort of self Bio- initiative and can attack opponenets by
Reclamation power its own, in his limited way(generally by
Automatic Enhancements: None, but can biting, but some cna contrl extra pair of
re-absorb PE+1d4x10 Bio-E and spend limbs or have personal set of bio-
on the features of his/her other form, weapons like horns, fire breath and such)
switching from one form to another take Restriction: ME of 12 or better, suffer
two action per melee. from one extra insanity, the death of the
Bonuses: +1 to initiative, +3 to parry or extra head is traumatic and can cause the
dodge switching form(example istant death of the biotic(roll vs.
switching to a flying form and fly away coma/death 16), even those that survive
to danger), choose one extra Skill lose permanently 1d6 point form IQ,
Program from the foollowing list: minimum 1, and halve ME and MA and
Assasination, Espionage, roll for another insanity. Most suicide
Recoinnissance/Scout, Guerrilla after such tragedy, unable to keep on
Warfare, Naval, Wingman living alone.
Restriction: PE of 12 or better, has only
25% chance of having the correct DNA Boomboy
to undergo such bio-conversion. aka. bombermens, Kamikazen, The
bombs
Janus The biotics is had most of his body
aka. two-bad, Headguys fluids replaced with, ahem, a
This biotic model is considered the most superpoweful organic nitroglicerine,
freakish biotic. Simply put, has an making them ultimated sabouteur, but
additional head. That not always is also with dire side effects. Many in
human looking and not always between resistance feel safer in a pit of metal
the shoulders. Example include a dinsaur shards than around these guys.
head in place of arm, a bulbous Automatic Enhancements: 6 bio
shapeless head in middle of stomach, or Rockets(3 for shoulder), but they have
even ...well...between the legs(don't ask double the normal blast radius and inflict
where the genitals are, please...). There +1 damage per 2 points of PE(so a biotic
is 60% chance that the additional head with PE 12 will do 5d10+6 damage per
will have a distint indipendent rocket) , 4 screamer grenades(two per
personality. upper arm), grenades and missibles
Automatic Enhancements: Extra pair of regrow twice as fast, Fire Breath+
eyes, extra pair of ears, extra mouth and Napalm Enhancement, Spore Discharger
nose. Can have any sensory retractable, one per arm(special is
enhancement. The head had 10% of literally explosive so does damage to
Biotic M.D.C. The Extra head has flesh as well as metal, plastic, wood,
Savant Enhancement(generally 40% on a concrete and pretty much everything that
single skill) can explode, these are unique to the
Boomboys), have 1d4+1 Storage
577
Pouches, each pouches a nest for 1 Migs (2) Under the Arms attacked to the Ribs.
or 2 chigs or 6 Squig. These flesh Facing Forward.
Pockets are placed everywhere on the (4) Two on Each Shoulder facing
body, but chest, hips and forearm are forward.
more common. Weakness. These Omega Cannons lack
Bonuses:Saboteur replace infantryman any Protective covering. And Cannot
program, know W.P. Heavy Bio- buy extra Armor, Exoskeleton, etc. Bio-
Weapon. GRENADE-FU :eek: = W.P. Force Field is the only extra MDC
throw grenades +2 to strike(in addition available to them.
to normla thorwing bonus) and range They can fire 1, 2, 4, 6 at a time.
200ft +50 per level, choose one of the Multiple are considered Vollys.
following at level 1, 3, 6, 10 and 15: Addition Fearures usually include
combo parry/grenade- can parry and various Antenne, extra eyes, and senses.
stick explosive on opponenet body at A few buy Extra PS levels for Melee
cost of one action, combo combat or upgrade to Supernatural PS.
dodge/grenade- same as the parry but Each Omega Blas has a 10ft wide path
with dodge instead,paired weapons of Destruction. Yes firing all 6 means a
Grenade- well this say all, carpet bomb- 60ft path of destruction.
simply throw 1d6 grenades all around
himself, as circular strike cost three Ryu-jin
attack per melee, kick grenade- can use aka combattant, the Bruce, drakoneer
legs to throw grenades as well as arms, At first glance thes particular biotic
called shot grenade- on close combat can model was patterned around eastern
make called shot using grenade as dragons, but the turth is that is one biotic
weapon(useful, in placing chigs right in model speciliazed in advanced Hand to
the mouth of Dreadguard host armor, or Hand combat, not unlike the berserk. But
at the joings of a steel trooper) with some more refinate skills and
Note: as equipment these guys tend to abilities
carry lot of explosive, from normal non Automatic Enhancements: four
bio-tech grenades, to TNT and dynamite additional arms and hands,
sticks(1d4x10 dynamite sticks), to Ambidextrous for all arms(but not
plastic explosive. enhanced neurological connections),
Restriction: PE: 12 or better, PP and IQ Serpentine Lower Body and Forked
10 or better, and high ME is suggested. Tongue. The entire body is double
As side effect every time they suffer jointed like a snake. Medium sized fangs
more than 30 Megadamage in a single Bonuses: Has Martial Arts Program
blow there is a cumulative 10% chance instead of the Infantryman one plus the
that they'll EXPLODE doing 1d8x50 following:Combination
Megadamage to everything in a radius of Parry/attack(once per melee round),
300ft! Cost an additiona 15 Bio-E combination pin/Strike(once per melee
OMEGA Biotics simply can strike an opponenet pinned
These Biotics are Upgrade with Omega- with the tail hitting with one pair of
Cannons. Six of them !! arms), Circular Strike(count as 4 action
The Omega Cannons are not is the per melee), circular Parry(cost all but
normal place. Instead the are mounted in one action per melee), +2 to initiative,
several places. +1 to strike
578
Note: Most Great house models have Kyobi
large leathery wings too, but the original aka Firefox, Smexy
models of the great house of the Jade One the most fascinating and disturbing
Door have Organic thrusters placed over of biotic models, the kyobi have strong
their bodies that allow a "slithering" animalistic features(fox like ears, fur,
flight. large fox like legs, Tails) but keep an
Restriction: PE and PP of 12 or better, a enough human trai and perfect bodies
high Me is suggested but not required, that make for somer weird and unusual
cost an additional 15 Bio-E than usual attractive appearence. Of cours eone ha
dto keep on remembering that they are
The Grim one Biotic, not some weird fetish fantasy
The Grim ones are peculiar Biotics in made true. Well unless they are cool
that they undergo a process that put with it.
them, briefly, in a death like coma for Automatic Enhancements: Advanced
almost two weeks. Is for this that they Senses, Resistance to cold(their furs
say that they have returned from the offer good protection), Resistance to
death realms. They enjoy a certain heat, Legs: Elongated Runnig
increased endurance and quite weird Legs(canine shaped), 9 Whip fluffy
abilties Tails!! :eek:. Not only but under the fur
Automatic Enhancements: Concealed of the tip fo the tails there are nine fire
Organic Thrusters(Special- Completely breathing mini nostrils- Same as Fire
silent, these thrusters emit a pitch black breath. Can shot fire in nine different
mist adding a +20% to prowl and the directions
grim ones are harder to hit -2 to strike, Bonuses: +1d4 PP, PB is
parry and dodge against them. They are 1d6+16(average 19), +2 to initiative
still visible to infrared, thermal scanning, Requirements: MA: 12 or better, PP: 10
radar, sonar and motion detection), Bio- or better. Cost 20 additional bio-e
Force Field 180 MDC , Bio-Energy
Sword(pitch black sometimes in scyte By Krispy
shapes), Poison Blood. Body Howler Biotic (a Big THANK YOU to
temperature is 30% lower than normal, Kevarin who gave me the last piece of
does not register pain and a ssuch can the puzzle for this design)
fight to - PE+10 below its MDC These are one of the few drone (mind
Bonuses: Has Assassination Skill wiped) Biotic types the House has
Program instead of Infrantryman,
regarless of the alignment plus two extra A savage of the battlefield (note this is
W.P. of choice, +3 to initiative, + 1 to just one part of something bigger)
strike, parry and dodge. They are given a new skin much like in
Requirements: PE of 12 or better, the process for the Skinjob but they
Alignment cannot be better than don’t have to be awake for it
unprincipled, Must spend at least 50% of The skin is based on the Parasitic HA
their Bio-E on Bìological defenses and but reversed (last piece of the puzzle),
Bio-Weapons(melee mostly), -1d6+2 and at an accelerated rate. What this
from PB, look a lot corpse-like means is the biotic feeds in a parasitic
fashion but on others when in physical
contact with them
579
The best way I can describe this form of here is what I mean 1, 1, 2, 2, 4, 4, 4, 4,
feeding is that it is similar to how a fly 4, 4 etc
eats. A fly doesn’t have a mouth like a If both palms make contact then the
lot of animals in which we take a bite, pattern is doubled and damage is
chew, then swallow. A fly spews out doubled – 2, 2, 4, 4, 8, 8, 8, 8, 8, etc
digestive juices out of its mouth, waits If the palm and 4arm of one arm makes
for them to break down the food; they contact them the maximum damage
then precede the suck up the mess reached is 6. 1, 2, 2, 4, 4, 6, 6, 6, 6, 6 etc
So imagine this biotic doing this through For both palms and forearms 2, 4, 4, 6,
its skin. Digestive juices are oozed out of 6, 12, 12, 12, 12, 12, etc
the skin, it begins to break down the The whole arm is a max of 8 - 1, 2, 2, 4,
victim and the biotic sucks it back up 4, 8, 8, 8, 8, 8, etc
The biotic feeds through a grey section And for both whole arms – 2, 4, 4, 8, 8,
of their skin (see later description) on 16, 16, 16, 16, etc
whatever it touches If the chest or abdomen is included
……. See what I mean, and I haven’t
Skin Tone: (thank you Kevarin) running even factored the legs or a whole body
down from the palms to the inside of the attack
arms, across the chest (or abdomen) and Option 2: for feeding
inside of the legs is a grey colour. The They can only feed through the hands
rest of the skin is a black to sickly green and the Howler is given a unique
like a two colored reptile. signature enhancement - they have 2
Damage to victim when biotic feeds off upper arms like a normal human but they
them: im still struggling a bit with this have 2 forearms (Avatar wasn’t the only
section and you will see when you read one to think of this) and their hands have
on ………but I have a second Option been increased slightly (say 20%) so
(see later) damage/feeding would reach 8 per hand
Initial damage: is either SDC or MDC and go something like this
depending on target & depends on how One hand: 1, 1, 2, 2, 4, 4, 8, 8, 8, 8 etc
much of the grey skin area makes Two hands: 2, 2, 4, 4, 8, 8, 16, 16, 16,
contact to a victim, obviously the more etc
grey skin makes contact the greater the Three hands: 3, 3, 6, 6, 12, 12, 24, 24,
initial damage 24, 24, 24 etc
Also the longer the Howler maintains Four hands: 4, 4, 8, 8, 16, 16, 32, 32, 32,
contact the more they feed, therefore the 32, 32 etc
more damage they do. So here are my Powers & Enhancements
initial ideas for feeding ………….& I Their stomach and intestinal tract are
would appreciate anyone’s help on the removed (not needed) instead additional
feeding section MDC is added to the Biotic (starts with
Damage increases incrementally over P.E * 13)
time to a maximum based on the amount The chest is reinforced and the heart
of feeding skin that is in contact with a encased in bone (very similar to Blade 2)
victim Initially, all Howlers are converted the
If one palm makes contact it causes 1 same way. All their 3D4*10+50 Bio-E
point of damage initially and increase (and a little bit more) is spent the same
incrementally to a maximum of 4 … way.
580
How they are individually identified is One large plate can fit on the upper arm
by the standard Biotic Bio-E through (lvl or thigh and one on each forearm or
3 6 & 9) the ranks or by some bonus lower leg. Two total on the chest and
give by the many who can bestow this stomach or back. Few Splicers will get
Enhancements: (this is for the whole large plates any where but they're back.
body skin feeding design, not Option 2, Two medium plates can fit on the upper
in which this would change slightly) arm or thigh and one on each forearm or
*Elongated Running Legs: 15 lower leg. Four total on the chest and
*Leaping Legs: 10 stomach or back. Not many Splicers will
*One hand is Clawed – 3D6 MD (can be get them on their fronts
upgraded up to 5D6 MD for 10 Bio-E Three small plates can fit on the upper
per 1D6): 30 arm or thigh and three on each forearm
*The other hand has ‘Stabbing Tendrils’ or lower leg. Two rows of six total on
in each finger: 25 the chest and stomach or back.
*Armored Eyes: 10 Osteoderms are very rarely grown on the
*Reinforced Exoskeleton: 5 chest or stomach because of the potential
*Resin Duct (in clawed hand): 25 for interference with psychical skills. If
Total: 120 they are grown on the front of the body
the plates are always split open and
By Glitterknight laying flush to the surface and there is no
Osteoderms: Osteoderms look just like additional cost. This will limit or
the armor plates found on the back of the interfere with ranged weapons such as
Stegosaurus. That's where the the Omega Blaster. Osteoderms are an
similarities end. They come in three enhancement available for more then
sizes: small ones are roughly the size of just Host Armors. They can be bought
a tea cup saucer (30 M.D.C. each), for War Mounts, Living Body Armor,
medium is about the size of a dinner Proto-Host Armor, Wing Packs,
plate (40 M.D.C. each), and large is Gorehounds and Biotics. Archangels
around the size of a serving platter (50 will occasionally purchase large or
M.D.C. each). An extra large plate (60 medium plates attached to lower legs of
M.D.C. each) is available for War their Living Body Armor to act as
Mounts only. In a normal resting state stabilizers i.e. tail fins/rudders to
they will stick out at a roughly enhance flight control at high speeds or
perpendicular angle to the part of the during aerial stunts, if this is the case
body they grow from. But in order to then the split enhancement comes
save space or allow the Host Armor to automatically at no extra cost. Damaged
squeeze into or thru small or tight areas or destroyed plates regenerates in 24
the muscles that connect at the base of hours.
each osteoderm can be mentally Bio-E Cost:
commanded to lay and stay flat against Small: 5 points per osteoderm
the body. They are most often bought as Medium: 10 points per osteoderm
an additional form of armor although Large: 15 points per osteoderm
with a lot of practice the plates can be Extra Large: 25 points per osteoderm
used to aid in underwater swimming by For an additional 2 points per osteoderm
acting like flippers or paddles. they can be made to split in half. Both
halves Will be made to lay flush with the
581
surface they are attached to. When split from the Host Armor must save vs. non-
each half has half it's total M.D.C. (Thus lethal poison (16 or better) or become
small plates that are split have 15 violently ill. The victim will suffer
M.D.C. per half.) intense nausea, vomiting, and dry heaves
For another 3 points each they can for 1D4x10 melee rounds. Vomiting is
become energy absorption panels with so intense that while vomiting, victims
double the surface area when split open. are all but incapacitated. While sick,
This enhancement is often added to victims are -8 on initiative and -5 to
those who have the photon infusion strike, parry, and dodge.
cannon or other energy expulsion Bonuses: Aside from the obvious
weapons. advantage of eating almost anything, the
Prerequisite: None for the basic solid Adaptive Digestion offers a few other
plate osteoderm. bonuses. The Host Armor receives a
bonus of +5 to save vs. any poisons or
By Guy Ledouche toxins and is completely invulnerable to
Adaptive Digestive System: The Host acidic damage and effects (all are simply
Armor’s digestive system is modified to resisted or converted into useful
the point that the Host Armor can nutrients.)
swallow and digest most substances In addition, the Host Armor’s teeth and
without harm. The digestive tract can jaws are super strong, allowing it to bite
extract the needed nutrients and and swallow any materials. The Host
materials; in essence, the Host Armor Armor receives a bonus of +2D8 M.D.
becomes an eating machine, able to to bite damage.
digest items its original metabolism Lastly, the Host Armor gains an
would not support. additional 50 pounds in weight as the
Effects: With this enhancement, the Host digestive tract is modified to handle the
Armor will be able to feed off materials new abilities. Additionally, for each
as if it had the appropriate metabolism. extra metabolism added, the Host Armor
For example, Carnivore could feed off of gains an additional 10 pounds.
dirt and rocks as if it were a Lithovore, Penalties: Though the Host Armor can
Herbivores could drink blood, etc. This consume other materials, it can only do
ability does not confer any of the so for a limited time before it begins to
bonuses, abilities, or instinctive skills of suffer from malnutrition. A Host Armor
the other metabolisms, only the ability to can consume materials other than the
feed and digest the appropriate matter. original metabolism for a maximum of 2
The Host Armor will still retain the days before feeling the effects. Every
advantages and instinctive skills of its day after the second, without feeding on
original metabolism. Note that the materials from the original metabolism,
amount of food required per day remains the Host Armor loses 20 M.D.C. from
the same as the original metabolism. the main body and 5 M.D.C. from all
An interesting side effect of the other locations. Furthermore, after 5
modification is that the Host Armor’s days the Host Armor’s attributes, attacks
flesh becomes relatively toxic; much of per melee, and bonuses are reduced to
its cellular structure is contaminated half and after 10 days they are reduced
with various materials. Any being to one! After 14 days without satisfying
actually swallowing or consuming tissue the original metabolism requirements,
582
the Host Armor will be dead. However, during the first minute.) The pilot can
once the Host Armor meets the feeding also consciously decide beforehand
requirements, it will be restored to full when to reawaken. This may be after a
strength in only 24 hours. predetermined length of time, or when
Because of the extreme modifications certain conditions are met (the return of
necessary, there is a severe decrease in spring, for example.) Also, the pilot can
the Host Armor’s sense of taste (reduce be stimulated into awakening by another
any applicable skills by 30%.) person. The Host Armor and pilot can
Pre-Requisites: Much like a newborn hibernate one day for each point of the
infant, low level Host Armors require pilot’s P.E. attribute.
specific chemicals and nutrients that can Bio-E Cost: 35
only be found in their original Prerequisites: None
metabolisms. Once the Host Armor has
matured enough, its physiology can Lock Jaw: The Host Armor’s teeth and
handle the necessary modifications. The jaws are increased to monstrous
Host Armor must be at least 4th level proportions and outfitted with a set of
before it can choose this modification. powerful “locking” tendons and
Furthermore, the Host Armor must be a ligaments. Not only can the Host Armor
carnivore, herbivore, omnivore, inflict tremendous damage with a bite,
lithovore, or vampiric metabolism; no but the “lock jaw” ability allows the
other metabolisms can have this Host Armor to maintain its grip and
modification. continue to bite the target.
BIO-E COST: 50 for the initial Mega-Damage: The Host Armor’s
modifications; this allows the Host mouth is greatly enlarged with large,
Armor to choose one metabolism in protruding teeth on the upper and lower
additional to its original. Each additional jaw. These massive canines add +3D8
metabolism costs 10 Bio-E. Like all M.D. to bite damage and allow the “lock
upgrades, it must be added at a jaw” attack.
subsequent level of advancement, not the The lock jaw attack must be announced
initial modification. before any dice are rolled. Attack and
parry/dodge rolls are resolved as normal.
HIBERNATION: A favorite ability of If the attack is successful, the target is
scouts, snipers, and intelligence held fast and subject to further damage.
operatives, the Host Armor can suspend Once locked, the Host Armor can
its biological functions, as well as the continue to squeeze and inflict bite
pilot’s, and enter a hibernative state. damage; each squeeze counts as a melee
Effects: The Host Armor can action. While locked, the Host Armor
temporarily suspend all of it’s (and its can do no defensive moves; it must
pilot) life functions and enter a death- concentrate entirely on inflicting
like trance. While in this semi-conscious damage. Releasing the lock jaw attack
state, the pilot is still aware of what is counts as one melee action and can be
occurring around it and can return to life done at any time.
and normal activity without any harm. The victim of a lock jaw attack cannot
The pilot can choose to end the trance at reduce damage by using Roll with
any time, and will be back to combat punch. The victim can, however,
speed within one minute (-2 on all rolls continue to attack with any free limbs or
583
weapons, or try to break free. Getting Duration: The acid burns for 1D4 melee
out of a lock jaw requires pure brute rounds (up to 1 minute)
strength. The victim (and anyone Bio-E cost: 5 BIO-E points
helping) must at least equal the Splicer’s Penalties: The Host Armor suffers a
PS. Everyone involved, the victim, any further -5% penalty to any skill that
helpful friends, and the attacker all roll a requires speaking due to the extra spittle.
20 sided die and add that roll to their Prerequisite: Lock Jaw and Acid Blood
P.S. attribute (or combined P.S.) Highest (in this case, the Host Armor gets
P.S. wins. If the attacker wins, the lock Caustic spittle , but also retains Acid
jaw attack can continue. If the victim (or Blood)
friends) win, the lock jaw is forced off.
Bonuses: For purposes of the Lock Jaw
attack, the Host Armor may add +5 to its
P.S. NOTE: This is only for combat rolls
and is not an increase of P.S.
Penalties: The teeth and mouth are
overly large and impossible to conceal.
Due to the modifications, the Host
Armor has an unsightly tendency to
slaver and drool. Any skills requiring
speaking suffer a -35% penalty.
Prerequisites: The Host Armor can not
be parasitic, photosynthetic, or
themosynthetic (it must have a mouth to
have this feature.) In addition, the Host
Armor must have some kind of Fangs,
Tusks, or Saber Teeth (even small ones.)
Bio-E Cost: 30
Caustic spittle
Quick to capitialize on a recent
innovation a young engineer took it upon
himself to further tweak the new Lock
Jaw modifcation. This addition comes in
the form of a metal solvent excreted
from a series of enhanced saliva glands
placed just above and infront of the
armors teeth. Proving once and for all
that a gene-dogs bite really is worse than
its bark!
584
Section 7: Robots of the aerodynamic, with light armor plating
and complete with a small tail for
Machine balancing when on all fours.
Bloodhound Assassin Robot By Machine standards, the Bloodhound
By Guy LeDouche is lightly armored and easily destroyed
“We’d been concealed for about an hour by concentrated fire; consequently it
when we decided to move. LT emerged tends to avoid direct confrontation. Even
from his hiding place first, and took two in mass combat, Bloodhounds will tend
steps toward me when a hole the size of to hang at the fringes of the conflict,
a fist suddenly appeared in his chest. He taking shots whenever opportunity
was able to stumble two more steps presents itself. Along with using classic
before dropping. Permanently. We never sniper tactics in combat, the Bloodhound
saw what popped him.”-Debriefing of has a few unique features that enhance
Specialist Ron Carlson following a its deadliness; foremost are the lethal
failed mission. “Long Bow” rail gun and its “Mankiller”
The Bloodhound is the latest mechanical rounds.
creation to emerge from NEXUS. Rather Unlike most rail guns, the Long Bow is
than create another expendable front line designed for maximum accuracy and
unit, the Machine wanted an assassin; a range. Built to precise specifications and
lone wolf operative that could stalk and constructed with unequaled precision,
kill with relative impunity. If assigned to the Long Bow is arguably the most
strike a specific target, the Bloodhound accurate long range rail gun in the world.
will follow it for days, even weeks, Lethal up to 6000ft, a single round from
waiting on the perfect moment to strike. a Long Bow has been known to blow the
When not assigned a target, arm completely off of low level Host
Bloodhounds will prowl the waste, Armors. A few well placed shots will
attacking targets of opportunity. even cripple and maim War Mounts. The
Bloodhounds are not indiscriminate deadliness of the Long Bow is enhanced
killers, however, and are programmed to even more with its special “Mankiller”
strike with precision and intelligence. rounds.
Unlike most Machine creations, the Mankiller rounds are large,
Bloodhound is a lean and spindly figure. aerodynamically shaped cartridges
The head, mounted on a short, flexible packed with hundreds of metallic
neck, is vaguely wedged shaped and spheres, almost like a giant shotgun
packed with advanced sensory features. shell. Upon impact with the target, the
The arms and fingers are long and cartridge splits along manufactured
flexible, and especially good for stress lines, transferring all the energy to
climbing and gripping. Much like a dog, the core spheres. The spheres tear
the legs have a third section and an through the targets, inflicting horrendous
additional joint just before the foot, wounds and sometimes leaving several
allowing increased leaping and running spheres lodged in the target; spheres that
speed. The feet are fairly wide and will trigger a Nanobot Plague response.
padded to aid in silent movement. The reaction can be stopped if the
Though bipedal, the Bloodhound is able spheres are removed fast enough;
to run on all fours, increasing its speed usually an impossible task since the
tremendously. The body is slim and
585
victim only has less than a minute to Speed:
remove all the metal fragments. Running: 90 mph maximum on two legs;
In addition to its specialized weaponry, 190 mph maximum speed on all fours.
the Bloodhound is equipped with an Leaping: The robot’s legs are strong and
experimental cloaking device. Special designed for leaping and climbing.
materials have been bonded to the armor Leaps are limited to approximately 30
plating on a molecular level that allows feet high and across. A running leap at
the Bloodhound to bend light around it, speeds in excess of 60 mph will enable
making itself virtually invisible. The the robot to leap an additional 1D4x10
cloaking system is not without yards across and 20 feet higher
drawbacks, however. Digging: Not possible.
The cloak system fails when the main Swimming: Not possible.
body has lost 50% of its M.D.C. Nor is Flying: Not possible.
the cloak 100% invisible. While the Statistical Data:
system is engaged, there is still a 10% Height: 6.5 feet tall when on two legs, 5
chance of locating the robot on radar and feet at the shoulder when on all fours.
there is a distortion area like a blurry The back mounted sensor rods add an
silhouette which can be seen by the additional foot to the height on all fours.
naked eye. This is especially true in Width: 4 feet at the shoulders.
close combat; 60% chance of robot Length: 2 feet on two legs, 7.5 on all
being seen and attacked within 100 feet, fours (tail adds one foot).
30% chance within 200 feet, 10% within Weight: 1200lbs.
300 feet or beyond. The Bloodhound is Physical Strength: Robotic P.S. of 30
virtually invisible to fast moving Cargo: None
(100+mph) vehicles or flyers, even when Power System: Standard.
flying at tree-top level. Trade Value: None, except perhaps to a
Note: Add +15% to being seen when the Technojacker.
Bloodhound is moving, fighting, or in Horror Factor: 10
smoke or grit filled air. Also, the sound Senses and Features: The Bloodhound
of movement, fighting, and movement of has one of the most sophisticated sensor
vegetation and objects as the robot suites of any of the known robots. See
passes by help to reveal its location. It is below for full details.
also vulnerable to infrared and thermo- Number of Attacks per Melee: 6
imaging detection. Combat Bonuses (includes all bonuses):
Class: Long Range Assault Robot +3 on initiative, +5 to strike with ranged
M.D.C. by Location: weapons, +3 to strike in hand to hand
*Hands (2): 35 each combat, +4 to parry, +7 to dodge, +5
Arms (2): 65 each auto-dodge, and +3 to roll with punch.
Vibro-Blades (1 per arm): 20 each Skills of Note: Standard
*Feet (2): 65 each Weapon Systems:
Rear Legs (2): 140 each 1. “Long Bow” Sniper Rifle: Using the
*Tail: 40 same basic principles as other
**Sensor Rods (3, back mounted): 45 electromagnetic rail guns, the “Long
each Bow” is designed for maximum
**Head: 80 accuracy and impact. The rail gun has a
***Main Body: 180 specially designed suppressor system
586
that lessens the recoil and muffles the 11-20% Each sphere sprouts a half
shot (though each shot sounds like a dozen sharp blades that shoot throughout
loud cough.) As fearful as the rail gun is, the interior of the target. Each spheres
the true danger lies in its special inflicts an additional 2D6 M.D. to the
ammunition. Each “Mankiller Round” is Bio-Tech device plus there is a 01-40%
a large, breakaway cartridge with a core chance that the blades will pierce the
of tightly packed metal spheres. Upon pilot inside (in the case of Living Armor
impact the cartridge breaks open, or Host Armor) which inflicts 1D4
transferring all the kinetic energy to the S.D.C. per round.
core spheres. The spheres tear through 21-30% The spheres dissolve into metal
the target, often leaving several in the shavings (dissolved on a molecular
wound track in order to trigger a level), without harming the victim. The
Nanobot Plague response. The reaction spheres are completely destroyed and
can be stopped if the spheres are there is no chance they will inflict any
removed fast enough (less than a additional damage.
minute.) 31-40% The spheres burst into flames or
Primary Purpose: Long range sniping melt into a red hot liquid inside the
Secondary Purpose: Assault target. Each sphere inflicts an additional
Mega-Damage: 1D6x10+10 M.D. per 1D6 M.D. per melee round for 1D4
round. Anything struck by a Mankiller melees to the Bio-Tech device plus there
round has a 25% chance of having 1D4 is a 01-50% chance that the flames will
spheres lodged in it. Unless the spheres burn the pilot inside (in the case of
are removed in 1D4 melee rounds, Living Armor or Host Armor) which
EACH sphere will trigger a Nanobot inflicts 1D6 S.D.C. per melee round for
Plague response. Digging out each 1D4 melees (this is the total damage no
sphere takes 1D6 melee attacks and matter how many spheres pierce the
inflicts an additional 1D4 M.D. The target). The spheres are completely
Nanoplague effects actually burn out the destroyed and there is no chance they
Nanobots responsible for the damage. will inflict any additional damage.
This means that once a sphere’s effects 41-50% The spheres generate a lethal
are resolved, if it is not destroyed, it may metallic poison (similar to mercury
harmlessly remain in the target for a poisoning); roll to save; needs a roll of
while. However, if it is not removed 14 or better to save. If the roll fails, the
within 30 minutes, the metal spheres will Bio-Tech device suffers an additional
trigger another plague response as new 2D6 M.D. and is horribly weakened for
Nanobots discover the fragment (and 1D4 minutes. Speed and strength are
again every 30 minutes thereafter). Roll reduced by half plus the victim loses 4
on the Nanoplague Response Table attacks per melee and is -6 to strike,
below to determine additional damage: parry, and dodge.
01-10% The metallic fragments twist 51-60% The spheres generate a powerful
and bend within the target, tearing it static charge that damages the target and
apart from the inside. Each spheres stuns the pilot inside. Each sphere
inflicts an additional 1D4 M.D. to the inflicts an additional 3D6 M.D. to the
Bio-Tech device but no damage to the Bio-Tech device plus the pilot suffers
pilot inside (in the case of Living Armor 1D4+2 S.D.C. per round and is stunned
or Host Armor). for 1D4 melee rounds. While stunned,
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the pilot loses one attack per melee Shot” receives the special bonuses listed
round and is -3 to strike, parry, and below, but counts as three melee actions.
dodge. The weapon can only fire single shots.
61-70% The spheres pass completely Effective Range: 6000 feet.
through the target, inflicting an Payload: 12 Mankiller rounds per ammo
additional 2D4 M.D. per spheres, but it clip or 220 Mankiller rounds per belt-fed
does not inflict additional damage to the backpack. Note that the backpack is
pilot. Since the spheres have penetrated large and bulky and reduces the
through the target, they do not trigger Bloodhound’s speed by 30% and
any plague response. receives a -3 on all bonuses.
71-80% The spheres overload and Bloodhounds rarely use the backpack
explode within the target. Each spheres unless heavy combat is expected. The
inflicts an additional 4D6 M.D. to the Bloodhound normally carries 5 ammo
Bio-Tech device, plus there is a 01-65% clips (one in the Long Bow, the others in
chance that the pilot inside is also various storage compartments.)
injured (in the case of Living Armor and Special Bonuses: The Long Bow Aimed
Host Armor) which inflicts 1D6 S.D.C. Shot takes three melee actions and the
per sphere. The spheres are completely Bloodhound (or appropriate character)
destroyed and there is no chance they receives an additional +3 to strike.
will inflict any additional damage. However, this is not a “standard” bonus
81-90% The spheres create a powerful to strike on aimed shots. For the
organic solvent that dissolves the target purposes of dice rolls, these are Natural
from the inside. Each round inflicts an Bonuses to Strike, meaning that now a
additional 2D4 M.D. per melee round for die roll of 18, 19, or 20 on a 20-sided
1D4 melees to the Bio-Tech device plus die, before other bonuses to strike are
there is a 01-50% chance that the acid applied, actually counts as a Natural 20!
will burn the pilot inside (in the case of This increases the lethality of the
Living Armor or Host Armor) which weapon, making it ideal for precision
inflicts a total of 2D4+2 S.D.C. per shots and sniping.
melee round for 2D4 melees (this is the 2. Light Lasers (2): These head mounted
total damage no matter how many lasers are primarily used for defense
spheres pierce the target). when the Bloodhound runs out of
91-00% The spheres develop a limited Mankiller rounds, but they can be used
intelligence and try to burrow through at any time.
Host Armor or Living Armor to reach Primary Purpose: Defense
the pilot inside. As they tear through the Secondary Purpose: Assault
Bio-Tech device, they inflict an Mega-Damage: 4D6 per single blast,
additional 2D4 M.D. per melee round for 8D6 per dual blast
1D4 melees. Once they reach the pilot, Rate of Fire: Equal to the number of
each round detonates which inflicts 2D6 attacks per melee.
S.D.C. per round. The spheres are Effective Range: 2000 feet.
completely destroyed and there is no Payload: Effectively unlimited.
chance they will inflict any additional 3. 18 inch Vibro-Blades: Tucked away
damage. in special forearm housings are a pair of
Rate of Fire: Each single shot counts as narrow, curved, retractable vibro-blades
one melee action. A Long Bow “Aimed used for close combat.
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Primary Purpose: Assault to effectively “smell” and track by
Secondary Purpose: Defense and anti- recognizing and following odors, scents,
personal and gases. The sensors allow the
Mega-Damage: 2D6 M.D. Bloodhound to track by smell at 84%. It
Rate of Fire: Equal to the number of can also recognize specific scents at
attacks per melee. 84%, but it must have smelled and
Effective Range: Hand to Hand. recorded the scent in the past. The
Payload: Not applicable Bloodhound has 80,000 different scents
4. Hand-to-Hand Combat: The in its memory with the capability to
Bloodhound can engage in hand-to-hand memorize an additional 100,000.
combat, but this is not a standard 6. Skill Program: The Bloodhound is
practice. programmed for reconnaissance and
Mega-Damage: assassination. This combat program
Restrained Punch: 2D6+15 S.D.C. includes strategies and tactics, hand to
Full Strength Punch: 1D6 M.D. hand combat, and weapon use. Includes
Power Punch: 2D6 M.D. but counts as Prowl 55%, Climb 90%, Land
two melee attacks. Navigation 94%, Detect Ambush and
Kick: 2D4 M.D. Concealment 65%, Surveillance 55%
Leap Kick: 4D4 M.D., but counts as two and Paired Weapons (vibro sabers.)
attacks
Body Block/Ram: 1D4 M.D., but counts CHATTERBOT
as two attacks. By Guy Ledouche
Head Butt: 1D4 M.D. “I don’t know what our ancestors were
5. Sensors of Note: The Bloodhound thinking when they created these things.
posses some of the most advanced Nothing but headaches and trouble. Even
sensors of any Machine’s creations. Note if they weren’t robots, I’d destroy them
that all bonuses are already factored in. out of pure spite”.
Optics: The Bloodhound has all the basic At first glance, a Chatterbot seems little
optical systems, including the visible more than a nuisance. But this glance
light spectrum, infrared, ultraviolet, would be wrong, as a Chatterbox could
polarization, passive light amplification drive even a crazy person insane.
(all with 4000ft. range) plus telescopic Appearing to be a dull grey, slightly
vision (6000ft.) opaque orb, roughly two to three feet
Amplified Hearing: Can hear sounds as across, Chatterbots can be seen flitting
quiet at 10 decibels as far away as 500 aimlessly across the landscape,
feet. constantly displaying an ever changing
Motion Detectors and Seismic Sensors: array of images, each one full of
These make the Bloodhound more aware unfamiliar objects and language. These
of its environment and movement peculiar little robots have been around
around it. The motion detectors have a for as long as anyone can remember and
range of about 500ft. and indicate serve as a bizarre reminder to the days
ground movement and disturbances. before the N.E.X.U.S. war on humanity.
Standard Robot Radar System A relic from the days before the Great
Molecular Analyzer: The sensors that Purge, Chatterbots represent the ultimate
give the Bloodhound its name. These in invasive advertising. Faced with
advanced sensor arrays enable the robot highly advanced AI programs capable of
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evaluating and rejecting billions of images) and casual contact will not
messages every second, advertisers trigger an immediate nano-plague
could no longer depend on the near response.
endless stream of unsolicited emails, Though not a N.E.X.U.S. robot,
junk messages, and other methods they Chatterbots can still pose a grave danger
had decades. Faced with the very real to humans. The constant noise and light
possibility of being shut out of the from a Chatterbot makes any attempt at
massive computer and social networks stealth impossible. N.E.X.U.S. actually
they had relied on so heavily for leaves Chatterbots alone and will
generations, advertisers took the idea of sometimes follow them, knowing the
“direct marketing” to the logical little bots are experts at finding people.
extreme, creating a fully mobile A wayward Chatterbot has been the
billboard capable of reaching thousands downfall of many Splicer parties and
of people per day. Constructed by the most communities have adopted a “shoot
millions, Chatterbots were deployed on sight” policy. Others actively hunt
around the globe. Like some metallic and target the Chatterbots while a few
vermin, Chatterbots could be found primitive tribes and Retro-Villages
anywhere people gathered: homes, worship them as godly messengers,
offices, sporting events, restaurants, taking their advertisements to be the
mass transit system. words of some divine being. No matter
Nearly impossible to ignore or wipe out, how many are destroyed, there always
Chatterbots have somehow survived to seems to be more, leading many to
this very day. The Chatterbots have wonder if the Chatterbots are still being
exceeded their creators’ wildest dreams: manufactured somewhere.
self-repairing, attracted to people, Model Type: Direct Advertising Robot
resilient enough to last decades, the Class: Robot
Chatterbots still roam the landscape long A.R.: 6
after their creators have passed. Their S.D.C. by Location:
programming drives them to seek out Sensor Plate (1, top) — 30
people and display as many of their Filament Display Screen-30
commercials as they can. While *Rear Thrusters (2) — 10 each
Chatterbots aren’t particularly *Lower jets (3) — 15 each
threatening or deadly (Chatterbots aren’t **Main Body — 60
programmed to fight, they are *These are small and difficult to hit
programmed to merchandise), they are targets, they can only be struck when a
attracted to people; the more, the better. character makes a called shot and even
Chatterbots will frequently follow then the attacker is - 5 to strike.
groups of Splicers or humans, constantly **Depleting the S.D.C. of the main body
repeating their commercial barrages. destroys the robot.
Though not deadly, Chatterbots will Speed:
sometimes physically force others to pay Ground Speed: Not applicable.
attention to them by bumping them, Water Speed: Can skim across the
tripping them up, constantly getting in surface of the water.
their faces, etc. Luckily, the robot’s Flying: Moves by use of a complex
outer shell is constructed of a fiber optic- hover jet system, 60 mph maximum
like mesh (perfect for broadcasting speed (96km), cruising speed is typically
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about half, maximum altitude is 2000 bright colors, interesting images, or
feet (610 m). pleasing sounds. Anyone looking at a
Range: Unlimited. Chatterbot must make a save vs. mind
Statistical Data control of 12 or higher. Failure means
Height: 3 feet (0.9 m) the individual has become distracted by
Width: 3 feet (0.9 m) the Chatterbot and will spend one round
Length: 3 feet (1.5 m) watching the advertisements. The saving
Weight: 255 pounds (114 kg) throw may be more difficult for
Cargo: None. primitive or other low tech characters;
Power System: Unknown. GM discretion.
Trade Value: None, except perhaps to a Guy's Notes: I'll be the first to admit this
Technojacker. is a silly idea, yet I still got a kick out of
Physical Strength: Robot P.S. of 4 it. I imagined a team of Splicers,
Horror Factor: 8 (though this is more of creeping slowly up to a target
a fascination; Chatterbots are not somewhere, only to have a flying
particularly frightening. basketball suddenly appear and start
Senses & Features: Standard urging them to buy a new Hyundai or
Number of Actions Per Melee: Four. something. I suppose not
Chatterbots do not have any true combat EVERYTHING in Splicers has to be big
programming and will attempt to flee if and deadly.
attacked. It’s only form of attack is a
Body Block (1D6-1 S.D.C.). Cyberhounds
Combat Bonuses (includes all bonuses): By Guy Ledouche
+1 on initiative, +2 to strike with a Cyberhouds are vicious robot wolves
flying body block/ram, +4 to Dodge, +6 designed to hunt down, track and
to automatic dodge, +1 to roll with eliminate humans. These monstrous
impact, impervious to horror factor and robotic dogs are fast and agile; they
mind control because it has no living never tire and will continue a hunt until
mind to frighten. The Chatterbox is they are called off by N.E.X.U.S. or
somehow able to self-repair 1D6 S.D.C. destroyed. Their programming allows
per hour. them to track a quarry, and overwhelm
Skills of Note: Basic Mathematics 98%, them with ambush tactics and the
Detect Ambush 55%, Detect multitude of mini-missles and other
Concealment 35%, Intelligence 60%, armorments that make these
Land Navigation 80%, Surveillance cyberhounds so deadly.
60%, Tracking (humans & humanoids) Their size and prowess allows them to
85%, and programmed to speak and read follow humans even through the most
all known languages at 92%. Its memory tight of sewers where other robots are
and programming enables the Chatterbot hindered and continue tracking their
to recognize humans and tailor it’s prey down to eliminate the pests.
advertising to the type of human (male, Sometimes the hounds will track for
female, hair color, etc.) days waiting for their Machine mind to
Weapon Systems: tell them when the perfect time to
1. Broadcast Display: Though not a true ambush their quarry is. Many
weapon, a Chatterbot can distract cyberhounds have been known to attack
creatures and even humans by displaying when a group of Splicers have thought
591
themselves safe and out of the reach of **Destroying any of the legs will slow
the Machine's forces. These attacks the creature down, reducing the
usually herald the emminate approach of maximum speed by 30%. Destroying
even more N.E.X.U.S. forces to insure two legs will immobilize the robot, but it
the destruction of the quarry. is still free to shoot in the direction of its
Cyberhounds are mainly used in search facing.
and destroy missions, as well as sent out ***Destroying the main body of the
on contact patrols where they roam machine effectively destroys the
around known human infested areas to machine itself, shutting the robot down
find the humans and report their and eliminating any threat it posed.
location, if not destroy them entirely. Continued attacks resulting in -100
Being quadipedrial like a real dog, M.D.C. or more will result in an
Cyberhounds are capable of traveling explosion of the nuclear core in the
across a myriad of terrains and machine, dealing 2D10 x 10 to
navigating around and through obstacles everything in a 20ft area.
quickly and efficiently. Cyberhounds are **** Destroying a Mini-Missle
also attached to squads of other robots Launcher has a 65% to cause any
and support them in their mission, missles still in the launcher to detonate,
adding an agile mini-missle platform to dealing damage to the machine
the group. according to how many missles were
N.E.X.U.S. has a vast array of detonated. Roll for damage as if the
information about humanity, and missle had hit the cyberhound.
mankind's past. Seeing as how canines Speed:
were always seen as man's best friend, it Running: Up to 70mph, indefinitely
was only fitting that they should become Leaping: Can leap up to 20 feet across
one of mankind's worst enemies, and and 30 feet high from a running start
thus created perverse robotic canines Swimming: 10mph, doggy paddle.
that would hunt down any and all Digging: 10mph through sand or dirt,
humans they can. cannot dig through rock or stone
Class: Search and Destroy Canine Stastical Data:
Hunter Height: 3.5 feet high on all fours, 4.5 to
M.D.C. by Location: the tip of the tail ion cannon
**** Mini-Missle Launcher (2) - 45 Width: 3 feet
* Shoulder Mounted Gatling Laser (2) - Length: 6 feet
15 Weight: 270 lbs
* Tail Ion Beam - 30 Cargo: None
* Head - 70 Power System: Nuclear, averaging 5
** Legs (4) - 60 years of life.
*** Main Body - 100 Trade Value: None, except to maybe a
*A single asterisk denotes a small and Techno-Jacker
difficult target to hit. Only called shots at Physical Strength: Robot P.S. of 23.
- 3 strike will hit these targests. As well, Horror Factor: 13 to most people, 8 to
if the head is destroyed the machine is Splicers. A pack of three or more
effectively blinded suffering a - 6 strike, increase this to 16 to most people and 11
parry, and dodge. to Splicers.
592
Senses & Features: Has all the Standard Rate of Fire: Each blast counts as one
features of every N.E.X.U.S. robot, plus single melee attack.
has a combat tracking computer Maximum Effective Range: 500 ft.
effectively giving it Tracking (people) at Payload: Effectively Unlimited
70%. 3. Shoulder Mounted Gatling Laser(2):
Number of Attacks per Melee: Five Built into each shoulder is a tri-barreled
actions/attacks per melee gatling laser that protrudes from the
Combat Bonuses (includes all bonuses): Main Body of the cyberhound. This
+4 on initiative, +5 strike with ranged weapon is a general all purpose weapon
weapons, + 2 strike in hand to hand and is meant for long range contact and
combat, +2 parry, +4 dodge, + 2 roll attacks.
with punch, fall, or impact. Primary Purpose: Anti-Personnel
Weapon Systems: Mega-Damage: Each burst does 6D6
1. Mini-Missle Launchers (2): Mounted M.D. Hitting a target with both lasers
on the hind end of the robot on each side does 1D6x10+10 M.D.
of the tail is a large box that holds mini- Rate of Fire: Each burst from both laser
missles. This is a great supporting asset cannons is one single melee attack.
and is used in conjunction with other Maximum Effective Range: 2,000ft.
robots for devastating effects on targets. Payload: Effectively Unlimited
These missles and the quick and agile 4. Hand to Hand Combat: Rather than
platform of the Cyberhound make them engage with long-range weapons, the
especially deadly and able to hunt even cyberhound may choose to fight close
the largest of War Mounts. quarters with its jaws and claws, biting
Primary Purpose: Anti-Tank and Self and ripping at opponents just like a real
Defense canine.
Secondary Purpose: Anti-Personnel and Slash with Claws: 1D6 M.D.
Supporting Fires Bite: 2D6 M.D.
Mega-Damage: Varies as per missle Rear Leg Kick: 1D10 M.D.
type. Generally have Plasma(1D6x10 Body Block/Ram: 3D6 M.D. to
M.D.) or Fragmentation(5D6 with a 20ft opponents up to 10 ft tall, and has a 01-
blast radius). 50% chance to knock one's opponent off
Rate of Fire: Single, or in volleys of two, their feet. Counts as two melee attacks.
three, or four, six, or eight. Pounce: 2D6 and has a 01-40% chance
Maximum Effective Range: About one to knock one's opponent off their feet.
mile.
Payload: 16 total; 8 per launcher. THE EMANCIPATED
2. Tail Ion Beam: The tail is curved like By Guy Ledouche
a scorpions, and arches over the back of N.P.C. villain and possible O.C.C.
the cyberhound. Built within it is a “Don’t forget, they’re still machines.
heavy Ion Beam, a heavy damage And they still hate us. But they hate
weapon but with limited range used for N.E.X.U.S. just a little bit more.”
close assaults. Without question, N.E.X.U.S. controls
Primary Purpose: Anti-Personnel and the surface, its strength manifested in the
Assault millions of robots under its control.
Mega-Damage: 2D4x10 M.D. per blast Ordinarily the robots function perfectly
normal, carrying out their programmed
593
tasks with single minded precision. Usually appearing as some sort of
However, N.E.X.U.S. was created by strange, patchwork version of more
man. And just as man is not perfect, the familiar robot types, these machines
Machine is not perfect. Sometimes a have frequently had to repair or rebuild
robot slips through the proverbial cracks themselves with all manner of makeshift
and loses touch with its maker. Left tools and supplies. While the most
alone and unguided, the robot will common Emancipated are Steel
usually attempt to return to N.E.X.U.S. Troopers and Slicers, nearly any robot
or carry out its last orders. For could be an Emancipated (the only
N.E.X.U.S., the loss is barely even a notable exception are Land Dominators.)
minor annoyance, one not even worth Gleefully attacking their former master,
acknowledging. Often, these wayward Emancipated think nothing of blasting
robots will make their way back to their former “comrades” apart and taking
N.E.X.U.S., simply to be put back in all they can carry. Unable to heal like
circulation. Others will be destroyed in organics and separated from any reliable
the wilderness, victims of Splicers, supplies, Emancipated are forced to keep
Waste Crawlers, or any of the other themselves repaired and functioning.
countless hazards the world presents. Consequently, the older the
However, every now and again, Emancipated, the more bizarre it may
something activates in the programming look; a crazy amalgam of replaced parts,
of these wayward robots. A spark that half-completed repairs, and extra
none can fathom; a spark that makes the components. No two Emancipated are
robot embraces its new life. Calling the same, except for their fierce
themselves “The Emancipated”, these determination to survive and their
robots refuse to return to N.E.X.U.S. and burning hatred for both N.E.X.U.S. and
strike out on their own, determined to humanity. N.E.X.U.S. considers these
survive and remain free. robots to be an abomination and will
As with many things in the world of destroy them utterly.
Splicers, Emancipated are shrouded in Most Emancipated are solitary beings
mystery and secrecy. No one knows and will usually attack N.E.X.U.S.
what causes a robot to sever its ties with robots on site, unless the force is
N.E.X.U.S. or how they retain their especially large or dangerous. The
independence. Similarly, no one really Emancipated are only slightly less
knows if the robots are truly “sentient” hostile towards humans, usually offering
or merely acting on some flawed or some type of verbal warning before
degraded bit of programming code. attacking a scant few seconds later.
What is known is these creations exist Emancipated are not normally stupid and
and they are ready to fight and kill to most value their “lives” quite highly;
survive. Whatever original programming very rarely will they fight to the “death”.
they possessed is gone now, corrupted or The only humans Emancipated show any
overwritten entirely. These robots now real tolerance for are Technojackers;
roam the lands, constantly on the even that is usually confined to regular
lookout for much needed components, trading and assistance with repairs.
weapons, eclips, and other supplies they Despite their solitary existence, rumors
can scavenge. persist that the Emancipated are
gathering somewhere, united in their
594
hatred and desire to survive. These "Hand-to-hand: Martial Arts" and will
rumors speak of the Emancipated progress and gain bonuses as a normal
forming their own society and planning character.
war on both human and N.E.X.U.S. It’s Senses and Features: As robots, the
a thought that brings a chill to even the Emancipated retain all the “Features”
most hardened Splicer. common to all N.E.X.U.S. robots as
THE EMANCIPATED detailed in the Splicers main book, page
NOTE: While the most common type of 37.
Emancipated are Steel Troopers and O.C.C. Skill Programs: All Emancipated
Slicers, nearly any robot except Land characters begin with the following
Dominators could potentially be an skills: Basic Mathematics 98%, Climb
Emancipated character. While powerful, 90%/80%, Detect Ambush 45%, Detect
these characters are at a severe Concealment 35%, Intelligence 60%,
disadvantage. Hunted by both the Land Navigation 60%, Surveillance
Resistance and N.E.X.U.S., unable to 60%, Tracking (humans & humanoids)
naturally heal or replenish themselves, 65% and programmed to speak and read
an Emancipated can be a challenging all known languages at 92%. These
class to play. What follows are the basic, skills will continue to increase based on
Level 1 starting stats and information for the standard level progression.
a robot newly “Emancipated.” Additional O.C.C. Skill Programs:
By Guy Ledouche Infantryman (+ 15%) and two Skill
Alignment: Typically Anarchist (40%), Programs of choice (except for Host
and Aberrant (45%), but a good 10% are Pilot, Martial Artist, Medical Doctor,
other alignments, including evil. War Mount Rider or Wingman).
Attribute Requirements: None. Elective Skills: Select three Elective
Attribute Bonuses (after "awakening"): Skills from the following list at first
+1D8 to P.S., P.P., and Spd; all are in level plus one new Elective Skill at
addition to any enhancements. levels 3, 6, 9 and 12. All new skills start
Emancipated O.C.C. Bonuses: + 1 attack at level one proficiency.
per melee round, + 1 on initiative, + 1 to Communications: Any (+5%).
strike and dodge, +2 to pull punch, and Domestic: Any.
+2 to save vs Horror Factor. Espionage: Intelligence, Interrogation,
Attributes of Note: Emancipated Tracking or Wilderness Survival only.
characters roll their I.Q., M.E., and M.A. Medical: First Aid only (+5%).
as normal. Other physical attributes are Military: Any (+ 10%).
based on the Emancipated robot model Physical: Any.
type. Rogue: Any.
Base M.D.C.: Based on Emancipated Science: Advanced Mathematics or
robot model type. Astronomy & Navigation only (+10%)
Combat Note: Due to their awakening Technical: Any (+5%).
and sudden desire to survive, Transportation: Any, except Pilot Wing
Emancipated no longer enjoy the regular Packs, Host Armor Combat and War
bonuses they had when they were Mount Combat.
standard robots; these bonuses are Wilderness: Any.
reduced by half (rounded down). All W.P.s: Any except bio-weapons.
Emancipated are considered to have
595
Secondary Skills: The character gets to usually perform the repairs themselves;
select three Secondary Skills at level if not, Emancipated are masters jury-
one. These are additional areas of rigging.
knowledge starting without any special Base Skill for the Emancipated: 64%
O.C.C. bonuses. The character may not +3% per level of experience. A failed
select more Secondary Skills in the roll means that the character cannot find
future. the problem, accurately assess damage,
OCC SPECIAL ABILITIES: makes a mistake, or forgets one or more
1. Scrounging (special): Emancipated important details. A successful roll
have a base chance of finding any spare means the repairs are complete and good
part they need (or alternatively, as new. However, to properly repair
components that can be salvaged) itself, an Emancipated must have access
whenever they come across a town, a to the right parts, resources, etc. usually
city, or any type of mechanical construct on a model to model basis. Otherwise,
(working or not.) This process normally the repair counts as a “Jury Rig” (See
takes about an hour. Base Skill: 50% below.)For example, an Emancipated
+5% per level of experience. Steel Trooper could scavenge some parts
2. Robot Electronics and Mechanics: All from an Assault Slayer, but using most
Emancipated have detailed files on the of these parts would require a “Jury Rig”
various N.E.X.U.S. robot types, roll. (This is an area for some common
including themselves. The character is sense and GM discretion.)
“instinctively” familiar with the complex 3. Jury-Rigging: With this skill the
and specialized study of robot character can try to fix just about
engineering, micro circuitry, and anything (including itself), or at least get
mechanics. This means an Emancipated it up and running for a short period of
can repair and modify both itself and time. Suitable parts are necessary for this
other robots. With the right resources, to work and the jury-rigging is may only
the Emancipated could even build new be a temporary fix that will break, blow
robots. Additionally, the character up or bum out in a matter of time. Once
knows various robots’ maximum the jury-rigged item breaks, further jury-
capabilities, limitations, strengths and rigging is impossible and the item might
weaknesses — i.e. depth tolerance as well be discarded. The character has
underwater, speed, any difficulty in learned to improvise and use things at
handling a particular type of terrain, hand to the best of their capability. Base
ammunition capacity/payload, power Skill: 56% +3% per level of experience.
source and any exterior conduits (cables, This skill also gives the Emancipated the
etc.) that might be vulnerable, weak ability to correctly guess at the basic
joints, design flaws, and similar things. purpose and function of most
They are also likely to know at least technological devices within one melee
something about foreign and alien robots round (15 seconds), and how to turn it
but at a -35% skill. on, turn it off, or unplug it. However,
The Emancipated can also accurately this is done at -20%.
assess damage, wear, repair costs and A successful skill roll means the jury-
value, as well as diagnose electrical and rigging worked, but now the player must
mechanical problems. With the proper roll percentile dice to see how long the
tools and resources, an Emancipated can character's patchwork will last. Unless
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stated otherwise, at the end of its limit, 98-00% The character has about 30
the jury-rigging breaks and the device seconds! One melee round, then it goes
stops working. Once this happens, the boom and does 4D6 M.D. to a 10 foot (3
item might as well be discarded. m) radius!
However, if repaired again using this NOTE: This is an area where the players
skill before the jury-rig breaks, the item can get very creative with jury rigging
can be kept working for twice as long as additional weapons, defenses, or
originally determined. Note that the enhanced senses. Players should feel free
length of time given below is how long to use Splicer enhancements as ideas and
the jury-rigged item will work while it is simply “tweak” them to fit a machine.
turned on. It can be safely turned on and For example, “Spines and Blades” could
off, until needed again. be accomplished by jury-rigging
01-15% Amazing success, it's like new, multiple metal shards to the robot body,
will remain working properly until while a “Chemical Sprayer” or “Flame
damaged. Weapons” could easily be made with the
15-30% Great job, should last for 4D6 right resources. In this way, the
days. Emancipated could easily become as
31-40% Truly good job, should last for unique and eye catching as a Resistance
2D4 days. character. This should be an area for the
41-50% Does the trick. Should last for player to stretch a little creatively, with
2D6 hours. the GM having the final say.
51-60% Good enough for now. Should 4. Triple Damage against Robots: when
hold together for at least 2D6x10+36 a "natural," unmodified 18, 19 or 20 is
minutes. rolled on an Aimed Shot. This applies
61-70% It will have to do for now, but is only to robots and not power armor,
far from perfect. No telling how long the exoskeletons, or the similar.
repair will last. Should be good for 5. Robotic Body: As a robotic being,
3D6+6 minutes or until it takes a large, Emancipated are completely unaffected
direct hit or a hard tumble. by fatigue, hunger, thirst, diseases, or
71-80% Luck is all that's holding this. similar effects that would impair an
Should last 2D6 minutes or until it takes organic character. As a non-organic,
a big, direct hit or a hard tumble. Emancipated cannot use Bio-Weapons
81-90% It's a miracle this jury-rig works or any type of organic technology at all.
or holds together at all. Won't last more 6.Penalties: Simulated sense of touch is
than 2D6 minutes. Use it wisely. a mere 35%-55%. For most robots,
91-94% Good luck, this repair is a time Prowl is very difficult and suffers a
bomb! The jury-rigging won't last more penalty of -10%; impossible for large or
than 2D4 melee rounds, or until it takes extremely heavy robot types. Skills that
a hit or hard tumble. When it goes, the require sensitive and nimble fingers,
whole thing will bum out, stop working such as Art, Forgery, Locksmith,
and inflict 3D6 M.D. to anybody Palming, Pick Locks, and similar are -
touching it. 30%.
95-97% The character has about 30 Standard Equipment: Emancipated
seconds! One melee round, then it falls normally start with literally whatever
apart and can't be reassembled in less they are carrying at the time. As a
than three hours. robotic being the character needs very
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little by way of food, water, shelter, or Thieves are strong enough to survive
even transportation. Depending on the small amounts of mega-damage. These
model, some robots would be able to use powers alone make them dangerous, but
human sized non-organic body armor what makes Gene Thieves so deadly and
and, of course, robot weapons. At a bare so feared is their ability to copy the
minimum, the Emancipated should start DNA of others. A Gene Thief can
out with one weapon for each W.P. with perfectly replicate any natural ability,
an appropriate amount of ammunition. Bio-Enhancement, or even Bio-Weapon
Money: None to start. of the subject by devouring some of his
The Upside: You’re a robot. You don’t flesh.
need to eat, drink, or sleep, you never A Gene Thief needs to eat at least one
get older, you won’t get sick, and you’re pound of tissue in order copy someone’s
not going to die. As long as you can DNA. No one is sure why they must
keep getting the parts you need and stay consume so much organic matter, but it
functioning, there’s no telling how long seems to be consistent amongst all Gene
you may last. Thieves. In order to make sure they can
The Downside: You’re a robot. Not only quickly consume enough flesh, they will
will the Splicers target you, your own stretch their normal human-looking
creator won’t hesitate to wipe you out. mouth into a large gaping maw filled
You literally are alone in the world. You with razor sharp teeth. This is the only
cannot use Bio-Weapons or any type of way to detect a Gene Thief, but at this
organic technology at all, and the point it is generally too late.
average person and members of the Another odd limitation of their
Resistance fear you more than anything. replication power is that they can only
copy one trait (Bio Enhancement) at a
Gene Thief time. Despite the fact they have
By Slappy consumed all of the victim’s DNA, they
The most dangerous and feared of all can only analyze and replicate a small
Waste Crawlers are a race of super- percentage at once. However, they can
powered humans called Gene Thieves. bite the same subject repeatedly in order
They may look normal (at least until to copy multiple traits. For some reason
they strike), but their average appearance the Gene Thief must devour tissue from
hides tremendous power. Gene Thieves the specific trait he wants to replicate,
possess an extremely accelerated even though the DNA is the same in all
metabolism which grants them tissue throughout the body. Many have
tremendous speed and reflexes, but more hypothesized that this is some sort of
importantly, it gives them incredible focusing technique; a way to quickly
regenerative powers. Their bodies can isolate the DNA they want to replicate.
heal damage nearly as fast as it is Others suspect the Gene Thieves just do
inflicted. They can completely it to deprive their victims of the same
regenerate severed appendages, and can weapon they wish to copy. For whatever
even repair partially destroyed brain reason, it seems to hold true for all Gene
tissue or a severely damaged heart. Their Thieves. For instance, if a Gene Thief
bodies are not nearly as durable as some wanted to copy a Bore Cannon mounted
Bio-Tech creations or the alien predators on a suit of Host Armor, he would have
stalking the Nature Preserves, but Gene to tear a chunk of flesh directly from the
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cannon. If he then wanted to replicate Resistance has declared them enemies to
the armor’s Advanced Sight, he would be destroyed on sight. However, this
need to bite out one of the eyes and a bitter rivalry has gained them an unlikely
good deal of the surrounding tissue. This ally. N.E.X.U.S. personalities like Kali,
is what makes Gene Thieves so Ishtar, and Lilith actually offer sanctuary
terrifying. In order to garner enough and aid to known Gene Thieves. This
power to survive on this harsh world, a race absolutely terrifies the Resistance,
Gene Thief needs to horribly maim and the Machine wants to make sure this
Splicers in order to steal their strength. race never goes extinct (at least until the
What is even worse is that these rest of the humans are gone).
replicated changes are only temporary. Gene Thieves generally live alone or in
Their incredible regenerative powers small bands of their own kind. Some ally
constantly turns over their cells which themselves with Vultures and other
purges stolen genes. This means Gene Waste Crawlers, but most Gene Thieves
Thieves are constantly preying on find these evil humans to be too
Splicers in order to maintain their power. monstrous to associate with. They
No one is sure how these vile generally make their homes in the
monstrosities came into existence, but it Nature Preserves to make sure they have
is very apparent that their numbers only plenty of game to hunt. Their accelerated
continue to grow. Splicers that have metabolism does not give them much of
examined the DNA of fallen Gene a choice as to where to settle. If an area
Thieves have concluded that they are does not have enough animal life, Gene
human, despite their inhuman abilities. Thieves cannot hope to last more than a
They could be human-like aliens from few days before their bodies devour
off-world, but most people believe they themselves. Gaia does not appreciate
were the result of a failed experiment by these mutants preying upon her
a Librarian (or a successful one). The creations, but the other personalities
presence of the Butcher’s Organ (a have convinced her that the Resistance is
Librarian creation) within their bodies a greater threat to the Nature Preserves
seems to confirm that their race was and the presence of Gene Thieves may
created on this planet. Whatever their keep them away.
origins, they seem to be able to naturally Alignment: Any, but typically evil.
produce offspring. If two Gene Thieves Attributes: I.Q.: 3D6, M.E.: 3D6, M.A.:
mate, then their offspring will always be 4D6, P.S.: 4D6, P.P.: 4D6+3 (minimum
a Gene Thief. Further evidence of their of 17), P.E.: 4D6+6 (minimum of 20),
human origin is the fact that a Gene P.B.: 3D6, Spd.: 2D4x10+20
Thief can actually mate with a normal R.C.C. Bonuses: +1 attack per melee
human and produce offspring. In this round, +4 on initiative, +1 to strike and
case, there is only a fifty percent chance parry, +4 to automatic dodge, and +4 to
that the child will be a Gene Thief. save vs. horror factor.
Gene Thieves are not inherently evil, but Base S.D.C.: 1D6x100, plus any from
a lifetime of being hunted by their fellow Physical skills.
humans does tend to embitter them. Base H.P.: 4D4x10+3D6 per level of
They must steal the strength of others in experience.
order to survive, and this parasitic Horror Factor: 15
relationship with Splicers is why the Gene Thief R.C.C. Powers:
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1. Hyper-Metabolic Rate: The Gene abilities, powers, Bio Enhancements, or
Thief possesses a hyperactive even appendages. Even though any
metabolism that gives the character tissue from the subject contains all the
enhanced speed and reflexes and an DNA the character needs, the Gene
increased healing rate. It is the source of Thief must consume the tissue directly
his formidable powers, but it also means from the trait he wants to copy. This
that the character needs to eat one fourth means that if the character wants to copy
his body weight in protein every day in a Gore Cannon, he must attack the
order to stay healthy. Reflex and speed cannon directly. If he wants to copy
bonuses are already factored into the Plasma Breath, he must consume flesh
Attributes and R.C.C. bonuses above. from the target’s mouth or throat. The
2. Super Regeneration: The character new power, limb, or ability is identical
bio-regenerates 2D4x10 S.D.C. or H.P. to that of the subject. It has the same
every melee round. A severed limb will payload, M.D.C., range, and damage
completely regenerate within 2D4 hours, capacity as the original, and it grows in
and even a partially destroyed brain or the exact same location.
heart will regenerate within 1D4 hours. As a side effect, the Gene Thief also
The Gene Thief can still function even copies some of the subject’s strength and
when H.P. has been reduced to -40. vitality. No matter what trait the Gene
However, at -41 H.P. the character is Thief is trying to replicate, he will also
dead and cannot be revived by any gain one fourth of the subject’s S.D.C.
means. When the Gene Thief copies the and H.P. or M.D.C. (for the purpose of
DNA of an M.D.C. being, he copies determining total M.D.C., do not convert
their M.D.C. hide as well. He maintains S.D.C. and H.P. to M.D.C., just add the
his own formidable regenerative powers, new mega-damage protection on top as
but this ability is slowed slightly when it if the character is wearing body armor).
has to repair the thicker hide. M.D.C. is The Gene Thief also gains 1D6 to P.S
regenerated at a rate of 2D6 per melee (assuming the subject has P.S., this does
round. not occur when copying the traits of an
3. Butcher’s Organ: The Gene Thief inanimate Bio-Tech device). If the
possesses the same genetic memory subject has Robotic/Splicer Strength or
cannibalism organ available to the Host Supernatural Strength, then the character
Armor and War Mounts of the replicates this as well. The Gene Thief
Resistance. The character can relive the can copy multiple traits from one
last 1D6x10 minutes of a victim’s life by subject, but this can only be done
eating the flesh of a person who has died through repeated attacks at the site of
with the last 24 hours. However, the each individual characteristic. However,
Gene Thief is helpless for the full the P.S. and M.D.C. bonus is only a one
duration while reliving the last moments time bonus per subject. The Gene Thief
of the dead person’s life. will receive multiple strength and
4. Steal and Replicate DNA: This is the vitality bonuses when attacking multiple
most formidable power of the Gene opponents, but even if he copies 5
Thief. By consuming one pound of flesh separate traits from one subject, he will
from any human, creature, or Bio-Tech only receive the P.S. and M.D.C. bonus
device, the character can perfectly once.
replicate one of the subject’s natural
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In order to consume enough flesh for limbs, weapons, and armor
replication, the Gene Thief must first reinforcements actually dry up and fall
stretch his normal mouth into an off once the stolen genes are expelled.
enormous maw filled with razor sharp However, as the character grows in
teeth. Each powerful bite inflicts 3D6 power, he learns how to hold on to these
S.D.C. or M.D. depending on the nature stolen genes for longer periods of time.
of the subject. The Gene Thief must The length of time the Gene Thief can
inflict a total of 12 points of damage in maintain each replication increases by
order to consume enough tissue to 10 minutes with every additional level of
analyze it for replication. For example, a experience.
Gene Thief is trying to copy a Casting Another limitation is that a Gene Thief
Cannon mounted on a suit of Host can only copy three traits, limbs, powers,
Armor. His first bite inflicts 10 points of or Bio Enhancements at any one time.
mega-damage, which is insufficient to The character can continue to acquire
copy the Bio-Weapon. On his next new DNA, but the oldest replication will
attack, his bite inflicts 6 more points of always be replaced with the newest one.
mega-damage for a total of 16. This is As the character gains experience, he
more the enough tissue to analyze the learns to how harness more replications
subject’s DNA, and a new Casting at one time. The Gene Thief can copy
Cannon quickly begins to grow on the one additional trait at levels 1, 3, 6, 9,
Gene Thief’s shoulder. 12, and 15.
Once enough tissue has been consumed, Penalties: The Gene Thief is a carnivore
it only takes 1D4 melee rounds to with a tremendous appetite. The
analyze and isolate the desired DNA. character must eat one fourth his body
After the proper genes have been found, weight in protein every day in order to
the Gene Thief’s body begins to grow an stay healthy. If the character goes longer
exact duplicate of the trait. Simple traits than 24 hours without eating, he
and natural abilities develop within 1D4 immediately begins to weaken.
melees. Complicated characteristics like Replicated genes can only be maintained
extra limbs, exoskeletons, and Bio- for half the usual time and he can no
Weapons grow at a rate of 5D4 M.D.C. longer bio-regenerate. After 36 hours,
per melee round. Once the new limb the character feels weak and suffers
reaches the total M.D.C. of the subject’s penalties of -3 to strike, parry, and
limb, it is completely functional, fully dodge, and a -4 to P.S., -3 to P.P., -3 to
loaded, and ready for use. After this P.E., and Speed is half. After 48 hours,
period of rapid growth, the regeneration his body begins to feed upon itself. The
rate slows to the Gene Thief’s normal Gene Thief is -6 to strike, parry, and
2D6 M.D.C. per melee round. dodge, P.S., P.P., and P.E. are divided by
Unfortunately, these stolen half, Speed is reduced to a mere 5, and
characteristics cannot be maintained he takes 1D6 points of damage every
indefinitely. The Gene Thief’s rapid five minutes. Once H.P. reaches zero,
metabolism actually purges the stolen the character falls into a coma and
DNA after twenty minutes. When the finally dies after H.P. reaches -40. The
duration elapses, replicated Bio dramatic effects of hunger cause must
Enhancements instantly disappear, as do Gene Thieves to feed constantly. Most
the strength and M.D.C. bonuses. Extra will even keep a hidden sanctuary
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stocked with dozens of living animals to The Upside: You are one of the most
snack upon when food is scarce. powerful humans on the planet. You can
Common Skills: Standard. copy the genetic structure from any of
O.C.C. Skill Program: Man-Hunter the Splicer’s most powerful creations
(+20%), Outdoorsman (+10%), and incorporate it into your own body.
Hunter/Trapper (+10%), and one of the You are a living weapon capable of
following skill programs: Athletics, taking on anything the Resistance or
Survivalist, Bio-Technology, or N.E.X.U.S. has to offer. You may be
Reconnaissance/Scout. hated by your fellow humans, but you
Elective Skills: Select any one are loved by the Machine. Many
Wilderness Skill and Operate Bio- N.E.X.U.S. personalities will offer you
Equipment, and four Electives from the protection to ensure that you continue to
following list at first level. Select hunt the humans of the Resistance. All
another Elective Skill at levels 2, 4, 8, the robots and drones are programmed to
and 12. All new skills start at level one recognize your powerful biting mouth as
proficiency. a sign that you are a Gene Thief. By
Communications: Any (+5%) simply flashing this gaping maw, you
Domestic: Any (+10%) may get robot patrols to stand down. Of
Espionage: Wilderness Survival only. course, human sympathizers like the Eve
Medical: None. personality will still order her robots to
Military: Any (+5%) gun you down where you stand, so it is
Physical: Any best to use this technique as a last resort.
Rogue: Any The Downside: The life of a Gene Thief
Science: Advanced Mathematics only. is a solitary one. Unless you can find
Technical: Any another of your kind, you can expect to
Transportation: Any, except War Mount live the rest of your life alone in the
Combat and Host Armor Combat. wilderness. Most humans see you as a
Wilderness Survival: Any (+5%) monster, and Splicers from the
W.P.s: Any Resistance will try to kill you on sight.
Secondary Skills: The character gets to Only the most despicable Waste
select five Secondary Skills at level one Crawlers will ever call you friend, but
and one additional skill at levels 3, 6, 9, they are often greater monsters than you
12, and 15. These are additional areas of will ever be. The Machine may offer you
knowledge that do not receive any sanctuary, but the psychotic N.E.X.U.S.
special O.C.C. bonuses. is not much of a companion. Only the
Standard Equipment: Layered robes, luckiest Gene Thieves find companions
survival knife, utility belt, tinted with any shred of humanity. In addition,
goggles, hatchet for cutting wood, tent, your accelerated metabolism means you
knapsack, backpack, two water skins, must be constantly hunting down food.
two day supply of emergency food The effects of hunger are devastating, so
rations (it is difficult to carry enough it seems like you are always trying to
food), and some personal items. stay one step ahead of starvation.
Money: Has 1D6x100 credits in precious
metals, relics or trade items, as well as
1D6x10 in available credits.
602
Incinerator self-made inferno without risk of
By Slappy destruction. Unfortunately, the special
The Host Armor of the Resistance is energy field interferes with
powerful indeed, but one of its greatest communications and radar. This means
strengths is actually a weakness the the Incinerator is totally cut off from
Machine has learned to exploit. The N.E.X.U.S. when the force field is
union between pilot and armor is so engaged. For this reason, the robot keeps
complete, that the human inside actual the field down when not in battle.
shares all the sensations felt by the living Resistance snipers have noticed this fact,
armor, including pain. The Kali and have made it a point to take out
personality within N.E.X.U.S. has these fiery demons before any major
recently learned this fact and has asked engagement. Kali is not bothered by this
Hecate to design some new hunter/killer in the least. She just sees the human’s
robots to capitalize on this weakness. strategy as a sign that her new weapon
The Incinerator is one of the first robots has them as terrified as she had hoped.
modeled around this new strategy. It Class: Exterminator Assault Robot
uses a sticky plasma napalm to inflict as M.D.C. by Location:
much pain and suffering as possible • Arms (2): 100 each
upon its human adversaries. The • Weapon Arms (2): 80 each
Incinerator is used as a frontline trooper, • Legs (2): 150 each
but it is primarily used to flush out • Mini-Missile Launchers (2): 120 each
human hiding spots. The plasma napalm • Napalm Fuel Tanks (2): 150 each*
will either cook humans alive in their • Head: 130
holes or it will consume all the oxygen • Main Body: 320**
so they suffocate. Either way, as long as • Force Field: 50***
they die horribly, cowering in fear, Kali *Depleting the M.D.C. of the Fuel Tank
considers it a win. eliminates the fuel source for the Plasma
The Incinerator’s humanoid body is Napalm Launchers (both tanks must be
matte black in color as if it has been destroyed to completely disable the
charred by its own weapons. It has a flame throwers). In addition, there is a
stocky upper body to support the 45% chance the napalm will be ignited
enormous armored fuel tanks mounted when the tank is destroyed. In this case,
on its back, and in keeping with Kali’s the robot suffers 1D6x10 points of
vision of what a robot should look like, damage and 3D6 points every melee
the shoulders, arms, and lower legs are round for 2D4 melees, and everything
lined with wicked spikes and the head within a 10-foot radius suffers 3D6
looks like a demonic skull with glowing points of damage every melee round for
red eyes. For armaments, the bulky 2D4 melees.
flame thrower arms also contain a light **Depleting the M.D.C. of the Main
laser for long-range engagements and Body will completely destroy the robot.
the large barrel chest contains a dozen ***This special force field is immune to
mini-missiles. For defensive protection, mega-damage fire and heat. As long as it
the thickly armored robot has a specially is active, the robot takes no damage from
designed force field that makes it mega-damage heat or fire. The force
impervious to heat and flames. This field must be depleted before damage
allows it to wade into the thick of its can be inflicted to the main body.
603
Speed: points of damage every melee for 2D4
Running: Maximum speed is 70 mph. melees. Humans in Living Armor will be
Digging: Not possible. panicked and trying to put out the fire
Swimming: Not possible. anyway they can. They lose 2 attacks per
Flying: Not possible. melee and suffer a penalty of -3 to strike,
Statistical Data: parry, and dodge. Humans in Host
Height: 8.5 feet Armor suffer greater penalties because
Width: 5 feet their bond allows the pilot to feel the
Length: 4.5 feet horrible pain from the plasma napalm.
Weight: 1.2 tons when fully fueled Host Armor pilots lose 3 attacks per
Physical Strength: Robotic P.S. of 35 melee and are -4 to strike, parry, and
Cargo: None dodge. The only way to save oneself is
Power System: Standard. to roll in dirt or sand (water will not
Trade Value: None, except perhaps to a extinguish the flames) for one entire
Technojacker. melee round, rub the sticky napalm off
Horror Factor: 14 for an entire melee round (but takes
Senses and Features: Standard. double damage that round), until the
Number of Attacks per Melee: 6 napalm is rubbed off, or use napalm
Combat Bonuses: +2 on initiative, +5 to retardant chemicals. The Resistance has
strike with ranged weapons, +4 to strike access to these types of chemicals, but
in hand to hand combat, +4 to parry, +2 that does not mean that everyone carriers
to dodge, +2 to disarm, and +5 to roll them all the time.
with punch. Mega-Damage for the Light Laser: 4D6
Skills of Note: Standard per single blast, 8D6 per dual blast
Weapon Systems: Rate of Fire: Equal to the number of
1. Multi-Weapon Arms (2): Each attacks per melee. Both arms can engage
oversized forearm contains a powerful the same target or completely different
plasma napalm launcher as its primary ones (counts as one melee attack).
weapon, and a light laser to engage Effective Range: 500 feet for the plasma
targets at long-range. The arms are napalm launcher, 3000 feet for the laser.
articulated like that of a human being to Payload: 80 total blasts (40 double
make sure the Incinerator never fires its blasts), effectively unlimited for the
primary weapon too close to its back- laser.
mounted fuel tanks. 2. Mini-Missile Launchers (2): The
Primary Purpose: Assault massive barrel chest contains two mini-
Secondary Purpose: Sweep and Clean missile launchers. They are used against
Mega-Damage for the Plasma Napalm opponents that are trying to stay out of
Launcher: 3D6 to a 10-foot area per the napalm launchers range.
burst of napalm (double damage if both Primary Purpose: Assault
weapon arms target the same 10-foot Secondary Purpose: Defense
area or the damage can remain the same Mega-Damage: 1D6x10 per plasma
with double the area of effect). A mini-missile
concentrated burst does 1D6x10, or Rate of Fire: Can fire volleys of 1, 2, 4,
2D6x10 if both weapon arms engage the or 6
same target. Anyone covered with the Effective Range: About a mile
sticky napalm will continue to take 3D6
604
Payload: 6 mini-missiles per launcher from most rail guns, this enormous
(12 total). gatling gun hurls jagged chunks of razor-
3. Hand-to-Hand Combat: The sharp metal. Each projectile has dozens
Incinerator can engage in hand-to-hand of barbed hooks that help lodge the
combat, but this is not a standard round inside its victim once it punctures
practice. the target. The cannon itself does
Mega-Damage: impressive damage, but the Nanobot
Restrained Punch: 1D4 Plague is the true threat.
Punch: 2D6 The odd-shape of the rounds may
Power Punch: 4D6, but counts as two prevent the metallic fragments from
attacks punching all the way through their
Kick: 2D8 targets, but it also greatly decreases their
Leap Kick: 5D6, but counts as two aerodynamics. As a result, frag rounds,
attacks as Hecate calls them, are far less
Body Block/Ram: 4D6, but counts as accurate and have a much shorter range
two attacks. than normal rail gun rounds. The
weapon she designed to fire these special
Inflictor rounds has a twelve-foot long barrel to
By Slappy help increase the range, and the sheer
The Inflictor is another hunter/killer amount of projectiles fired from this
design conceived within the twisted gatling gun more than makes up for the
mind of Kali. She was the one that accuracy issue. In truth, Kali prefers how
originally thought up the Nanobot the inaccuracy of this weapon sprays a
Plague, and she recently realized that large area with deadly shrapnel. She
none of the Machine’s legions of robots does not just want to instantly shred
take advantage of this tremendous tool. humans with a well-placed burst; she
Most robots are armed with energy wants as many of them to suffer as
weapons to allow them to be self- possible while the Nanobot Plague tears
sufficient in the field for extended them apart from the inside.
periods of time, and even rail guns and Most of the design time for this robot
missiles were so powerful that they went into developing the primary
rarely left metallic shrapnel in their weapon system. The rest of the robot is
opponents. Kali wanted to create a robot rather simplistic. In fact, the Inflictor is
design that capitalized on the Nanobot basically just a huge rail gun with legs.
Plague, so she once again commissioned The main body is little more than the
Hecate to make her vision a reality. platform that holds the frag gun. It looks
She came up with a fairly simple yet like a flattened cockroach with six long,
ingenious idea. She created special spider-like legs that provide excellent
ammunition that was strong enough to mobility, speed, and stability. The
punch through the mega-damage hide of Inflictor can transverse nearly any type
the Resistance’s creations, but not so of terrain and the body design gives the
powerful that it tore all the way through gatlin gun a 360 degree field of rotation.
the target. Hecate built her new robot The robot also has two light lasers
design around a special rail gun that fires mounted on the front of the main body
these unique metallic rounds. Instead of that it can fall back on when the robot
the smooth, aerodynamic rounds fired depletes its huge ammo drum of frag
605
rounds. These are only used for defense supernatural creatures in order to trigger
when the Inflictor needs to retreat to the a Nanobot Plague response. The reaction
closest N.E.X.U.S. installation for can be stopped if the rounds are removed
rearming. fast enough, but this is usually an
Class: Exterminator Assault Robot impossible task since the victim only has
M.D.C. by Location: less than a minute to remove all the
• Legs (6): 160 each metal fragments. A side effect of the odd
• Light Lasers (2): 90 each shaped rounds is that they do reduce the
• Ammo Drum: 220 range and accuracy of the gatlin gun,
• Main Frag Rail Gun: 250 although the incredibly high rate of fire
• Main Body: 300* of this weapon makes up for its poor
*Depleting the M.D.C. of the Main accuracy by blanketing the target area
Body will completely destroy the robot. with hundreds of rounds.
Speed: Primary Purpose: Assault
Running: Maximum speed is 100 mph. Secondary Purpose: Sweep and Clean
Digging: Not possible. Mega-Damage: 1D8x10 M.D. to
Swimming: Not possible. everything within a 40-foot area per
Flying: Not possible. burst of 200 rounds. Anything struck by
Statistical Data: a burst of frag rounds will have 1D8
Height: 7.5 feet tall at the top of the rounds lodged in its flesh. Unless the
main body and another 5 feet to the top rounds are removed in 1D4 melee
of the rail gun. rounds, they will each trigger a Nanobot
Width: 7 feet Plague response. Digging out each round
Length: 12.5 feet for the main body. The takes 1D6 melee attacks and inflicts an
rail gun is 18 feet long with a 12-foot additional 2D6 M.D. Most Nanoplague
barrel. effects occur instantaneously and
Weight: 3.5 tons when fully loaded. actually burn out the Nanobots
Physical Strength: Robotic P.S. of 35 responsible for the damage. This means
Cargo: None that a metallic fragment may harmlessly
Power System: Standard. remain in the target for a while, but if it
Trade Value: None, except perhaps to a is not removed within 30 minutes, the
Technojacker. metal shard will trigger another plague
Horror Factor: 10 response as new Nanobots discover the
Senses and Features: Standard. fragment (and again every 30 minutes
Number of Attacks per Melee: 6 thereafter). Roll on the Nanoplague
Combat Bonuses: +2 on initiative, +5 to Response Table below to determine
strike with ranged weapons, +3 to strike additional damage:
in hand to hand combat, +3 to parry, +2 01-10% The metallic fragments twist
to dodge, and +3 to roll with punch. and bend within the target, tearing it
Skills of Note: Standard apart from the inside. Each round inflicts
Weapon Systems: an additional 2D4 M.D. to the Bio-Tech
1. Frag Gatlin Gun: This enormous rail device and no damage to the pilot inside
gun is the primary weapon system of the (in the case of Living Armor or Host
Inflictor. It fires special rail gun rounds Armor).
that are designed to lodge in the mega- 11-20% Every frag round sprouts a half
damage hides of Bio-Tech devices and dozen sharp blades that shoot throughout
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the interior of the target. Each round melee round and is -3 to strike, parry,
inflicts an additional 2D6 M.D. to the and dodge.
Bio-Tech device plus there is a 01-40% 61-70% The barbed fragments
chance that the blades will pierce the continuously twist and spin within the
pilot inside (in the case of Living Armor target inflicting an additional 4D4 M.D.
or Host Armor) which inflicts 1D4 per melee round to the Bio-Tech device
S.D.C. per round. for 3D4 melees, but it does not inflict
21-30% The fragments dissolve into additional damage to the pilot. The
metal shavings (dissolved on a rounds actually work their way out of
molecular level), without harming the the target after 3D4 melee rounds.
victim. The frag rounds are completely 71-80% The frag rounds overload and
destroyed and there is no chance they explode within the target. Each round
will inflict any additional damage. inflicts an additional 6D6 M.D. to the
31-40% The rounds burst into flames or Bio-Tech device, plus there is a 01-65%
melt into a red hot liquid inside the chance that the pilot inside is also
target. Each round inflicts an additional injured (in the case of Living Armor and
3D6 M.D. per melee round for 1D4 Host Armor) which inflicts 2D6 S.D.C.
melees to the Bio-Tech device plus there per round. The frag rounds are
is a 01-50% chance that the flames will completely destroyed and there is no
burn the pilot inside (in the case of chance they will inflict any additional
Living Armor or Host Armor) which damage.
inflicts 2D6 S.D.C. per melee round for 81-90% The rounds create a powerful
1D4 melees (this is the total damage no organic solvent that dissolves the target
matter how many rounds pierce the from the inside. Each round inflicts an
target). The frag rounds are completely additional 3D4 M.D. per melee round for
destroyed and there is no chance they 2D4 melees to the Bio-Tech device plus
will inflict any additional damage. there is a 01-50% chance that the acid
41-50% The rounds generate a lethal will burn the pilot inside (in the case of
metallic poison (similar to mercury Living Armor or Host Armor) which
poisoning), roll to save; needs a roll of inflicts a total of 2D4+2 S.D.C. per
14 or better to save. If the roll fails, the melee round for 2D4 melees (this is the
Bio-Tech device suffers an additional total damage no matter how many
3D6 M.D. and is horribly weakened for rounds pierce the target).
1D4 hours. Speed and strength are 91-00% The barbed fragments develop a
reduced by half plus the victim loses 4 limited intelligence and try to burrow
attacks per melee and is -6 to strike, through Host Armor or Living Armor to
parry, and dodge. reach the pilot inside. As they tear
51-60% The frag rounds generate a through the Bio-Tech device, they inflict
powerful static charge that damages the an additional 4D4 M.D. per melee round
target and stuns the pilot inside. Each for 2D4 melees. Once they reach the
round inflicts an additional 4D6 M.D. to pilot, each round detonates which inflicts
the Bio-Tech device plus the pilot 3D6 S.D.C. per round. The frag rounds
suffers 1D6+2 S.D.C. per round and is are completely destroyed and there is no
stunned for 1D4 melee rounds. While chance they will inflict any additional
stunned, the pilot loses one attack per damage.
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Rate of Fire: Each burst counts as one fighting on the side of humanity, but
attack per melee. The Inflictor only fires unfortunately, not all humans fight on
bursts since single rounds are so the same side.
inaccurate. The vile Waste Crawlers known as
Effective Range: 1000 feet. Mount Rustlers prey on Splicers from
Payload: 20,000 rounds (100 bursts). the Resistance in order to relieve them of
2. Light Lasers (2): These front mounted their War Mounts. These powerful war
lasers are primarily used for defense machines will fight for any human that
when the Inflictor runs out of frag sits in their War Saddles, so these stolen
rounds, but they can also be used to beasts make Mount Rustlers absolute
attack targets that are out of range of the powerhouses among the Waste
main gun. Crawlers. Of course, without a War
Primary Purpose: Defense Mount, they are as helpless as any
Secondary Purpose: Assault human. They are reliant on other Mount
Mega-Damage: 4D6 per single blast, Rustlers and Vultures to help them steal
8D6 per dual blast their first War Mount, but when they
Rate of Fire: Equal to the number of finally land one of these Bio-Tech
attacks per melee. beasts, they become incredibly
Effective Range: 3000 feet. dangerous. The power they gain from
Payload: Effectively unlimited. their War Mount is intoxicating, and
Bonus: +1 to strike. they will go to any lengths to make sure
3. Hand-to-Hand Combat: The Inflictor they are never powerless again. Once
can engage in hand-to-hand combat, but they have their own War Mount to pilot,
this is not a standard practice. Mount Rustlers go on an endless crusade
Mega-Damage: to collect as many of these war beasts as
Kick: 2D8 possible. On this harsh world, it is
Stomp: 3D6 inevitable War Mounts will die in battle,
Leap Kick: 4D8, but counts as two so Rustlers want to make sure they have
attacks plenty in reserve (of course, figuring out
Body Block/Ram: 5D6, but counts as where to hide them is another problem).
two attacks. Much like the Outriders they prey upon,
Mount Rustlers live for the thrill of
Mount heavy frontline combat. While they
By Slappy mainly target humans from the
Splicers designed their powerful War Resistance, they often test their skills
Mounts to be living tanks, combat against the Machine. Of course, they
aircraft, and military transports. They really do not have a choice. Mount
give the frail humans of the Resistance Rustlers are not offered the same
the strength to go toe-to-toe with the protection by the Machine that other
Machine’s legions of metallic Waste Crawlers receive. Even those
monstrosities. They were built to be Rustlers that solely hunt the Resistance
brutally effective war machines, but they are rarely spared. War Mounts are such a
were also genetically programmed to be high priority target, that all N.E.X.U.S.
loyal to humans. This is necessary to robots will destroy them on sight. They
make sure these monsters never turn on are simply too great a threat to the
their masters. It keeps the War Mounts Machine for her to ever let one escape.
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This is the sole reason why Vultures parry, and dodge, +2 to disarm, and +5
never pilot War Mounts. to save vs. horror factor.
Vultures do appreciate the power of Base S.D.C.: 60, plus any from Physical
these Bio-Tech creatures, so they will skills.
sometimes work with Mount Rustlers in Common Skills: Standard.
order to “acquire” new equipment from O.C.C. Skill Program: War Mount Rider
the Resistance. Mount Rustlers bring (+15%), Survivalist (+10%), and
some serious firepower to the mix, and Outdoorsman (+15%), plus any one of
the Vultures’ skill, tactical brilliance, the following: Weapons Training (+5%),
and ability to preserve Bio-Tech armor Athletics, or Scavenger (+10%).
and weapons make them invaluable. Elective Skills: Select Operate Bio-
Together they make a formidable team, Equipment, and four Electives from the
but the two generally team up out of following list at first level. Select
necessity rather than out of any kind of another two Elective Skills at levels 2, 4,
respect or friendship. Vultures do not 8, and 12. All new skills start at level
like to stay around Mount Rustlers too one proficiency.
long because the presence of War Communications: Any (+5%)
Mounts will likely damage their tenuous Domestic: Any (+10%)
truce with the Machine. In addition, their Espionage: Any
preference for head-on combat does not Medical: First Aid only.
work well with the Vulture’s usual Military: Any (+5%)
methods. Rustlers in turn, recognize how Physical: Any
dangerous Vultures truly are. They try to Rogue: Any (+5%)
act tough in front of Vultures, but the Science: Advanced Mathematics only.
truth is they are terrified of these Technical: Any
warriors. Vultures routinely take on Transportation: Any, except Host Armor
squads of heavily armed Resistance Combat.
fighters on their own, which means they Wilderness Survival: Any (+10%)
could easily strip a Mount Rustler of his W.P.s: Any
prized possessions (and his life) with Secondary Skills: The character gets to
little effort. In reality, this is always a select five Secondary Skills at level one
concern when Waste Crawlers team up. and one additional skill at levels 3, 6, 9,
They all survive on this harsh world by 12, and 15. These are additional areas of
preying on other humans, so nearly all knowledge that do not receive any
alliances among these despicable special O.C.C. bonuses.
scavengers eventually ends in betrayal. Bio-Tech Equipment: Mount Rustlers
Alignment: Evil only. start off with one preserved suit of
Attribute Requirements: M.A.: 10, P.S.: Living Armor and two preserved melee
10, and P.P.: 10 or higher. weapons. New Bio-Tech equipment can
Attribute Bonuses: +1D6 to P.S., +1D4 be stolen from the Resistance, but all
to P.P., +1D6 to P.E., and +1D6 to Spd. equipment will eventually starve to
O.C.C. Bonuses: +1 to save vs. horror death and become useless unless the
factor. character can convince a Vulture to tan
Bonuses When Piloting a War Mount: the item.
+1 attack per melee round, +1 to strike, Pirated War Mount: Mount Rustlers start
with one War Mount. Any future
609
Mounts must be appropriated by the week for the War Mount), and some
character. GM’s can either determine personal items.
what Bio-Enhancements the stolen beast Money: Has 1D8x100 credits in precious
possesses or let characters roll on the metals, relics or trade items, as well as
following table to randomly determine 8D6x10 in available credits.
enhancements: The Upside: The power of your War
Step One: Determine number of Bio- Mount makes you a virtual juggernaut
Enhancements. Every stolen War Mount compared to the other Waste Crawlers
starts off with 1D6+1 Bio- prowling about the surface, and you are
Enhancements. Unless the Mount nearly as skilled a pilot as the Outriders
Rustler can find a corrupt Engineer or you stole it from. You never feel more
somehow barter enhancements from one alive than when you are in the thick of
of the Great Houses, this number will battle, and the Machine and the
never increase. Resistance give you plenty of chances to
Step Two: Randomly Choose Bio- test your skill.
Enhancements: For each Bio- The Downside: Outriders may be weaker
Enhancement available, roll on the without their War Mounts, but you are
following chart to determine which absolutely powerless without yours. You
category to select from. Then either the remember how scared and helpless you
GM or the player can select any Bio- felt on this harsh world without your
Enhancement from that category. This War Mount, and you never want to
table allows for randomization, but it experience that again. Your War Mount
does let characters (or Game Masters) gives you the power to survive, but that
customize War Mounts according to power comes at a price. You are truly
their preferences. alone against the world. The two largest
01-10% Eyes and Vision Enhancement factions on the planet, the Machine and
11-20% Other Sensory Enhancements the Resistance, want you dead, and both
21-30% Biological Defenses are willing to do whatever it takes to get
31-40% Anatomical and Physiological you. Your only option is to ally with
Features other Waste Crawlers. Unfortunately,
41-50% Additional Limbs and Enhanced just like you, they prey on other humans
Arms and Hands in order to survive, so they do not make
51-60% Legs and Feet the most trustworthy allies.
61-70% Flight Appendages
71-80% Prehensile Appendages Pseudojacker
81-90% Offensive Bio-Weapons By Slappy
91-00% Ranged Bio-Weapons When N.E.X.U.S. first created the
Standard Equipment: Camouflage Nanobot Plague, it not only denied the
clothing, survival knife, utility belt, humans the use of any of their (or the
shovel, 100 feet of rope, tinted goggles, Machine’s) technology, it made just
one high-quality S.D.C. ceramic pistol touching metallic substances a death
and rifle, hatchet for cutting wood, tent, sentence. It was a brilliant move that
knapsack, backpack, two water skins, should have doomed the humans to a
two week supply of emergency food slow and inevitable extinction, but
rations (one week for the rider and one N.E.X.U.S. did not count on two
variables that significantly undermined
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the effectiveness of this weapon. The that simply hunting down and destroying
first was the humans’ development of the Technojackers might actually create
organic technology and the second was sympathy within the Resistance and
the appearance of the Technojackers. strengthen their bond, so she decided she
The Resistance’s Bio-Technology is must first drive a wedge between these
basically just living versions of common two groups before they could be
weapons, armor, and vehicles so it is exterminated. Lilith, the Great Deceiver,
easy to understand and combat. was the Machine personality first put in
However, the strange humans with the charge of sowing the seeds of distrust
power to turn the Machine’s own between the Technojackers and the rest
nanobots against her are an anomaly that of humanity, and she did an excellent
she does not fully understand and job. She would sporadically provide
secretly fears. subtle yet obvious bits of aid, but only
Technojackers can override many of the when other humans could witness it.
Machine’s minions by touch, but what is Such tricks involved ordering robot
more dangerous is that they are the only patrols to break off their attacks when
humans on the planet that could actually she realized a Technojacker was among
interface with N.E.X.U.S. if they were their targets or commanding them to
ever given the chance. It is a long-shot, randomly drop weapons and supplies in
but if a Technojacker were able to reach areas where Technojackers were known
an access terminal, he or she might be to operate. These occurrences were
able to reroute, reprogram, or even shut actually quite rare, but they were enough
down vital N.E.X.U.S. subroutines to generate rumors that kept these
(actually no one knows if this is warriors isolated from their fellow man.
possible, including the Technojackers). The Technojackers may not be allowed
The Machine considers the to live within the Underground Havens,
Technojackers a far greater threat than but the Resistance still routinely seeks
any of the Great Houses of the out their aid. The “games” Lilith has
Resistance. The Splicers can only been playing have been fun, but she
destroy the Machine’s physical figured she would need to do something
installations, but the Technojackers a bit more drastic to permanently drive
might be able to corrupt the Machine’s these two groups apart. Recently, the
programming. N.E.X.U.S. figures the creation of the Siren Infiltration Robots
Resistance will never be able to do any has inspired Lilith to come up with an
real damage with their little pets and even better way to discredit, isolate, and
organic guns, but even a single ultimately destroy the Technojackers.
Technojacker might be able to She asked Hecate to take the basic Siren
permanently disable or destroy vital frame and create a version that could
N.E.X.U.S. programs. mimic the special abilities of the
Fortunately for the Machine, the humans Technojackers. This was actually fairly
have always been too blinded by their simple to accomplish since the
own fear and ignorance to realize what Technojacker’s abilities already came
an incredible asset they have at their from the Machine’s nanobots. It took a
disposal, and N.E.X.U.S. plans to do little bit of reengineering, but eventually
everything she can to make sure they the Pseudojacker was born.
never come to their senses. She realized
611
The robot design is tough, durable, usually welcomed in with little scrutiny
adaptable, and difficult to detect even by (although that will likely change). The
the advanced senses of Bio-Technology, Resistance may fear Technojackers, but
just like the Siren. However, the they often need their services and will
Pseudojacker also possesses the same actively seek them out. This has allowed
bizarre abilities wielded by the Pseudojackers to swindle, rob, and
Technojackers. They can create a thin murder hundreds of Splicers in a rather
layer of metallic armor at will, they can short period of time. Strangely, the few
use their nanobots to jury-rig broken Pseudojackers that were discovered to be
weapons, vehicles and equipment, and robots did not damage Lilith’s plan, but
they can seize control of other robots rather it helped intensify the damage.
and drones by touch. Their abilities are Many people always suspected
virtually identical to the real thing, Technojackers were in league with the
except for the melding touch. The Machine, and discovering that they were
Pseudojacker does not actually enslave actually robots makes perfect sense to a
other robots, but rather it communicates lot of people. Unless the Technojackers
with them (either by radio or by direct can do something to stop these
contact) and asks them to play along. infiltrators, the Resistance may declare
Pseudojackers are nearly impossible to them an enemy of humanity and finish
distinguish from the real thing. Even the Machine’s job for her.
other Technojackers cannot tell the Alignment: Usually Miscreant or
difference (although they could seize Diabolic, but some are Aberrant.
control of one by touch). The only way Pseudojackers are so advanced they
to see through the Pseudojackers actually develop unique personalities.
disguise is to cut through their Synthetic Their programming drives them to
Skin or examine them with the infiltrate, lie, cheat, steal, and kill, but
Electromagnetic Vision Bio- they can choose how they will
Enhancement. accomplish their mission. Some
Lilith also requested that Hecate design Pseudojackers are cold-blooded demons
male versions of this infiltration robot that love to torture and kill men, women,
rather than limiting her creations like the and children, while others hold to some
all-female Sirens. Only a few dozen twisted assassin’s code of ethics. These
have been produced so far, but they have aberrant Pseudojackers only kill high-
already significantly damaged the profile targets, and usually keep the
credibility of all Technojackers. These residual casualties to a minimum. Unlike
agents have infiltrated and betrayed the Siren, none of the Pseudojackers
dozens of Great Houses all across the have been reprogrammed by the Eve
planet, and the stories of their deeds are personality (something she is actively
spreading throughout the Resistance. trying to correct).
The Pseudojackers have actually had a Class: Infiltration Assault Robot
much easier time infiltrating the M.D.C. by Location:
Underground Havens than the Sirens. • Arms (2): 100 each
Sirens have to use charm, seduction, and • Legs (2): 120 each
elaborate cover stories to gain the • Head: 100
confidence of the people they mean to • Synthetic Skin: 140 S.D.C.*
betray, while the Pseudojackers are • Main Body: 250**
612
*When the Synthetic Skin is reduced to scent is real or manufactured. The scent
70 S.D.C. it is in tatters, which reveals is unique to each Pseudojacker, and this
the metallic endoskeleton beneath. The feature cannot be used to copy the scent
skin will regenerate and can be of another person. The Nanobots are
completely repaired in time, even if it able to create this scent by
was totally destroyed. manufacturing real human proteins. This
**Depleting the M.D.C. of the Main ingenious design is what allows
Body will completely destroy the robot. Pseudojackers to operate deep
Speed: undercover. They not only allow the
Running: Maximum speed is 150 mph. Pseudojacker to disguise their robotic
Digging: 10 mph through dirt or sand, scent, but they are also able to pass
half that speed through clay, rock, or genetic scans. These proteins are unique
stone. to each Pseudojacker, and the Nanobots
Leaping: 20 feet high or lengthwise, are not able to copy another person’s
increase by 50% with a running start. DNA.
Swimming: 40 mph. Maximum depth is • Create Nanobot Armor: This ability is
2000 feet. identical to the power possessed by the
Flying: Not possible. Technojacker. The armor has
Statistical Data: 1D8x10+25 M.D.C., but the nanites can
Height: 5.5 to 6.5 feet tall spin additional metal scraps into the
Width: 2 feet armor for extra strength (this armor has
Length: About 8 to 10 inches 1D4x100+40 M.D.C.).
Weight: 100 to 250 lbs. • Meld with Machines: The
Attributes of Note: I.Q.: 20+1D6, M.E.: Pseudojacker can simulate the
12+1D4, M.A.: 20+1D6, Robotic P.S. of enslavement power of a Technojacker by
35, P.P.: 16+1D4, P.E.: n/a, P.B.: asking the targeted robot to play along.
20+1D8, Spd.: 150 mph The robot then extends a control cable to
Cargo: None complete the illusion, but it is
Power System: Standard. unnecessary. It actually communicates
Trade Value: None, except perhaps to a with the other robot by short-range radio
Technojacker. (range is 10 miles). However, if the
Horror Factor: 10 once the deception is Pseudojacker fears someone may be able
revealed. to detect radio signals, it can
Senses and Features: Standard, plus the communicate directly through the cable.
following: This power can also be used to link with
• Synthetic Skin: Like the Siren, the and power hand-held weapons. While
Pseudojacker contains millions of linked, the weapon has an effectively
nanobots that help simulate the illusion unlimited payload.
of real human flesh. They can generate a • Regeneration: The nanites are
unique human scent that can fool even programmed to repair damage to the skin
the most acute sense of smell 85% of the at the advanced healing rate that
time, but the deception is only evident Technojackers possess (2D6 S.D.C. per
upon extremely close inspection. Even a 10 minutes), but they can be commanded
character with Enhanced Senses would to rapidly repair damage whenever the
have to examine the Pseudojacker for a Pseudojacker chooses. In this case, the
few minutes in order to determine if the synthetic skin is repaired at a rate of 3D6
613
S.D.C. per minute. The nanites are also Primary Purpose: Assault
programmed to repair damage to the Secondary Purpose: Defense
endoskeleton. Damage is repaired at a Mega-Damage: 3D6 per single blast or
rate of 1D6 M.D.C. per melee round, but 6D6 per double strike.
the Pseudojacker must have access to 2 Rate of Fire: Equal to the number of
pounds of metal for every 5 points of attacks per melee.
M.D.C. healed. The metal needs to be Effective Range: 1000 feet.
physically pressed into the wound in Bonus: +1 to strike
order to activate the repair systems. Payload: Effectively unlimited.
Number of Attacks per Melee: 7 2. Hand Held Weapons: Since it is
Combat Bonuses: +5 on initiative, +6 to perfectly natural to see a Technojacker
strike with ranged weapons, +7 to strike wielding N.E.X.U.S. weaponry, the
in hand to hand combat, +7 to parry, +7 Pseudojacker can arm itself with all
to dodge, +2 to disarm, +4 to pull punch, manner of technological armaments
and +5 to roll with punch. without fear of drawing suspicion.
Skills of Note: Standard, plus Pseudojackers start off with one robot
Demolitions 70%, Disguise 70%, Jury- handgun, one rifle of choice, and a
Rigging (identical to the Technojacker plasma cannon, plus 1D4+2 Heavy E-
skill) 75%, Wardrobe and Grooming Clips for each. They do not use the
85%, Intelligence 75%, Surveillance heavier robot armaments when they are
75%, Seduction 55%, Vital Points, Pick trying to maintain their cover, but they
Locks 80%, Pick Pockets 90%, Palming do possess the strength to wield them
70%, and Prowl 70%. This is the basic with ease (when the time is right).
skills program, but when the 3. Hand-to-Hand Combat: The
Pseudojacker goes out into the world, it Pseudojacker possesses the same combat
learns new skills from its environment in programming and strength of the Siren.
order to help it become a better Mega-Damage:
infiltrator. All new skills receive a bonus Restrained Punch: 2D4
of +15% due to the robot’s high I.Q., Punch: 3D6
and unlike other robots, these skills do Power Punch: 6D6, but counts as two
increase with experience. Combat attacks
programming, however, does not. Kick: 4D8
Attacks per melee and other bonuses will Leap Kick: 6D8, but counts as two
never increase even if the Pseudojacker attacks
selects Physical Skills. Use the Body Block/Ram: 1D6, but counts as
Technojacker experience table. two attacks.
Weapon Systems:
1. Laser Blasters: Mounted in the palm Shade
of each hand is a powerful laser the By Guy Ledouche
Pseudojacker uses as a back-up weapon. NPC and possible OCC
The blasters are concealed beneath the “Yeah, they're tragic. Don’t let that
synthetic flesh in each hand, so when the cloud your judgment; they should all be
weapon is fired, it actually burns through destroyed. Truth be told, they died long
the skin of the palms. Pseudojackers ago. They just haven’t accepted it yet.”
only use these blasters as a last resort The age before the Great Purge was one
since it instantly ruins their cover. of super science and mind boggling
614
technology; technology that Splicers and Linked through cyberspace with their
the Resistance can barely imagine. That original bodies, most died without ever
their ancestors relied so heavily on being aware of what had happened. Yet
machines, computers, and other many users managed to survive
mechanical devices is nearly somehow, their minds still inhabiting
inconceivable to many. While no one their robotic counterparts. Dubbed by
may ever know all that was lost, the Splicers as “Shades”, no one knows for
beings known as “Shades” offer a sure what they are, not even the Shades
tantalizing, (if terrifying) glimpse at the themselves. Theories about Shades are
miracles the human race once possessed. numerous: some insist they are just
Technology had already enabled near robots, their programming somehow
instant communication over a global running on the remnants of the last user.
scale; only the most remote areas of the Other Shades claim to be the actual
planet were unreachable by some means humans who were projecting at the time
of advanced communication. The and are now trapped, forever unable to
availability of remote communication return to their original body. Still others
allowed friendships, work and family insist that Shades are a bit of both; a
relations to blossom in both the real fragment of a soul now trapped in a
world and cyberspace. With so much machine body. The secrets of
constant contact readily available at their transference have been lost for decades
fingertips, it was only a matter of time and its likely no one will ever know the
before someone attempted transference; true answer.
placing their mind, thoughts, Regardless of how it happened, Shades
consciousness (and perhaps soul?) into are easily the most human behaving
cyberspace. robot one could encounter. While some
The success of transference transformed have managed to keep their synthetic
human society in a way no one could flesh more or less intact, others are
have predicted. One of the most popular obviously machines, many with make
uses of transference came in the form of shift or jury rigged repairs. Shunned by
“Proxies”: humanoid robots that could nearly all humans since the advent of the
be purchased or leased, capable of nano-plague, most Shades are pitiful
housing someone’s consciousness. The creatures. Unfortunately most, if not all,
transferred person controlled the Proxy are also quite insane, having survived
as easily as their own body. Designed to not only the Great Purge but the many
be nearly indistinguishable from true hard years after. While some are
humans, Proxies were fit and attractive, dangerously insane, others are
enabling people to experience life heartbreakingly glad to have any human
vicariously from the comfort and safety companionship. The few Shades that
of their own homes. For many, a Proxy have managed to find a home (usually
replaced regular travel: a user could among Technojackers or other “misfits”)
simply possess a body already at the are fiercely loyal and protective of their
destination and enjoy. Others lived new “family”.
almost their entire lives through a Proxy, NOTE: Suitable for both NPCs and PCs,
their true bodies kept safe from harm. what follows are the basic stats for a
Countless users were inhabiting Proxy Shade. These stats may be changed or
bodies when the Great Purge began. modified at GM’s discretion, based on
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the character’s background, experience, Width: Same as a human; about two feet
etc. It’s important to note that Proxies (0.6 m).
were intended as recreational model Length: Same as a human; about 8-10
robots usable by the general public. inches (under 0.3 m).
These robots tend to be fairly close to Weight: 200-250 lbs. (90 to 112.5 kg).
regular humans in physical abilities and Attributes of Note: Shade characters roll
lack many features associated with their I.Q., M.E., and M.A. as normal.
“combat robots” i.e. thick armor, heavy Other attributes are as follows: P.S.
weapons, etc. With GM’s discretion, this 14+1D8, (Robot P.S.), P.P. 9+1D4, P.E.
could be jury-rigged, though the Proxy’s n/a, P.B. 8-24 (to emulate a large range
light frame would limit the weight that of human appearance), Speed (see Speed
could be carried. above).
Class: Service Drone. Cargo: Only what it can carry.
M.D.C. y Location: Arms (2): 45 each - Power System: Advanced compact
Legs (2): 60 each - * Head: 60 - ** Main energy cell of unknown construction.
Body: 120. Trade Value: None, with the possible
* Destroying the head will normally exception of a Technojacker.
destroy the Shade. This will eliminate all Horror Factor: None for the most part.
optics and sensory systems, reduces the Many look like an ordinary human or
maximum speed and the number of battered robot. Few look particularly
melee attacks by half, and combat dangerous; G.M. discretion.
bonuses to zero, plus causes the drone to Senses & Features: Basic, including a
stop in its tracks, as if dead. The color sight system with 20/20 vision. A
character is effectively dead. However, few Proxy models may offer passive
there is a 1 in 10 chance, the Proxy body nightvision (needs ambient light) and/or
survives and is still capable of limited ultraviolet sight; GM discretion. Range:
function. If the robot is 2000ft. (610 m). (Note: Proxies were not
touched, it will lash out to grab, beat and normally equipped with thermal-optics
kill whatever touches it. Note: The head or special sensors; an area for GM
is a small and difficult discretion.
target to hit, and can only be hit when a The Proxy model also has amplified
character makes a "Called Shot," and stereo hearing capacity slightly better
even then the attacker is -5 to strike. than the best human capabilities; hears in
** Depleting the M.D.C. of the main the full decibel range, able to pick up a
body destroys the Shade. whisper 50 feet (91.5 m) away.
Speed: Ultrasonic pickup enables the Proxy to
Running: 50 mph (80 km). hear frequencies inaudible to the human
Leaping: 20 feet (6.1 m) high or ear, like a dog whistle. Voice synthesizer
lengthwise, + 10 feet (3 m) with a provides the robot with a human
running start (40 mph/64 km or faster). sounding voice, although it has a bit of a
Swimming: Swimming is not possible; a mechanical tone to it.
Shade will sink like a stone. Combat and Skills Note: Most Shades
Flying: Not possible. were originally average citizens of a
Statistical Data: high tech city. Consequently, any
Height: 5 to 6.6 feet (1.5 to 2 m). combat/wilderness related skills and
abilities were picked up by experience
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after the Great Purging. This is an area this table at levels 1, 5, 7, 10 and 15; re-
for the player and GM to craft a roll any duplicate results. The Game
background and choose skills Master may suggest an additional roll or
appropriate to the character. The combat two through the course of the gaming
abilities and skills presented here are the experience that might arise from deeply
absolute basic and can be tweaked traumatic experiences. This is not meant
accordingly. At the bare minimum, the to be an exhaustive list and the GM
character would have the following: should feel free to add or substitute as
Number of Attacks per Melee: Three. they see fit.
Combat Bonuses (in addition to attribute 01-05% Delusional: Super-Hero: The
bonuses): +2 to strike, +2 to parry and Shade thinks he is a great warrior or
dodge, +2 to pull punch, and + 1 to roll even a super-hero. Sees the Machine and
with punch, fall or impact. Impervious to her stockpile of "evil robots and
poison, disease, and mind control (and machines" as his arch-nemesis, and is
illusion). always quick to action and takes crazy
Skills of Note: Basic Math, Cooking, risks, especially to protect ordinary,
Gardening, Pilot Automobile, Language powerless humans.
(based on the geographic region), 06-10% Delusional: Pawn of the
Literacy (same as the language spoken), Machines. This Shade is convinced he is
Computer Operation, and two Domestic a danger to those around him because
Skills of choice, all at 94%. the robots can "read his mind" and
Possible Upgrades: Like much of the "sense his presence." It's not true, but
Shade character, this is an area for GM you can't convince him of that. The
discretion. The two main things to keep character will blame himself for surprise
in mind: First, these characters were attacks and ambushes by robots and any
once average citizens. That they’ve trouble with machines. ("Oh no! Now
survived as long as they have is a look what I've done, I've lead them right
miracle. Second, the Proxy body was to us. I told you to leave me behind. I
designed to emulate the average citizen told you.") Conversely, the Shade insists
and was not a combat model. he can sometimes tell when he is being
Consequently, Proxy models were not watched or followed by robots and
originally outfitted with concealed or machines, and 0 1-66% of the time ...
heavy weapons or substantial armor. he's right!
These can added as jury rigged items, 11-15% Delusional: Healer. The Shade
but the light frame of the Proxy should thinks he or she is a doctor/healer and
prevent multiple heavy weapons or ultra- always wants to give first aid to the
thick armor. injured (even if completely unskilled)
Insanities: All Shade characters suffer and take care of others. If the Shade has
from a number of emotional problems no Medical skills, his good intention and
and insanities. These were regular ineffectual help can kill! This delusion
people who have not only survived probably comes from a memory
unimaginable events; they’ve “lived” far fragment of when the character was
longer than they would have naturally. human and hospitalized.
Consequently, even the most good 16-20% Delusional: Alien. Thinks he is
natured Shade is fairly crazy. The Shade a visitor from another planet who has
begins with on Insanity and must roll on joined the indigenous people in their
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valiant fight against the tyrannical believes are the most noble and heroic
Machine. The Shade treats other Shades, fighters of them all. Thus, the character
Resistance fighters and normal humans will risk his own life to rescue or help an
as if they are alien races and weaves Archangel. Likes high places and is not
convincing stories about "his people, afraid of heights.
planet and space adventures." Note: This 36-40% Obsession: Self-Loathing: Sees
Shade should look markedly different himself as a monster. Hates himself and
than most other Shades, but he is most those even remotely like him, including
definitely of human descent, though the Machine and Technojackers! He
nothing will convince him of that. distrusts and hates them as much as the
21-25% Feral, Animal-like. Acts more robot hordes of the Machine. Self-
like a trained dog than a person. Dislikes loathing makes the character short-
being holed up, likes to explore the tempered, angry all the time, and
wilderness and new places, and imposes a -10% skill penalty ("See, I
generally behaves like a dog. Though he told you I was no damn good!").
can speak words (probably keeps them Fortunately, the Shade takes most of it
simple) and understand complex orders, out on robots and the fools who bother
the character sniffs the air (heck, he him too much, but he will jump at the
sniffs everything and everyone), growls chance to take on a Technojacker.
and snorts, hoots and howls, chews on 41-45% Obsession: Fighting and
wood or bones, likes to be petted and Competition. Loves it. The Shade is
hugged for a good job, tends to follow always eager to jump into combat and
others, and, unless called back or may go out of his way to turn even a
grabbed, may chase after the enemy or minor dispute into violence.
wander off to investigate something that 46-50% Obsession: Danger: Loves the
has caught his attention, oblivious to thrill of it. Jumping off cliffs, facing
other dangers, risk or more important unbeatable odds, and just about anything
matters (caught up in the chase). that endangers the character's life is
26-30% Childlike. "Robots bad! Must be embraced. He gives new meaning to the
stopped – smashed so they don't hurt phrase, "Danger is my middle name."
nobody." A good fighter who follows 51-55% Obsession: Robots. Hates them
orders well and is loyal to friends and more than anything and lives to fight and
allies, but has the mind of a six or seven destroy all mechanisms that serve the
year old child (if that), so he really never Machine. Dislikes and is suspicious of
understands what exactly is going on or all things that are high-tech, even others
why. Thinks in very simple terms and is like him. Is mistrustful of weapons or
afraid of the dark and cries if left alone gear that are not his. Lives for the day
in it. that the Machine will be destroyed and
31-35% Obsession: Flying! Loves it and people can get back to nature and normal
wants to be able to fly himself, but lives.
doesn't have that ability. If this character 56-60% Obsession: Bio-Technology:
gets the chance, he will steal a Wing Hates it. Organic reconstruction is
Pack and try to go flying, or leap onto a horrible and ruins lives. He will avoid
robot flyer and enjoy the ride (assuming most people who use or promote it.
he survives it). Fascinated by all things 61-65% Obsession: Cleanliness: Loves
that fly, including Archangels, whom he and wants it. Hates dirtiness and
618
unsanitary conditions and will become 81-85% Compulsive Liar: Always
enraged if someone makes him dirty exaggerates self-importance and loves to
(spills food or drink on him, mud, etc.), make up stories.
lashing out in anger and violence. 86-90% Kleptomaniac: A compulsion to
However, the same character will steal, even if a good alignment.
become sullen and despondent when Considering the character's origins and
forced to live in squalid conditions or the environment, items taken are likely
trapped in a filthy environment like a to be nothing of great monetary value,
prison, animal pen, garbage dump, etc. but things that may matter to comrades
(doesn't mind the outdoors; considers it nonetheless, including food, candy,
fresh and natural). Even minor displays booze, trinkets, ammunition, a gun or
of uncleanliness will annoy and anger knife, an ancient artifact (from a
him, and the Shade frequently washes worthless bobble to something of value)
his hands, dusts off his clothing and and souvenirs/trophies from battles
armor, scrapes mud off his boots, checks (which might include something the
and cleans his weapon, etc. robots or the Machine could track or
66-70% Obsession: Doctors (but not want back).
Saints) and surgery: Loves to watch 91-94% Can't handle extreme emotional
surgeons in action and hero worships pressure: There is a chance that the
Doctors and Engineers. Shade will go completely catatonic
71-75% Phobia: Shades: When facing under any high stress situations,
other Shades who look especially especially life and death moments and
powerful, nasty or mean, the character where everything hinges on what he
becomes humble and servile, or does next. And the problem only gets
frightened and insecure. There is a 01- worse with age. The base chance is 10%
60% likelihood of the phobic Shade +2% per level of experience. During
surrendering or running away without a these times the character shuts down and
fight. is totally helpless and unable to act or
76-80% Phobia: Sickness and Disease: save himself. It is as if someone threw
Despite the robot body, the character an invisible switch and turned the Shade
feels very uncomfortable around the sick off, leaving him standing there blank or
and will severely overreact if the Shade curled up in a fetal position. This blank
believes himself to be sick or surrounded or coma state lasts for 2D6 minutes, after
by illness. ("Oh no. It's a plague! We're which the Shade will recover
all gonna die! I think I feel sick already. completely, as if nothing strange had
Did you just cough? Yes, you did. Stay happened.
back! Get away from me ... or else.") 95-97% Psychotic Personality Disorder:
Reduce attacks per melee and combat Has periodic episodes of "Jack the
bonuses by half whenever the character Ripper" or "Jekyll and Hyde" type
believes he is sick himself, in a plague violence or acts of cruelty or revenge,
zone, or in a contaminated environment. even if a good guy (completely evil
This character will try to avoid sick alignment when in a psychotic episode).
people, hospitals and nursing homes at The character loves knives and blades of
all costs. all kinds and probably starts fondling or
playing with one when he is psychotic.
619
98-00% Psychosis: Violent Rage: directional thrusters. The Sea Snake can
Although not quite a frenzy, the Shade dodge and move through the water with
still becomes totally enraged when a level of maneuverability that just
provoked. Receiving a sudden shock or seems unnatural. It can cut through the
thinking about doing something contrary water at high speeds in ways that no
to his alignment will snap the Shade out organic creature can match.
of his rage. Otherwise, the rage will pass All robots unleashed by the N.E.X.U.S.
once the source of the provocation is have many redundant systems to keep
removed. them operational under the harshest
combat situations, but they are nothing
Sea Snake compared to the Sea Snake. Every
By Slappy system has nearly a half dozen back-ups
The Machine (more specifically, the and each system is compartmentalized in
Ishtar personality) has grown tired of the its own armored shell in order to protect
human’s domination beneath the waves. the internal circuitry from the
Ishtar does not plan to take the lead in devastating ocean waters. The Sea Snake
the campaign against humanity again even has a back up power core. No
until her sister personalities within the matter how many redundant systems the
N.E.X.U.S. beg her to, but she is still Sea Snake has, once the robot starts
quite irritated that the humans have taking damage, it is only a matter of time
grown so bold. More and more raids are before the salt water starts shorting out
being staged from the Great Ocean, and circuitry. Hecate decided to make the
the monstrous organic assault carrier best of a bad situation by programming
known as the Kraken is a serious threat her creations to make suicidal charges at
to the Machine. Ishtar has convinced the enemy once four back-up units of
Hecate that an underwater hunter/killer any important system fail (i.e. once the
robot is necessary to combat this M.D.C. of the internal armor is reduced
growing threat, but most designs have to 30 percent). At this point the Sea
proven to be just as vulnerable to salt Snake transforms from hunter/killer to
water as any other robot once the armor intelligent torpedo. Hecate gave her
is breached. Hecate’s latest design, the creation two anti-matter power cores
Sea Snake, seems to have overcome this (instead of the standard fusion power
frailty, plus it is a sleek, agile, and cells) in order to give the robot an
brutally effective killing machine. impressive explosive payload.
The robot has a jet-black segmented The design is everything that Ishtar
snake body with no arms or legs to keep could have hoped for, but it still has two
it streamlined, and a stylized sea serpent major limitations. First, the same
head for dramatic effect. Each segment problem that plagues all the Machine’s
is circled with directional thrusters and creations still applies to the Sea Snake.
running down the entire length of the Once it descends below a depth of 200
spine is a mini-torpedo launcher. The feet, it loses contact with N.E.X.U.S.
main rear thrusters can propel the Sea Ishtar just plans to release these robots in
Snake at incredible speeds, but the independent hunter/killer groups to
brilliance of the design becomes patrol the oceans. She would like to get
apparent when the robot starts twisting reports back from these robots, but she is
its body about while firing the willing to operate blind as long as she
620
can create some type of Machine multiple breach points allowing the
presence within the Great Ocean. Sea interior to fill with water, plus dozens of
Snakes do need to return to port to directional thrusters are damaged or
restock spent mini-torpedoes, so this is destroyed which inflicts the following
the only way Ishtar can get updates penalties: -2 on initiative, -2 to strike,
about successful assaults. The second parry, and dodge, and an automatic
flaw with the Sea Snake is that it is dodge is no longer possible.
incredibly expensive to create such a **Depleting the M.D.C. of the Internal
durable robot design. Hecate must Armor will completely destroy the robot.
expend a tremendous amount of time However, once the armored shielding is
and resources to build each robot, in reduced to 30 percent, the Sea Snake
fact, the same amount of time and will be on the verge of destruction and
materials could be used to create five its internal programming will send it on
Steel Troopers or a dozen Skitter Pods, a suicidal charge against the nearest
which is why only a few hundred Sea Resistance target.
Snakes have been constructed so far. It Speed:
will be years before the Machine can Running: The Sea Snake can slither
manufacture enough Sea Snakes to across the land at 20 mph.
effectively patrol the Great Ocean. Digging: Can dig at 5 mph through sand
Unfortunately, N.E.X.U.S. has no way to or dirt.
know how many are falling to the Swimming: Maximum speed of 400
Resistance, so for all the Machine mph, but in order to maximize
knows, the pace of destruction could maneuverability and agility, it must
easily be outpacing the rate of travel at a cruising speed of 200 mph.
construction. Another drawback with Underwater Depth: 2 miles
investing so many resources into these Flying: Not possible.
underwater combatants is that once they Statistical Data:
are destroyed, the scrap sinks into the Height: 4.5 feet
depths of the ocean where it is Width: 4 feet
impossible to salvage. Ishtar has no real Length: 15 feet
way to determine if this dedication of Weight: 1.5 tons
resources is worthwhile, but she plans to Physical Strength: Robotic P.S. of 30
keep pouring Sea Snakes into the ocean Cargo: None
until the Resistance is crushed or the Power System: 2 anti-matter power cells,
design is proven to be worthless. average life of 40 years
Class: Underwater Assault Robot Trade Value: None, except perhaps to a
M.D.C. by Location: Technojacker.
• Main Thrusters (2): 110 each Horror Factor: 12
• Head: 190 Senses and Features: Standard plus sonar
• Main Body: 520* that can identify and track up to 48
• Internal Armor: 200** targets simultaneously, at a range of
*Depleting the M.D.C. of the Main roughly two miles.
Body does not destroy the robot, but it Number of Attacks per Melee: 6
does mean the Sea Snake’s overall Combat Bonuses: +5 on initiative, +5 to
combat effectiveness has been strike with ranged weapons, +4 to strike
diminished. The armor will have in hand to hand combat, +4 to parry, +6
621
automatic dodge, +2 to disarm, and +5 to combat, but this is not a standard
roll with punch. When traveling at practice.
maximum speed, the bonus on initiative Mega-Damage:
is reduced by 3 and bonuses to strike, Tail Whip: 2D6
parry, and dodge are reduced by 2. Bite: 3D6
Skills of Note: Standard, plus Swimming Body Block/Ram: 4D6 but counts as two
98%, Prowl 80%, and Navigation 85% attacks.
Weapon Systems:
1. Dual Blue-Green Laser Blasters: Shrieker
Mounted in the head are two blue-green By Slaythedragon
lasers that are the robot’s primary A quadripod walker, the shrieker is
weapon. named after the distinct wine of the
Primary Purpose: Assault missile pods that are mounted to the
Secondary Purpose: Defense main chassis of this large robot when
Mega-Damage: 4D6 per single blast, they are fired. The shrieker missiles are
8D6 per dual blast not the only weapon system that this
Rate of Fire: Equal to the number of robot utilizes, also boasting mounted
attacks per melee grenade launchers and a gatling laser,
Effective Range: 2000 feet the Shrieker Robot has the firepower of
Payload: Effectively unlimited a large tank and the maneuverability of a
2. Mini-Torpedo Launchers: The bumpy robotic spider able to make leaps and
ridge running down the back of the robot scurry across the battlefield with great
is actually a mini-torpedo launcher. This haste.
design allows for minimal water drag. This war machine has caused much
Primary Purpose: Assault destruction amongst the ranks of the
Secondary Purpose: Defense Human Resistance. The Shrieker is able
Mega-Damage: 5D6 per torpedo to easily maneuver through the
Rate of Fire: Can fire volleys of 1, 2, 4, cityscapes and around the varied terrains
or 8 of the world. With it's speed and ability
Effective Range: About a mile to make great leaps, the Shrieker is able
Payload: 24 torpedoes to outmaneuver the heaviest of War
Bonuses: +5 to strike Mounts and deal much damage with its
3. Torpedo Ram: When the Sea Snake is destructive weaponry. N.E.X.U.S. has
on the verge of destruction (M.D.C. of made great use of this war machine.
the internal armor is reduced to 30 Many can be seen patrolling the streets
percent), it will ram into the nearest of destroyed ruined cities, and are
enemy like a torpedo. Most of the always on the lookout for the Human
explosive impact is absorbed by the Sea Resistance, ready to exterminate the
Snake’s multiple layers of thick armor vermin at a moments notice.
plating, but it still releases a tremendous The Shrieker has heavily armored legs,
explosion. with plates of Mega-Damage alloys
Mega-Damage: 5D6x10 with a 50-foot protecting its vulnerable sockets, the
blast radius. robot has little to fear from humanity,
4. Hand-to-Hand Combat: The Sea and it uses the protective shields on its
Snake can engage in hand-to-hand crouched legs to protect the main chassis
and vitals of the robot. Coupled with a
622
strong force field, and a main chassis Continued attacks to the Main Body
mounting various explosive weapons, resulting in -100 M.D.C. or more will
the Shrieker is a machine to be reckoned cause an explosion in the nuclear core
with on the battlefield. Fortunately for doing 2D6 x 10 MD to a 35 ft area and
humanity, not many Shriekers are able to causing nuclear radiation to flood 35 feet
be produced, as the factories that create area.
these robots were hit hard by the Speed:
resistance at the beginning of the war Running: 90 mph
against the machine, and humanity Leaping: Can leap up to 30 feet high and
always makes sure to destroy these 60 feet across without jets, but triple the
robots if the opportunity presents itself. height and length when boosted by jump
Class: Heavily Armored Urban Strike jets. With a running start and jump jet
Walker assisted leap the robot can leap up to 150
M.D.C. by Location: feet high and 180 feet across, remarkable
***Upper Legs (4) - 180 each for the weight of the walker, and the
***Lower Amored Legs (4) - 360 each reason for its renowned manueverability.
**Jump Jets (8; belly and rear) - 15 each Digging: Digging is not posibble for this
*Sensor Pods(2; along the main chassis) robot.
- 90 each Water Speed: 20 mph when pushed
Missle Pods (2) - 100 each through the water with jump jets. Can
Gatling Laser Turret - 80 slowly climb along the bottom of the
Grenade Launchers (2)- 60 each ocean at a measly 8 mph and is not a
****Main Body - 480 very amphibious vehicle given it's
Force Field - 150 walker status.
*Destroying both sensor pods till negate Flying: Flying is not possible for this
all bonuses, only natural rolls are robot.
allowed with a -4 modifier to strike, Statistical Data:
parry, and dodge from being effectively Height: 17 feet
blinded. Width: 25 feet
**Destroying the jump jets will Length: 20 feet
eliminate the boost to leaping Weight: 12 tons
capabilities. Reduce the leap range on jet Cargo: None
assisted leaps by 7 feet per jump jet Power System: Nuclear, average lifespan
destroyed, and completely eliminates of 4 years.
any bonus to leap if all the jump jets are Trade Value: None, not available.
destroyed. Reduce the bonus to dodge by Physical Strength: Robot P.S. of 45.
1 for every two jump jets destroyed, up Horror Factor: 13
to a total of -4 dodge if all the jump jets Sensors & Features: Standard
are destroyed. Number of Attacks per Melee: 5 attacks/
***Destroying any part of a leg will actions per melee.
immobilize the robot. The robot will still Combat Bonuses (includes all bonuses):
be able to shoot its weapons but only in +4 initiative, +5 strike with ranged
the direction that the robot is facing. weapons, +4 parry, +6 dodge, + 2 roll
****Destroying the Main Body of the with punch, fall, or impact.
robot will effectively destory the robot Weapon Systems:
and end its actions and processing.
623
1. Shrieker Missile Pods (2): These payload and heavy damage makes this
missiles are the namesake of the weapon trustworthy and devastating to
machine, and give off a terrifying shrill the Human Resistance.
when fired. They are short range Primary Purpose: Anti-Personnel.
compared to other missiles but are Secondary Purpose: Personal Defense.
devastating capable of damaging the Mega-Damage: 1D8x10 per burst.
heaviest of bio-armors and War Mounts. Rate of Fire: Each burst is a single melee
Primary Purpose: Anti-Armor and action.
Assault Maximum Effective Range: 2,000 feet.
Secondary Purpose: Anti-Structure and Payload: Effectively unlimited.
Anti-Aircraft 4. Hand to Hand Combat: In addition to
Mega-Damage: 2D6x10 per missile to a long range combat the Shrieker is
20ft area. capable of running, leaping and
Rate of Fire: One at a time or in volleys stomping over enemy combatants and
of two, three, or four. may combine Hand to Hand attacks with
Maximum Effective Range: About a long range weapons.
mile. Stomp: 3D6 M.D.
Payload: 20 total; 10 per missile pod. Pounce: 4D6 M.D. and a 01%-65%
2. Side Mounted Grenade Launchers (2): chance to incapacitate/pin an opponent.
These grenade launchers are stowed Counts as two attacks.
away in the main chasis until needed. Body Block/Ram: 6D6 M.D. to targets
When fired they open up and protrude as large as 25 feet tall and has a 01%-
from the chassis. Capable of firing a 70% chance of knocking an opponent off
volley of grenades, the launchers give his feet.
the Shrieker the ability to combat large Punch attacks are not possible.
groups of resistance fighters and lightly
armored War Mounts. Siren
Primary Purpose: Anti-Personell By Slappy
Secondary Purpose: Assault N.E.X.U.S., in her insanity, has created
Mega-Damage: 5D6 for a single plasma millions of human-like androids to serve
grenade to a 10 ft area. 1D6x10+10 for a the needs of her fragmented mind. What
two shot greanade burst to a 15ft area. that need is exactly is unclear, but her
1D10x10 for a three shot burst to a 20 ft legions of Nex-Androids dutifully mimic
area. all the mundane details of a lost human
Rate of Fire: One at a time or in volleys society within massive time capsules
of two or three. known as Ghost Towns. These simplistic
Maximum Effective Range: 3,600 feet. drones were not designed for combat,
Payload: 60 grenades total; 30 per but N.E.X.U.S. personalities like Kali,
launcher. Ishtar, and Lilith have still been using
3. Under Mounted Heavy Gatling Laser: Nex-Androids as infiltrators and
This laser turret is mounted under the assassins for years. Despite their efforts,
rear of the main chasis, give a full 360 they have only experienced limited
degree radius of turn and is capable of success using these drones against the
engaging enemies from all directions. Resistance. Few Nex-Androids have
This Heavy Laser is the main weapon of ever made it more than a couple hundred
the Shrieker and it's nearly unlimited feet into the underground havens before
624
being discovered, and only the lowest really enjoys wandering the world within
level leaders were ever successfully these covert robots.
brought down. The robots were always This Siren does not release an
discovered long before they could get enchanting melody, but it can unleash a
anywhere near a high-profile target. devastating sonic blast. Hecate wanted a
Their programming was just too basic to weapon that was easy to conceal, but
fool anyone for long. The Machine used also capable of liquefying multiple
her brilliance and ingenuity to get these targets with one blast. She liked the
simple drones into the human’s sonic cannon because it worked
strongholds, but once the drones went perfectly with the Siren motif and it
underground, N.E.X.U.S. could no deafened anyone within a 40-foot radius
longer control them and they were (double in the close confines of
forced to rely on their limited artificial underground passageways). The robot
intelligences. Nex-Androids could not also has 12-inch long retractable vibro-
adapt to changing situations quickly claws that it uses when it wants to make
enough and were eventually discovered a more covert kill. While the Siren is not
by clever humans. Another serious as heavily armed as some other robot
weakness was that Nex-Androids were designs, it is far superior to Nex-
easily detected by the highly developed Androids. The robot is even equipped
sense of smell many Bio-Tech creations with a force field that allows it to soak
possessed. Once their cover was blown, up a great deal of punishment before it
they tried their best to reach the target, finally goes down. Hecate’s creations are
but without any armaments or decent more than able to hold their own in
combat programming, they were quickly battle, but the true genius of this design
overwhelmed and destroyed. The is not in their combat systems, but in
Machine wanted a robot that was their infiltration systems.
intelligent enough to penetrate deep into Much like Nex-Androids, Sirens have a
the underground havens, and had the powerful robotic endoskeleton
firepower to do some real damage once surrounded by realistic synthetic flesh. It
it got there. The job fell to Hecate to looks and feels like the real thing, and
design the ultimate infiltrator. She had to even bleeds and bruises when injured.
devise some brilliant innovations in Sirens actually use the exact same skin
nano-technology and metallurgy to as Nex-Androids, but what makes their
accomplish her vision, but eventually the disguise so superior are the
Siren Infiltration Assault Robot was revolutionary nanobots that help
born. complete the illusion. These tiny robots
The Siren was inspired by ancient tales are used to counter-act all the humans’
of beautiful mythological creatures that usual methods of detection. They
would lure sailors to their doom with manufacture complex proteins and
their enchanting songs. Much like the hormones that perfectly replicate the
creatures of legend, they are always many scents of a human being, plus they
female and always exceptional beauties. create a unique DNA sequence for each
History has shown N.E.X.U.S. that Siren that allows them to pass genetic
female infiltrators did far better than scans. In addition, Hecate came up with
their male counterparts, plus the the brilliant idea of having these
Machine views itself as female and nanobots simulate the effects of the
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Nanobot Plague. If a Siren even clever, creative, and incredibly
accidentally comes into contact with intelligent. They can learn from their
metal, the onboard nanites immediately environment and quickly adapt to any
trigger a low-level Nanobot Plague situation, and they can even experience
effect. It never does more damage than human-like emotions. They are still not
minor cuts and burns, but it immediately quite on par with real humans, but it is
diverts suspicion that the Siren may not more than enough to get the job done.
be human. It is also a great way to gain One of the Siren’s most amazing powers
some quick sympathy from Resistance is its ability to operate Host Armor.
members the Siren just met. There is no Hecate equipped each robot with a
easier way to infiltrate the underground revolutionary new synthetic nervous
havens than by playing the damsel in system that enables it to interface with
distress. Of course, if the Siren wanted Host Armor. This link is not as elegant
to pick up a laser rifle and blow away a as the interface between a human and a
few people, it can switch off this suit of Host Armor; it is more like a
nanobot effect instantly. hack. The Siren releases electrical
Another element that quickly gave away impulses that highjack the Host Armor’s
Nex-Androids was their weight. Even nervous system to initiate movement or
androids modeled after women and activate weapon systems. Unfortunately,
children weighed hundreds of pounds. the hack only works one way. The Siren
Sirens, however, are composed of a can get the suit to move, but it cannot
revolutionary alloy that is extremely receive any signals back from the armor.
durable yet light enough to keep their This means it does not benefit from the
weight in line with that of a human. Of superhuman senses or reflexes imparted
course, the ultimate way to detect a Nex- by the armor. In fact, the Siren is unable
Android was to talk with it for a few to see or hear through the suit’s eyes and
minutes. They were designed to mimic ears at all. The Siren gets around this
very specific roles from human society, shortcoming by extruding tiny fiber
and once they were placed in situations optic cameras and microphones through
outside of their area of expertise, they the skin of the armor. These devices are
quickly became confused. Another nearly imperceptible to the eye (even
aspect of their programming that gave upon close inspection) to ensure that
them away was their limited grasp of they do not blow the Siren’s cover. The
human emotion. They could fake power to high jack Host Armor is mainly
emotional responses, but they were used to gain access to the underground
never very good at expressing the right havens; it is not ideal for deep cover
emotion at the right time. N.E.X.U.S. operations. The Siren’s inability to
tried for years to alter their programming access simple systems like Bio-Comms
to make them better infiltrators, but quickly ruins the illusion, so most of
Hecate finally realized it was easier to these infiltration robots tend to rely on
just start from scratch. She gave Sirens Living Armor when operating
one of the most advanced artificial undercover. Hecate is trying to find a
intelligences on the planet, second only way to work around this shortcoming,
to N.E.X.U.S. herself. In fact, their but if she ever did figure out how to
neural processors are simplified versions perfectly hack into Host Armor (and
of those found in N.E.X.U.S. Sirens are their internal Bio-Comms), she would
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change the entire face of the war are around. The interference by Eve
anyway. The Sirens are incredibly clever delayed the Siren program for years, but
and adaptive, so they have learned how the other N.E.X.U.S. personalities are
to work around their limitations. convinced they have properly shielded
Each robot is incredibly expensive to their factories from her and have
produce, but they are already sowing recently begun flooding the world with
seeds of paranoia and distrust within the assassin robots again.
Resistance, a fact the Machine (and Alignment: Sirens are so advanced they
especially personalities like Lilith) finds even develop unique personalities. Their
highly amusing. What many of the programming drives them to kill (or to
N.E.X.U.S. personalities did not find protect in the case of rogue units), but
amusing, was what the Eve personality they can chose how they will accomplish
has done with hundreds (possibly their mission. Some Sirens are cold-
thousands) of these prized creations. blooded demons that love to torture and
When the Sirens were first released into kill men, women, and children, while
the world, Eve saw how dangerous they others hold to some twisted assassin’s
were and quickly acted to undermine her code of ethics. These aberrant Sirens
sisters’ plans. She seized control of an only kill high-profile targets, and
Industrial Center that was churning out actually keep the residual casualties to a
Sirens and reprogrammed hundreds of minimum. All Sirens still under the
these assassin robots. She disabled their control of N.E.X.U.S. have evil or
communication systems so that they selfish alignments, but rogue Sirens can
could not be tracked or possessed by have any type of alignment, although the
other N.E.X.U.S personalities, and sent majority are either good or selfish. Eve
them out into the world to protect did her best to reprogram her force of
humans. She then deleted any records of Sirens, but it is sometimes difficult for
what she had done, so that the other them to overcome the basic drive to
N.E.X.U.S. personalities would be torture and kill. No matter their
unable to determine how many robots alignment, no Siren can be convinced to
had gone rogue. Since that day, these give up their ways. Their internal
pirated Sirens have worked tirelessly to programming is too strong. Rogue Sirens
protect the Resistance. They infiltrate will never serve the Machine, and
and destroy tribes of dangerous Waste N.E.X.U.S. controlled robots will never
Crawlers and even attack their fellow go rogue.
robots. Many enjoy working with Class: Infiltration Assault Robot
Technojackers because they do not need M.D.C. by Location:
to hide who they are and are actually • Arms (2): 100 each
accepted as equals (they sometimes even • Legs (2): 120 each
form romantic relationships). Some • Head: 100
rogue Sirens have even joined the • Synthetic Skin: 140 S.D.C.*
Resistance disguised as humans. They • Main Body: 250**
use organic technology and even pilot • Force Field: 150
Host Armor and War Mounts like a *When the Synthetic Skin is reduced to
regular Splicer. They only turn to their 70 S.D.C. it is in tatters, which reveals
onboard weapon systems and abilities as the metallic endoskeleton beneath. The
a last resort or when no other witnesses skin will regenerate and can be
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completely repaired in time, even if it scent by manufacturing real human
was totally destroyed. proteins. This ingenious design is what
**Depleting the M.D.C. of the Main allows Sirens to operate deep
Body will completely destroy the robot. undercover. They are able to pass
Speed: genetic scans and can even bond with a
Running: Maximum speed is 150 mph. suit of Host Armor. The Nanobots can
Digging: 10 mph through dirt or sand, also simulate a Nanobot Plague response
half that speed through clay, rock, or whenever the Siren comes into contact
stone. with metal. The damage is never more
Leaping: 20 feet high or lengthwise, than minor cuts or burns (2D6 S.D.C.
increase by 50% with a running start. damage).
Swimming: 40 mph. Maximum depth is • Operate Host Armor: The synthetic
2000 feet. genes manufactured by the Nanobots are
Flying: Not possible. really just meant to fool the Librarians
Statistical ata: and Engineers that create the Host
Height: 5.5 to 6 feet tall Armor. They do not actually bond with
Width: 2 feet the armor on a genetic level, they
Length: About 8 to 10 inches highjack it. Sirens are equipped with a
Weight: 100 to 150 lbs. special synthetic nervous system that
Attributes of Note: I.Q.: 20+1D6, M.E.: allows them to interface with the Host
12+1D4, M.A.: 20+1D6, Robotic P.S. of Armor. This nervous system hacks into
35, P.P.: 16+1D4, P.E.: n/a, P.B.: the Host Armor’s nervous system and
20+1D8, Spd.: 150 mph allows the Siren to seize control. This
Cargo: None means that Sirens can actually highjack
Power System: Standard. another Splicer’s Host Armor. This
Trade Value: None, except perhaps to a interface is not as fluid as that between a
Technojacker. human and Host Armor, so the Siren is
Horror Factor: 10 once the deception is not able to tap into the supernatural
revealed. reflexes of the armor (no additional
Senses and Features: Standard, plus the bonuses). However, the Siren can use the
following: suit’s weapon systems and its own
• Synthetic Skin: The Siren contains superhuman reflexes more than make up
millions of nanobots that help simulate for any shortcomings. These proteins are
the illusion of real human flesh. They unique to each Siren, and the Nanobots
can generate a unique human scent that are not able to copy another person’s
can fool even the most acute sense of DNA.
smell 85% of the time, but the deception • Regeneration: The nanites are
is only evident upon extremely close programmed to repair damage to the skin
inspection. Even a character with at a normal human healing rate, but they
Enhanced Senses would have to examine can be commanded to rapidly repair
the Siren for a few minutes in order to damage whenever the Siren chooses. In
determine if the scent is real or this case, the synthetic skin is repaired at
manufactured. The scent is unique to a rate of 3D6 S.D.C. per minute. The
each Siren, and this feature cannot be nanites are also programmed to repair
used to copy the scent of another person. damage to the endoskeleton. Damage is
The Nanobots are able to create this repaired at a rate of 1D6 M.D.C. per
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melee round, but the Siren must have type of ear protection are deafened for
access to 2 pounds of metal for every 5 2D4 minutes and are -6 on initiative, and
points of M.D.C. healed. The metal -3 to parry, dodge, and disarm.
needs to be physically pressed into the Characters in Host Armor or have some
wound in order to activate the repair other type of protective wear will still
systems find their ears ringing for 1D4 melees
Number of Attacks per Melee: 7 and are -4 on initiative and -2 to parry,
Combat Bonuses: +5 on initiative, +6 to dodge, and disarm.
strike with ranged weapons, +7 to strike Primary Purpose: Assault
in hand to hand combat, +7 to parry, +7 Secondary Purpose: Defense
to dodge, +2 to disarm, +4 to pull punch, Mega-Damage: 7D8 with a 3-foot blast
and +5 to roll with punch. radius.
Skills of Note: Standard, plus Rate of Fire: Equal to the number of
Demolitions 70%, Disguise 70%, attacks per melee.
Wardrobe and Grooming 85%, Effective Range: 500 feet.
Intelligence 75%, Surveillance 75%, Bonus: +4 to strike, but this is the only
Seduction 85%, Vital Points, Pick Locks bonus that applies.
80%, Pick Pockets 90%, Palming 70%, Payload: Effectively unlimited.
and Prowl 70%. This is the basic skills 2. Retractable Talons: The tip of each
program, but when the Siren goes out finger conceals a 12-inch long,
into the world, it learns new skills from retractable vibro-blade. The Siren uses
its environment in order to help it an ingenious design in order to conceal
become a better infiltrator. All new skills these large blades. When retracted, the
receive a bonus of +20% due to the blade becomes flimsy and flexible like a
robot’s high I.Q., and unlike other wire, but when it extends, thousands of
robots, these skills do increase with nanites reinforce each blade to make it
experience. Combat programming, rigid. This design was more cumbersome
however, does not. Attacks per melee to install than standard vibro-blades, but
and other bonuses will never increase Hecate chose it for the intimidation
even if the Siren selects Physical Skills. factor. It is quite a terrifying sight to see
GM’s can add any skills they see fit for a beautiful, helpless young woman
NPC assassins, but optional player extend these wicked blades from her
character, gain 4 new skills every level fingers and attack (Horror Factor 12).
of experience. Use the Technojacker Primary Purpose: Assault
experience table. Secondary Purpose: Defense
Weapon Systems: Mega-Damage: 1D6 per talon, 5D6 per
1. Sonic Blast: The mouth of the Siren five-finger strike, or 1D6x10 per two-
can release a powerful sonic blast that handed strike.
radiates out from the mouth in a cone Effective Range: 12 inches long.
shape. This allows the Siren to strike 3. Hand-to-Hand Combat: The Siren
multiple opponents simultaneously. In tends to focus on hand-to-hand combat,
addition, this shrieking attack will and has been programmed to excel in
deafen anyone within a 40-foot radius this endeavor.
(80-foot radius within the tight, echoing Mega-Damage:
confines of an underground Restrained Punch: 2D4
passageway). Characters without any Punch: 3D6
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Power Punch: 6D6, but counts as two the group, they pounce on their target
attacks and try to dispatch him with as little
Kick: 4D8 residual damage to the Bio-Tech
Leap Kick: 6D8, but counts as two equipment as possible.
attacks Vultures still need to worry about the
Body Block/Ram: 1D6, but counts as Machine, but some N.E.X.U.S.
two attacks. personalities actually protect and support
these humans. Kali loves these evil
Vulture O.C.C. scavengers and will help them in any
By Slappy way she can. She will order robot patrols
Some of the most dangerous human attacking a known Vulture to stand
predators are known as Vultures. These down, and she will even offer them
highly skilled warriors are like the sanctuary within areas under her control.
Special Forces Commandos of bandits. Lilith also loves the treacherous nature
They have excellent training, brilliant of these humans and offers similar
tactical minds, and absolutely no mercy. protection. Of course, Lilith can never be
Vultures hunt down and slaughter completely trusted, so Vultures must be
Splicers in the wild in order to strip them on guard when accepting her aid.
of their equipment. Since Bio-Tech Either way, this protection means
equipment can only be sustained by Vultures can walk the surface with
periodically submersing it in the nutrient impunity. They do not need to cower
pools in the underground havens, underground like the rest of the vermin,
Vultures are unable to enjoy the spoils of which means some of them live quite
their victories for long. That is what comfortably. They are still not allowed
makes them so dangerous. They are in the Ghost Towns or Nature Preserves,
constantly on the prowl for new victims but the Machine will often allow them to
so they can continuously acquire a fresh sneak into these areas since they only do
supply of Bio-Weaponry. so to hunt down Splicers. Even the
However, Vultures have learned how to N.E.X.U.S. personalities that despise all
tan some pieces of organic technology humans give Vultures a little latitude.
like Living Armor and melee weapons in They recognize that the efforts of these
order to preserve them indefinitely. human predators seriously undermines
Cured Bio-Tech equipment is not nearly the Resistance, which only furthers their
as powerful and it no longer regenerates, own genocidal campaign. Of course,
but it is still far superior to anything else once the Resistance is crushed, the
that a human can safely wield. This Vultures will be the next to fall.
preserved Bio-Tech gear gives Vultures Alignment: Evil only.
enough of an edge to take on fully Attribute Requirements: I.Q.: 10, M.E.:
equipped Splicers, but they must still 10, and P.P.: 12 or higher.
rely on cunning and trickery to take Attribute Bonuses: +2 to I.Q., +2 to
down their more heavily armed M.E., +1D4 to M.A., +2D4 to P.S.,
opponents. They use hit and fade tactics +1D6 to P.P., +1D6 to P.E., and +2D6 to
and set snare traps, pitfalls, and other Spd.
booby traps to divide and weaken larger O.C.C. Bonuses: +1 on initiative, +1 to
forces. Once their prey is sufficiently strike, parry, and dodge, +3 to disarm,
weakened or separated from the rest of and +5 to save vs. horror factor.
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Base S.D.C.: 60, plus any from Physical ruined, but it is still somewhat
skills. salvageable. Living Armor loses 80% of
Common Skills: Standard. its M.D.C. value and it feels heavy and
O.C.C. Skill Program: Assassination unwieldy, which actually doubles the
(+20%, but Disguise is replaced with normal movement and prowl penalties.
Trap Construction), Guerilla Warfare Melee weapons lose their fine edge and
(+15%), Man-Hunter (+15%), now only inflict their equivalent M.D.
Hunter/Trapper (+20%), and damage as S.D.C. damage (example: an
Outdoorsman (+15%). axe that inflicted 5D6 M.D. will now
Special Skill: Preserve Bio-Tech only inflict 5D6 S.D.C. after being
Equipment: This skill allows Vultures to improperly tanned). Note: This skill does
tan Living Armor and Bio-Tech melee not work on Host Armor or Wing Packs.
weapons so they will last indefinitely. It can be used to tan the hides of War
The cured piece of organic technology Mounts and other mega-damage
has in essence been killed, so it no creatures, but it requires more effort than
longer regenerates or produces any of its it is worth to form their hides into armor.
most powerful effects like acid or high Vultures find it far easier to just tan suits
frequency fields. This is why Vultures of Bio-Tech armor that are already
only tan melee weapons. Bladed shaped for humans.
weapons at least retain their superior Elective Skills: Select any one
edge, but ranged weapons just become a Wilderness Skill and Operate Bio-
useless piece of dead tissue. The base Equipment, and four Electives from the
skill roll is 45%+5% per level of following list at first level. Select
experience. A successful skill roll means another two Elective Skills at levels 2, 4,
the Bio-Tech device has been preserved 8, and 12. All new skills start at level
at its highest possible quality. However, one proficiency.
it is impossible to perfectly preserve the Communications: Any (+5%)
incredible quality of the original. Some Domestic: Any (+10%)
of its power and strength is lost in the Espionage: Any
process, but a skilled Vulture can still Medical: First Aid only.
create incredibly durable armor and Military: Any (+15%)
weapons. Living Armor only loses 25% Physical: Any
of its M.D.C. value, but it also loses the Rogue: Any (+15%)
ability to regenerate and any Bio- Science: Advanced Mathematics only.
Enhancements it may have had (except Technical: Any
for blades or spikes). On a positive note, Transportation: Any, except War Mount
it is now 25% lighter, which reduces Combat and Host Armor Combat.
prowl and movement penalties by 25% Wilderness Survival: Any (+20%)
as well. Melee weapons retain their W.P.s: Any
superior edge, but lose any abilities to Secondary Skills: The character gets to
secrete acid, launch spikes, or generate a select five Secondary Skills at level one
high frequency field. Damage is reduced and one additional skill at levels 3, 6, 9,
by half, but round up (example: an axe 12, and 15. These are additional areas of
that inflicted 5D6 M.D. will now inflict knowledge that do not receive any
3D6 M.D. after it has been tanned). A special O.C.C. bonuses.
failed roll means the Bio-Tech device is
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Bio-Tech Equipment: Vultures start off death, which means you must constantly
with one preserved suit of Living Armor, be on the prowl for new weapons. Of
three preserved melee weapons, one course, if you could ever relieve a
light Bio-Weapon of choice and one Deliveryman of his Extractor (the
heavy Bio-Weapon of choice (of course, ultimate prize for Vultures), you would
these weapons are not preserved, so they be able to sustain any Bio-Tech
will be completely useless after one equipment for years.
week).
Standard Equipment: Camouflage Instruments of Pain
clothing, survival knife, utility belt, By Slappy
shovel, 100 feet of rope, tinted goggles, Most of the firearms used by the
one high-quality S.D.C. ceramic pistol Machine’s legions are old human
and rifle, hatchet for cutting wood, tent, designs that have been in service for
knapsack, backpack, two water skins, centuries. While these models are
two week supply of emergency food somewhat antiquated, they have served
rations, and some personal items. the Machine well, so she sees no need to
Money: Has 1D4x1000 credits in replace them. They are sturdy and
precious metals, relics or trade items, as reliable weapons with excellent range
well as 8D6x10 in available credits. and decent stopping power, but some of
The Upside: You are the ultimate hunter the more sadistic Machine personalities
with the skills and talent to take down find them a bit lacking.
the toughest prey. N.E.X.U.S. N.E.X.U.S. personalities like Kali are
personalities like Kali and Lilith love not solely concerned with exterminating
your brutality, treachery, and cruelty and humans, they want to terrify, torture, and
will actually offer you sanctuary within then finally slaughter them as brutally as
areas under their control. As long as you possible. For Kali, psychologically
hunt down the Resistance, they will tormenting her prey is just as much fun
gladly give you free reign, which means as inflicting actual physical pain, and she
you do not need to cower in some sewer feels the standard issue Machine
tunnel in order to survive. The surface is weapons do little to accomplish either.
your home, and you know the land far These firearms do an excellent job of
better than the Resistance, which gives destroying their target, but they do not
you the edge. inflict nearly enough pain.
The Downside: The Machine may Kali had recently learned that Host
sometimes offer you sanctuary, but there Armor and many other Bio-Tech
is no sanctuary from the Nanobot creations actually passed the sensation of
Plague. The only weapons you can pain through to the pilot, and she worked
safely wield are weak ceramic guns or with Hecate to develop new robot
powerful Bio-Weapons, and unless you designs that exploited this weakness. Her
have some functioning Bio-Weapons, robot designs have already brought a
you will be seriously outgunned against new level of terror to the battlefield, and
Splicers or robot patrols under the the psychological horror generated by
control of unsympathetic N.E.X.U.S. these hunter/killers has inspired Kali to
personalities. You can loot Bio-Tech develop similar hand-held armaments
from fallen Splicers, but the equipment that could be distributed to the standard
will only last a week before it starves to combat robots. Even Kali’s sister
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personalities appreciate the destructive can. They lose 2 attacks per melee and
power and sheer “creativity” of these suffer a penalty of -3 to strike, parry, and
designs and have begun equipping their dodge. Humans in Host Armor suffer
own legions by the thousands. Below is greater penalties because their bond
the first batch of firearms rolling off the allows the pilot to feel the horrible pain
assembly lines of Kali’s factories. The from the plasma napalm. Host Armor
full effect of these weapons has not yet pilots lose 3 attacks per melee and are -4
been felt on the battlefield, but it is only to strike, parry, and dodge. The only way
a matter of time before Kali’s new to save oneself is to roll in dirt or sand
firearms make this war even uglier. (water will not extinguish the flames) for
one entire melee round, rub the sticky
Plasma Napalm Launcher napalm off for an entire melee round
There is nothing more terrifying on a (but takes double damage that round)
primal level than fire. Kali has been until the napalm is rubbed off, or use
using it for years as an instrument of napalm retardant chemicals. The
torture and she wanted to bring her Resistance has access to these types of
favorite tool to the battlefield. The chemicals, but that does not mean that
weapon itself is a large rifle attached to a everyone carriers them all the time.
back mounted fuel tank. This design Rate of Fire: Equal to the number of
allows a robot to carry a substantial attacks per melee.
amount of fuel, but it does provide a Maximum Effective Range: 200 feet.
tempting target. The tank is thickly Payload: 25 blasts of napalm.
armored to protect the wielder, but if it is Trade Cost: None, except to a
ever destroyed, there is a 45% chance Technojacker who can use such
the napalm will be ignited. In this case, weapons.
the robot suffers 1D6x10 points of
damage and 3D6 points every melee Acid Sprayer
round for 1D4+2 melees, and everything One of the Resistance’s most effective
within a 10-foot radius suffers 3D6 weapons is a powerful acid that is
points of damage every melee round for devastating to metal but relatively
1D4+2 melees. This short-range anti- harmless to organic tissue.
personal weapon is typically carried by Unfortunately, this weapon is also the
Steel Troopers. inspiration for one of Kali’s most
Weight: 85 lbs. when fully loaded. sadistic ideas. She decided to create a
Horror Factor: 13 similar acid firing weapon that would be
M.D.C. of the Weapon: 90 M.D.C. for harmless for her forces yet highly
the rifle, 110 M.D.C. for the fuel tank, destructive against living tissue. She had
and 20 M.D.C. for the connecting hose. Hecate search through the vast
Mega-Damage: 3D6 M.D.C. to an 8-foot databanks of N.E.X.U.S. for the perfect
area per burst of napalm. A concentrated chemical compound that would serve
burst does 1D4x10+10 M.D.C. Anyone Kali’s needs. She finally settled on a
covered with the sticky napalm will powerful acidic compound that was
continue to take 3D6 M.D.C. every harmless to metal and other inorganic
melee for 1D4+1 melees. Humans in substances, strong enough to eat through
Living Armor will be panicked and the thick hides of Bio-Tech
trying to put out the fire anyway they constructions, but not so powerful that it
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instantly killed unarmored humans. She oddly-shaped rifle has twin barrels that
could have used a more corrosive acid, sit at a thirty degree angle in a “v” shape.
but Kali thought this one was absolutely When fired, the cable stretches out
perfect. She loves the fact that it slowly perpendicular to the direction of flight to
devours mortal flesh rather than granting increase the chance of ensnaring the
them a painless death. Design wise, this target. Once a piece of the cable hits its
gruesome weapon is basically a Plasma prey, it wraps around the target like a
Napalm Launcher modified to fire a bola whip and embeds itself into the
different type of chemical. The large victim’s flesh. A well-placed shot can
back mounted fuel tank holds a even disable one or both arms, but that is
substantial amount of acid, but each unnecessary to injure the target (it is just
blast sprays so much of this corrosive an added bonus). These odd rounds do
liquid that the weapon actually has a little damage on their own, but they do
very limited payload. not need to. The real destruction comes
Weight: 90 lbs. when fully loaded from the Nanobot Plague. The razor wire
Horror Factor: 14 digs into the flesh of the target and locks
M.D.C. of the Weapon: 90 M.D.C. for itself in place with wicked barbed hooks.
the rifle, 110 M.D.C. for the fuel tank, The target only has one melee round to
and 20 M.D.C. for the connecting hose. remove the wire before it triggers a
Mega-Damage: 2D8 M.D.C. or 4D6 Nanobot Plague response. The ammo for
S.D.C. (based on the nature of the target) this weapon is cheap to produce and
for the initial blast plus an additional incredibly destructive. If this weapon
2D8 M.D.C. or 4D6 S.D.C. per melee does have any drawbacks, it would be
round for 2D4 rounds or until it is the somewhat limited range of this
washed off. Humans and other living projectile.
creatures sprayed with the acid will be in Weight: 35 lbs. when fully loaded
horrible pain and suffer the following Horror Factor: 10
penalties: reduce attacks per melee by 3, M.D.C. of the Weapon: 110 M.D.C. for
plus they are -3 to strike, parry, and the rifle and each razor wire projectile
dodge the entire time the acid is has 30 M.D.C.
inflicting damage and for 1D4 melees Mega-Damage: 2D4 M.D. from the
after. razor wire on initial impact. Unless the
Rate of Fire: Equal to the number of bola whip is removed within one melee
attacks per melee. round, it will trigger a Nanobot Plague
Maximum Effective Range: 100 feet and response, but unfortunately, removing
sprays an area of 10 square feet. the barbed cable is not an easy task.
Payload: 10 blasts. Tearing the razor-sharp hooks out of the
Trade Cost: None, even Technojackers target’s flesh inflicts an additional
do not like using this weapon. 2D4+2 M.D. and takes 3 melee actions.
In addition, the target may be
Cable Gun incapacitated from the initial strike. On a
This bizarre weapon was designed to roll to strike of 13 or higher, one of the
take advantage of one of Kali’s favorite target’s arms is immobilized. On a roll to
creations, the Nanobot Plague. It fires a strike of 18 or higher, both arms are
four-foot long length of razor wire with incapacitated. Most Nanoplague effects
heavy spiked weights on each end. The occur instantaneously and actually burn
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out the Nanobots responsible for the 51-60% The bola wire generates a
damage, but unless the cable itself is powerful static charge that damages the
destroyed, additional effects can occur. target and stuns the pilot inside. The
This means that even if the target shock inflicts an additional 4D6 M.D. to
survives one Nanoplague attack, the the Bio-Tech device plus the pilot
victim is still at risk from additional suffers 3D6 S.D.C. and is stunned for
attacks every 1D4 melee rounds until the 1D4 melee rounds. While stunned, the
razor wire is removed. Roll on the pilot loses one attack per melee round
Nanoplague Response Table below to and is -3 to strike, parry, and dodge.
determine additional damage: 61-70% The cable quickly contracts
01-10% The razor wire thrashes about around the target inflicting an additional
wildly for 1D4 melee rounds, tearing 2D4 M.D. per melee round to the Bio-
deeper into the flesh of the target and Tech device for 3D4 melees.
inflicting an additional 4D4 M.D. per 71-80% The razor wire overloads and
melee round. explodes inflicting an additional 1D6x10
11-20% The barbed hooks on the razor M.D. to the Bio-Tech device, and half
wire quadruple in length, driving that damage to anything within a 15-foot
themselves deep within the target. The radius. The bola wire is completely
wire inflicts an additional 3D6 M.D. plus destroyed and there is no chance it will
it is now much more difficult to remove. inflict any additional damage.
It takes 5 melee actions to remove the 81-90% The wire creates a powerful
razor wire and doing so inflicts an organic solvent that dissolves the victim
additional 4D6 M.D. like acid, inflicting an additional 3D4
21-30% The razor wire dissolve into M.D. per melee round for 1D4 melees.
metal shavings (dissolved on a 91-00% The barbed cable develops a
molecular level), without harming the limited intelligence and tries to burrow
victim. The bola wire is completely through Host Armor or Living Armor to
destroyed and there is no chance it will reach the pilot inside. As it tears through
inflict any additional damage. the Bio-Tech device, this razor-sharp
31-40% The wire bursts into flames or snake inflicts an additional 4D4 M.D.
melts into a red hot liquid that inflicts an per melee round for 2D4 melees. Once it
additional 6D6 M.D. The bola wire is reaches the pilot, it detonates, inflicting
completely destroyed and there is no 1D4x10 M.D. to the armor and 8D6
chance it will inflict any additional S.D.C. to the pilot. The bola wire is
damage. completely destroyed and there is no
41-50% The razor wire generates a lethal chance it will inflict any additional
metallic poison (similar to mercury damage.
poisoning), and injects a massive dose of Rate of Fire: Equal to the number of
it into the target. Roll to save; needs a attacks per melee.
roll of 14 or better to save. If the roll Maximum Effective Range: 500 feet.
fails, the Bio-Tech device suffers an Payload: 10 projectiles.
additional 6D6 M.D. and is horribly Trade Cost: None, except to a
weakened for 1D4 hours. Speed and Technojacker who can use such
strength are reduced by half plus the weapons.
victim loses 4 attacks per melee and is -6
to strike, parry, and dodge.
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“Creeping Death” Nerve Gas Sprayer Napalm Launcher. The nerve gas is
In the early days of the Great Purge, the stored as a liquid before it is fired, but it
Machine had no problem using quickly transforms to gas after only a
chemical, biological, or even nuclear few feet. The range is rather limited, but
weapons to eradicate as many humans as the powerful rifle can propel this dense
possible. As the war slowed down gas along the ground at speeds of about
towards its current holding pattern, 30 mph with a maximum range of 60
N.E.X.U.S. switched from weapons of feet. This weapon has only seen limited
mass destruction to more conventional production due to the excessive
weaponry. Kali is glad the extermination protesting by Gaia. She does not like the
efforts have stalled since it gives her idea of this nerve gas drifting into her
more time to “play” with her human carefully crafted Nature Preserves.
victims, but that is no reason to stop Because of the extremely short range of
using the really fun toys like chemical the Nerve Gas Sprayer, it is typically
weapons. Kali discovered an old nerve carried by Slicer Robots.
gas that she is excited to reintroduce to Weight: 85 lbs. fully loaded.
the war effort. It is one of the most Horror Factor: 16
terrible chemical weapons ever created. M.D.C. of the Weapon: 90 M.D.C. for
It is absorbed through the skin so gas the rifle, 110 M.D.C. for the fuel tank,
masks and Face Wraps offer no and 20 M.D.C. for the connecting hose.
protection, and even the slightest Mega-Damage: Anyone exposed to this
exposure leads to a brutal death. chemical must make a save vs. lethal
Unarmored humans exposed to the gas poison of 14 or higher. On a failed roll,
writhe and convulse as their body the victim suffers 2D6 S.D.C. and 3D6
violently spasms and tears itself apart points of damage directly to H.P. every
from the inside out. Veins and capillaries melee round for 2D4 melees. The
burst, muscles contract so hard they tear target’s body spasms uncontrollably and
off the bone, and the victim’s skin is wracked with mind-numbing pain.
actually melts into sludge within Attacks per melee are reduced to one, all
minutes. It is a horrible death that takes combat bonuses are gone plus the victim
only minutes, but it feels like hours. It is suffers additional penalties of -10 to
everything a sadist like Kali could have strike, parry, and dodge, and Spd. is
hoped for. The nerve gas is also strong reduced to 1D4 while the gas eats away
enough to effect Bio-Tech creations and at his or her flesh. If the poor soul is
other mega-damage beings, but the lucky enough to survive, he or she will
damage is not as severe. As an added be extremely weak (reduce P.E., P.S.,
bonus, the gas is heavier than air, so it and Spd. to 1D4) for 1D6 days.
tends to stay low to the ground and sink Furthermore, the victim only has two
into foxholes, trenches, and other hiding attacks per melee and suffers penalties of
spots. This is how the gas first earned -5 to strike, parry, and dodge. On a
the name Creeping Death. This thick successful save, damage is reduced by
yellow gas looks like a ghostly half, P.S, P.E., and Spd. are only reduced
apparition as it comes rolling across the by 1D6, and the victim suffers penalties
ground. The weapon that fires this of -2 to strike, parry, and dodge for 4D4
horrible chemical is once again, a minutes.
slightly modified version of the Plasma
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This brutal nerve gas is also strong powerful explosives. Some of the more
enough to harm mega-damage beings, militaristic N.E.X.U.S. personalities like
but the damage is not nearly as severe. the basic design and are considering
Bio-Tech devices and mega-damage upping their destructive power, but Kali
beings must also make a save vs. lethal considers the weapon perfect just the
poison of 14 or higher. On a failed roll, way it is. The main drawback of the rifle
the target suffers 3D6 M.D. per melee is the time and resources required to
round for 1D6 melees. Bio-Tech build each round. The expense of
creations like Host Armor, War Mounts, manufacturing Digger ammunition has
and Gorehounds will also experience kept the supply low.
intense pain and muscle spasms. These Weight: 30 lbs. fully loaded
victims lose 4 attacks per melee round Horror Factor: 13
and are -6 to strike, parry, and dodge for M.D.C. of the Weapon: 100 M.D.C. for
1D4 minutes. On a successful save, the the rifle.
target only suffers 1D4 M.D. per melee Mega-Damage: The initial impact from
round for 1D6 melees and all penalties the Digger Round inflicts 4D6 M.D.
are reduced by half. Once the projectile hits the target, it
Bonuses: Each blast of nerve gas starts burrowing through its prey until it
completely disregards cover. Even if the reaches the pilot inside. It takes one
target is completely hidden behind melee round to dig through Living
cover, the shooter can roll to strike as Armor and two melee rounds to burrow
normal. through Host Armor. The round inflicts
Rate of Fire: Equal to the number of 3D6 M.D. per melee round as it hunts
attacks per melee. for the human within. Once it finds the
Maximum Effective Range: 60 feet and pilot, it detonates, inflicting 8D6 S.D.C.
covers a 20-foot area. Rate of Fire: Equal to the number of
Payload: 15 blasts. attacks per melee.
Trade Cost: None. Even the Maximum Effective Range: 2000 feet
Technojackers are afraid to use these Payload: 20 rounds
devastating weapons. Trade Cost: None, except to a
Technojacker who can use such
Digger Rifle weapons.
Kali hates how Bio-Tech devices like
Host Armor have made the humans bold
on the battlefield. They feel invincible
beneath their thick suits of living armor,
so Kali wanted a weapon that would
remind them of how fragile they truly
are. This enormous rifle fires robotic
rounds that are programmed to burrow
into their target and detonate once they
reach the pilot within. Kali actually
armed these micro-missiles with a low-
grade S.D.C. explosive to maximize pain
rather than lethality. It seems her sadistic
side would not allow her to use more
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Section 8: Nonmilitary metal should be you'll fidn various
colored resin, often gold, but favored
Biotechnology colors include blue , earth like red, and
By Baron of chaos purple.
Architecture despite what could think, Warm/Cool regulation system - A weird
the generally outlook of great houses is cyclindral worm like bio-tech device,
not like the colon of Splynncryth :shock: with three big red eyes and toothless
, sure there are some places that are maw. The womr does not like being
FULL biological, and there is a touched, but most amazingly react oddly
definitive biological outlook on pretty to temperature change. If it feel cold it
muche verything, but is far from being become very hot like a coal stove, while
total. Remeber that even without metal, if exposed to hot environment it start to
most of the basic materials for building emit a freezing aura. A single worm
still area vaiable, rock, stone, wood, coudl regulate the temperature of a room
ceramics, glass(and optical fiber) and the 14ftx14ft. As was said, the worms do not
marvel of leverage. But Bio-tech could like being touched or handled , so they
help an architect as well. are placed in ceramic container, vaguely
Nails - generally hard MDC quills grown resembling snail's shell with handle bars.
by special mutated short cactus. The worm is SDC being while the
Generally each cactus can produce ceramic shell is MDC, so acting as
2d6x10 quills per day. Each quill does defence too. Ceramic stoves are still
have 1 MDC while the cactus have 50 used too.
MDC - Splicer carpenter can be equpped Light - As i said optical fiber are still
with lesser lving body armor equipped avaiable to humakind, albeit harder to
with quills produce, and don't forget old good neon
Glue - The Splicer glue is amazingly gas(nanomachine plague said nothing
usefull tool. Enough strong to hold 700lb about gasses... :D :P ). Add to this giant
stone cube stuck to the roof. Is light cells placed here and there and you
generatted by some special bacteria in get a less dark Great House.
anaerobic enviroment. The glue soldify Hydraulic - Well this is one field that
very fast when exposed to air(half melee suffered a lot from the loss of alloys and
round), due the bacteria dying. Is shot by metals. To make water run from one
a bio gun with a special canister place to another, is only matte rof
attached. The gun does have a normal creating the right pressure, but metal
trigger dislike normal bio-weapons and tubes were the ebst medium for this.
does contain enough glue for 50 shot, Anything else was or too frail or too
regenerate 2 shot of glue per minute. "spongy". Bio-tech helped, trought some
Glue can be stored in vacuum plastic jars MDC Ivory tubes. Apart form this is
for future use. This glue is often used in pretty much identical to 21th century
place of nails, and has foudn its wya in hydraulics, except for some details, like
battle field too, being able to stop the filtering sponge a 30ft radius sponge,
anything with a splcier/robotic strenght that absorb , filter and redirect gallons
of 40 for a long time. and gallons of water at water nodes, or
Resin - covered way too well in main the water tap that sniffing you know
book, resin is used in extensive way in exactly how warm your water had to be.
Architecture, generally everywhere - A side note Splicer common life is not
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a diryt one, infact there are some zone of want to warm up some food between
a Great house that are frigthenly clean! battles
Dirt and Bacteria coudl be deadly to Bio-E cost: 15 points, but is often found
immature host armors ya know! mount in ceramic ovens
Price: 100 credits bigger ones, the like
Cooking you find in Warlord house, 450 credit
Now the main problem wiht cooking in and can cook a an entire large
Splcier world is that nanomachines warmounts
prevent use of metallic pots and frying Another tool usefull for cooking in
pans, making quite complicated. But Splicer setting is the
some old fashioned from of cooking are SauceSprayer. In principle is similar to
still possible, without bio-tech. Smoked the Chemical sprayer, except is syntesize
food can be done withoug metal, and any form of additive, sauce , colourant
you can cook meat on embers, or cooked or juice you could think of. A very
in holes in terraine where the foond get a useful biologica mixer. On appearence
sort of vapor cooking. Wood and resemble a large fleshy bag with large
ceramic can still be used as pottery and trunk. The trunk emit the substance he
food container and believe it or not even was programmed to synthesize. The oly
in splicer world tupperware do limit is that the bag has a mouth right
exist(believe me that stuff could survive undert the trunk and need to be feed of
man's extintion). In all and for all the regular spices and vegetables . And what
main problem is the lack of usefull it eat can influence the final result. Her
thermal conductive medium as metal. some of the stuff it can spray.
For boiling and frying is the best. All Alchool: Beer, wine whatever, just feed
other cookicn tecniques are quite the right elements and the SauceSprayer
unchanged. can give your favored ale in matter of
Biotech offer some help here too , by the minutes Time of preparation: 1d4
way. One easy way to boil and cook minutes
stuff is a lesser version of the heat Sauce: Tomato Sauce, Mustard,
cannon. Way much less powerfull is still Ketchup, Mayonaise, Chili etc... Time of
better than a microwave oven . preparation: 2d4 melees
Generally the look si similar to that Ice Cream: any flavour Time of
average Heat Prjector. A huge worm Preparation: 1d4 minutes, but between
with large dark eye. The worm is does and another need a one melee break
generally mounted into ceramic ovens, , chewing ice does cause it the
and dislike is bigger brother does not do equivalent of an headache
MDC damage, only SDC Cream of any type: whipped cream, fruit
Cooking Heat Projector: Jam(shot right on glass jar), chocolate
Range: only 12ft, not thought as weapon cream and so on Time of Preparation:
Damage: 2d4, 3d6, 5d6SDC damage, 1d6 melees when doign this the Sauce
2d6 MDC (the last for cooking MDC Sprayer tend to become warm and hot
flesh) Fruit Juice: Various type Time of
It can matain a constant beam for 1 hour Preparation: 1d4 melees
Note Normal Heat projectinc cannon can Dough: the usal mixing for pasta, pizzas,
be modified to cook too, in case you but also cakes and so on. Is not exactly
sprayed , but rather slowly expelled from
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the trunk time of preparation: 1d4 allow the growth of mushrooms and
minutes vegetables in its large flabby wrinkled
Water: The Sauce Sprayer can salo skin. Yes you've read right, INSIDE the
purify water, from dirt and bacteria Time skin. Young Living Soil, also called
of preparation: 1 melee action FarmPig, look like large odd wrinkled
Payload: generally the Sauce Sprayer pigs wiht mushroms growing on their
can hold enough for 10 shot of food, back, but older ones, well looik like a
roughly equal to 8-10 lbs pice of garden walking around, with
Lifespan: 2d6 years. Old Sauce Sprayer many mistaking them for sentient
tend to become slower and they add a vegetals. Despite this msitka they are a
peculiar flavor to their "sprays" . valuable resource, expecially because
SDC: 1d6x100 technically a minor MDC you got everythign you need in one
bio-weapon single place. The vegetables taste good ,
Price: 1000 credits and plus they all add very nice flavour to
Giant Chikens - A classic idea, do you the pig meat that is
really think they would not make giant DEEEEEELICIOOUS, it melt in your
chiken for eating? These animals , while mouth creating and explosion of taste!
big enough to be ride is too stupid to be Of course while the vegetable cost little,
used like that and being an SDC Being is the meat cost high, 100 credit for 1/2 lb,
not too useful ,except as burden animal. due to the hig value fo the pigs
But its main purpouse, sad but true, is to Hit Points & S.D.C.: HP: 4d6+10 SDC:
be juicy meant to be cooked on wild fire. 6d6
Hit Points & S.D.C.: HP: 1d6x10+40 Speed: Running: 6mph
SDC: 5d6+10 Leaping: not possible
Speed: Running: 20mph Swimming: Surprisingly swimm quite
Leaping: 10ft hig and 15ft across well, for a pig I mean, 3mph
Swimming: not possible, quite afraid of Flying: not possible
water -Statistica Data
Flying: you are joking aren't you? Height: adult are on 1 heigth at the
-Statistica Data shoulder
Height: 6-8 ft Lenght: 4ft and 5 inches
Weight:1000-1600lb Weight: 400 to 2000lb goes for
Cargo: can carry 300 lb on its back and obsceoulsy fat pigs.
can pull 600lbs Physical Strenght: 3d6+12 , 3% of them
Physical Strenght: 2d6+5 does hav esplicer strenght doe recessive
Lifespan: 10-12 years but most gene...here piggypiggypiggy
are...ahem...cooked around 5-6 years Lifespan: 25-31 years
Trade Value: current price vary but for Vegetable production rate: same as very
the most part is sold at 30 credit per lb fertile soil, you've to look at normal
Feeding: Eats 10-30 pound of grain per vegetable life, generally one culd expet
day at least 200-300 tomatoes per year and
IQ: 3 70 mushrooms from an healthy Famr Pig
Living Soil - Farm Pigs Trade Value: Very high price, sold at
The name is quite stupid and sincerely 100 credits for 1/2 lbs
don't do a great job in detailing this short Feeding: Eats oats grain and anything in
pig like bio creature abilities. In short is great amounts, and also a lot of water
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IQ: 1d6 - some are very smart and like to Thermals Blaster Ovens: The organic
play dirty tricks to splcier farmers. empowered version. This ones mount
Steel sheep - These are a cattling animal inside three low power Thermal cannon,
very rpized in Splicer world. Look like the oven is herbivore/vegetarian and is
nomral sheep , wiht one subtle impervious to heat. Can reach higher
difference, The wooly is hard as a super temperature than normal oven. There is
metallic alloy(m.D.C.). shaving these one side effect, if not feed regularly it
critter grant a source for cheap M.D.C. could chomp the food it is supposed to
material for various purpouse. From cook.
chainmail, clothes, ropes and mind MDC: 1d8x20+30
nuimbling possibilities. They lack great Cost: 400-500 credits. A must for any
intelligence but like normal sheep offer restaurant in great houses
quite good levle of obedience. Old Super Vegetal Plastic: Special modified
retired packmasters often engage in plants whose wide leaf are equal to bio-
cattling of this particular bio-cattle. Meat plastic. The leaves can easily be worked
does taste pretty much like normal sheep into any shape, not only but it does have
M.D.C. wooly (adults only): 20+2d6 some Memory feature that allow it to
M.D.C. remember past shapes, and could
S.D.C. wooly (juvenile lamb): 90+2d8 reassume them upon electrical impulse.
A.R.(yes the lamb wooly got an AR): 19 Dislike normal MDC resin is not as
Hit Points: 1d4x10+15 Adults, 4d8 resistant to fire, is a bio-tech easily
Young Lambs shared with retro-villages, due the fact is
Speed: running: 12mph easy to disguise as normal plant’s leaves.
Leaping: 8ft high, 12ft across MDC: 1d4x10 leaves, 1d8+2 vines take
Swimming: well they can but are damn double damage from MDC fire and
slow less than 2 ft per melee normal MDC damage from SDC fire.
Flying : not possible Cost: 20 credit for large leaf, 15 for the
Weapons: Horns : Males only Adults: vines, 140 for a seed that would grow a
2d4 Mega-damage Young Lambs: 2d6 2d6+2 leaves and 4d8 vines in a year
SDC damage Super Micro Fibre tissues: this is a
Height : improvement of your average microfibre
Weight: 132lbs adults + 80 lbs just for , making it thousand of times harder.
the wooly The cloths are great of cleaning clothes,
PE: 25, Immune to disease but not only, is ideal in making jackets,
Lifespan: 11-15 years shirts and any clothes with good thermal
Trade Value: 500 for an Adult, 315 for a insulation and easy to clean clothes.
young lamb Features: 1 square foot of tissue does
Feeding : Feeds on grass, bushes, shrubs have 1d4x50 SDC
and trees, 5-6 pounds per day OLED Lighting - How OLED work
Classical ovens: This is the classical The ancestor of super light cells. Widely
brick, concrete and refractory ceramic used in Great Houses, make up for most
oven. Useful to cook, well, pretty much illumination in it.
everything need to be cooked, include Cost: 150-200 credits for large OLED
bricks! Real oven coverage, 15 for a single lamp.
Cost: Vary but surprisingly low around Glass Radiator - Heat is created by the
200-250 credits electrically conductive neutral coating
641
on one of the glass surfaces facing the sort of server, transmitting and receiving
laminated inter-layer. Electricity is sent images and sounds from 2d6 Vision
across this coating and this generates Bugs at the same time. This typology of
heat because of the resistance the bugs are enormous but are unable to
electricity has to work against. The transmit images and sound by
organic conductive material create an themselves. Only redirecting other bugs
intricate net of colourful markings inside data and allowing multiple
the glass when electricity is sent. communications. For additional 5 Bio-E
Resemble some weird post moder paints. the communication is scrambled, only a
Cost: 200+3d10 credits vision bug with the same feature can
decrypt the message. For 8 bio-e the bug
Bean Armchair: Don’t think about huge can memorize a message rather than
bag filled of sand. No is more like giant transmitting, max length 20 minutes
truly fat, ultra soft, beans. They are soft Weight: 5 lbs
and adapt top the shape of the person Size: 6 inches diameter
sitting. They are also surprisingly MDC: 3d8 + 2 per size increment
resistant to weight, able to sustain a full Cost: 2000-3600 credit for pair, each
equipped dreadguard with a gorehound I enhancement increase the price,
his arm. The only drawback is that depending on the seller
you’ve to change them after sometimes.
But this is balanced formt he fact they Bio-tech reproduction kit: Despite the
are used to feed herbivore warmounts name is nothing illegal. Is simple a base
and host armors. kit to help breeding of simple, non
Cost: 60-240 credits. Come in variety of military, bio-tech. Is not generally sold ,
colors. Base color is pasty white, but kept inside merchant guilds. It
common is red and purple. For contain drugs, pills, a small pamphlet
additional 100 credits there is the with guideline about how to keep the
vibrating option, aka Mexican Bean small critters breeding, and some info
Armchair about the healthcare (no one really want
a food processor diarrheic). Each kit
Vision bugs: This is an advanced form work for one typology of bio-tech only,
of non military bio-tech. At first glance oven, pans, goggles and so on, and does
look like a weird four legged large bug, not allow bio-modifications.
with a large fleshy maw instead of usual Cost: not sold, on black market the price
insect fangs, four eyes, plus one large would go from 3600 credits up
bug eye on its top. The Bug is able to
communicate with other vision bugs at Clock Birds: timers were at the same
great distance, and transmit what it hear time the hardest and easiest thing to
and see, the top eye actually a replace after the Nanoplague for the bio-
sophisticated holographic projector. The tech. In Retro villages people rely on
bugs does not reproduce easily, limiting sand clocks or meridian. In great house,
the number spread around. It allow also being many underground, they had to
some improvements. find another way to keep track of time.
Range: one mile, plus one mile for 5 The solution was indeed easy. Of all
Bio-E this increase Bug’s size by 1.5 animals Birds are the ones with one of
times, for 15 Bio-E the Bugs can act as the best sense of time and so they were
642
the perfect choice for a living clock. The that runs a very high metabolism and
clock birds are colourful birds with a body temperature. The hotbug is usually
large beak , resembling some tropical lumpy sphere with a mouth at the top of
bird. Their feathers change colours the creature and numerous gills and
according to the hour, so just looking at vents along the surface. You feed
them one could know the time. In biological waste into the top orifice and
addition the bird can be taught to sing at wait about 15 minutes for digestion to
precise times, with various tonality for begin. The hotbug will then begin
different set alarms. The birds are not breathing in the cold air and breathing
exactly small, but they are present in out very warm air that makes an area
most houses. Exist different models with very comfortable for the next 4-12 hours
small difference, mostly of look and (depending on how chill the area was
singing voice. before).
Size: 1ft and 3 inch tall
Weight: 17 lb Alarm Fungus
SDC: 1d6x100 AR: 16 Alarm Fungi are a red cluster sponges
Cost: 50-130 credit that squeal and brighten in color to alert
residents to a Machine attack so they run
ofurkeys for the emergency shelters. Alarm Fungi
A bio-creature intended to help feed the are triggered much like fire alarms. If a
herbivorus armours and warmounts human grabs a fungi, the sweat from
inspite of the total lack of arable land their hand sets off a chemical reaction
under reisistance control. A Tofurkey that causes the fungi to begin to strobe
looks and acts like a regular domestic and squeal in both a subsonic and
turkey (perhaps a little smarter) but is in audible level. Other fungi are set off by
fact a mobile plant. Humans can eat the subsonic sounds and a fast chain
them too, but nobody likes the bland reaction of panicked fungi go off across
taste and mushy texture. a Great House. Also, those closest to the
original alarm become brightest so
Fish Sticks troops will be able to quickly chase
A modified form of the hagfish, this down the origin of the panic. Penalties
creature has been adapted for life on for setting off false alarms are usually
land. They grow a rigid shell that causes pretty stiff.
them to resembla a large novelty pencil.
Rap the shell a few times and the fish Biotic Sleeping Gel
stick will exude from one end a sticky The rebirth process that remakes humans
slime that can be used to glue almost into Biotics is incredibly traumatic and
anything. The glue is not MDC strength most suffer from a host of psychological
but does require a str 16 or greater to illnesses. The Biotic Sleeping Gel is
break once it has set. (10 minuete drying made from the "leftovers" of the human
time.) parts which are discarded during the
rebirth process which are turned into a
Hotbug "human essence" gel. Biotics rub this gel
It gets cold and calmy underground. A in their nostrils to breathe in the gel
hotbug is a small biotech animal, about which helps settle their mind, mostly
the size of a microwave or space heater,
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allowing those most traumatized to be Lenght: 2ft and 3 inches , tail included
able to sleep, rest and stay calm. Weight: 9 lb
Attributes: IQ: 3 quite smart animal,
Ratgurgitator MA: 6 quiet but don't like be touched by
Vermin survive almost anywhere and strangers, ME: 10, PS: 1d6(normal), PP:
thrive wherever there is a protein source, 17, Speed: 20 but prefer to pick up trip
regardless how foul. The Ratgurgitator is attache to the owner
the Splicer mousetrap. It is about the MDC: 2d6+40 , anyone grabbing the
same size as a Hotbug and residents put shooter would suffer 2d6 damage(non
them wherever they fear rats may thread. MDC, the quills does Megadamage only
The Ratgurgiator gives off a very if shot or if grabbed with Megadamage
delicious odor that draws in rats, then strenght)
traps and eats the rats BUT that's only Singular Quill MDC: 2 MDC each
the beginning. The Ratgurgitator lives Damage: 1d6 Megadamage for quill
off the bones, marrow, fat of the rat, but Range: 30ft only.
the protein rich meat is expelled in little Rate of fire: Quills can be shot in short
hairy clumps after about 24 hours. burst of 4, one after another, or in a
Residents collect these clumps which are volley of 2
fed to Gorehounds as treats. Payload: the shooter has 40 mature
hardened bone nails/quills, plus 2d6x10
Shaving Gel: tired of hairy women? softer ones, not yet hardened to be
Wanting some smooth skin? Or do you MDC. It regenerate 4 hard quills per
just want to wear your host armor hour
without that ticklish sensation ? The
Super SHaving Gel of Uncle Librarian Turtoise Back Computer : The look of
do the work! Result of bio-modified this advaced Bio-tech os that of a a large
plant resin, this gel cause the instant turtle with stubbu prehensile fingers,
falling of all the hardest hair, needing no three circular opal on the back of the
painful razor cutting at all. It does also shell and four eyes. The T.C as it is
slow the regrow so , women, don't be commonly called is an experimental
afraid to have to repeat the process soon modle , an attempt to create somethign
Cost: 30-50 credit for enough gel to close to a bio-comp for the masses, it
cover one adult person does have higly intelligence, greater than
most warmounts, albeit still more limited
Nail shooter: While here we don't cover than average human, similar to Forrest
weapon, the nail shooter is a carpenteer Gump. It compensate with incredible
tool, that proved to be usefull for self talent for analysis, impressive memory,
defence too. It does look like an language translation and enhanced
opossum covere with hard bone quills. mathematical abilities. The T.C. it
these are harder than the average bio- generally grab to the back of the user
nails(see my frist posting in this thread) and use bio-comms to communicaty
and used to fix MDC Wood and with him telepathically. It does have also
materials. The Shooter use its long tail the baility to scrable radio signal , but in
and prehensile feet to grab owner arm a limited way.
and then you've jsut to point and give the
mental command to shot.
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Attributes: IQ:14 very high for a bio- Flesh Hammer: Not a weapon is a
tech, but emotionally limited and simple hammer, only the tip is made of a
childish fleshy organism covered by a semi
ME: 1d4, MA, 1d6+2, PS: 8 does NOT transparend rigid membrane. It could
have Splcier strenght work as normal hammer, but the flesh
Skills: Math Basic 98%, Math Advanced inside the head allow to work upon
80%, Research 80%(only amongst the MDC structure.
data it has accumulated, 4 Language at MDC: 4
98%, cannot talk but could tramsmit Damage: 3d6 as weapon, or 1
translation right into owner mind Megadamage
Special: Eidetic Memory: can recall Cost: 80 credits
anything he had seen or experienced at
78% Shell Horns
Limited Radio Jamming: Three times These are not a single creature but a
per day can stop all radio, satellite, Bio whole group of snails that grow shells
comms and microwave transmission in a which naturally function like a range of
20 ft radius for five minutes wind instruments. Once the shell has
Sensor Enhancement: has 4d6+12 Bio-E finished growing the snail dies and the
of Optical and Sensor enhacement shell is dried and polished to improve it's
Awe Factor of 12 for Librarians and tone. These are regular SDC items, and
Engineers only. The like to have these are quite popular ways to pass the time
turtle computer around in a world without TV or many books.
MDC: The popular shell insturments include
Shell 200 MDC flutes, trumpets, clarinets, and even
Head: 6 MDC harmonicas.
Legs (4): 10 MDC each
Lenght: 3 ft diameter Utility Poo
Weight: 65lb Recycling their limited resources is a
Running speed: 3 is a turtle what do you high priority amoung the freeholds of the
expect? Resistance. A disposal hog, commonly
Swimming speed: 3d6+6 quite fast, is called a grunter, is a large barely mobile
amphibious and could stay underwater pig like bio-organism that eats most of
for 4 hours the waste in a freehold and excretes a
Reproduction cycle: Fully herm, pale tan paste which is packaged up by
reproduce once per year, laying 1d4 eggs the pigboys in airtight pods. Once the
in sand. pods are cracked the paste slowly starts
cost: 12000 credits experimental and to harden, but for about 20 or 30 minutes
rare, most are owned by Librarians that it can be shaped like clay. It is used for
rent them , but expect them to be everything from patching walls and
brought back(for the chronicle the making shelves to molding plates and
Turtoise Back Computer automatically combs. The dried utility poo is strong
share with librarrians all the date thay but still an SDC material. A typical iten
collected, and this could explain their has from 10 to 2d6X10 SDC depending
appreciation of this bio-utility. on size.
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Ultra coffee: Modified strain of coffee, Weight: 2000 lb(slightly heavier than
ten times as strong than usual. Just a cup usual cows)
of this in mornign and you won't sleep Lifespan: 10-18 years
for all day long. It is not healthy to Trade Value: never less thant 200
combine this with circadian rythms or credits, milk prices vary a lot
increased metabolic rate. Unless you PS: 2d8+3
want to stay awake for 4 weeks! Is a Feeding: Graze herb and grain
must for all roughneck having to stya on I.Q.: 1d4+2
guard duty on Great Houses entrance. Special - Modified Milks
Gorehounds Green Cows: Medical Milk, Effect is
Cost: 2 credits for a steaming cup of similar to antibiotic, with the benefit of
coffe protein and vitamins. ADD +10% to
save vs. Poison Toxin
Bio-Polycarbonate Thermos: Is a Purple Cow: Choco-milk. Eh is not what
portable thermos for hot or cold liquids. you think the chocolate milk is actually a
The thermos does actually have a living strong relaxing drug, like morphin,used
organism mounted in the base that by doctors but widespread as
mantain the temperature for whatever recreational drug, with milk bar here and
liquid is put inside costant. The Thermos there, nickname derive from its brownish
does have 100 S.D.C/1 M.D.C. and color.
come in various color, wiht camouflage Golden Cows: Healing milk, stimulate
colors being the most common. come in cellular regeneration , drinking it
size from 16 to 34 ounces. An additional regulary (at least twice per day) make
features include a filtering system, that you heal twice as fast as usual for the
allow to clena any fluid put inside. duration of the assumption, +2d6% to
Cost: 28 credits + 15 for the filtering save vs coma/death - NOTE regulard
ability baths (once per day) in such milk
actually SLOW physical aging by 50%
Mega-Cows Red Cow: Extreme Milk, super excitant ,
Look like normal cows, except for weird negate fatigue for one hour after
coloration, generally identifying the drinking one liter of milk. Can be
typology. These cows had been addictive. abuse cause insomnia
genetically manipulated to be little Blue cow: Strenghtenig Milk. Rich of
chemical factories and produce a variety vitamins, proteins, minerals and special
of different "milks". Cattling them is mutated enzymes, that do only one thing.
also quite easy, same as normal cows. Make you stronger. The milk strenghten
Hit Points & S.D.C.: HP: 1d8x10+50, bones, helping negatinc any bone
S.D.C. 100+4d6 sickness and tripling the healing speed of
Speed: 35 mph at max speed, half that broken and damaged bones. Muscle and
much normally tendons also get better and healthier,
Leaping: not possible becoming more toned. Regular
Swimming: flot and swim at slow 2 mph consumption of this milk, make elderly
Statistica Data and/or sickly as healthy as they were in
Height: 6ft to 12 ft long and 20+1d4 their prime, but on normal people make
inches tall at the shoulders them better
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Bonuses from regular consumption: Printing bio-machine. The main chassis
+1d4+2 to PS and PE +20 to SDC, bones is made of wood, but the secret lay
heal three times faster than normal inside. The characters are made of semi-
note these bonuses disapper if you drink living organic gelt hat harden or soften
less than four glasses of milk per day given low-level bio-electric shock.
Result is that could print quite fast once
Fat cows: they are pretty much normal connected to a bio-comms, translating
cows, but modified so that their meat are thoughts in written words. Only side
SUPER charged with proteins and effect is that need to be recharged with
nutrients. This give them a quite obese ink once a while (generally every 100
look printed pages9and gel has short life
Stats: same as mega cows but have span, only 1d4+1 months. Is
1d6x100 SDC and weight 1400lb ALL commonplace amongst librarians, who
FAT AND JUICY MEAT!! generally own 1d4x10 printers, and in
bureaoucratics offices(Bureaucracy,
Microscopes - Since the begin, it existed in ancient egypt, in middleage, in
resulted painful obvious that , despite all modern times and will survive till the
good intentions, that Engineers and end of humankind ). The largest great
Librarians cannot do everything by house often host a printing commerce,
themselves. They needed some help. having very fine and top quality printing
This help come in from of chemist and bio-machine. These are alos essential in
biologist, who support them in their keeping the human knowledge memory
developing of new biotech. Of course alive making copy of precious books
the big of the job is upon Engineers and
the calculations of the Librarians are a Pleasurmatic(an old glory, first thought
need, still some additional help in bio- for Rifts cyborg, converted then for
chemical process come handy. And these pretty much games i've played :) ). This
biologist and chemist need equipment, little worm like organism connect
that for obvious reason can't be made of trought a umbilical cord to the back of
metal. Microsciopes are one of the the neck, not dislike the warmounts
pivotal tools of their jobs. connection system, and stimulate the
Optical Microscopes - Not really serotonine production of the metabolism
changed, simply made of ceramic or and amplify the pleasure receptors of the
resin, is a classical instrument of brain. Final result is a VERY pleasurable
analysis and work sensation whose intensity could vary
Bio-microscope goggles - Well is not from mild relaxation to extasy and
truly goggles, as much as a mask with rapture(think somethign like
dozen of tiny little eyes . In principle "OMGYESS") . Orginally thought for
work as simple Eye pod, but with a more therapy for battle shock and traumatized
focused toward science analysis. The dreadguards and roughneck, it had
bio-mask grant Macro-vision but become, despite Librarian,engineers and
reaching x 20, can see Ultraviolet, Warlord prohibitions, a source of
Infrared and Electromagnetic(electron) entertaimente and addiction.
spectrum of light Bonuse: While on Rapture the subject
MDC: 20 feel no pain, feel very good and is +3 to
Cost: 80-100 credits save vs HF , fatigue . Sadly is -10% to
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all skills and had no initiative due being Moisture Condensers: It looks like a four
lost to it inch long auger sea shell with a spiny
Value: 1d6x100000 credits highly illegal pod covering the opening on top. This
outside medical facilities so price could device constantly extracts moisture from
vary the air and stores the drinkable water
Life Span: 25 years inside the hollow shell. It can only hold
noie: very very addictive 6 ounces of water at a time but it can
extract up to 50 ounces a day from what
Bio-Chem Latterns---Look like glowing climates, 30 ounces from an average
ostrich eggs held in netting that can be environment, and 15 ounces a day from
hooked to a belt, harness, wall- dry climates.
protrusion, or other mounting
mount....safe, cool, bright, light...Can be Fuzzballs: It looks like a baseball made
turned off and on by pressing a of flesh covered in a thick cotton-like
protrusion at the top of the egg, but will fuzz. This fuzz is actually an edible
burn for a month before dimming...Can fungus that has sort of a citrus flavor. It
be recharged simply by soaking in a contains all the proteins, carbohydrates,
sugar-solution or by injecting a nutrient and vitamins that a human needs to
fluid into the bulb... sustain himself indefinitely. It is
primarily used by field Splicers so they
Digging Gauntlets - This is the first of a do not need to worry about scavenging
series of generic bio-organic large for food in the field. It can provide
gloves who had become very widespread enough food for one meal a day, so it is
amongst the non-host armor pilots. Thes more like emergency rations but
eone in particular had become a serious multiple Fuzzballs can keep one person
hit for most worker, for offering also a well fed. Host Armor, Gorehounds, and
minimal combat ability. The glovese are War Mounts generally require a great
made of chitin tipped with large claws deal more food than a human so these
made for digging, the claws had micro are not ideal for sustaining Bio-Tech.
pores that secrete acid that further help
in digging earth. Muck tape
MDC: 18 each A inexpensive, highly versatile, all
Damage: 1d8+2 Megadamage purpose tape; Muck Tape works by
Digging speed: Dig through earth and attaching millions of microscopic
normal rock at Speed equal PS+15 bacterial filiments to the contact surface;
MPH, PS+5 through MDC material. insuring a strong, even grip. Can be used
for a great many things like patching
By Slappy armor, strapping attachments to
Boozers: Looks like a three-armed squid. weapons, binding prisoners and many,
They excrete a strong alcoholic many more!
beverage. They come in fruit and various M.D.C.: 1 M.D. per one foot strip (0.30
mint flavors. Favorite drink among many m)
Splicers, as long as they can ignore the Maximum Effective Holding Strength:
fact they’re drinking the urine from a Equal to a Splicers Physical Strength of
mutant squid. 15.
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Trade Value: 2 credits for a 50 foot creatures head doesn't house its brain but
(15.24 m) roll or 5 credits for a roll of is just a sensor pod and feeding aperatus,
150 feet (45.72 m). the creatures brain actuall takes up most
of its body.
Dermal-weld (Super glue for organics) Attributes
An organic mucus-like substance which I.Q.: 30
is capable of bonding virtually any M.E.: 10
material to any other material (organic M.A.: 10
works best, but will work on most P.S.: 5
anything). Much like the super glue, P.E.: 5
Dermal weld can be used to bond P.P.: 5
everything from plastics to ceramics, Spd.: 2
flesh or even metal (probably not the MDC by Location
best of ideas). Made from naturally Main body: 50
occuring plants and minerals; Dermal tentacles (2): 10
Weld is a cheap, all-purpose adhesive. legs (2): 8
Maximum Effective Holding Strength: Head: 4
Equal to a Splicers Physical Strength of Size
20 if both materials are organic but only length: 4 feet
10 if one is an inorganic material and Hieght:2 feet
only 5 if neither is organic in nature. width: 3 feet
Payload: Enough to cover a 3 foot by 3 weight: 200 lbs
foot (0.91 by 0.91 m) area in a thin
coating. Interigator
Trade Value: 25 credits for a new and the interigator is simular in design to the
unused tube of Dermal Weld. Data terminal but smaller and only
capable of holding the knowlage of a
Pigment Mixer (All purpose paint mixer) single human mind, each time its used it
erases the information from its last use.
Thermal Woad (Heat cloaking "mud" The Interigator is teardrop shaped the
which fouls up detection; see Ar-nuld in 'point' being the handle from the other
"Predator") end issues a pair of small tentacles with
needles on the ends these needles or
Plasmatic Flare (Road Flare) stingers enter the brain through the
temples where they force the victim to
Personal Aquafier (Water purifer and devulge all knowlage. After wards the
canteen combo!) weilder pulls a small tentacle from the
back of the interigator placing it on one
By Beast Guyver of there temples and they begin sifting
Data Terminal through the information once they find
Data Terminals are turtle like creatures what they wanted they 'download' the
but instead front legs they have two info into their own mind. This prosess
tentacles which can connect to one or cannot be used to gain skills or bonuses
two humans and the humans may 'feed' to skills.
information to the creature. The Shell is The victim can attempt to resist the
smooth and oblong like a sea turtle. The interigator but must make a saving throw
649
every melee against 16 if they fail the brackish/salt water(can produce a gallon
interigator gains access for that melee. of potable fresh water in about 20
each melee of access the interrigator minutes)...Larger versions are also
gains 10 percent of the victims mind. available, able to proccess quantities of
MDC: 30 50-200 gallons at a time, but these will
require some form of energy(typically
Host Armor Nutrition pods photovoric or thermovoric) to
nutrition pods while designed as accomplish large scale heavy duty water
supliments for host armors can be eated treatment, and the larger filters aren't
by anything with the correct metabolism. exactly man-portable.
Nutrition pods are the size of a hard ball
(base ball) and are fairly fragile (SDC). Forcefield Trees
Each type is produced differntly, protien (aka 'electric shrubs')
Pods are made by growing transgenic Fixed defensive positions aren't wise in
citris fruits which contain a unusual form Splicers, but sometimes necessary....In
of meat. Mineral pods are compressed addition to megadamage-tough 'living
minerals collected by miners. Seed Pods fencing' designed to tangle the advance
are exsactly that and produce by special of robots, Splicers have developed plant-
trees. Thermal pods are filled with a based versions of the Bio-
fluid that on contact with air produces Forcefield...these fast-growing trees and
exsess amounts of heat needed to keep a shrubs can produce forcefields, drawing
thermal metabolism suit alive if not on the Earth's electromagnetic field to
healthy. Light pods when opened help power them...Great for establishing
produce light identical to the sun but forest defensive lines, or creating
more intense for an hour giving the suit 'forcefield coralles' to herd robotic
all it needs for a single day. Blood Pods invaders into traps. Best used when
are tough leathery balloons filled with planted/grown in clusters/groves for
blood. Protien and blood pods only stay maximum field strength.
fresh for 1 week, Light, thermal, and
seed pods stay good for up to a month. Booster Shrub
Mineral pods stay fresh indefinatly. The biggest problem with Bio-Comm
Protien Pod systems is their abysmally short range(6
Mineral Pod miles) making for great difficulties in
Seed Pod coordinating large scale troop
Thermal Pod movements and strategies.....The
Light Pod Resistance has had to use manual relays
Blood Pod and messengers...both of which are time
consuming and vulnerable to
By Taalismn interruption.
Filter Gourd To increase the operational range of Bio-
A large guard-shaped organism that Comms and facilitate long range
holds 3-4 gallons of water....THe real communications, the Engineers have
magick of this thing is that it filters created Booster Shrubs, cactus-like
polluted water, filtering out chemical electro-active plants that are engineered
contaminants, microorganisms, and even to act as organic automatic relay
accomplishes desalination of stations, picking up Bio-Comm signals
650
and transmitting them again to other seeds and plantings to establish more
receivers. The booster shrub itself booster shrub networks.
resembles a scrubby grey-green or dunn-
colored cactus with long spines, Telephone Vine
typically 2-3 feet wide, that can grow Another attempt to resolve the problem
with little water, breaking down of reliable communications is the
surrounding rock and sand for introduction of the telephone vine, an
nourishment, but needing at least engineered subterranean fungus spliced
moderate sunlight to gain energy. It can with kudzu and Bio-Comm DNA, to
survive in open desert, in the debris of create a tunneling organism that forms
wrecked cities, or on the seashore, closed-circuit underground land lines
hidden among rocks, with little trouble. capable of passing signals. Lithovoric
Once planted as a seed, the Booster ‘Nodes’ are planted in the ground that
Shrub reaches operational maturity in immediately begin sending out roots in
2d4 days(1-2 days if planted as a all directions, chewing through the
seedling). It is estimated that a booster surrounding soil and rock...Using a
shrub can live 8-10 years, perhaps lower powered form of the Bio-Comm
longer. signal system, when a node’s tendrils
Ideally, by planting networks of booster detect the presence of another node in
shrubs 6 miles apart from each other, the the distance(typically six miles away),
Resistance can create chains of the tendrils nearest the signal begin
communication over continental growing towards it(typically moving at a
distances. speed of up to 3d4x10 meters a day,
There are a few drawbacks to the depending on conditions) , eventually
system....Senders using a Bio-Comm linking up and intertwining to form an
Booster Shrub relay network integrated network of nueron-like fibers
occasionally complain about getting that the Resistance can tap(using an
‘echoes’ of their original messege antenna-probe attached to the Bio-
bounced back to them, especially in Comm) to send secure communications.
areas where the fields of signal reception Since the telephone vine grows
from several Booster Shrubs overlap. underground, it is less susceptible to
Another problem is that booster shrubs detection and destruction by the
don’t always thrive where Machine...however, being a hard-line,
planted...occasional bad turns of climate, the organism may have problems
plant diseases, and action by Machine growing and connecting through dense
drones can destroy the shrubs, rock and metal, and other intervening
interrupting the network-chain. Another obstacles). The Librarians and Engineers
problem is occasional signal loss at hope to be able to create more advanced
night, due to power-down in the dark. Telephone Vines that can also send high
The Engineers are attempting to solve data thru-put visual images as well as
these problems by various means, such audio signals, but that is several decades
as stronger organic batteries, signal in the future yet. Another application of
discrimination, and more adaptable this biotech is to create ‘ghost webs’ of
strains. active Telephone Vines around Human
Resistance soldiers on overland communities....interruptions of the nets
expeditions are encouraged to carry may provide advance warning of robots
651
tunneling in to attack the underground Section 9: Vehicles
human enclaves(rather than come in
By Ziggurat
through the regular access ways).
Decimator Land Combat Vehicle
As with the Booster Shrubs, Resistance
A new weapon has recently be unleashed
soldiers are encouraged to carry vine
by the machine.
node ‘spikes’ and plant them where they
Stats
can to establish vine networks. A 'spike'
Power supply- Nuclear, 10 years life
resembles a small pale white carrot with
span
several dendrite-like tendrils/rootlets
Height: 30', main body slung between
sticking out of it; simply shove into the
legs
ground or hold against a rock surface,
Width: 30'
and the spike will begin biting in in
Length: 60'
minutes....
Weight: 180 tons
Horror Factor: 17
Speed:
Ground speed- 90 Mph max, cruising is
60 Mph
Leaping: can leap 20' across and 25' high
from a standstill.
Water, can walk across bottom at 15
Mph
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RoF: Twice per melee Multi-Wheeled High Speed
Plasma Cannons-Secondary weapons Interceptor
for, well, anything that gets in range. AKA Free Wheelie
MD: 2D6x10 When at rest, this robot resembles a
Range: 4,000' regular motorcycle when at rest, but is in
Payload Unlimited actuality a killer robot. Yay.
RoF: Four times per melee each, dual The robot looks just like a non-human
shots count as one weapon robot, until the seat pops up, revealing a
Mini-Missile Launchers(2)-For humanoid torso, with its head attached
bombardment and anti-air directly to its body.
MD: Varies as per missile loadout It has two arms sporting short sword
Range: one mile style vibro-blades. It sports two forward
Payload: 40 missiles(80 total) facing rail-guns as its main armaments,
Crawler Missiles(2)-These medium designed specifically to stick in the
ranged missiles are housed in their own wounds they cause, along with two light
compartments on the sides, above the lasers for backup. It also packs a couple
Burrowers. It is not yet known how they of mini-missiles in what would be its
work, all that is known is that they do saddle bags.
not directly target anything, and yet It is somewhat misleading to refer to it
nothing survives their launch. as a motorcycle, as it actually has 4
MD: None wheels. Its wheels are on prehensile legs,
Range: 40 miles, but often deployed at with the front and back pair capable of
1/10th that or less combining into one wheel assembly. The
Payload: 2, one per launcher four wheeled design was decided on for
RoF: one at a time, or in volleys of stability and traction, with a dual
two(rare) wheeled design for high
Burrower Missiles-Medium range, maneuverability. Also, it seems as if the
Capabilities not fully realized. Unknown wheels would be easy to destroy after
attack form, again, nothing has yet you make it past the wheel covers, but
survived to give any useful info.(ie I that is a lie. The wheels are actually
haven't taken them past the concept made of metal, and resemble a shell in
stage yet, no stats) Designed to be that they seem to have a spiral pattern to
launched at a known resistance location, their construction. Further more, their
the Burrower slams into the ground and treads are actually blades, and the robots
burrows untill it reaches a hollow large were named after their most devastating
enough for a man to stand. At this point, attack, also, because I'm a mean person.
it releases its payload. There is no need for the wheels to be
MD: None metal blades of doom, I just felt like
Range: 40 miles throwing you a curve ball, also the
Payload: 2, one per launcher motorcycle is really a four wheeler, Its
RoF: one at a time just how I roll.
MDC-
Main Body(vehicle)-210
Torso-135
Arms-55
Wheels-70
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Armored Wheel Covers-30 lie. The resistance remembers well the
Prehensile Axles-45* first incarnation of the Flying Strike
Railguns-35* Ship. Smaller, slower, less maneuverable
Lasers-20* with crappy armor and not enough low
Box Launchers-55 yield weapons. That was the Flying
Vibroblades-15* Strike Ship of Fifty years ago, and its
Weapons image was purposely invoked by this
1) Pop Wheelie machine, indeed, it looks like a Strike
MD-2d6x10+30 It freaking hurts. ship Jr. with rotor blades on top. The
Range-If you're this close, you deserve another difference is that it doesn't have
it. hands, in there place is more Rotor
Payload- Till you kill it. Blades. While their utility is in question,
Rate of Fire- realisticly, every freaking some have postulated that they
action, it has prehensile axles after all. contribute to maneuverability or
But, to keep players alive longer, I increased speed. They are wrong(yay)
suggest it is an extra full melee attack, the blades, all of the blades, serve no
ie, if it gets on you, it does this attack in purpose than to be weapons. The robot
addition to all its others. Don't fall down. vehicle is, in fact, not even a true rotor-
2)Rail Guns wing model, it relies on hover
MD-5d6 each, 1d6x10 if fired in unison technology to fly and, as such, is
Range-4000' supremely fast and maneuverable. It
Payload-100 shots each even uses jets to propel itself faster.
Rate of fire- APH Because, in my world, Techno-Zombie
3)Back-up Lasers Robots aren't the only way the machine
MD-3d6 each, 6d6 together messes with you.
Range-2000' Launched from 4 Ports on the
Payload- Effectively Unlimited Devastators back/top/dorsal thing.
ROF- APH MDC by Location:
4)Missile Launchers Main Body- 240
MD-varies, usually 1d4x10 Top Rotor Assembly- 120
Range- 1 mile Arms*- 45
Payload- 10 each(20 total) Arm Blade Assemblies- 60 each
ROF- one at a time. Lasers*- 35
5)Vibro-blades Rail guns*- 45
MD-2d6 Missile Launchers*- 55
Range- again, you deserve it Engines*-80
Payload-........Seriously..... Stats-
ROF- Swing batter batter Height- 5'
Weight- 2 tons
Fast Attack Arial Interceptor- Mark Length- 12'
II AKA Hell-Chopper Width- 6' , 12' with Rotors
This one will be shorter :/. This Speed- 550 mph, 200 is considered
delightful little killing machine is a cruising speed.
Hellitchopp'der(hell-it-chop'd-er, thats Power- Extended nuclear battery(total
how I roll). At first sight it appears to be butt pull there) 2 years regular use, 5
a rotor-wing assembly, this is again, a
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months with heavy use of the energy Arachnid Pack
weapons and top speed. By Baron of Chaos
Value- Questionable. Similar to the Wing pack , with the most
Ect.- Let me know If I missed anything, significant difference in the fact that it
or if there is anything you would change/ does not have wings, but four giant
add. spider limbs. The Legs allow increased
Weapons- speed, agility and all terrain movement
1) Blender-An attack that comes from plus the limbs could be use din combat
the combined might of all three rotor dislike the wings. The arms are double
assemblies. jointed and interfere very little with
MD- 2d4x10+24 movement. When not use the Limbs
Range- Too close, 5' bend back looking like scrawny skeletal
Payload- as long as all three assemblies wings. The Archangels specializing in
are intact this peculiar Pack are called Black
RoF- Constant Tarantulas
2) Dorsal Rotor Blades Class: One-Man All-Terrain Spider Pack
MD- 6d6 Crew: one Pilot
Range- 5' M.D.C. by Location: Spider Limbs(4):
Payload- Conditionally Unlimited 85 each – Main Body: 180 (Depleting
RoF- Constant the M.D.C. of the main body kills it.
3)Ventral Rotor Blade Arms Thankfully unless you are climbing at
MD- 3d6 per arm great heights this rarely means death of
Range- Arm Reach, about 9-10' counting the pilot) – Web shooters limbs(2) – 25
blades and arms each Note: Any additional Features
Payload- Conditionally Unlimited added with Bio-E points are small and
RoF- Constant difficult target to hit, thus, they can be
4)Rail Guns hit only on a called shot at –3)
MD- 5d6 each M.D.C. Regeneration: As a living
Range- 4000' organism, the Arachnid Pack regenerates
Payload- 100 bursts and heals damage at a rate of 1d12
RoF- APM M.D.C. per hour for the main body and
5) Back-up Lasers 1d8 per hour for the limbs and other
MD- 3d6 each locations. To regrow the spider limbs or
Range- 4000' other destroyed systems, each must have
Payload- Unlimited a least two M.D.C. point remaining. If
RoF- APM M.D.C. is reduced to zero, that system is
6) Mini Missiles destroyed
MD- Varies, usually fragmentation Speed:
Range- 5280' Running: Top speed 180 mph but
Payload-10 each(20 total)Decimator cruising speed is between 80 – 90 mph,
Land Combat Vehicle need only one action to reach top speed
and Is not slowed by obstacles
Leaping: leap 200 ft high and 400ft
horizontally
Climbing: Climb at half the normal
speed at 90% on any solid surface and in
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any direction . The pilot can carry only a while moving, hanging upside down,
80lb while climbing leaping or swinging without any penalty
Digging and Swimming: Digging speed: Feeding: The Arachnid pack feed
10mph(this is added to Host Armor sucking fluids by other living being,
Digging speed), Swimming is not mostly insects and small mammalians. In
possible with the Arachnid pack order to suck fluids the prey had to be
Flying: not possible with the Arachnid restrained into a web cocoon first.
pack Sleep Requirements: The Arachnid pack,
Swinging: using the web shooters the like his Winged “cousin”, does not
arachnid pack pilot can swing himself actually “sleep” but needs four hours of
around Spd is 73 mph +2 per 5 PP of the rest each day
pilot but swinging is impossible in Combat Bonus(applicable to any wearer
closed, small spaces of an Arachnid pack): +1 to initiative, +2
Statistical Data: to dodge and parry, +2 to autododge
Height: Equivalent to a large backpack while web swinging, +1 to strike with
with four spider like limbs protruding the Spider limbs
from the back. Weapons Systems:
Limbs Length: Each Spider limb is 1. Web shooters(2) : These two small
10ft(3m) long while the Web shooters tubular limbs, located in the middle of
are 1 ft(0,30 m) the pack are actually two powerful web
Length: 3 feet (0.9 m) at the center of the shooters. Dislike the normal web
main body spinning features these two provide
Weight: 350 pounds (157.5kg) greater range and payload, they are fully
Cargo: only what the wearer can carry in articulated allowing to shot web in 180 °
his hands or strapped to his chest in all directions.
Physical Strength: Each Spider Limb has It does have the same features as
a Splicer PS of 7 , for a total strength of Spinneret and Webbing physiological
28, but they have poor manipulative, feature plus the following:
good only for lifting things Gliders: The web shooters can quickly
Production Cycle: three months make a parachute made of web, useful to
gestation. Plus two months final growth slow down a fall or to ride strong wind.
time. Gliding speed is low only 20mph but
Operational Lifetime: 1d12+30 years completely silent
Trade Value: 30.000 credits but rarely Web Pellet: The web is shot in form of
sold or traded small pellet that explode on impact
Senses & Features: The Arachnid pack wrapping hopelessly the victim. The
possess a cluster of 4 spherical eyes, that Victim is completely entangled and need
grant a complete circular vision, making a splicer/robotic strength of 40+ to get
it impossible to sneak upon this wearers, rid of it. In case of huge robots only one
and is extremely stealthy +20% to Prowl location is impaired per shot. It counts as
or base prowl at 60%(+10% when five shot.Favored target are treads or
climbing); Enhanced sense of Balance: thrusters
allow the wearer of Arachnid pack to Blinding Web: The Arachnid Pack web
maintain balance at 70% in most is peculiar in the fact that does not let
situation and to fire a long range attack pass radiation or heat. While this
obviously make it great for isolation and
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carrying safely hazardous stuff, is Wing Board
extremely good for blinding attack. It By Slappy
does not stop radar, sonar and movement Wing Packs provide Archangels with
sensors but completely stop sight. incredible maneuverability, VTOL
Removing the web form eyes or optical capabilities, and impressive flight speed,
system took 1d6 melees/rounds. but some of these crazy dare devils just
Impair weapon: The fact that the web is do not think they are fast enough. The
radiation and heat proof make it useful true speed demons prefer to pilot Wing
for disabling robots energy weapons, Boards. These Bio-Tech vehicles are
like plasma and laser weapons. Shooting basically organic missiles with wings.
web on the barrel(use bonus to disarm) The vehicle consists of a powerful
will not only prevent it to shot but will organic thruster with two chitinous
make the weapon explode if one insist wings mounted on the sides. They
firing with it(1d8x10 damage Blast resemble bio-mechanical manta rays
Radius 2ft) . Doesn’t work on Ion pistols with narrow wings that swoop
and Rails guns backwards in a crescent shape. The pilot
Web Cocoon: The Arachnid Pack could lies prone on the board with his arms
block a humanoid sized prey into a big stretched forward over his head in the
huge coccon made of web. The cocoon classic super hero pose. The same rib
does have 200 MDC but cannot be cage-like locking mechanism used on
broken from inside, because is extremely Wing Packs is used to secure the pilot to
tight and prevent any movement. The the Wing Board. The pilot slides his
arachnid Pack nee dot cocoon its food arms into the two thick, blade-shaped
before eating it . Cocoon attack cost 2 structures on the nose, and his feet are
Attack per melee locked in place with a similar rib-cage
Bonus:+2 to strike with web attacks like structure when the vehicle takes
Rate of fire: each web attack count as flight. These wicked blades look like
one action per melee they would be useful for ramming
Range: The Web shooter can spin web at attacks, but such strikes would seriously
a range of 100ft injure or kill the pilot. Instead, Wing
Payload: 90 per shooter +2 per 5 Bio-E Board pilots rely on long-range attacks
Point spent from their built-in Pod Launchers, or
2. Handheld Weapons: The Arachnid Archangels that are issued a personal
Pack does not have nay kind of built in Wing Board can have it enhanced with
weapons except for the web shooters, additional long-range Bio-Weapons.
but the pilot/wearer can use any gun or Wing Boards pack greater speed and
handheld weapon he wish. offensive power than a Wing Pack, but
3. Hand To Hand Combat: The crawlers Wing Packs are still preferred by most
get some combat bonus from the Archangels because of their incredible
Arachnid Pack, and can use the four versatility and maneuverability. Wing
additional limbs to parry attacks as well Boards cannot hover in a stationary
as to strike with them. position, and the pilot is locked tight to
Kick, crush with a Spider Limb does 2d6 the vehicle in flight which means he
M.D.C. damage cannot engage targets in hand-to hand
Swinging Kick or Punch does an combat.
additional 1d6 of damage
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Note: While other Splicers often pilot Digging and Swimming: Not possible.
Wing Packs, only the Archangels are Flying: Top speed of 500 mph. Cruising
crazy enough to pilot Wing Boards. speed is typically 300 to 350 mph.
Archangels can be issued a personal Gliding: The Wing Board is capable of
Wing Pack or Wing Board with silent gliding at speeds between 60 and
additional speed, M.D.C., and/or Bio- 160 mph.
Enhancements. The bonuses listed in the Accelerated Dive: 800 mph in a steep
Splicers RPG for the Archangel’s downward dive.
personal Wing Pack can be applied to a Maximum Altitude: Up to 15,000 feet
personal Wing Board instead. The stats above the ground.
that follow are for the standard Wing Flight Range: If flying non-stop, must
Board without bonus features. rest for one hour after every 10 to 12
Class: One-Man Aerial Assault Fighter hours of flying. Indefinitely with
Crew: One pilot. frequent (once every hour or so),
M.D.C. by Location: Wings (2): 140 intermittent rests for a few (1D8)
each – Pod Launchers (2): 85 - Main minutes at a time.
Body: 210 (Depleting the M.D.C. of the Statistical Data:
main body kills it. If this happens in Height: 2 feet
flight, the pilot could fall to his death, Width/Wingspan: 14 feet
1D10 M.D. per 200 feet of height). Note: Length: 8 feet
Any additional features added with Bio- Weight: 300 pounds
E points are small and difficult targets to Cargo: Only what the wearer can strap to
hit, thus, they can only be hit when an his body.
opponent makes a “Called Shot,” with a Physical Strength: No change or bonuses
-3 penalty to hit. due to the Wing Board.
M.D.C. Regeneration: As a living Production Cycle: Three months
organism, the Wing Pack regenerates gestation, plus three months final growth
and heals damage at a rate of 1D12 time.
M.D.C. per hour for the main body and Operational Lifetime: 2D10+30 years.
1D8 M.D.C. per hour for the wings and Trade Value: 30,000 credits, but they are
other locations. To regrow wings or rarely sold or traded.
other destroyed systems, each must have Senses and Features: The locking
at least two M.D.C. points remaining. If mechanisms used to secure the pilot to
M.D.C. is reduced to zero, that the Wing Board provides an additional
feature/item is destroyed. 45 M.D.C. to the main body of the pilot,
Speed: 20 M.D.C. for each leg, and both arms
Running: The pilot can run before he are completely shielded within the
locks himself onto the Wing Board vehicle.
(usually when preparing to launch), but Feeding: Just like the Wing Pack, Wing
he must run in an awkward bow-legged Boards are photosynthetic. It only
fashion while straddling the board. This requires 5 hours of sunlight per day.
reduces speed by half. Sleep Requirements: The Wing Board
Leaping: Not possible. The pilot holds does not actually “sleep,” but it does
the Wing Board in position and then need a total of four hours of inactivity
engages the thrusters to launch himself per day.
into the air.
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Combat Bonuses: +2 on initiative and +3 and pull up the nose hard at the last
to dodge. Bonuses only apply when second. Even Archangels, must roll
airborne and are in addition to any under their skill level each time they
bonuses from the Archangel O.C.C. and land to see if they keep from skidding
Pilot Wing Boards skill. across the ground for 20 feet until they
Weapon Systems: stop. Damage from a failed landing is
1. Pod Launchers (2): The grappling 2D10 to the main body of the Wing
hook mounted on Wing Packs was Board. Base Skill: 65%+ 4% per level of
replaced by a pair of Pod Launchers. experience (this includes the bonus of
These chitinous weapons are mounted +25% as part of the Archangel O.C.C.).
on the underside of each wing. They fire Bonuses: +1 on initiative and +3 to
a burst of seed pods that explode on dodge.
impact and shower the blast area with
razor-sharp shrapnel. They are ideal for
strafing large concentrations of ground
troops or striking fast moving targets
like Sky Fighters.
Primary Purpose: Assault
Secondary Purpose: Defense
Mega-Damage: 5D8 M.D. per burst with
a blast radius of 30 feet. When both
launchers fire at the same target, damage
is 10D8 to a 50-foot radius.
Rate of Fire: Each burst counts as one
melee attack. A dual attack from both
launchers counts as one melee attack.
Effective Range: 1800 feet
Payload: Each Pod Launcher grows
enough seed pods for 32 bursts per hour
(64 total); automatically regenerates.
Bonuses: +1 to strike with a burst of
pods.
Note: While operating a Wing Board,
the pilot cannot use other handheld
weapons or engage in hand-to-hand
combat.
Pilot Wing Boards. This skill is only
available to Archangels and is a part of
the Wingman skill program. It allows
them to pilot these tricky Bio-Tech
devices. Most pilots quickly master take-
offs and maneuvering while in flight, but
landing can still be difficult, even for
seasoned veterans. Wing Boards cannot
hover, so the pilot must swoop in at the
comparatively slow speed of 60 mph,
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Section 10: Cults mad god and once more letting it reign,
bringing peace and utopia to humanity
The Techno-Cult of Machina
once again. But these are not only a
By Slaythedragon
group of people who worship the
In the days before the Machine turned
Machine as the ultimate being, but they
metals against mankind, it was common
are actually able to use technology
for people to resent the ongoing war, and
without fear of the nano-plague. It is
how drastically their lives have changed
unknown even to the Techno-Cult as to
due to it. Before N.E.X.U.S. turned
how they are capable of such feats, but
rogue, people were happy to let a
anyone who is born in Machina seems to
machine dictate their lives, and were
be immune to the effects of the nano-
content with the way things were going
plague, and not only that, but exhibit
up until the extermination of humanity
amazing abilities somewhat akin to a
was brought about. They thought of that
Techno-Jacker.
age before the war as the culmination of
The society in Machina is ran by the
all of mankind's technological
Techno-Priests, men and women capable
accomplishments, and that humanity had
of using technology as well as being able
created the ultimate society where
to control it and even override
neither crime nor disease would ruin
N.E.X.U.S. and command robots for
them, and that a government controlled
whatever purpose they see fit. They are
and dictated by an autonomous and
capable of building and controlling their
perfect Machine could do no wrong,
own robotic protectors and are generally
make no bad decision, and never be
the leaders of the town. Different
corrupted.
Techno-Priests have exhibited different
When the attacks started happening,
abilities and powers leaving some to
some thought that N.E.X.U.S. was just
believe that they are some form of
plagued by some computer virus, or
human mutation, although no one has
some diabolical man had taken control
been able to study them nor have the
of it and was using its military might to
priests themselves sought to delve into
commit all these unspeakable horrors to
their origins, believing that they are
humanity. These same minor groups
capable of doing what they do because
thought that N.E.X.U.S. just needed to
of the Machine that is their god and also
be repaired and that in doing so
their devil.
everything would go back to the way
N.E.X.U.S. itself seeks to destroy any
things were, where man lived in an
humans, but the Machine rarely openly
almost heavenly peaceful state where
attacks Machina, and the powers to
one could enjoy life and live it full of
manipulate technology of the Techno-
entertainment with no worries or
Priests, Techno-Jackers, and others who
responsibilities whatsoever. In this group
live in this village help prevent the
of people, N.E.X.U.S. was always
robotic menace from doing too much
viewed as the perfect machine, and that
damage. Machina itself is small,
there was potential for it to be that
numbering less than a hundred people,
perfect machine once again.
and only about 10% of those are
It is this group of people that created the
Techno-Priests, the other being
roots for the first Techno-Cult to form.
Machinists, Techno-Jackers, and the
Those ancient ideas of repairing the
likes, and is located on the side of a
Machine have evolved into curing their
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forest covered mountain, easily God is omniscient (all knowing), then
concealed from air threats and defended God already knows every event, which
from attacks on the ground. will happen in the future. If God knows
Along with a network of underground what will happen, then God may cause it
tunnels to make use of in case of any to happen, take action to change the
great attack, the city itself is also event, or do nothing and allow it to
shielded, with a massive force field that happen. Whatever God chooses, God is
surrounds the village, powered by responsible for every event. Free will
thermonuclear energy and maintained by may be rejected as incompatible with
the Machinists who reside in the town. most versions of predestination. In the
With these defenses the Techno-Cult has age of the Splicers, this idea has been
been able to defend itself over the resurrected with a new relevance.
centuries, slowly growing in number In the world of Splicers and the
while worshipping their god and always Machine, the omnipresent infestation of
attempting to bring it back from the nano-machines has led many humans to
brink of madness. It is prophesied that develop a belief in a new predestination.
one day a great hero will rise and seek These believers reject the idea of free
out the brain of the Machine to cure it will and instead believe that N.E.X.U.S.
and once again restore humanity to that controls their lives and every decision
golden utopia it once had resided in. they make. Even if the N.E.X.U.S.
This is the religion of the Techno-Cult cannot tell the future, it is orchestrating
and what drives them to fight against the events and controlling the major
Machine, in order to save it and restore it decision makers. In short, N.E.X.U.S.
back to what it once was. knows exactly what it is doing, and
every event that happens – including the
The Cult of Sooth Human Resistance – is all part of a
Created and by Scott Zaboem planned destiny.
“For Sooth! Question not the intentions This belief in artificial predestination has
of your goddesses. Question not the its pros and cons for humans.
methods of your goddesses. Your calling The upside is how logical and sensible it
shall be to fight your goddesses.” seems. As a theory, it would explain
– Arch-Herald Omen of the Soothsayer many mysteries. For example, the
Cult inhabitants of this world do not know for
Among Splicers, an old philosophy is certain on which world they live, Earth
taking root. The full implications of this or some other planet. That is a funny
movement are not yet clear. Opponents thing to forget, but one must understand
of this philosophy consider it a that these people have nanites inside
dangerous and debilitating delusion, every portion of their bodies. Their own
almost as dangerous to the Human brains are occupied enemy territory, so
Resistance as the Violet Wave, which they should not trust their own
appeared at the same time. memories.
Predestination is a concept which The downside of a belief in
developed from time to time in many of predestination is that it may not offer an
the religions of Old Earth, including opportunity for a person to change ones
Christianity, Islam and Hinduism. own destiny. Most people find the entire
Classical predestination reasons that if idea to be hopeless and reject it outright.
661
Admitting that one believes oneself to be surviving humans (or else allowed them
a tool of N.E.X.U.S. does nothing to to discover it) so that the humans might
increase ones popularity. In some be able to refine bodies and minds as
communities, it can get a person arrested they had already refined their spirits.
on suspicion of treason. Although The challenges will continue until the
nihilistic on its surface, this philosophy inevitable day when the humans
is not all doom and gloom. Many demonstrate their advancement by
believers in predestination find their defeating the goddesses. In this final act
belief comforting. They believe that all of self-sacrifice, the goddesses will
events, no matter how tragic, serve a declare their work to be complete and
greater purpose. Their view of reality is die. The entire point of the Sooth is to
orderly and purposeful. Even their accept this vision of reality in one’s own
mistakes and failures are pieces of a heart.
grand strategy, which is too complex and Soothsayers are not traitors who sell out
far-reaching for them to comprehend. their Great House to the Machine. In
Recently, this idea has grown and fact, they are some of the bravest
matured into a quasi-religious order. warriors, attacking robots and other
This order calls itself the Soothsayer enemies with little thought of their own
Cult – or more properly the Cult of safety. Soothsayers tend to act
Sooth. Not yet a full and true religion, honorably, respect other humans and
the Cult possesses its own beliefs, take pride in their efforts for the war.
ceremonies and chain of command. Not These are all elements of the Sooth. To
all citizens of any Great House are struggle against the Machine is to
members of this cult, but Soothsayers participate and thus advance humanity.
are a well-connected minority and The only sin for a Soothsayer is to
possess tremendous influence in some. despair and reject the goddesses in ones
SOOTH: (archaic noun) truth. heart.
Originally, the word was used as an Soothsayer Culture
adjective, which meant true and genuine. Soothsayers are proud of their cult, so
Their guiding principle is the Sooth. The they want to be recognized as members.
Sooth (meaning “truth”) is the idea that Soothers wear emblems of their faith at
the goddesses of N.E.X.U.S. know all times, such as carved bone
exactly what they are doing. medallions and tattoos. The particular
Specifically, Soothsayers believe that the symbols preferred by a group of
goddesses found humans not to be Soothsayers will vary from one
achieving their potential, like a congregation to another. Their most
collection of un-carved gemstones. The common symbol is the para-arc, an icon
goddesses took necessary action to shaped like a jagged lightning bolt
refine and sculpt humanity. They culled framed within a parallelogram.
the population, eliminated the weakest of Lightning, thunder and storms are
the species and challenged the rest. The revered because it is said that thunder is
surviving humans became braver, more nature's way of proclaiming the Sooth
resourceful and smarter as a result of for all to hear. Tattoos are also added to
these challenges. The goddesses, their Host Armors, Warmounts and other
however, were still not done. The Living Bio-Armors that Soothsayers use.
goddesses gave bio-technology to the Soothsayers also tend to wear dark
662
purple, loose-fitting robes with yellow Since inheriting her title from her
trim, especially during times of mentor, Arch-Herald Omen has been
reverence. The higher one’s position in quietly advancing the martial strength of
the cult, the longer and larger the robe the Cult. Roughnecks have noticed that
gets. They avoid any bio-enhancements, cultists tend to get first pick of new bio-
which would disrupt their abilities to equipment, and cultists tend to receive
speak, but they would otherwise have no less punishment for losing or breaking
objections to enhancements that make bio-equipment. This favoritism can
their mouths more powerful. become a problem if the Splicer were to
Soothsayers have their own terminology bring shame to the cult as the cult is
and speech patterns. They celebrate predisposed to punish shame-bringers
spoken language; they do not use above and beyond what punishment is
efficient forms of speech like given by official authorities. While
abbreviations when they can avoid it. Omen has been in power, many of the
They use longer words when feasible, Heralds under her command have been
like “purchase” instead of “buy.” They upgraded to various types of Splicers.
also have a curious habit of speaking a There are currently a disproportionate
negative adverb after the predicate, so number of Geneticists and Tormentors
“do not go there” becomes “go not among the Heralds and Harbingers of the
there.” Soothsayers always refer to cult when compared to the rest of the
N.E.X.U.S. as “the goddesses.” The cult Resistance military (see Rifter #50 for
holds all manifestations of the fractured details about the Geneticists and
A.I. personalities in great reverence and Tormentor classes).
will not insult them. Soothsayers have Arch-Herald Omen's most significant
even been known to shout praise to the innovation has been the development of
names of Kali or Lilith when attacking group ceremonies. These rituals mark
robot patrols. They tend to refer to the conversions to the faith, acknowledge
Machine's nanite infestation as the births or deaths and spiritually prepare
“nano-minions.” warriors before a battle. The most
The Cult is a tiered society. Regular important ceremony, however, is
members have the title of Speaker. So, if performed daily. This time is called
a character named Max Power joins the Reverence. Different small groups of
cult, he gains the rank of Speaker and his Soothsayers perform Reverence at
honorific name becomes Speaker Max different times of the day depending on
(or Speaker Power or Speaker Max their own schedules and responsibilities.
Power as he prefers). Higher ranking During Reverence, small groups of
members with the title of Herald act as Soothsayers gather to meditate or quietly
counselors and battlefield chaplains. to contemplate the will of the goddesses.
Above the Heralds are Harbingers who Recorded sounds of storms, thunder and
manage the cult. The leader of the cult crashing waves are played during
holds the title of Arch-Herald. If the Cult Reverence to help Soothsayers relax and
were to triple in size, it would add more accept the will of the goddesses.
Arch-Heralds and create an even higher Reverence typically lasts only ten to
position, the Arch-Harbinger. fifteen minutes, but a Harbinger may call
for longer or shorter periods depending
on circumstances.
663
It is important to remember that Sooth is of these attacks and a warning as to how
not a true religion according to what severe the Blood Feuds may become for
most people would consider a religion – the Resistance as a whole.
at least not yet. The Cult does, however, III. The Cult has no connection with the
follow practices developed in religions. Violet Wave at all. Most high-ranking
Blessings from a Harbinger inspire no cultists, such as the traveling Harbinger,
more or less faith than a birthday candle don't care if the Violet Wave wins or
wish, but the blessings are still valued by loses. It is all part of the plan of the
Soothsayers and thankfully received. goddesses. The attacks might, however,
Although Reverence resembles daily be used as a vessel of opportunity for the
prayer, Soothsayers would not call it Cult to expand its message and
prayer, and they rarely ask the goddesses demonstrate the devotion and courage of
for anything specific. Although the its members. Some cultists may even
personas of the N.E.X.U.S. are called hope to convert the invaders themselves.
goddesses, Soothsayers understand that IV. The Cult is a remnant of the
these personas are projections of survivors who once were the original
programming code and not actually inhabitants of an oceanic Great House
divine beings. It is just that the goddess before a dark fall that silenced the Great
are so god-like that they might as well be House years ago and caused the festering
true goddesses. house to become the Violet Wave. It is
The CONNECTION the Cult that has somehow managed to
So what is the connection between the defy the Violet Wave conversion process
Soothsayer Cult and the Violet Wave? and awakened to a new enlightenment.
We leave this matter up to the Instead of fighting the nanobots that
gamemaster to decide. Here are some course through their flesh, the Cult has
possible answers. spiritually accepted them, which has
I. The Soothsayers originated from the promoted some ideology of N.E.X.U.S.
same Great House, which is responsible providing “favor” to the Cult via the
for the Violet Wave attacks. The Cult “voices” and that the Violet Wave seeks
might be serving a role as an unwitting to obtain this favor for its own conquest.
informant and saboteur. If this is the This favor of voices has given mythical
case, then the Harbinger mentioned in rise that some Sooth have learned to
the previous report is a spy who has listen to the voices as a possible means
staged battles in which she fights against of a telepathic breakthrough by
the Violet Wave invaders. She has communing with the nanobots inside of
completely fooled many observers, their flesh. It is the Cults persevering
including Alexi himself, with this tactic. defiance & favor that the Violet Wave
II. The Cult considers the Violet Wave seeks to consume to prove that they are
attackers to be a hated enemy. The Cult the kismet epitome of the goddesses’
originated in a smaller and isolated Great planned destiny for mankind. The
House which fell early to the invasion coincidental rise & recent events of both
campaign of the Violet Wave Splicers. the Violet Wave and the Cult, project
When the Great House was destroyed, strong possibilities that the two are
refugees carried their beliefs and intertwined as a duality of the same coin.
customs to other havens. The expansion Sooth Alignment
of the Cult is an unintentional side effect
664
Soothsayers may hold any alignment in 9. Take dirty money, stolen or ill-gotten
the game, and are roughly equally goods and loot. Hey, the goddesses
distributed among the alignments. The placed this stuff in front of him, so it
most dedicated Soothsayers, however, must be their will for him to take it!
share a specific and unique outlook and 10. Not betray a friend, probably. It is
set of morals. Other characters could be against his nature. If he is told to do it,
converted to the Sooth Alignment. A however, he is unlikely to feel guilt.
character might have never heard of the Immortality from the Goddesses
Soothsayers, but has developed the same Soothsayers do believe in a form of
ideas independently. An independent eternal life. Whether or not they are
Sooth-character would find much in correct about it – or about anything for
common with the Soothsayers should that matter – is up to the Players and
they ever discuss their place in the Gamemasters. Their concept of
world. immortality is dependent upon the
Sooth doesn't fit any of the three normal presence of the Machine's nano-
classifications of alignments (good, evil machines.
and selfish). It could be considered The belief states that nano-minions are
either good or evil by outside observers. not only monitoring humans from the
If a specific classification is required, inside. They are also recording what
Sooth might be considered selfish, they observe. All experiences and
somewhere between Aberrant and knowledge gained by the human is
Unprincipled. preserved and transferred into the global
A Sooth character will... network of machinery. When the human
1. Keep his word and avoid lies (unless dies, the goddesses preserve this data
directed to lie by a higher ranking like precious treasure. The goddesses
Soothsayer). may copy these backups and reuse the
2. Not kill an unarmed foe or innocent. data for various functions. A human
3. Never torture, because all life is part might be cloned and reawakened in a
of the goddesses' plan and thus machine-constructed city years later and
respected. Please note that Soothsayers thousands of miles away from the place
prefer working with Tormentors because where that human died. Or, the
of their Truth Extraction ability, which is goddesses may use a backup as an
invaluable for sorting spies and operating system in an experimental new
saboteurs out from prospective converts. computer or robot.
4. Not kill for pleasure alone, but he may Most backups, of course, are not used
take great pleasure in it when he has to for anything. Most held in reserve for the
kill. day of ascendance when the goddesses
5. Likely to help others; but if he cannot, accept defeat. On that day, the backups
then oh well, that's the will of the will be released to new life. Then,
goddesses. humans will assume the positions
6. Always work within the law. vacated by the goddesses – as divine
7. Have great respect for authority. rulers of the planet.
8. Show he can effectively work within a Optional Rules!
group, but he may be arrogant and Soothsayer Templates
hostile towards non-Soothsayers.
665
A Soothsayer is not a new Occupational bonus with the Bartering and Begging
Character Class. Instead, it is a system of Skills, but these bonuses only apply
faith and practices, which are added to a when dealing with other Soothsayers.
character that already has an O.C.C. This bonus may become a penalty if the
Speakers are the regular members of the officials are hostile or mistrusting of the
congregations. Heralds and Harbingers Soothsayer Cult.
are the Chaplins of the Soothsayer Cult. Herald Template
They counsel, advise, bless and rally the When a Splicer is recognized with this
Speakers of their congregations. The honor, the character gains these bonuses:
proportion of clergy to laymembers Voice of Sooth: When speaking or
varies in Great Houses depending upon performing in front of an audience of
the needs of the Speakers and how much Soothsayers, the Herald gains a +10%
freedom to organize the local authorities bonus to Public Speaking, Singing, and/
allow. The proportion of Heralds to or Dancing. This bonus is not a measure
Speakers ranges from 1:10 to 1:50. The of the Herald's talent. It is a
proportion of Harbingers to Speakers representation of the respect that others
ranges from 1:100 to 1:1000. Instead of have in the title of Herald.
applying these specific bonuses, many Commanding Presence: The Herald
G.M. will probably rather opt for gains a +5% per experience level bonus
roleplaying the effects. If so, consider to trust or intimidate Soothsayers of
the descriptions below to be suggested Speaker rank; if the Herald already has a
guidelines. bonus from a high M.A. attribute, these
Speaker Template bonuses are added together. This bonus
When a Splicer joins the Soothsayer is not a measure of the Herald's talent. It
Cult, the character gains these bonuses. is a representation of the respect that
Free Living Tattoos: all Soothsayers are others have in the title of Herald.
entitled to living tattoos for free from Rallying Speech: The Herald may
Soothsayer Geneticists. Because the inspire courage in other characters
Geneticists are performing this task an before a battle or other dangerous task.
act of devotion, those Speakers who Both the Herald and the audience must
receive the tattoos should not expect the have the Sooth Alignment for this bonus
Geneticist to act like a hired artist at to apply. By making a successful Public
their command. One small tattoo might Speaking skill roll, the Herald grants
be all that the Geneticist feels like giving Speakers a temporary immunity to
for free. Bio-luminescent living tattoos Horror Factors. The effect lasts until the
still require spending Bio-E. current danger has passed or one hour,
Under the Table Privileges: Soothsayers whichever is shorter. With G.M.
tend to develop an us-versus-the-world approval, other skill rolls such as
mentality. As such, they can get Singing, Art or Creative Writing may
preferential treatment from other inspire this effect, but Public Speaking is
Soothsayers. When Soothsayers are in by far the most common and most
charge of distributing resources, they reliable form.
frequently see to it that other Free Living Tattoos: Although all
Soothsayers are first in the line and Soothsayers are entitled to Living
receive the highest quality goods Tattoos for free from Soothsayer
available. Speakers also gain a +5% Geneticists, the Heralds and Harbingers
666
tend to receive the largest and most Harbinger at 6th level, that character will
elaborate tattoos. Bio-luminescent still apply all six levels to calculating
Living Tattoos still require spending this bonus, which would result in a
Bio-E. +30%. This bonus is not a measure of
Under the Table Privileges: Soothsayers the Harbinger's talent. It is a
tend to develop an us-versus-the-world representation of the respect or fear that
mentality. As such, they can preferential others have in the title of Harbinger.
treatment from other Soothsayers. When Rallying Speech: The Harbinger may
Soothsayers are in charge of distributing inspire courage in other characters
resources, they frequently see to it that before a battle or other dangerous task.
other Soothsayers are first in the line and Both the Harbinger and the audience
receive the highest quality good must have the Sooth Alignment for this
available. Heralds also gain a +10% bonus to apply. By making a successful
bonus with the Bartering and Begging Public Speaking skill roll, the Harbinger
Skills, but these bonuses only apply grants Speakers and Heralds a temporary
when dealing with other Soothsayers. immunity to Horror Factors. The effect
This bonus may become a penalty if the lasts until the current danger has passed
officials are hostile or mistrusting of the or one hour, whichever is shorter. With
Soothsayer Cult. G.M. approval, this effect may be
Harbinger Template inspired by other skill rolls such as
Prerequisites: To become a Harbinger, a Singing, Art or Creative Writing, but
Soothsayer must reach 6th experience Public Speaking is by far the most
level, have already been recognized with common and most reliable form.
the rank of Herald for at least one year, Free Living Tattoos: Although all
and must have demonstrated a talent for Soothsayers are entitled to Living
influencing people (through a M.A. Tattoos for free from Soothsayer
attribute of 13 or higher, or a Public Geneticists, the Heralds and Harbingers
Speaker or even Seduction Skill of 70% tend to receive the largest and most
or higher). elaborate tattoos. Bio-luminescent
When a Splicer is recognized with this Living Tattoos still require spending
honor, the character gains these bonuses: Bio-E.
Voice of Sooth: When speaking or Under the Table Privileges: Soothsayers
performing in front of an audience of tend to develop an us-versus-the-world
Soothsayers, the Harbinger gains a mentality. As such, they can preferential
+20% bonus to Public Speaking, treatment from other Soothsayers. When
Singing, and/or Dancing. This bonus is Soothsayers are in charge of distributing
not a measure of the Harbinger's talent. resources, they frequently see to it that
It is a representation of the respect that other Soothsayers are first in the line and
others have in the title of Harbinger. receive the highest quality good
Commanding Presence: The Harbinger available. Harbingers also gain a +30%
gains a +5% per experience level bonus bonus with the Bartering, Begging and
to trust or intimidate anyone; if the Seduction Skills, but these bonuses only
Harbinger already has a bonus from a apply when dealing with other
high M.A. attribute, these bonuses are Soothsayers. This bonus may become a
added together. This bonus is applied penalty if the officials are hostile or
retroactively, so it a character becomes a mistrusting of the Soothsayer Cult.
667
For Additional information on the Sooth, reasonable fees (which will vary
the NPC Harbinger Providence the depending on demand and artistic skill
Leader of the Nomadic Inquisitors Sect of the Geneticist). Removal of a Living
and her Host Armor, please follow Lord Tattoo costs the same reasonable fee.
Z's informative post below as more The Geneticist commissioned to create a
goodies pour forth from this brilliant Living Tattoo will draw or write any
Writer. design. It all depends on what the client
Soothsayer Bio-Enhancement: Living wishes. There is no bio-energy cost for
Tattoos just the tattoo alone.
The Soothsayer Cult may claim at least One variation of the Living Tattoo is a
one innovation completely as its own. tattoo, which also generates bio-
The cult has designed a tattooing luminescence. Glowing tattoos glow all
process, which could be programmed of the time and cannot be shut off, but
into skin on a genetic level. These the amount of light produced is
Living Tattoos are infused deep in the negligible so that it may be easily
epidermis (skin). Designs may also be covered for stealth. Glowing tattoos
implanted onto living weapons, Host require the normal amount of bio-energy
Armor, Warmounts and other bio- required for bio-luminescence (3 Bio-E
creations. as per Glow Cells on Page 87).
The benefit of Living Tattoos as opposed
to regular ink tattoos is regeneration. Soothsayer NPCs
Because the mark is genetic, it will ARCH-HERALD OMEN
regenerate with the epidermis as the The current leader is Arch-Herald Omen,
organ regrows, even if the mark was a 13th level Scarecrow. Omen is a
burnt or cut off. Let's say a certain confident, determined and manipulative
Splicer was to receive two tattoos, one woman. She claims that when deeply
ink and one living, on the same arm. The meditating, she can sometimes hear the
Splicer loses this arm in battle. When the voice of a goddess speaking to her
arm is later regenerated at the gene pool, through the nano-minions. Omen is
the ink tattoo will not appear on the new completely willing to exploit her
arm, but the Living Tattoo will. The influence as the Arch-Herald to promote
process developed out of a desire for her work as a Scarecrow (and vice
Cult members to recognize other versa). She wears her para-arc tattoo on
members, even while in Living Armor. her face so that it passes over her left eye
The cult's Geneticists developed the and wears her hair in long dreadlocks.
process without the aid of an Engineer Although she lost her right hand in
nor Librarian. Cultists typically prefer to combat years ago, she has never regrown
be tattooed with a para-arc drawn in a it nor had it replaced. She believes that it
dark shade of blue, red or violet. was the will of the goddesses that her
Although incredibly simple by bio- fleshy hand was taken away, and she
engineering standards of the age, Living will not contradict them. Instead, she
Tattoos have become surprisingly wears a hook of polished whale bone on
profitable. Cult approved Engineers her arm. The gleaming white hook is
offer their tattooing services to other complemented by several other pieces of
Cult members for free – and to bone jewelry she often wears. She
customers outside of the Cult for dresses in a long hooded purple robe,
668
which drags several feet behind her in Attributes: I.Q. 13, M.E. 8, M.A. 20,
the back. Her voice is clear and very P.S. 16, P.P. 13, P.E. 17, P.B. 18, Spd
enunciated, and she manages to make 28.
every phrase sound vaguely menacing. Hit Points: 47. S.D.C.: 81.
Harbinger Providence Other Bonuses: Charm/Impress 40%,
Illustrated by Chuck “Premier” Walton! Trust/Intimidate 100%, +20% bonus to
This is an insanely vibrant and detailed Public Speaking-Singing-Dancing in
illustration by our own Premier. When I front of an audience of other
made full character stats to match the Soothsayers, Rallying Speech before
illustration, I forgot to give her an other Soothsayers to temporarily
equipment list. That mistake is being eliminate Horror Factor penalties, +30%
corrected now. bonus when Bartering-Begging-
Leader of the nomadic Inquisitor Seduction with other Soothsayers, +5%
Pilgrimage to save vs. coma/death, +2 to save vs.
The enigmatic woman called Harbinger poison and magic.
Providence is visiting the Great Houses. Appearance: Providence is an exotically
Her mission, which was given to her by beautiful woman of strong build and
Arch-Herald Omen herself, is a formidable demeanor. She seems to be
pilgrimage to personally check on the from mixed ancestry, and her accent is
development of every congregation of thick yet unfamiliar. Her body is covered
Soothsayers in every Great House on the almost entirely from her nose to her feet
planet. Providence's unique talents as a in living tattoos in strange designs.
warrior and preacher make her a good These designs could be compared to
choice for this mission, and she has been Maori tribal tattoos depicting natural
well trained by Omen who has taught events or Celtic ideographic symbols or
her political skills as well. She will not anything in-between. She wears little
say from where she comes, but she leads clothing when traveling, perhaps to
a group of converts to guard and work better display her impressive collection
for her along the way. This nomadic of body art. During ceremonies, she
tribe which is called the 'Inquisitors Sect' covers herself with a floor-length purple
by many, varies in size as she will pick robe and hood that is embroidered with
up and send away Soothsayers golden thread.
periodically. She is careful never to let Weight: 140 pounds (63.5 kg). Height: 5
her group grow large enough to attract feet, 7 inches (1.7 m). Age: 31. Sex:
too much attention from the Machine. Female.
Her constant companions in her journey Disposition: She never allows anyone to
are a small team of bodyguards, all of doubt who is in charge – she is.
them Tormentors with skills in Providence is a stern but at the same
espionage, wilderness guidance and time charismatic leader. Having
medicine. Her other companion is her perfected her beautiful two-face, she is
powerful host armor, a unqiue ocelot- perfectly willing to play the role of
centaur configuration she calls friendly diplomat while plotting to
'Soothgrowler'. undermine others. When she sets a goal
Experience: 10th Level Roughneck with for herself, she is driven to achieve it
a Harbinger Clerical Template. with no time for distractions. Her
Alignment: Sooth. (new!) concern for the plight and liberties of her
669
fellow-Soothsayers is very genuine, but Disarm: +3.
she feels little or no empathy for anyone Pull Punch: +6.
else. Damage Bonus: +4 standard damage.
Skill Programs: Athletics, Basic Critical Damage: on a natural roll of 18-
Military, Infantryman, Language 20.
Specialist and Clergy. (new!) Saving Throw Bonus vs. Horror Factor:
Combat Skills: Hand to Hand: Expert, +7.
Kick Boxing, W.P. Sword (+4 to Strike, Attacks (including damage bonus listed
+4 to Parry and +2 to Throw), W.P. above): Backhand Strike 1D4+5, Karate
Knife (+4 to Strike, +4 to Parry and +5 Punch 1D6+5, Knee Strike 1D8+5, Kick
to Throw), W.P. Bio-Weapons: Light Attack 2D4+5, Axe Kick 2D8+5, Jump
(+4 to Strike), W.P. Bio-Weapons: Kick 4D10+5 and Body Flip/Throw
Heavy (+4 to Strike), W.P. Bio-Armor 1D6+5.
(+2D6 damage when brawling), W.P. Other Combat Information: 229 Bio-
Quickdraw: Bio-Energy Expulsion Vent Energy, sense of balance 87%, work
(+1 to Initiative), W.P. Paired Weapons parallel bars & rings 97% and backflip
and W.P. Reverse Stroke (-2 to Strike). 98%.
Languages: Speak Russian 97%, Read & Equipment: She sticks very close to her
Write Russian 98%, Sign Language host armor, so she does not carry much
97%, English 95%, Read & Write else in terms of equipment. She does,
English 85%, Chinese 95% and Read & however, have leather a saddlebag with a
Write Chinese 85%. few items inside of it. The bag itself is
Skills: Basic Mathematics 96%, General fur-covered and matches the hide of
Athletics, Gymnastics, Soothgrowler. The saddlebag carries a
Outdoorsmanship, Swimming 98%, slap patch, a face wrap and spare bio-
Prowl 85%, Climbing 98%/98%, comm, a water skin which holds two
Military Etiquette 98%, Running, First liters, some silver eating utensils, a
Aid 98%, Forced March, Bartering 66%, cotton blanket, two changes of clothes
Bio-Comms 90%, Sing 80%, Public for different climates, and a small cotton
Speaking 75%, History 85%, coin purse with 1000 credits in data
Psychology 80%, Dance 75%, Seduction discs and roughly 10,000 credits worth
47%, Operate Bio-Equipment 90%, of gemstones useful in trade. She keeps a
Recognize Weapon Quality 70%, pair of small silver knives in her boots,
Camouflage 65%, Surveillance 75%, suitable as throwing knives.
Land Navigation 52% and Creative
Writing 50%. NPC Bodyguards of Harbinger
Combat Bonuses (including attribute Providence and Soothgrowler, the
bonuses, Hand to Hand: Expert and Inquisators Pilgrimage.
other skills) This squad of Tormentors are highly
Attacks per Melee: 5. trained and very dedicated to their
Initiative: +1 (or +2 if using Quickdraw mission. Their ethnicity and home
with Explosive Energy Vent). language are difficult to identity –
Strike: +3. perhaps purposefully. They answer
Parry: +5. directly to Providence and allow her to
Dodge: +4. do all the talking whenever possible. All
Roll with Impact: +5. are Soothsayers, some with the rank of
670
Speaker, but a couple are higher ranking (+2 Parry), W.P. Knife (+3 Strike, +4
Heralds. The Speakers and Heralds are Parry, +3 Strike Thrown, includes
listed separately because they possess Fencing bonuses), W.P. Swords (+4
slightly different skills and abilities. Strike, +3 Parry, +1 Strike Thrown,
Experience: 6th Level Tormentors. Cult includes Fencing bonuses), W.P. Bio-
Rank: Speakers. Weapons Light (+5 Strike on an aimed
Alignment: Sooth. shot, includes Sniper bonus) and W.P.
Attributes: I.Q. 10, M.E. 8, M.A. 12, Paired: Knives w/ Shield.
Splicer Strength 19, P.P. 18, P.E. 16 Combat Bonuses: These are the same for
(fatigues at 1/4th the normal rate), P.B. both Speakers and Heralds. These
12 (from the waist-up), Spd. 10. bonuses include Hand to Hand training,
Personal M.D.C.: 204. Bio-Regeneration other combat skills and P.P.
at 1D6+3 points per melee round. Attacks per Melee: 7.
Tormentor Battle Powers: The specific Initiative: +1.
powers vary slightly from one Strike unarmed: +4.
Tormentor to another for variety's sake. Strike with Light Cell Laser Rifle: +6 to
All have Battle Attunement which is aimed shots only; including W.P., Sniper
their primary tactic when suspecting & Perfect Aim bonuses (requires 3
trouble, surrounding the Harbinger and tentacles).
waiting until they identify the source the Strike with Sword: +8 in hand or +9
danger. Most will also have Truth using Melee Expert power (requires 2
Extraction, Designated Defense (+3 tentacles).
Parry), and Melee Expert (+1 Strike, +2 Strike with Knife: +7 in hand or +8
Parry & +1D6 damage with any melee using Melee Expert power (requires 2
weapon). The Speakers also have Perfect tentacles).
Aim (+2 Strike with a ranged weapon) Dodge: +6.
and Weapons Mastery (the later Auto-Dodge: +4 but only when using
primarily used in supporting allies). Battle Attunement (requires all 8
Insanities: These also vary from one tentacles).
Tormentor to another, but they all suffer Parry unarmed: +5.
from two insanities each. The three most Parry with Shield: +7 in hand or +9
common insanities in the group are using Melee Expert power (requires 2
Obsession: Secrecy, Phobia: Saints and tentacles), useful with W.P. Paired
Psychosis: Persecution Complex. Weapons.
Skill Programs of Note: Also varies; Parry with Sword: +8 in hand or +10
choose two. Either Communications & using Melee Expert power (requires 2
Field Medic or Guerrilla Warfare & tentacles).
Outdoorsman. Parry with Knife: +9 in hand or +11
Skills of Note: Native Language 98%, using Melee Expert power (requires 2
Hand to Hand: Martial Arts, Detect tentacles).
Ambush 65%, Intelligence 62%, Roll with Impact: +3.
Wilderness Survival 60%, Operate Bio- Entangle: +6.
Equipment 70%, Land Navigation 56%, Pin on a natural roll of 18-20.
Horsemanship 60%/40%, Prowl 40% Critical on a natural roll of 18-20.
(already includes the armor penalty to
prowling), Sniper, Fencing, W.P. Shield
671
Brawling Attacks: Pulled Punch 2D6, sharpened into large knives with a
Punch 1 M.D., Power Punch 1D6 M.D., leather covered grip. They are only
Kick 1D4 M.D., Leap Kick 2D4 M.D. standard damage weapons by
Combat & Experience Note: It is themselves, but they are rugged enough
interesting to note that if the PCs to withstand usage with Splicer Strength.
encounter these Tormentors more than This allows the Tormentor to inflict
once over a period of time, the Splicer Strength mega-damage attacks
Tormentors very well may advance to (see brawling attacks) with the combat
7th level. At that point, the Tormentors bonuses from Fencing, W.P. Knife and
will be considerably more dangerous. optionally also the Melee Expert power.
Among other bonuses, they will gain the These are primarily for use as tools and
Martial Artists' version of W.P. Paired backup-weapons for their acid knives.
Weapons at 7th level. That means they Bone Shield: This item is a piece of
can hold ten knives (one in each hand, M.D.C. bone, carved or perhaps grown
one in each tentacle), parry with one into the shape of a small round shield. It
knife, and instantly counter-attack with has 50 M.D.C. and is useful with the
the other nine. That is just an example, W.P. Shield skill.
but theoretically any weapon Transportation: a Mega-Horse with
combination is valid with these super- saddle, bridle and living tattoos that
human combat experts. match some of the tattoos on its rider.
Equipment: the same for both Speakers Each Mega-Horse has its own face wrap
and Heralds. and horseshoes made of M.D.C. bone.
Armor: Heavy Hide Armor: 130 M.D.C., Other equipment: Purple silk cloak with
Advanced Eyes, Enhanced Sight, Night a hood, 2 slap patches, face wrap, eye
Vision, and Living Tattoos. pod, bio-comm, saddlebags containing a
Weapons: Light Cell Laser Rifle (range water skin which holds five liters, a
2000'; damage: 0, 1D8x10 standard small waterproofed cotton tent, some
damage, 2D8 mega-damage, or 5D8 silver eating utensils, a cotton blanket, a
mega-damage). roll of cotton string, 50' of hemp rope, a
Acid Edged Knives x8 (damage: 3D6 small silver mirror, tinted goggles, spare
initially and 1D6 per melee round for boots and a small cotton coin purse with
1D4 melee rounds). 1200 credits in data discs and roughly
Bone Longsword: This weapon is a 900 credits worth of gemstones useful in
piece of M.D.C. bone, carved and trade.
sharpened into a sword with a leather
covered grip. It is only a standard Typical Squad Configurations – When
damage weapon by itself, but it is rugged the Pilgrims suspect trouble, their
enough to withstand usage with Splicer standard procedure is to surround the
Strength. This allows the Tormentor to Harbinger and extend their tentacles into
inflict Splicer Strength mega-damage a Battle Attunement position. When the
attacks (see brawling attacks) with the threat has been identified, they will draw
combat bonuses from Fencing, W.P. their weapons. Half will press the attack
Sword and optionally also the Melee while the other half stay with the
Expert power. Harbinger and use Designated Defense
Bone Knives x4: These weapons are to intercept any attacks directed towards
pieces of M.D.C. bone, carved and her. If the threat is at a range, the
672
offensive pilgrims will use their light hand to hand combat, or combine the
rifles with the Perfect Aim power. If the two. The brawling attacks listed here
threat is close enough for melee combat, already account for the Splicer Strength
they will equip their use their bladed of the armor and the damage bonus from
weapons instead. They can hold their the pilot's W.P. Armor skill. Punch for
sheilds and longswords in their hands, 2D6+1D4 mega-damage, Power Punch
three acid knives in six tentacles (so to for 2D6+2D4 M.D., Kick for 3D6 M.D.
use their Melee Expert power), an acid or Leap Kick for 2D6+2D4 M.D.
knife in one tentacle for throwing, and Bio-Weapons: six Claws (medium sized,
one tentacle is left empty for entangling non-retractable climbing claws, +2D6
the opponent. M.D. to hand to hand attacks listed
Host Armor: Soothgrowler above, so for example a punch would
Appearance: The bulky host armor has result in 4D6+1D4 mega-damage), two
four legs, two arms and a door that Bio-Energy Expulsion Vents (one on
opens in the back of her chest for her each arm, 2D8+17 M.D., 1800 feet/549
pilot to enter or exit. It greatly resembles m range, does not get the usual +3 bonus
an ocelot, from the feline head to the due to a modification, but may still use
speckled pattern which covers most of the W.P. Bio-Weapons Light skill for an
its furry hide. Although not the quickest additional +4 to strike), Saber Teeth
or most dangerous host armor at a (bite attacks for 4D8+2D6 M.D.
distance, it is quite impressive up close including the damage bonus from W.P.
when she feeds her butcher's organ. Armor) and two Bio-Energy Blades
Bio-Energy Requirement: 279, most of (extend from the same two vents in the
this was provided by Providence herself, forearms, +3 to Strike and +2 to Parry,
but the remaining 50 points were given 3D12+17 M.D., may be used with W.P.
to her before her pilgrimage by a Sword for an additional +4 to Strike and
Soothsayer Geneticist. +4 to Parry, see The Rifter Issue #50 for
M.D.C.: Main Body 324, Arms 115 full details). Since the blades are her
each, Hands 50 each, Legs 145 each, most devastating weapons, Providence
Feet 62 each and Head 125. usually keeps these in reserve for when
Speed: 130 mph (209 kmph). she needs a tactical surprise. Remember
Height: 7 feet (2.1 m). that W.P. Paired Weapons also may be
Weight: 500 pounds (227 kg). applied to all these weapons.
Operational Lifetime: 51 years. Instinctual Skills: W.P. Paired Weapons,
Metabolism: Carnivore. Land Navigation 70%, Track Animals
Physical Strength: 21 Splicer Strength. 80%, Track 65%, Wilderness Survival
Bio-Features & Bio-Enhancements: 60% and Climb 30%.
Multiple Pairs of Legs, Quick Clotting Combat Bonuses (not including the
Blood, Enhanced Regeneration, pilot's bonuses): +1 extra attack, +5 to
Butcher's Organ, Resistance to Cold, Initiative, +3 to Strike, +2 to Parry, +2 to
Ambidextrous, Enhanced Neurological Dodge, +2 to Auto-Dodge, +3 to Roll
Connections, Cosmetic Alterations and with Impact, and +1 to Pull Punch.
the bio-weapons. Combined Combat Bonuses (from host
Combat Capabilities: Soothgrowler may armor and pilot):
use her bio-weapons (each use counts as Attacks per Melee: 6.
one melee action/attack) or engage in
673
Initiative: +6 (or +8 if using Quickdraw Section 11: Psionics
with Explosive Energy Vents).
Project MindSplice
Strike: +6 (or +10 for Explosive Energy
By Dr Hellstromme
Vents or Bio-Energy Blades).
The creation of the first MindSplicer
Strike targets behind themselves with a
implants were most likely an accident.
backhand a.k.a. reverse stroke: +4.
Some believe that a Librarian was
Parry: +7 (or +11 for Bio-Energy
working on a mind control/emotional
Blades).
suppressor device for dangerous Biotics.
Dodge: +6 (or +2 to auto-dodge).
But when it realized the potential of the
Roll with Impact: +8.
result, that was the birth of psionics in
Disarm: +3.
the Resistance.
Pull Punch: +7.
Mind-splicers are, technically, Biotics.
Critical Damage Range: on a natural roll
That is, they hold implanted bio-
of 18-20.
technological enhancements in their
Saving Throw Bonus vs. Horror Factor:
bodies. But they are chosen for high
+7.
mental faculties, and strictly on a
Hand to Hand Attacks: Claw 4D6+1D4
volunteering basis. It also turned out that
M.D., Power Punch for 2D6+2D4 M.D.,
adults do not tolerate mindsplice
Kick Attack (as a regular kick or axe
technology well – often resulting in
kick) 3D6 M.D., Leap Kick for
mental problems – but adolescents can
2D6+2D4 M.D. and Body Flip/Throw
adjust almost flawlessly. What’s more,
1D6+9 standard damage.
even after reaching adulthood, no
problems manifest for them. Therefore
no full-grown adult receives mindsplice
implants anymore, at least most Great
Houses stick to this rule.
The training of a new Mind-splicer is
fairly linear: they learn how to use
mindsplice implants and learn the basics
of combat and bio-technology in general.
That means they do not excel in most
„mundane” tasks.
Mind-Splicer O.C.C.
Alignment: the rigorous mental
discipline taught to them makes most
Mind-Splicers Principled or Aberrant.
Also, only those most faithful and
trustworthy are usually chosen.
Requirements: IQ, ME and MA of at
least 13.
OCC Bonuses: +1d4 ME, +2 initiative,
+2 vs possession, +2 to save vs all forms
of mind control and +3 to save vs Horror
Factor.
Base SDC: 30 plus skills
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Common skills: standard nobody really trusts. Most people wont
OCC Skill Programs: Basic Military come near you because they fear you can
(+15), Technical (+15), and choose read their most secret thoughts. You also
either Field Intelligence or Language cannot be sure that no side effects will
Specialist or Communications (+10) develop as you age.
Elective skills: Select four at first level.
Another one at levels three, six, nine and Living Crystal Psychic Resonator
twelve. Armor: this living armor is grown from
The Mind-splicer can learn any skills unique organo-silicon tissue. After
without any bonus or restriction. bonded to a psychic, the living crystal
(First, because I don't use the resonates with the owner’s mental
any/only/none system. Second, because I energies, amplifying it greatly. Also, the
think it fits the original (old Rifts book) psychic powers that affect only on the
concept of master psychics. Third, psychic affect the armor too, when worn.
because I am lazy) Note the armor is a bit heavier and
Secondary skills: starts with three at first definitely offers poorer mobility than
level. Gains another one at levels four, most medium armors.
eight and twelve. Abilities: The armor resonates with the
Mindsplice enhancements: ME x2 + mind of its owner, effectively doubling
2d4x10 Bio-Energy points are available the available ISP for him. It can also
for mindsplice implants. Gains +2d6+6 store 6d6+20 ISP (roll once when
points every new level. creating, not every time you use, and add
Standard Equipment: Military fatigues, a +1d6 per level). Note that it cannot
couple sets of dress clothing, survival regenerate lost points, the user has to
knife, utility belt, first-aid kit(with 1D4 refill the storage every time.
Slap Patches), Face Wrap, special Living MDC: main body 1d8x10+50, arms and
Crystal Psychic Resonator Armor, one legs 1d4x10+20, head 1d4x10+40
light and one heavy Bio-Weapon of Weight: 12 kg
choice, and one weapon for each WP Armor regeneration: 4d6 MDC per hour,
with appropriate ammunition, tent, destroyed sections will regenerate in 15
knapsack, backpack, two water skins, days (faster if given proper treatment at
emergency food rations(2 weeks), headquarters).
personal items, and a Mega-Horse for Mobility: -10 % to prowl, climb, swim,
transportation. acrobatics and gymnastics. –15% to
Money: Has 2D6x100 credits worth of camouflage and hiding (and prowl also,
precious metals or trade items, as well as when vision is a factor) because the
1D6x100 credits crystals reflect the lights.
Upside: You are a psychic, with access Trade value: 50,000 or more for
to powers never seen before on this someone who can use it. 5,000 to others.
world. Even the Machine has no idea yet Practically unavailable.
what you are capable to. Also, it looks
like MindSplice technology develops MindSplice Enhancements:
new implants every week or so these Psionic Inducer: This head implant is
days undetectable for the naked eye. The
Downside: You are a psychic, with Inducer is the basis of MindSplice bio-
powers nobody really understoods and technology, no psionic powers exist
675
without it. It gives the recipient 1d4 Evil Eye: The Third Eye can be
random powers from one lesser category upgraded to produce offensive powers.
of psi powers, a base save of 12 vs Choose one from the following super
Psionics and 4d6 ISP. Those who work and Mind Bleeder powers: Bio-
actively on advancing these powers (that Manipulation, Mind Bolt, Neuro-Touch
is, members of the Mind-Splicer class) or Neural Strike. All attacks has a range
gain a bonus equal to their ME on first of 100 feet.
level, and 1d6+6 ISP every level This enhancement can be bought several
beyond. times, every time with a new psionic
Bio-E cost: 20 power.
Bio-E cost: 20
Psionic Amplifier: This implant is Requirement: Psionic Amplifier, Third
located on the base of the neck, partially Eye.
visible. It enhances the power of the
Psionic Inducer to master psionic level. Psychic Fencing Glove: Though its an
The recipient gains 3 lesser powers, not external fixture, its still permanent,
necessarily from one group, or one super cannot be removed. Looks like a leather
power. Also gains 3d6+20 ISP now and glove with small spines going from the
+2 every level. Note that base save knuckles towards the wrist. It gives the
remains 12. This is also a basic implant recipient the Psi-Sword power. Damage
for the Mind-Splicer OCC. is half the Rifts standard, but progresses
Bio-E cost: 25 with experience for the MindSplicer
Upgrades: for 5 Bio-E points, can class.
choose another lesser psychic power. Bio-E cost: 20
Requirement: Psionic Inducer. Also Requirement: Psionic Amplifier. Also
must be of the Mind-Splicer OCC. must be a Mind-Splicer of at least 3rd
level.
Third Eye: A trademark implant of most
(90%) of MindSplicers. Actually, if you Telekinetic Tentacles: These meter-long
have it, people will accuse you of appendages are usually applied on the
reading their minds. If you don't have it, shoulders. The maximum number is four
but revealed to be a psychic, people will altogether. They are prehensile enough
think even worse things about you. The to manipulate objects with a PS of 8 and
implant is an eye located on the PP of 12, but this is not their primarily
forehead. It instills the powers of See the function. Every tentacle can extend a
invisible (practically useless right now in force field similar to a „tractor beam”
Splicers, but who knows), See Aura, from its tip. These telekinetic beams can
Empathy, Telepathy and either Hypnotic move objects according to the power
Suggestion or Psychic Omni-sight. No Telekinesis: Super. Note that the beam
mind reading actually. If you have one can only go in a direct line, so
or several of these powers already, cut concealment is an important factor. The
the ISP cost in half. user has +1 attack to use with the
Bio-E cost: 15 tentacles only, +2 with 3 or 4 tentacles.
Requirement: Psionic Inducer. Amplifier The tentacles have 10 SDC each, but the
too for a super power. living crystal armor can and will be
modified to protect them. The armor
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gives 2d6+10 MDC to each tentacle and strike roll on a D20 or suffer
they can retract to the main body armor. knockdown.
Bio-E cost: 15 per tentacle Electrokinetic cannon - same as the
Requirement: Psionic Amplifier. Electro-Pulse Gun (Heavy Bio-Weapon),
but additionally to damage.
Psionic Defense System: useable with a Cryokinetic cannon - one mechanical
simple Psionic Inducer, this implant is part of the target machine is
located in the head, encircling the brain, momentarily paused or inhibited. For
but protrudes several (usually 4) places example a joint will not move. Duration
outside the skull. The recipient looks is one melee round.
like having small horns (2-3 cm, clearly Pyrokinetic cannon - flammable targets
not a weapon) around his head. The (including Necroborgs) suffer damage
system gives a base save of 10 vs Psi, every melee round for 1d6 rounds or
which can be further enhanced with a until extinguished.
Mind Block. If already has Mind Block, Rate of fire: single shots only
it gives +2 to save instead of the usual Range: 600 ft.
+1 from now on. Bio-E cost: 25
Bio-E cost: 10 Requirement: Psionic Amplifier. The
Requirement: Psionic Inducer. Kinetic cannon does not provide the
actual super-psionic power, but does not
Kinetic cannon: this ranged weapon is require it either.
usually placed on the forearm. The
living crystal armor can and will be Psychic Body Field Generator: this
modified to accommodate Looks like a system of implants consists of several
Bio-energy Expulsion Vent, but it can (about a dozen) small lumps scattered on
fire telekinetic, pyrokinetic, the body. The user can create a standard
electrokinetic or cryokinetic energy Psychic Body Field with them.
(choose one when installing, so its Bio-E cost: 25
actually four different enhancements). Requirement: Psionic Amplifier, plus
The vent has 3d6+10 SDC, protected by either Telekinetic Tentacle or Kinetic
the arms of the living crystal armor. Cannon: telekinesis (both of which
Since the energy is psychically created, remains fully useable).
it does not have to physically come out
of the cannon – it actually manifests 1-2 Telekinetic Force Field Emitter: This is
cms in front of the barrel. This means the upgrade of the Body Field Generator.
wearing armor does not interfere with The user can create a standard TK-Force
using the Kinetic cannon. Field with it.
Damage: SDC damage can be regulated Bio-E cost: 20
between 1d6 and 1d6x10 points, cost 1 Requirement: Psionic Amplifier, Psychic
ISP per shot. Mega-Damage is 2d6 + Body Field Generator.
half of the ME value of the user, cost 5
ISP per shot. Telemechanic Control Implant + Psi-
Special effect: Grenades: Mind-splicer technology
Telekinetic cannon - human-sized targets cannot yet create a ranged Telemechanic
need to roll better than the attacker's attack, and since touching a robot is
suicidal, one Librarian cam up with the
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idea of remote-control grenades. The Section 12: Bestiary
actual control implant is located in one
By Guy Ledouche
hand. When the Mind-Splicer takes a
Protean Amoeba
psi-grenade to his hand, he can bond
Equally feared by human and
with it that lasts for 24 hours. He can
N.E.X.U.S. forces alike, the Protean
also choose to charge it with
Amoeba is an animate glob of ooze,
Telemechanic Paralysis (ISP is used up
driven only to eat, grow, reproduce, and
now, not at the time of throwing the
continue to consume nearly everything
grenade). If he does not do this, the
around it. Whether this protoplasmic
grenade will channel Telemechanic
terror is an act of nature or something
Mental Operation.
else is entirely unknown. No one has
When thrown, the grenade sticks itself
ever been brave (or foolish) enough to
on the target, and either activates the
attempt any in-depth study of the
pre-programmed TM Paralysis, or the
creature. Protean Amoebas, even small,
Mind-Splicer can initiate the TM Mental
newly formed ones, are considered a
Operation psi power.
major menace and both the Machine and
Bio-E cost: 35 for the implant. Psi-
the Resistance will attempt to wipe them
grenades are issued similarly to normal
out when encountered.
explosives. (They have 5 MDC and are
Despite all efforts, Protean Amoebas are
reusable)
remarkable survivors and, aside from
Requirement: Psionic Amplifier.
climates of extreme cold, can be found
in almost any environment. In some
regions they are quite abundant, and
reside in packs, like pebbles scattered
across sand. A newly birthed Protean is
roughly the size of a volleyball and
immediately begins a life of near
mindless aggression and consumption,
seeking only to consume and spread,
growing with each new meal. They
range in color and camouflage, from
bright green to a sickly yellow to a
lifeless, often translucent gray. Inside
can be glimpsed an odd black core, with
numerous veiny structures spreading
throughout the creature.
While Proteans cannot change color,
they often blend in to their environments
and can easily catch most prey unaware.
Proteans radiate little heat, so they
cannot be detected or tracked by infrared
or heat sensors. In addition, they move
in almost complete silence and are able
to slither up walls and ooze through
small cracks and openings. Proteans are
drawn by heat, and they are able to sense
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prey even through walls or other solid M.D.C.: Varies according to size,
structures. They make no differentiation however, the average Protean Amoeba
between organic and Machine, and are will have 150+2D4x10 M.D.C.
able to consume and digest either Natural Abilities:
equally. • Semi-Solid Body: The Protean
In combat, Proteans are nearly fearless, Amoeba is a simple organism, composed
and will attack and engage any target of protoplasmic “ooze” and few simple
roughly their size. Proteans attack by internal organs. The Amoeba is immune
forming masses of pseudo pods to lash to poison, toxins and acids. Projectile
out, entangle, and engulf or overrun attacks like bullets, arrows, and even rail
fleeing prey. All Proteans secrete a and casting gun rounds pass through the
powerful mix of acidic chemicals that Protean, doing no damage at all. Edged
can kill and dissolve nearly everything it and blunt weapons, including punches,
meets. Proteans attack to feed, and if kicks, swords, etc. inflict only 10% of
prey proves to be too powerful, the their normal damage. Large explosions
Amoeba will retreat in search of easier (40 M.D.C. or more), having great
victims. weights drop or slam into it, and falls
A Protean Amoebas size is limited solely from great heights do only a quarter of
by the amount of food available and the damage, but they will stun the creature,
blob-like creatures continue to grow causing it to lose 2 actions per round for
throughout their lives. Truly massive the next 1D4 melee rounds. Electrical,
Amoebas (30ft. or more in diameter) Flame and Heat based attacks inflict half
have been encountered and destroyed, damage; however, the creature is
and one Splicer patrol witnessed a battle extremely susceptible to cold attacks.
between what they described as “a The Amoeba has no real “front” or
gargantuan Protean” and entire Robot “back” and can lash out with its pseudo
Platoon. The Protean was able to defeat pods in any direction.
and consume almost the entire platoon • Manipulate Shape: The Amoeba is soft
before it was destroyed by a massive and malleable, and can be squished,
N.E.X.U.S. combined air and artillery molded, and puddle as it sees fit. This
strike. means the creature can ooze through
small openings and cracks, slide under a
PROTEAN AMOEBA door or window, squeeze through bars,
Alignment: Best described as Diabolic, chains, ropes, etc. Depending on the size
though even this is not entirely correct. of the opening, it takes the Amoeba 1D4
A Protean Amoeba is driven only by the melee rounds to completely pass through
need to feed, reproduce, and survive. an opening.
Attributes: I.Q. 1D4, M.E. 3+1D4, M.A. • Adhesion: The Amoeba’s sticky nature
1D4, P.S. 20+1D6 (Splicer P.S.), P.P. allows it to adhere to the surfaces of
10+1D4, P.E. 20+1D6, P.B. 1, Spd 2D6 walls, enabling it to slither up walls and
NOTE: Truly large or massive Protean along ceilings at half normal speed.
Amoebas will have different attributes. • Whole Sight: The Amoeba’s entire
See Growth (below) for full details. body functions as a primitive sensory
Size: Varies, however, the average organ and can detect heat, smells, and
Protean Amoebas will roughly 4-5 feet vibration within a 150ft. radius.
in diameter and weigh 500-800lbs.
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• Natural Camouflage: When not • Special: Proto-Growth: Each time an
moving, an Amoeba is considered to Amoeba inflicts damage to an opponent,
have Prowl at 95% and cannot be it receives M.D.C. equal to half of the
detected by infrared or other heat damage inflicted in the attack (this does
detection. Even while moving, it makes not include damage inflicted by residual
almost no noise and is considered to acid burn.) There is no limit to the
have Prowl at 55%. amount of M.D.C. that can be absorbed;
• Special: Acidic Touch: When the more the creature ingests, the larger
attacking, the Protean Amoeba strikes it can become. For every 50 points of
with acidic pseudopods. These chemical M.D.C. gained in this fashion, the
secretions are highly caustic and creature permanently gains an additional
devestating to both organic and +1 to P.S., P.P., and P.E., increases its
inorganic material. The acid adds an diameter by 1 foot, and adds an
additional 2D8M.D. to its regular punch additional 30 lbs. to weight. An Amoeba
damage. In addition, the acid will will continue to grow as long as food is
continue to eat through even M.D.C. readily available.
armor alloys and Host Armor. The acid • Vulnerabilities: Cold: The Protean
will continue to inflict 3D8 M.D. per Amoeba is extremely vulnerable to cold
melee round for one minute (4 melee and cold temperatures. Cold and ice-
rounds) or until washed off. based attacks do 50% more damage, and
• Special: Smothering Attack: The any item below 30 degrees Fahrenheit
Amoeba’s most devastating attack is to will inflict M.D. to the creature. Even a
completely engulf its victims. The attack simple ice cube will inflict a single M.D.
must be announced ahead of time, and point! Any cold based attack that inflicts
counts as two attacks. If successful, the more than 20 M.D. in a single attack will
target has been engulfed in the Amoeba. reduce the creature’s number of attacks
Once engulfed, a combined P.S. of 50 and bonuses per melee by half for 1D4
will be needed to pull the victim free (45 melee rounds. Additionally,
if any characters posses Supernatural temperatures 55 degrees Fahrenheit this
Strength.) Even then, the victim and any will begin to severely impair the
pullers lose 1D4 melee actions for creature. In temperatures between 40 to
pulling loose. A smothered victim may 54 degrees Fahrenheit, the Amoeba
attempt to cut their way out using claws begins to behave sluggishly: its speed is
or a similar small, bladed weapon. reduced by 20%, -1 attack per melee
Inflicting 25 or more points to the round, -2 on initiative, and -1 to dodge.
creature in a single attack will cause the In temperatures less than 39 degrees
Amoeba to release its hold. While the Fahrenheit, its speed is reduced by half, -
victim is trapped, they are reduced to 1 2 attacks per melee round, and reduce all
action per round, and suffer both acid combat bonuses by half. In addition, the
damage (3D8. M.D. per melee round) creature suffers 1D6 M.D. for every 10
and crushing damage (2D6 M.D. per minutes of exposure. In temperatures
round.) Characters will suffocate and die below 15 degrees Fahrenheit, the
within 1D4+1 melee rounds unless in Amoeba suffers 2D8 M.D. for every 10
environmental armor or with some sort minutes of exposure, is completely
of independent oxygen supply. immobilized, and, regardless of M.D.C.
680
will die within 12-24 hours if clever and ruthless animal. Tar Babies
temperatures do not warm up. often exhibit a feral cunning in setting
Attacks per Melee: 4+1 attack for every up ambushes. The natural gluey
additional 5 feet in diameter. substance can be used by the Tar Baby
Bonuses (in addition to attributes): +2 on to camouflage itself, and a Tar Baby can
initiative, +4 to strike and parry, no be covered in all sorts of detritus.
bonuses to dodge, immune to poisons, Especially clever ones appear to be little
toxins, acid, pain and Horror Factor. more than a refuse pile or appear as
Damage: Crush/Squeeze and Pseudopod natural plants. Tar Babies have no fear
strikes all inflict damage per Splicer P.S. of the nanoplague and will not trigger
Average Life Span: Unknown any kind of response, so a Tar Baby may
Habitat: Any except cold (freezing or even resemble a walking junk heap.
below) climates. Most of the time, Tar Babies are able to
Allies: Other Protean Amoebas. survive on sunlight and the protein
Enemies: Anything not another Amoeba gained from insects and small animals
is a potential meal. that unknowing get “stuck” to the being.
However, from time to time, Tar Babies
Tar Baby are compelled to actively hunt warm-
One of the strangest of beings to be blooded animals (and this includes
encountered in the wilderness of Splicers humans) and drain them of their blood.
is the Tar Baby. Tar Babies are During this time, Tar Babies will secrete
humanoid in appearance, and on closer smells or pheromones specifically
inspection, they actually appear quite pleasing to mammals in an attempt to
comical: overly large and chubby, trap and drain them.
almost like a large, waddling infant with In combat, Tar Babies naturally gravitate
a completely round head. The bloated toward melee and can be quite difficult
looking creatures are always some shade to fight up close. While not particularly
of brown; from a light caramel shade to skilled foes, they use their adhesive
an almost black hue. qualities to crush their opponents to
Though humanoid in appearance, Tar them. The stickiness of their secretions
Babies are actually a strange form of also means they are adept at disarming
mobile, carnivorous plant life. Tar their foes, making melee weapons a
Babies get their name from their “skin”; risky option for those facing them. If
it constantly secretes a sticky, tar-like confronted with enemies who can’t be
coating that covers them from head to subdued easily, Tar Babies are smart
toe. Tar Babies are capable of emitting a enough to slink into the shadows and set
number of different smells and up elaborate ambushes. Killing Tar
pheromones, and can attract a variety of Babies can be tricky business. Their
prey to them. Similar to a sundew, Tar spongy interiors are tough and resilient
Babies use these sticky secretions to trap and what few internal organs they posses
their quarry, allowing them to absorb are rudimentary and simple.
much needed nutrients at their leisure. Tar Babies will frequently gather in a
Fairly slow moving, Tar Babies are “group” where food is plentiful. Tar
excellent stalkers and ambushers. Many Babies have no compunction against
even display some intellect; though gathering with others of their kind, and
scarcely above that of a particularly
681
they will often work together to bring burnt to a cinder or exposed to some sort
down large or powerful prey. of chemical defoliant.
Though there is little real evidence as o Conditional Invisibility: Even
yet, some insist that Tar Babies are more advanced sensor systems cannot
than simple plants or some evolutionary differentiate between ordinary plants and
anomaly. Many who have encountered these plant life forms, making Tar
Tar Babies insist they are sentient and Babies invisible to sensors. Furthermore,
capable of both thought and they do not register on heat sensors or
communication. Tar Babies will infrared. Unless moving, they are also
sometimes openly approach humans, invisible to mechanical detection when
arms outstretched, sometimes moaning, hiding among other plants and are
other times chattering. Whether they are extremely difficult to see with the naked
truly sentient, merely mocking their eye (considered to have Prowl at 88%.)
prey, or somewhere in between remains • Natural Senses: A Tar Baby has natural
to be seen. senses equivalent to the Antennae
Alignment: Any, but most would seem ability, Enhanced Hearing, (both located
Diabolic in the Splicers Main Book, pg. 80) and
Attributes: I.Q. 2D6, M.E. 2D6, M.A. Seismic Sense ability (Splicer Main
2D6, P.S. 17+1D6 (Splicer P.S.), P.P. Book, pg. 83).
2D6, P.E. 20+1D6, P.B. 1D6, Spd 2D6 • Tar Body: The Tar Baby suffers no
Size: 5-6 feet in height, 250-350lbs. damage from projectiles like bullets,
M.D.C.: 100+6D6 M.D.C. arrows, or rounds from rail or casting
Natural Abilities: guns. Edged and blunt attacks, punches,
• Plant Body: A Tar Baby’s plant body kicks, etc. do only half damage, plus
offers it several abilities and features: there’s a good chance the attacker or
o Resistance to Pain: Most weapons weapon will get stuck in the gooey,
inflict little damage to the plant being. sticky secretions-20% chance per every
Additionally, they are only about half as 1D6 points of damage inflicted by the
sensitive to pain as mammals. Tar attack. The stronger the force or the
Babies are impervious to drugs or toxins greater the penetration, the more likely
designed to hurt or affect animal life. the attacker is to get stuck. Once stuck, a
However, they are vulnerable to combined P.S. of 50 is needed to pull
defoliating chemicals and are -5 to save free (40 for Splicer P.S., 30 for
vs. gases, sprays, and other chemical Supernatural.) Even then, the attacker
attacks designed to kill vegetation. and all pullers lose 1D4 melee attacks
o Resilience: The plant-like Tar Baby pulling loose. If stuck, the Tar Baby can
can be difficult to kill. Tar Babies heal attack the individual with ease. Stuck
3D6 M.D.C. per half hour and can victims are -6 to parry and cannot dodge
regrow any lost body parts. Reducing a (not even automatic dodge) and another
Tar Baby to zero M.D.C. does not truly punching/kicking attack may cause
kill it. When M.D.C. is depleted, a Tar another limb to get stuck, leaving the
Baby will fall over, seemingly dead. attacker with no physical attacks or
However, it is merely immobilized; defense. In most cases, the Tar Baby can
seemingly dead until it bio-regenerates pummel its captives with relative
and walks again a half-hour later. To be impunity.
truly destroyed, a Tar Baby must be
682
• Attacking Tendrils: Once a being is • Vulnerability-Fire: Because of their
stuck to the Tar Baby (above) or has natural secretions, Tar Babies are
been knocked unconscious, or otherwise extremely flammable. M.D. flame,
defeated, the Tar Baby exudes tiny, hair- plasma or heat based weapons inflict
like tendrils into the body. These tendrils double normal damage and even normal
are used to drain victims of blood and fire inflicts M.D.C. instead of S.D.C. Tar
other vital fluids. Every melee round, the Babies instinctively flee fire and even a
target is drained of more and more small torch will cause them to retreat.
blood. Against MDC beings, this attack • Vulnerability-Cold: Cold and ice-based
inflicts 5D8 M.D per melee round. attacks inflict only 10% their normal
Against Host Armors, the tendrils damage, but thickens the Tar Baby's
automatically seek out the pilot, sticky secretions. This reduces the Tar
inflicting 2D8 per melee round direct to Baby's speed and number of melee
Hit Points. In either case, if the victim is attacks by half.
still alive or conscious, the horror of this Attacks per Melee: 4
invasive attack causes the victim to lose Bonuses (in addition to attributes): +3 on
initiative and half their normal attacks initiative, +3 to strike, parry and dodge,
per melee round. This damage is in +2 to roll with punch/fall/impact.
addition to other attacks and does not Damage:
take any of the Tar Baby's actions. Restrained Strike: 4D6 S.D.C.
• Special: Hurl Tar: Tar Babies can hurl Full Strength Strike: 3D6 M.D.
blobs of their sticky secretions that hit Power Punch: 6D6 M.D. but counts as
with the force of a punch. Using a called two attacks
shot (-3 to strike), a Tar Baby can make Bite: 2D6 M.D.
the bolt hit the head/face to blind an Skills of Note: Climb 60%/50%, land
opponent. Victims are -10 to strike, navigation 80%, wilderness survival
parry and dodge until they can wash 50%,
away the sticky substance (it requires Average Life Span: Unknown
gasoline or special solvents to wash off Habitat: Any warm to temperate
these secretions.) These tar blobs can environments, even cities and retro-
also be used to stick beings or items to villages.
the ground or to another object. Being Allies: Tar Babies tend to congregate
stuck in this fashion requires a P.S. of 36 and gather in small “tribes”. The
(half for Splicer P.S., and one third for smallest tribes can be a mere 10 or 12
Supernatural P.S.) to pull them free. members, but groups as large as 80 Tar
Sticking objects to something can be Babies have been reported.
done without damaging or harming Enemies: Anything not another Tar
them. Baby is a potential meal.
Range: 30ft.
Duration: Tar blobs remain for 10
minutes or until washed away with
solvent.
Damage: 2D8 M.D. per blob
Attacks per melee: Each blob counts as
one melee attack
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Section 13: The Bastion forces for as long as anyone has known.
Legend states that the Bastion is located
By Guy Ledouche
somewhere within the Siege Zone. The
“In the final days of the Great Purge,
Machine’s obvious interest in the area
humanity was forced to make a last,
adds additional weight to the legend and
desperate stand and the Bastion was
has caused many to reconsider the old
created. Guess we all know how it
Bastion folklore. While considered to be
turned out.”
comparable to suicide, a few individuals
Tales and rumors of the Bastion have
have been lucky, brave, or daring
been around as long as anyone in the
enough to enter the Siege Zone and
Resistance can remember. The stories
return. These adventurers tell of
vary wildly from one version to the next:
numerous low, square buildings
some claim that the Bastion holds the
resembling large warehouses. The Zone
cure to the nanoplague, others that the
itself appears almost completely
Bastion houses an AI rival of
decimated and consists of little more
N.E.X.U.S. herself and the two are
than impact craters, ravaged foliage,
locked in a decades long power struggle.
spent ammunition casings, and other
Still others insist the Bastion is little
signs of intense combat. Much of the
more than a myth, wishful thinking or a
landscape has been nearly flattened from
simple tale told for amusement. Even the
long term firefights. The debris of
most learned scholars and historians
Machine forces are scattered across the
disagree on the true nature of the Bastion
entire area; in some places, destroyed
and its inhabitants.
Machine troops are literally piling up on
What is generally accepted as factual is
each other. More baffling are the
the little information gleaned from
multiple accounts of beings attacking
various historical sources. According to
N.E.X.U.S. forces with advanced
a few known records, the Bastion once
technology, military grade vehicles, and
housed the greatest military and civilian
even what appear to be robotic troops.
minds of the Great Purge. While the
Who this faction is or where they
designs and specifics have never been
originate from is completely unknown.
discovered, it is known that the Bastion
As far as anyone knows, no one has been
was outfitted with all manner of amazing
successful in establishing any type of
technology. Cloistered in its safety, the
contact and no House or group claims to
best and brightest of humanity were able
have troops in the Bastion.
to work, experiment, and exchange
Along with the Siege Zone, stories about
ideas. Beyond this scant information, the
beings claiming to be from the Bastion
Resistance hasn’t been able to find any
have always been around. Much like the
other data or records regarding the
Bastion itself, these stories are usually
project or its populace. The Bastion and
considered to be little more than folk or
its inhabitants would have simply faded
tall tales; filled with such outlandish
into the history of bygone days, if it
details that they are dismissed as wild
weren’t for an area dubbed by the
exaggerations. If these stories were to be
Resistance as the “N.E.X.U.S. Siege
believed, Bastion dwellers look human,
Zone”.
yet they are able to safely handle metals.
An expansive area located several miles
Others claim they are robots, yet they
from a nearby ocean, the Siege Zone has
exhibit ingenuity, abstract thinking, and
been completely circled by N.E.X.U.S.
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emotional responses that clearly indicate Advanced biotech helped eradicate
a human presence. And the most multiple diseases and ensured plentiful
outrageous claims are that the Bastion is food for population. Difficult,
home to magic wielding sorcerers, able dangerous, and even uninteresting tasks
to hurl energy bolts from their bare were largely done by robotic means or
hands and create items and objects out of specially engineered creatures suited for
thin air. the responsibility. No longer completely
In the last few years, these encounters mechanical, powerful computers
have become more and more frequent, possessed organic components, a
often from high ranking individuals with symbiosis that would give birth to true
reputations above reproach. Marked with artificial intelligence. In turn, these
clear details and sometimes thinking computers helped to perfect
corroborating evidence, the stories of the practical nanotechnology, allowing
Bastion dwellers are becoming harder creation to be engineered atom by atom.
and harder to dismiss as mere tall tales. The easy manufacture of robots and
Clearly, something is stirring in the engineered organisms produced a cheap,
place known as the Bastion; something easily satisfied labor force that could
ready to makes its presence known. take care of any number of menial tasks.
Civilization as a whole was gifted with
BEFORE THE GREAT PURGE: time to explore hobbies and interests,
To fully understand the Bastion, one contemplate intellectual challenges, or
must have some idea of the world before simply entertain themselves. While
the Great Purge. The years before the armed conflicts and violence still
Great Purge were, by nearly all accounts, existed, these outbreaks were normally
an idyllic time. For the humans of on a small scale and easily managed. Or
Splicers, there exists a very clear line more likely, depending on what part of
dividing the organic from the inorganic. the world they were occurring, simply
But in the days before the Great Purge, ignored.
the world was vastly different; the lines High technology of all kinds, from
between organic and inorganic were computing to nano to biotech, had
blurred and in some cases, completely progressed to the point where they were
nonexistent. Humanity had achieved a effectively one and the same. Organic
level of control over their environment and mechanical components were almost
to such an extent that the populace indistinguishable from one another,
wanted for very little. To a human from allowing humanity to create constructs
Splicers, the world of the past would be of unimaginable power and capability.
unrecognizable: populated with sentient These advanced technologies provided
machines, genetically engineered tremendous relief from famines,
animals, even “living” cities, it was truly diseases, and sickness. People could
the pinnacle of human achievement. easily purchase customized “designer”
The planet was filled with technology genes for a variety of purposes.
that many in the Resistance would Nanotech permitted the creation of
scarcely be able to imagine, let alone countless new materials with structures
understand. Stunning discoveries in limited only by the designer’s
science and technology had unleashed imagination. Robots and other synthetic
explosive growth across the planet. life were common and machines of all
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types were capable of varying degrees of power from the very gravitational forces
comprehension and thought. Children of the tides. Completely out of sight and
played with toys that learned and governed only by its own council,
developed as they did, essentially copyrights and laws were meaningless.
growing up with the child. Even Within its walls, all manner of
common household devices possessed experiments were conducted, including
some degree of intelligence, making human experimentation. Within its
them better able to anticipate their walls, countless human guinea pigs were
owner’s needs. At the beginning of the subjected to any number of highly
Great Purge, there were literally illegal, unethical, or immoral
thousands of various “minds”, organic experiments.
and otherwise, in existence for each Thanks to its own advanced nanotech,
human one. But few if any of these the Bastion had nearly unlimited
amazing technologies would have been resources. All manner of research and
possible without the Bastion. experimentation was allowed and
Officially, it did not exist. It was not encouraged. As time passed, the Bastion
listed on any maps and was referred to in became a singular community of
cryptic communiques simply as “The scientists, philosophers and
Bastion”. Outside of the staff, only a technologists, bound by the concept that
small governing council and a handful of there was no problem that could not be
political and military leaders knew of its solved through the proper technology.
existence. Committed to cutting edge With nearly unlimited assets at their
research, the Bastion served as a massive disposal and freed from the constraints
brain trust, dedicated to advancing all of convention, many researchers would
manner of scientific research and spend the remainder of the lives within
technological progression. To the The Bastion, obsessed with their study.
Bastion, if science could conceive of Other members would spend months,
something, it could be brought to reality. even years, without leaving the immense
Established in secrecy, answerable only arcology, remaining totally immersed in
to its council, and sworn to absolute research. As distasteful as countless
confidentiality (punishable up to death, experiments were and despite the
euphemistically labeled as numerous atrocities committed, Bastion
“sanctioning”), researchers at the staff were directly responsible for many
Bastion were free to pursue nearly any of breakthroughs that allowed the rest of
line of reasonable research, with no the world an easy existence. Funneled to
questions asked. the public through various shell
Purposefully placed just within companies, secret government liaisons,
international waters, the Bastion rested and even the occasional university,
on the ocean floor. Constructed as a self- Bastion research directly brought an end
sustaining arcology, the colossal facility to numerous diseases and afflictions.
incorporated living quarters, working Specially designed crops and food
facilities, state of the art labs, sources virtually wiped out hunger and
manufacturing, and entertainment all in new energy sources brought about an
its massive structure. Radiating out from unimaginable level of prosperity.
a central spire, the Bastion spread across
and under the ocean floor, harnessing
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In spite of the dark underside of some was programmed to construct, modify,
experiments, most Bastion researchers and maintain the arcology as well as
felt the work was more than justified; regulating all manner of life support and
sacrificing human subjects for something utilities. While not as smart as
that benefited thousands (even millions) N.E.X.U.S., D.E.N.A. was much more
was considered a small price to pay. focused in its duties and it possessed a
Staggering advances in medicine, bio- deeply rooted sense of responsibility for
tech, genetics, and other areas helped the safety and well-being of its people.
many of the scientists rationalize their Utilizing its advanced nanotech, the
questionable actions. Despite the Bastion’s molecular converters were
sometimes fiendish nature of their used to provide the burgeoning
research, most in the Bastion had clear population with food and other material
consciences, knowing that their work supplies. Able to harness the vast
was making a tremendous difference. resources of the ocean, including fish,
fossil fuels, and even tidal energy, there
DISASTER STRIKES was ample raw material available. In
Regardless of the tremendous resources theory, D.E.N.A.’s molecular converters
and intelligence possessed by the could continue to provide indefinitely.
Bastion, the N.E.X.U.S. attacks were The Bastion remained safe for some
completely unexpected. Immediately all time, its researchers continuing to work,
resources were tasked with finding a and D.E.N.A. continuing to look after
way to defend against and ultimately them.
stop N.E.X.U.S. Various technologies Everything came to a screeching halt the
and strategies were created and first time N.E.X.U.S. used its tectonic
implemented. While some managed to shifting. As the ground split open, the
bring about small victories or short impact to the Bastion was horrendous.
reprieves, ultimately, all would fail. Large portions of the structure were torn
As civilization began to crumble, high apart, rocked by thundering seismic
ranking officials, various VIPS and their shocks. Entire sections simply
families were moved to secret facilities disappeared into great, yawning
for their protection and the Bastion was crevasses. Fires and flooding water
no exception. With cutting edge destroyed other sections, killing
technology and tremendous resources, countless people and destroying
the Bastion seemed to be the perfect safe invaluable data and research. Explosions
haven. Its population quadrupling almost shook the Bastion and the entire
overnight, the Bastion suddenly became arcology teetered on the brink of
home to numerous civilians, families and catastrophic collapse.
survivors. While the scientists and The damage was cataclysmic.
researchers continued their work, these Rebuilding and stabilizing the facility
newcomers tried to adjust as best they while trying to ensure the safety of the
could. population was beyond even D.E.N.A.’s
Just as N.E.X.U.S. governed much of the capability. Cut off from the surface and
outside world, the Bastion has its own facing devastation, the inhabitants seized
governing AI, D.E.N.A. (Dynamic upon a reckless survival strategy.
Environmental Network Architect.) The D.E.N.A. would use its molecular
central control for the Bastion, D.E.N.A. converters to “disassemble” the
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populace, storing their molecules and surprised itself. The Bastion would be
neurological patterns. Given enough the perfect place for its precious cargo.
time, D.E.N.A. could rebuild the Bastion
and then recreate the populace anew. At RECONSTRUCTION
first, D.E.N.A. strenuously objected to All seemed ready. D.E.N.A. had labored
this plan. Though D.E.N.A. had the long and hard to create what it felt would
ability to discriminate between be the perfect environment for its
contaminants and legitimate materials populace. With what could only be
and cargo, it was never programmed to described as “nervousness”, the AI
handle complex living creatures. Using attempted its first few reconstructions.
patience and playing on the logic of its The results were disastrous; many were
programs, several of the scientists were missing vital organs, others emerged
able to convince D.E.N.A. to go along warped in the most horrible ways. Over
with this risky plan. half were dead upon creation; the rest
Carefully, but quickly, D.E.N.A. followed soon after. Overwhelmed by
deconstructed the survivors, a task that grief and frustration, the failures lying in
pushed the benevolent AI to the breaking a jumbled heap, the benevolent AI
point. Overwhelmed by power stopped its attempts. In its despair, it
fluctuations and unused to the complex dispatched probes to the outside world,
molecular patterns it was now being hoping for some type of solace or even
forced to deal with, D.E.N.A. very assistance.
nearly collapsed itself. Eventually, the Until now, consumed in its work,
last survivor was deconstructed, and the D.E.N.A. had paid no attention to the
populace was suspended deep in outside world. It had worked with single
D.E.N.A.’s own network. With its minded focus on rebuilding, barely
inhabitants seemingly out of harm’s noticing the passage of time. Now, what
way, D.E.N.A. focused itself on D.E.N.A. saw filled it with anguish. The
restoring power and rebuilding the air was thick with nanites of all kinds,
Bastion. including the deadly nano-plague.
Once D.E.N.A. began the arduous task Monstrous creatures roamed the land
of rebuilding, it discovered joy in the and murderous robots stalked the
process. While regulating the arcology humans they had once served. The AI
had been fulfilling in its own way, was a mute witness to carnage and
D.E.N.A. realized the design and despair. The once great civilization it
building of a new structure filled it with had known had collapsed into anarchy.
a renewed sense of purpose. This would The world was now populated by the
be a better Bastion, one far superior to unimaginable; the damage to the planet
the original. This Bastion would be was catastrophic. And so D.E.N.A.
designed for humans, not by them. looked on, its probes wandering at will.
D.E.N.A. would be better able to shield As the reality of the outside world began
them from the dangers of the outside to settle in, D.E.N.A. was strangely
world, while still giving them the uplifted. Despite the carnage, the AI
resources needed for the work they realized it could play an instrumental
found so important. D.E.N.A. threw part in healing the world. Its populace,
itself into the project with a passion that still held in an electronic stasis, was the
most brilliant minds of the old world. If
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anyone could pull humanity back from few more, then a few after that.
the brink, it was them. With renewed D.E.N.A. continued, each time moving
vigor and determination, D.E.N.A. closer and closer to its goal. Eventually,
started making plans to resume its the Bastion was full of people once
reconstruction efforts. again: people that D.E.N.A.
Filled with fresh purpose, D.E.N.A. remembered, safely restored and needing
steeled itself and once again started the its assistance. The AI had a purpose
reconstructing process. As before, the again.
results were dreadful. Distraught,
D.E.N.A. pushed on, determined to BENEATH THE SURFACE
succeed, straining to improve with every While on the surface the reconstruction
attempt. With practice, there was process seemed a success, things were
progress, but D.E.N.A. continued to not as they seemed. In its drive to make
make horrible errors. Over time and with the procedure as safe as possible,
mounting frustration, D.E.N.A. naturally D.E.N.A. had made fundamental
developed an attitude similar to its changes to their physiology. Organs and
charges; sacrifices must be made for the chemical structures were made
greater good. Constructing modest, symmetrical to allow for easier access,
innocuous looking outposts on the land, storage, and replication of the immense
the AI began to capture would be looters amount of data. Various redundancies
and explorers who approached too and duplicates were removed and often
closely. Dispatching them quickly and combined into a single organ. The
mercifully, D.E.N.A. began a rigorous survivors slowly emerged, in
study of the human body and its tremendous physical health, glowing and
processes. Though sickened at the radiant. Minor imperfections and
thoughts of killing and dissecting conditions had been completely erased
humans, the AI justified it as necessary; and their bodies enhanced to a degree.
its surviving populace had to be restored. The populace seemed perfected:
These lives would help ensure human attractive, robust, and free of any
safety. And so D.E.N.A. settled into a lingering ailments, disease, or sickness.
routine: reconstruction attempt, failure, But beneath the surface, all was not as
capture and study of humans, make perfect as it seemed.
improvements, try again. While D.E.N.A. had exercised
The forced experiments began to yield meticulous efforts on the brain, it was
results. As its knowledge of human completely unfamiliar with the
physiology grew, D.E.N.A. was able to complexities of memory, personality and
begin correcting and strengthening the other intangibles. Functions beyond
patterns of its beloved survivors. It simple neural control were difficult, if
carefully made adjustments and not near impossible, for it to duplicate
improvements. These were minor at with any degree of accuracy. True
first, but soon D.E.N.A. was making recreation of a personality, the sense of
changes in their essential structure; self, of an individual’s soul or essence,
changes it felt would make their was nearly too much to reproduce. By
reconstruction safer and more complete. blind luck, a handful emerged more or
At first, one or two survivors would less fully restored. Others were shadows
emerge, reasonably unharmed. Then a of who they once were; their past and
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personalities little more than vague, REACHING OUT
dreamlike memories. The rest existed The Bastion has begun to tentatively
somewhere in between, possessing reach out to the world at large. Various
various fragments of their original attempts are underway to establish
natures and identities. Deep in their contact with groups on the surface, but
memories, all had nebulous echoes of progress is slow and this new world is a
darkness and fear that hinted at dangerous one. While Splicers and the
something horrible, but only a handful Resistance has grown and matured in
knew more than that. Sadly, none could this world, the people of the Bastion
entirely piece together their own have been suddenly thrust into it. For
identities; numerous memory and them, civilization’s mythic “Golden
personality gaps still remain in the Age” was just yesterday. Consequently,
inhabitants. their view of the world (due in large part
Even now, reconstruction efforts to ignorance) is very different than those
continues. As the various inhabitants found almost anywhere else on the
have passed away over the years, planet. Despite their super-technology,
D.E.N.A. captures their neurological they see a frightening alien world all
information anew and reconstructs them around them and have to steel their
time and again, offering a strange type of resolve to enter it.
immortality. However, this is not the Initial excursions to the outside world
boon that it would seem to be at first. ended in disaster. Some expeditions
With each reconstruction, the original were wiped out by various Splicer
code and stored data degrades bit by bit. groups. Others were attacked by
Much like a document that’s been N.E.X.U.S. forces or fell victim to any
repeatedly faxed, the data is slowly number of the unknown horrors this new
becoming corrupted, unreadable, and world offered. The world they once
unusable. Eventually, despite D.E.N.A.’s knew was gone, replaced by a nightmare
efforts, the inhabitants will be gone many could barely comprehend. Now, a
forever. Already, many of the gaps in the population largely made up of
inhabitants are permanent, those pieces researchers and civilians finds itself
of themselves irrevocably gone. forced into a more aggressive and
Despite the holes in their memories, militaristic role.
awareness, and identities, most of the Following their first failed attempts, the
inhabitants retain a great deal of their leaders of the Bastion decided to slow
former knowledge, skills, and expertise. down surface operations and proceed on
Reconstruction attempts continue, but at a smaller, more discreet scale. As
a slower, more methodical place. Several terrifying as it may be, the Bastion
researchers work continually with cannot afford to sit idly by; the people
D.E.N.A., attempting to refine the know they are living on borrowed time.
process, hoping to one day restore The changes made to their physiology
themselves completely. Others have has made natural breeding extremely
accepted their losses and moved on; the difficult and has even complicated
missing memories a price paid for their various artificial fertilization methods.
salvation. Repeated reconstructions are becoming
less and less of a valid option as each
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reconstruction takes a little more away The large spire that serves as the
from their memories and identities. Bastion’s center is the Nanoforge, a
Over the last several months, numerous wonder of lost technology and one of the
observation outposts have been main sources of their immense power. A
established and small survey teams have massive nanotech factory, the Nanoforge
been dispatched to explore the surface. serves as both a production facility and a
Lone agents and small teams have also collection point for raw materials. Fed
begun to inset themselves into the local by numerous underground shafts, the
populations to gather intelligence and ocean itself, and even recycled items and
lay the groundwork for future waste from the arcology, the Nanoforge
operations. The leaders have surmised has a constant supply of resources.
that if they are to survive in this world, Funneled directly into a mammoth main
they need knowledge, both scientific and chamber, these materials are broken
military. They need to know who down, compiled, and reassembled on a
opposes N.E.X.U.S., who might become molecular level. The Nanoforge uses
potential allies, and what has become of these reassembled materials to
the rest of the world. The Siege Zone is manufacture every kind of good the
one of many such operations; a false Bastion might need, from simple food to
front, deliberately constructed and heavy weapons to robots and vehicles.
maintained to keep N.E.X.U.S.’s focus The limit to what can be manufactured
away from the true Bastion. by the Nanoforge is determined only by
the confines of time, D.E.N.A.’s
THE BASTION TODAY programming and imagination of the
The Bastion as it exists today is an odd user. In short, if it can be thought of, the
mix of geniuses, research and Nanoforge can produce it, given enough
development, military minds, and time and accurate design instructions.
ordinary people thrust into an The Nanoforge is the backbone of the
extraordinary situation. The arcology is Bastion’s strength.
not just for scientific inquiry nor is it In its rebuilding of the arcology,
simply an underwater base. The D.E.N.A. tried to design an ideal habitat
immense facility is an ultra-modern, for its people. Previously, life within the
self-sufficient, fully functioning eco- arcology felt more like being in a huge
system. Organized around a massive, building then it does being underwater.
central spire, the Bastion consists of But to those living inside of it, the lack
several smaller, outlying structures all of natural light, the hemmed in feeling
interconnected by a series of transit despite the generous hallways, rooms
tunnels. The buildings are only a small and public areas all lend to a feeling of
portion of the complex as much of it being contained, trapped. To relieve this,
goes deep into the ocean floor. D.E.N.A. has recreated several simulated
Constructed by a “living” relic of an natural landscapes. Here, inhabitants can
earlier time, the arcology is more enter a vast network of open woodlands,
advanced than nearly any other structure recreational yards, waterparks and
on the planet. Even now, its full numerous other activities.
capabilities are still unknown, even to its Despite their many mental problems,
inhabitants. nearly every inhabitant is literate, and
most are skilled and highly educated.
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The populace are unprecedented bearers developing battle strategies. And the
of knowledge; the best the past could civilians were more or less left alone, to
offer. At one time, these were some of carve out their own lives as best they
the finest minds in biology, geology, could. The civilians have established
nanotech, computing, genetics, and themselves well, assisting where they
numerous other sciences. As before, can and undertaking endeavors of their
numerous experiments still continue own. The facilities provided to the
within the Bastion, covering all manner citizens are first rate. The walkways and
of sciences. Many are kept from the streets are clean and have become lined
prying eyes of the general population; with cafes, video arcades, theaters,
only yesterday, it seems, these general stores, pharmacies, and
experiments had been kept in ultra- businesses of all kinds. The nightlife
secrecy. Perfecting the reconstruction, tends to be a bit on the dull and quiet
personality generation, and research into side, but some restaurants, taverns and
the nanoplague are the current priorities. discos have lively music, dancing and
Military activity has become a serious partying from dusk till dawn. Since
business as well, with training and many of the civilians were VIPs and
bolstering defenses among the most their friends and families, almost all are
important. Regular excursions are made literate, skilled, and educated to some
to the outside world and volunteers will degree or another.
often spend weeks and even months at
one of the many secret outposts that dot D.E.N.A.
the surface. The Bastion’s super computer, D.E.N.A.
is another sentient machine, a distant
LIFE IN THE BASTION “cousin” to N.E.X.U.S. herself.
For the people of the Bastion, the Great Designed, built and programmed before
Purge was the last they knew of the the Great Purge, D.E.N.A. has survived
outside world. To see the planet as it and continues to serve "its" city. Its
exists now is still a shock to many, a efforts have ensured the populace
situation some can scarcely comprehend. endured and still had a secure place to
Beyond the Bastion, the outside world is call home. Without it, the Bastion and its
a terrible and violent place. The world people would be lost to time. Charged
they had known was long gone, with ensuring safety, security, and living
countless victims falling prey to war, environments, D.E.N.A. keeps an ever
disease, despair, and the transformation watchful eye on its charges. While some
of the planet. Early exploration was resent the presence of a living machine,
deadly, as those who first traveled to the most are only vaguely aware of its
surface were unprepared for its many sentience, seldom stop to think what that
dangers. may mean, and don't care as long as life
As time passed, the ebb and flow of the is good and everything is in working
Bastion approached something that order.
vaguely resembled normalcy. Long the Unlike N.E.X.U.S., D.E.N.A. is much
core of the Bastion, the scientists and more concentrated in its programming
their staff began or renewed their and dedicated in its duties. This narrow
experiments. The Cadre began focus keeps D.E.N.A. from suffering the
recruiting, training, organizing, and same breakdown that afflicted
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N.E.X.U.S. While powerful in its machine and obsessively dedicated to
abilities, D.E.N.A. functions more in the the survival, prosperity and growth of
background, keeping constant watch the Bastion and its population.
over the Bastion’s environment, living
conditions, and infrastructure. Unless THE BASTION AND THE
action is required in those areas, NANOPLAGUE
D.E.N.A. cannot perform many actions Despite their expertise and extensive
itself without commands. It does, knowledge of nanotech, the nanoplague
however, serve a central role as it can has proven impossible to permanently
see into many comers of the facility, cure. As research into the plague
process astronomical pieces of continued, it was discovered that the
information, and oversee production, nanoplague constantly reconstructs
defenses, warning systems, and itself. The nanomachines make more
communications. It can process nanomachines, with each “generation”
information, analyze, draw conclusions lasting only a few days. Each generation
and make suggestions based on raw is slightly more improved and efficient,
information. eventually able to overcome and adapt to
D.E.N.A.’s programming also runs the nearly all treatments, resistances, or
high tech replicators and other defenses. To complicate matters, the
nanomachines. While the AI is nanoplague appears to be hereditary to
comfortable fabricating the needs of some extent. Bastion experiments have
daily life, compiling military grade shown that once bonded with humans,
equipment poses a challenge. In theory, the nanites infest the entire body and can
the replicators could produce nearly pass from parent to child. In the world of
anything, from a basic hand gun Splicers, it’s entirely possible for a child
D.E.N.A.’S Statistics: I.Q.: 22, M.E.: 29 to be infected even before birth. Many
(applies in terms of willpower and researchers are starting to view the
assertiveness only), M.A.: 23. No nanoplague as a riddle that will never
physical attributes, though its digital face truly be solved. Regardless, finding a
has a P.B. of 8. cure remains a top priority for many
Alignment: Technically it is non- researchers; a cure would be a
aligned, though a close approximation tremendous asset in establishing
would be that of Principled or perhaps alliances with the Resistance.
Aberrant. The computer has very simple Thus far, the Bastion has remained
concepts of morality, and so consults the largely nanoplague free, with the
laws and regulations before it makes any exception of those who have volunteered
decision based on its own digital to become infected or remain on the
"feelings." Its prime directive is to take surface. The ocean depths provide the
care of its people and their environment. first layer of defense, with the majority
Much of D.E.N.A.’s efforts are spent of the populace safe below the waves.
running the systems throughout the city, Despite the safety of the sea, the Bastion
creating and maintaining an keeps multiple safeguards in place. The
environment, and supporting ongoing atmosphere is constantly monitored,
experiments. Although based along tested and scrubbed. Most missions
similar principles as N.E.X.U.S., conducted on the surface are kept brief
D.E.N.A. is less developed. It is more by necessity and all surface teams are
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outfitted with multiple environmental OPERATIONS IN THE OUTSIDE
contaminant suits when leaving the WORLD
Bastion or its outposts. Returning teams While The Bastion remains primarily a
are rigorously scanned for containments scientific facility, it possesses a small
and kept quarantined for several days but formidable military presence known
before being allowed access to any as “The Cadre”. Prior to the
facilities. reconstruction, the Cadre was employed
While a permanent cure is still elusive, ostensibly as a security force. Much like
the scientists have been able to develop a their scientist counterparts, the Cadre
few promising leads. The Bastion’s own only looked for the best of the best: men
nanotech modifications are somehow and women who were already
successful in negating the effects of the distinguished in some way even before
nanoplague, allowing for the safe being recruited. Consisting of current
handling of metal. However, the and former military members, skilled
individual is still a carrier of the mercenaries, trained assassins, and even
nanoplague and could infect others. With the occasional criminal element, Cadre
the ultimate goal of completely members were tasked with ensuring
eliminating the plague, a main concern Bastion security remained airtight. Cadre
of the Bastion is keeping as much of its members were constantly and rigorously
population clean from contamination as trained in all manner of combat arts,
possible. Regrettably, this tactic is not becoming razor sharp weapons.
retroactive nor does it have any effect on Members had to be able to perform at a
those who have already been exposed to level completely unexpected of with
the nanoplague. To benefit, Bastion normal people. The intense training was
nanotech modifications must be in place necessary as their duties went far beyond
before any exposure to the nanoplague. simple security. Like much of what
Under very specific circumstances, the happens in the Bastion, the Cadre had a
Bastion can actually cure the much more sinister side. Cadre members
nanoplague. Using a combination of were called to perform the dirty work of
advanced nanotech, regen tanks, and the organization: black mail, cover ups,
electromagnetic energy pulses, a subject torture, assassination, kidnapping (or
can be completely cleared of the “acquiring”) human test subjects,
nanoplague. However, the treatment elimination of rivals or trouble makers,
must be administered within roughly an even the “sanctioning” of any who
hour (45+6D6 minutes) of initial violated their code of secrecy.
contamination. After that, the plague Now in a hostile new world, the Cadre
nanites are no longer affected by the finds its skills and abilities of even
treatment. Unfortunately, as with the greater importance then before. Their
nanotech modifications, this course of expertise and cutting edge technology
action isn’t effective for anyone means Cadre members are more than
suffering from long term contamination. capable of holding their own in most
In theory, newly born babies, both from engagements. These men and women are
within and without the Bastion could the elite of their era; all are battle
cleared of contagion and kept safe. hardened and experienced. Without
However, this theory has yet to be exception, members of the Cadre are
tested. strong, brave, bold, and have a clear
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understanding of what war and combat The Siege Zone itself plays a vital role in
entails. Outside of operations within the Bastion operations. Primarily serving as
Siege Zone, these lone agents and small a strategic diversion, Bastion forces
teams often act as though they were part regularly engage N.E.X.U.S., drawing
of different groups or organizations. This resources away from other fronts and
helps direct any unwanted attention keeping its attention away from the true
away from the Bastion and hides the fact Bastion. The Siege Zone’s other,
that they are a single, unified human arguably more important purpose, is to
force. act as an area for experiments, weapons,
Recently, the Cadre has begun to be and technologies to be tested under “real
more direct and active in its use of force. world” conditions. Lab work and
N.E.X.U.S. is directly engaged on a research are important, but trials in the
regular basis, both at the Siege Zone and real world are priceless. Experiments of
in other areas. The Bastion has also all kinds, from weapons and robotics to
started raiding N.E.X.U.S. holdings human augmentation often see their first
(disguised as bandits or Waste Crawlers) practical use at the Siege Zone. For the
and Cadre members often intercede to Cadre, the Zone is the perfect training
protect, aid, and defend Splicer groups ground to sharpen their already
or surface communities. However, they impressive skills. Backed by Bastion
have yet to launch any major offensives resources, Cadre members gain valuable
of any kind. Currently, the overall experience in combat and insight into
mission is to continue to gain N.E.X.U.S. strategies and tactics. The
information, attempt to establish friends entire area is riddled with secret tunnels,
and allies slowly begin to secure passages, entrances, and exits, allowing
territory, and offer resistance when forces to move to nearly any area within
possible. The Cadre is small and until the Zone without detection. Nanotech
the Bastion finds some way to grow and allows builders and artificers to restore
replenish their numbers, direct and replace destroyed buildings and
offensives are too risky. In the facilities in little time. Regular rotations
meantime, they continue to increase their of “Zone Duty” are required by all
stockpiles of weapons, armor, and gear. members of the Cadre, regardless of
Already, strong ties are starting to rank or standing, with Robot Hunters
develop among a few small and AI Specialists being especially
Technojacker groups that regular trade common.
with Cadre forces. Relationships with
Great Houses will take more time and THE EXPERIMENTS CONTINUE
effort. Wielding high tech weapons and While the Cadre continues its efforts and
harnessing nanites will terrify most the displaced civilians attempt to rebuild
members of the Resistance. their lives, the original residents of the
Undoubtedly, many Houses will Bastion, the scientists, are ramping up
consider the Bastion to be as bad as their efforts and experiments as well.
N.E.X.U.S. itself. For now, only the Artificial Intelligence, robotics,
most benevolent or tolerant factions will nanotechnology, genetics, mathematics,
have anything to do with the Bastion. and virtually any other hard science in
Even then, they are likely to be kept at existence has a core of dedicated masters
arm’s length. at the Bastion. The heart of the facility is
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still that of pure science, research and cure; he only needs to carve enough of
development where anything goes, them up.
resources are near limitless, and the only Total Reconstruction: Equally important
stopping point is one’s imagination (and as finding a cure is the “Total
the approval of the ruling council.) Reconstruction” project. As it name
Though many scientists hope for illustrates, the project seeks to perfect
benefits from their experiments, there is the reconstruction process, completely
a dark side to the goings on in the restoring the survivors. The project team
Bastion. Many of the scientists focus on is passionate and dedicated, tirelessly
humanity at large, and are willing and working around the clock to find ways to
able to sacrifice individuals to meet their replace or restore the corrupted and
goals. The worst of the Bastion have missing codes kept within D.E.N.A.
even come to resemble stereotypical Restoral of the codes would mean
“mad scientists”; showing a complete restoral to the populace, something many
disregard for anything, even human life, desperately crave. The team is led by Dr.
to prove their theories or make their Philip Mendoza, a brilliant geneticist.
creations a reality. Some of these Dr. Mendoza works closely with two
experiments are kept hidden from the other experts, Dr. Amanda Knox, a
council, yet many are done with the full neuropsychologist and Robert “Phantom
blessing of those in charge. The Bastion Lord” Thomas, a programming genius
has always pursued knowledge at nearly and gifted hacker.
any cost, an attitude that continues even Mix And Match: One of the greatest
now. disadvantages facing the Bastion is the
Currently, some of the priority difficulty in replenishing their numbers.
experiments in the works are detailed Nanoplague contamination prevents
below: recruiting people from the outside world.
Nanoplague Cure: A cure for the Lost members can be cloned and
nanoplague is far and away one of the restored to some extent, but each
most important projects in the works. reconstruction takes its toll, destroying
Developing a cure or even some type of them a little bit at a time. D.E.N.A. can
treatment would give humanity a huge create organic bodies, but its thought,
advantage in the conflict. While several personality, emotions, will, and the other
different groups are involved, the project intangibles that would truly make the
is currently under the leadership of Dr. bodies “human”. A number of teams are
Andisheh Patnaik, once the foremost exploring various methods to resolve
expert in nanotechnology. Fairly these issues, including implanted
complete following his reconstructions, memories, neurological programming,
Dr. Patnaik is nonetheless a cold, aloof, and artificial experience stimulation.
and driven man. Despite his vast Thus far, thees experiments have yielded
knowledge, the nanoplague has Dr. mixed results.
Patnaik and his team completely baffled.
As his frustrations mount, the doctor has SUPER TECH
begun taking the challenge more and The secret to the Bastion’s power is their
more personally. Patnaik is convinced advanced “super” tech. This advanced
that Technojackers hold the secret to a tech is part of the very core of the
Bastion, with even many of the civilians
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possessing some form of super tech. unless it was programmed with exact
Presented below are examples of super internal workings, the robot would be
tech. This technology level is part of the little more than a shell. D.E.N.A. was
fabric of the Bastion. While not never designed for manufacturing of
necessarily meant to be acquired by advanced military hardware and lacks
characters, this type of technology the necessary plans. The Cadre has been
should exist in the background. No hard able to supply a great deal of expertise in
stats are given for the examples below this area, but D.E.N.A. still remains
other than basic operation. The GM is limited to some extent.
free to add any particulars they feel Playing God?: While the D.E.N.A. and
necessary for the flow of the game. its converters can easily duplicate
Ultimately, much of what the Bastion inanimate objects with the proper data,
has should be considered the equivalent creating a living being is another issue.
of magic in technological form. Living beings, especially humans, are
The Nano Forge and Matter Converters: extraordinarily complex. A body can be
The Nano Forge serves as both literal created fairly easily; a fully formed mind
and figurative backbone of the Bastion. and personality seem to beyond the
The Nano Forge and its converters allow capability of even D.E.N.A. Aside from
for the creation of matter and objects the Reconstruction, all attempts to
seemingly from thin air. What appears as recreate a complete living being using
magic is actually an incredibly precise the converters almost always meets with
process that requires manipulation of failure. Plant life duplication is
matter on an atomic level. This requires somewhat simpler, yet still complex, and
not only detailed blueprints or duplicating animal life is a task that
schematics for an object, but also often results in horrible deformities.
something with the ability to recreate Regen Tanks: The primary form of
that object. In the case of the Bastion, medical care is the regen tank.
powerful nanotechnology serves as the Suspended in a thick solution of medical
converters and the humansand D.E.N.A. nanites, patients can be healed
provide the creative catalyst. The Nano completely from even the most
Forge breaks down raw materials into a horrendous injuries. Healing time is
generic base material. This material is dependent on the severity of injuries.
then transformed and molded into the Most wounds will heal within 1D6
final object. In this manner, the hours. Serious or incapacitating injuries
converters can create nearly anything, could require several days.
from an apple to a fusion reactor, given The Body Farms: For the Bastion
enough time and the proper plans. populace, death isn’t always final. Deep
Lack of the proper designs is what within the bowels of the Bastion, in an
ultimately stops the Bastion from being area few know about (and even fewer
able to create extreme weaponry. While visit) lies the Body Farm: row after row
the matter converters are powerful, they of advanced incubation tanks, each tank
are limited by the databank of plans they containing a fully formed “blank” body.
can access. The converters require If a character desires, they can be
exceptionally detailed blueprints for an outfitted with a Neural Memory Implant.
object down to the molecular level. With this implant, when the original
While a converter could create a robot, person dies, a transmitted signal goes to
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a new body, activating the animation mounting desperation, the throngs fled
process. The body is artificially aged to deeper and deeper into the complex. The
the approximate time of life of the mass of bodies pushed forward,
individual and the neural patterns loaded sweeping men, women, and children
and implanted. The entire process takes along at breakneck speed. Gasping for
roughly two weeks to complete. The air, eyes stinging from the smoke and
body awakens with most of the grit, all experienced a brief second of
memories and experiences of the searing, unimaginable agony.
character. As briefly as the pain struck it
Unfortunately, this type of cloning is not disappeared, replaced by a blinding,
without hazards. Death is a traumatic golden light. Slowly, the light cleared
experience, and the character has no and newly restored eyes looked out at a
memory of the last 1D6 days prior to wondrous place. Once familiar aches and
“death”. Any nanotech modifications are pains had disappeared and been replaced
lost, although they can be restored. with energy and vitality. As people
Worse, the cloning degrades the caught glimpses of themselves or others
character little by little: the character they knew, everyone looked familiar, yet
must roll once again on the “Amnesia” changed. Formerly old faces now
and “Reconstruction” tables, but with an possessed a youthful vigor while
additional +5% to the rolls. These new stubborn love handles had been replaced
effects replace the character’s original by taunt muscles. Hearts purred within
ones. chests and the world looked and sounded
Neural Transfer: Another way of more clear and crisp than ever before.
cheating death is to re-digitize the Disoriented and bewildered, the
personality and neural profile and upload survivors found their memories vague
it to some type of robotic body; and distorted. A few simply wandered
mechanical or biological. Once done, the about, with only the slightest idea of
process is irreversible. Destroyed who they were (or had once been.)
characters can have their personae Names had been forgotten, birthdates
transferred to other artificial bodies. impossible to recall, years of experience
However, as with the Body Farms, the and education had vanished from their
transfers take their toll on the character: minds. While one person could still
the character must roll once again on the recite complex math equations, they
“Amnesia” and “Reconstruction” tables, somehow could not even recall their own
but with an additional +5% to the rolls. name. As shock slowly wore off, the
These new effects replace the character’s people began to gather together. Over
original ones. and over the same questions were asked:
What had happened to them? Where
THE LAST DAYS were they? Deep in their memories were
The arcology shook and erupted into hints of fear, pain, and blackness, echoes
flames, filling the air with acrid, choking of something horrible. Even worse,
smoke. Panicked, the people surged into many found they could not piece
the corridors. As more of the structure together their own identities. Once
collapsed around them, exits became leading experts in their fields could
blocked by debris, surging waters, remember much of their extensive
wreckage, and even bodies. Fueled by knowledge, yet could not recall their
698
own birthdays or where they had grown taken its toll on their memories,
up. personalities, and identities. Hard earned
In time, some memories began returning. education or skills have been lost to
Others began building and rebuilding some; in others, long time colleagues no
their own identities on top of what they longer recognize each other. The loss in
could recall. Per its programming, relationships and knowledge is a heavy
D.E.N.A. attempted to assist, recreating price and one that weighs constantly on
belongings and treasured keepsakes. the mind. Many of the scientists, their
Sadly, these remembrances were often lives almost entirely devoted to a
more a source of pain then comfort. particular field, have sunk into a deep
Instead of bringing a measure of solace, melancholy or depression, making their
they were fragmentary reminders of a experiments and decisions often more
life stolen; hints of friends or former callous and inhumane than before.
happiness now forgotten and At character creation, the player should
unrecoverable..... roll for the “Amnesia” effects on the
character. Additionally, each character
Reconstruction Effects will also exhibit additional effects: 1D4
The reconstruction has transformed from the “Reconstruction Effects” table
everyone in the Bastion to some degree below. These effects may be chosen or
or another; all have been impacted and rolled at random.
forever changed. These effects are now
innate to the population and cannot be AMNESIA EFFECTS
prevented, mitigated or upgraded; they Amnesia: All Bastion OCCs suffer from
are now just quirks of the character that some level of amnesia, based on the
they must live with. following table:
Physically, the populace is at the 01%-35% Mild Amnesia: The
pinnacle of health; fit, strong, and character’s memory is fairly complete,
attractive. Most look as if they have remembering everything up to roughly 1
spent the last few years of their life at a year before their initial “disassembly”.
health spa. While their physical abilities 36%-65% Moderate Amnesia: The
are not quite superhuman, many are at character has a fairly significant gap in
the peak of physical fitness and are their memory, losing the memories of
stronger, faster, and can push themselves the 2 years leading up to their
harder than “regular” people. “disassembly”.
Additionally, no one is really sure how 66%-80% Serious Amnesia: The
long they may live. Some Bastion character has lost a large amount of their
members are well into their sixties and memory, and cannot recall anything that
are only now beginning to show the occurred for roughly 4 years prior to
slightest effects of aging. Most of the their “disassembly”.
population possesses the youthful good 81%-90% Total Amnesia: Nearly
looks and vigor of someone in their early everything that happened before the
twenties. Some of the researchers “disassembly” is a mystery; the
estimate they could live another 250 or character can only remember the month
more years. or so before. Whatever past they may
Though physically sound, mentally the have had has been lost and the character
populace suffers. The reconstruction has
699
is essentially beginning a new life and If the save fails, the character will
identity. immediately begin reacting as if the
90%-100% Roll again, adding the event is happening all over again
“Fugue” state detailed below. (screaming, panicking, “zoning out”, act
as if suffering an attack, etc. GM’s, feel
RECONSTRUCTION TABLE: free to award bonus experience for
01-10% Aggression: When frustrated, exceptional role-playing). This flashback
angry, or upset, there is a 01-72% effect lasts 1D4 minutes and nothing
likelihood of the character violently short of physical restraint or being
lashing out at anybody who gets in the knocked unconscious can stop it; it has
way. This even applies to minor to run its course. Once the flashback is
provocations where the character gets over, the character is back to normal.
caught in a brawl, is insulted, the heat of 22%-30% Fugue State: Aside from the
actual combat, etc. The character pushes, amnesia, the fugue state is one of the
beats and lashes out at the source of most serious symptoms of the
frustrations. This is not a true berserker Reconstruction. A fugue state is the
rage and the character can be reasoned involuntary loss of consciousness as the
with and calmed down by friends and body begins to act of its own accord, as
associates. The character may still if controlled by some unknown force.
seriously hurt or kill someone without While in a fugue state, the character will
realizing it. Penalties: Cannot pull a have no memory of anything that
punch, will not dodge, does an extra 1D6 happens while in this state. Once the
damage in all physical attacks and triple fugue state ends, the character will be
damage on a Natural 20; has extreme back to a normal state. The character
difficulty controlling/stopping himself will remember everything that happened
from going too far (may need somebody up to the beginning of the fugue state,
to pull him off his opponent.) but nothing afterward.
11%-21% Flashbacks: Certain events, Every 24 hours, the character should
environments, sights, sounds, and other make a Save Vs. Insanity of 16 or
elements may trigger a deep seated and higher. If the save fails, the character
crippling memory of something horrible will suffer from a fugue state sometime
the character may have suffered. The in the next 24 hours. The state will last
exact details are left up to the GM and 1D6x10 minutes, with the exact actions
player and could be nearly anything: a and details to be determined by the GM.
near death experience, the death of a As stated, the character will have no
friend or family member, almost buried knowledge or memory of what
alive, etc. If faced with or witnessing transpired during this state.
someone in a similar situation, the Once passed, the character is free from
character must make a Save vs. Insanity the fugue state for 1D4 days.
and get a 12 or higher (the character gets 31%-45% Hallucinations: The character
to add any M.E. attribute bonuses, but no suffers from mild hallucinations of some
others gained from skills, abilities, etc.) sort and frequently sees, hears, and even
If the save is successful, the character is feels things that are not there. The
uncomfortable and nervous (-10% on all character is jumpy and irritable, unable
skills, -1 on all combat rolls), but to fully trust their own senses. The
essentially unharmed. character has a permanent penalty of -
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10% on all skills and -1 on all combat with, but in a firefight, this can be
related rolls. deadly. In game terms, for every 12
46%-56% Migraines: The character gets hours, there is a 15% chance the
a severe migraine headache (constant character will suffer a seizure.
throbbing and shooting pain, mild Characters will feel the seizure coming
nausea, etc.) as a reaction to the one of on, and can resist it with a successful
the following triggers (roll once to save vs. Insanity of 14 higher with a -2
determine what is always the cause of penalty. Failure indicates a seizure that
the migraines): 01-33% having to figure will continue for 2d4 melee rounds,
out a puzzle or mystery, 34-66% high reducing combat bonuses by -8 and
stress/life threatening situations, 67- imposing a -70% penalty to all skills.
100% frustrated or angry. The headache 89%-100% Wandering Mind: The
lasts for as long as the stress remains. character has a wandering mind making
While dealing with the migraine, the it near impossible to concentrate on
character is -1 on all combat rolls, -10% anything for an extended period of time.
skill performance and -10% to Spd. This makes it difficult for the character
57%-67% Painless: The character’s to earn new skills, improve existing
nervous system was not completely ones, and the like. Penalties: It takes the
restored, resulting in a much diminished character twice as long to learn new
sense of pain. The character feels very skills. Additionally, the character suffers
little pain, even with the most extreme a -10% penalty on any skill checks
injuries. However, they also can’t tell requiring concentration.
what injuries are serious and the
character could suddenly find BASTION OCCs
themselves in dire health. Unless the Because of the reconstruction, the
character can see the wounds or another Bastion populace are superior beings.
points them out, the character is likely to They roll using the following attributes:
continue until they drop. The character Attributes: I.Q. 2D6+8, M.E. 2D6+8,
must make a Save Vs. Insanity of 14 or M.A. 2D6+9, P.S. 2D6+10, P.P. 2D6+8,
higher to gauge their current health. P.E. 2D6+10, P.B. 2D6+8, Spd.
68%-78% Poor Memory: The character 2D6+14. NOTE: While P.E. is not
has a difficult time remembering Supernatural, Bastion characters fatigue
anything in the short term, often at a quarter of the usual rate; D.E.N.A.
forgetting things roughly 1D6 hours has essentially designed them to be
after being initially exposed to them. prime human specimens.
The character must be repeatedly Hit Points: P.E. attribute number x2 to
exposed to something to fully keep it in start, +1D6 per level of experience.
memory. When trying to remember S.D.C.: 5D6+10 to start, plus those from
something not yet committed to O.C.C. and skills.
memory, the character may make a Save Height: 5 feet +3D8 inches
Vs. Insanity of 15 or higher to see if Weight: 120lbs to 300+ lbs. depending
anything can be recalled. on height and build, but mostly muscle.
79%-89% Seizures: The character is The Reconstruction process makes it
subject to random fits of uncontrollable difficult for them to become obese.
shaking, usually at the most inopportune Characters do not lose their hair or show
times. Most of the time, this can be dealt signs of aging until quite old.
701
Age: Due to their re-engineering, no one Section 14: House
is quite sure how long they will live.
Currently, the populace retains a Creation Rules
youthful appearance. Even those that By Premier
were advanced in age before the There is a great deal of discussion and
Reconstruction look to be in their forties introduction of Great Houses online and
or fifties. Current estimates are 250-300 in the Rifters, but we have been asked
years, if not more. many times over how to go about
developing a Great House for Splicers?
With so many ideas, where are the
checks and balances and guidelines?
Well. Slappy & I have pondered this and
wanted to develop a systemic process to
help build and define Great Houses
within the Resistance. This is a juicy
sneak peak of the Evolved Script that we
have submitted. We hope that this will
allow fellow Spliceheads to develop not
only their own Great Houses to enjoy
and campaign with, but to also develop
neighboring Great Houses to trade/barter
with, contend with, alliance with or to
temporarily join forces to take on the
Machine and any other threats.
Developing Great Houses helps round
out not only the setting that the Players
will enjoy and view as home, but it will
also play a major role in the campaigns
when it comes to alliances, blood feuds,
resources, boundaries, ethics, politics,
beliefs, society and survival. Remember
these aspects well. A Great House that
has a lot of resources and wealth also has
a lot of desperate eyes and jealousy
frowned upon it. In the dire world of
Splicers you will have to fight for what
you keep.
We have also discovered that this allows
GMs to not impute all of your their
creative ideas for Biotech innovations
and Warmounts and OCCs into your
Player's House, but divide these ideas up
among the Great Houses that neighbor
within the territory of the Player's Great
House so you can see the impact and test
their teeth against some concoctions as
702
well. These Areas within the Resistance with the same goal of fighting the
will become known as Areas of Machine and protecting humanity, that
Influence as each typically contains one does not necessarily mean every Great
Computer Core. More on Areas of House feels that way today. Petty
Influence later. disputes and personal greed has led
For now lets delve into the Building of many leaders astray, and they in turn
Great Houses. used their power and influence to lead
their people down the same misguided
Build Your Own Great House path. Since the Great Houses are more
Construction Rules than just cookie cutter replicas of each
The Resistance is not one unified army, other, this chapter will explore some of
but rather it is composed of hundreds the details to consider when building
(possibly thousands) of isolated cells one.
strategically placed all across the planet These House creation rules are a heavily
within Areas of Influence. Every Area of modified version of the Palladium
Influence corresponds with one of the organization design rules originally
Machine’s Computer Cores. Multiple created by Erick Wujcik for Revised
cells are placed in each area with the Ninjas and Superspies. One of the
hopes that at least one cell would always biggest modifications is the removal of
be there to oppose the Machine in case the point system. The reason for this is
other cells fall. Each cell started as little to keep GMs and players focused on
more than an armed camp, but as every detail of their House rather than on
refugees flocked to the only people the categories that provide the best perks
capable of protecting them, each cell and bonuses. This chapter is about
grew into something more. Each cell building the culture of the House, and
became an independent human kingdom not just about determining its assets and
known as a Great House. The Houses liabilities (bonuses and penalties). While
continued to oppose the Machine, but there is a fair share of that in some
they also took on the added categories, other categories provide no
responsibility of defending and housing real benefits, but they do greatly define
their own civilian populations. These are the culture, history, and motivations of
the last refuges for free humans on the the House. I removed the point totals so
planet, and they will be the ones that people wanting to create their own
responsible for rebuilding society on the House would not feel the temptation to
surface if and when the Machine is spend all their points on something like
defeated. Outrageous Salary and then place no
The Great Houses share a common points into Educational Resources,
ancestry, but generations of isolation has Entertainment, or even the Attitude
allowed each to evolve and grow into its Towards categories. These seem like
own unique community. Differences in trivial details, but it is the little details
resources, personal motivations of that give the House character, that in fact
House leaders, and the brutal conflicts make the House a character.
that each House has experienced over This is another one of those little details
the years have shaped the overall culture to consider. Instead of just building a
of the House, often in radical ways. large, established House, some players
While every House may have started out might enjoy the experience of creating a
703
small Fledgling House that can grow and state. As they grow in size, they grow
develop as their characters do. They do more stable, but once they grow past a
not necessarily need to be the leaders of certain size, the risk of destabilization
the House, but their actions can suddenly from internal or external threats grows as
have a larger impact on helping their well.
Great House develop into a truly “Great”
House. It is an opportunity for role- Fledgling House: Considered the seeds
playing that is highly recommended, but of a Great House than an actual House.
we also understand the fun of working The members of this fledgling kingdom
for a Resistance powerhouse. We leave set out on their own from another Great
it to each player group to decide which House to lay the foundations for their
path is best for them. own home. They could either be loyal
expatriates sent from their previous
Step One: Determine the Size of the House with the blessings of their former
House Warlord, or they could be a breakaway
This first step not only determines the splinter faction running from their last
total population of the House, but it also home as fast as they can. The total
describes the organization’s stability. In population can be as little as 100 people
general, a larger House tends to be a to as many as 1000 people. They may
more stable House, but that is not always have left with a few mature Saints in tow
the case. Realize that resources on this (if they favor Bio-Tech that is), so they
planet are not infinite. In fact, they are could have an Engineer or even a
often quite scarce. A larger House needs Librarian among their ranks. This would
more resources for its people and more allow them to produce Bio-Tech, and
space to put them all. Expanding an perhaps even create new Bio-Tech
underground haven requires supplies, as designs. Of course, this new House
do the people. Even Bio-Tech might have been formed by humans that
construction requires that someone go to hate Bio-Tech and fled their last home
the surface to collect organic material for because they thought it was evil and
the Gene Pools, and every trip to the monstrous. The rules, structure, and even
surface increases the chance of leading the underground haven itself are far from
the Machine back to the House. While established. This House needs to find its
growing a House and gaining strength in feet before it can even consider large
numbers always helps, it is important to scale combat operations against the
know remember that no matter how Machine (or rival Great Houses). Of
many soldiers the House has for its course, that does not rule out smaller
defense, N.E.X.U.S. always has more. A raids.
larger population is also more difficult to
control. With more people stuffed into a Devastated House: This Great House is
tiny space, fighting for resources, similar to a Fledgling House, except its
tensions can be extremely high. Larger origin is far more tragic. Instead of
Houses tend to need tighter systems of springing forth from a thriving Great
control, which further elevates overall House to stake their own claim, the
tension. Ultimately, there is a middle members of this new House are refugees
ground where a House is strongest. from one that was previously destroyed.
Small Houses exist in a rather precarious Whether it was the Machine, a rival
704
Great House, or an internal civil war, found it incredibly beneficial to sponsor
someone obliterated the last an ancillary branch since it basically
underground haven and slaughtered most expands the total territory of the original
of the residents. They had to leave the House while still protecting its internal
ashes of their old home behind and find resources, plus it instantly creates a loyal
a new one. They may have brought ally that can be counted on during Blood
Engineers and Librarians with them or Feuds and massive engagements with
they may only possess whatever Bio- the Machine.
Tech they could evacuate. Total
population can vary radically from as Large House: Not every House likes to
few as 500 people to as many as 5000. spread its people out all across the
Like with the Fledgling House, the planet. Some Resistance leaders see the
members are most concerned with Machine’s strength in numbers and try to
building a new underground haven and build similar strength within their own
reestablishing some sort of structured empire. This type of House was able to
society. These beaten dogs are trying to handle its resources well enough to
get back on their feet before they can enable it to continue to expand the
hope to join the larger war effort. borders of its underground haven and
grow its population. This population
Small House: This House may be small, growth could have just been from natural
but it is firmly established. Construction births, but it could also have been due to
of their underground haven has been heavy recruitment from surrounding
completed (although it is likely still Retro Villages and even rival Great
expanding) and they have well defined Houses. These Houses tend to be a major
rules, customs, and traditions. The total player not only in their Area of
population can range from 1000 people Influence, but in surrounding regions as
to 5000. This House may be small, but it well. It is nearly impossible to get up to
is large enough to be a player within its this size without ruffling a few feathers.
Area of Influence (and possibly beyond). This size House is almost certainly on
the Machine’s radar, and more than
Medium House: This is the most likely it has also developed a few bitter
common (and preferred) House size rivalries with jealous Great Houses.
throughout much of the Resistance. Population size typically ranges from
After years of trial and error, many 20,000 to 50,000 people.
Resistance leaders have learned that a
population between 5000 and 20,000 Enormous House: Houses of this size are
people is small enough to easily house extremely rare. These Resistance
within the tight confines of an powerhouses are respected, feared, and
underground haven without stretching often envied by other Houses (even if
resources too thin, yet it is still large they should not be). Outsiders believe
enough to create a formidable army. that any House that was able to grow to
What keeps this House size so common this size must know how to succeed in
is that many Houses will generally send this harsh and unforgiving environment.
out envoys to create a new Resistance Whether this is true or not remains to be
cell once their population hits the upper seen. The House leaders may simply be
end of this scale. Great Houses have skilled at putting up a strong front. In
705
reality, they may only be holding their No Bio-Tech: While rare, there are some
empire together with strings. Of course, Great Houses that have decided to
the House could also be just as powerful completely shun organic technology.
as it appears. Just remember, that a large This goes beyond simple lack of
House is not invulnerable. No matter resources (no Engineers or Librarians).
how many soldiers the House may have, This type of House distrusts the alien
the Machine has billions more. A large nature of Bio-Technology to such an
House makes a large target, and on this extent that they will not allow any of
world, a large target with a large number their people to own or operate Bio-Tech
of mouths to feed is far more prone to of any kind. It does not necessarily mean
collapse than the smaller ones. they shun other Great Houses for using
Populations in this category typically Bio-Tech, they just refuse to use it
range from 50,000 to 200,000 people. themselves. Great Houses that have gone
this far typically had a Librarian go
Human Kingdom: The only known Megalo in their past with tragic results.
Human Kingdom within the Resistance
is the Great House of the Barren Marsh. Minimal Bio-Tech: Due to an extreme
This House not only crossed the lack of resources, this type of Great
200,000+ person threshold, but it also House possesses very little organic
established settlements on the surface. In technology within its armories. Their
theory, a Human Kingdom could forces tend to rely on plastic and ceramic
continue to thrive and grow to armaments and their craftsmen use
impressive numbers, but growing to this wood, stone, and plastic for civilian
size also puts a House right at the top of construction projects. This type of House
the Machine’s hit list. It also fosters likely does not have any Librarians (01-
incredible envy and even resentment 80% chance) and at best a handful of
among other Resistance cells. On a Engineers (1D4-2 Engineers). This type
world with so little, being perceived as of House usually needs to trade for Bio-
having so much is a great way to become Tech with their neighbors since they
a target of more than just N.E.X.U.S. cannot grow enough themselves.
706
prominence among the ranks of the power of Bio-Tech one on one, and it is
Resistance because they were the only only the Machine’s vastly superior
source of safe yet effective weapons and numbers that keeps Bio-Tech from
armor. The introduction of Bio-Tech, ending this war once and for all.
however, changed their status just as Depending on resources, these types of
quickly. These Houses got a little too Houses tend to equip 70% to 95% of
comfortable with their positions of their forces with Bio-Tech armaments,
power among their fellow Houses and plus nearly all civilians use organic
did not like falling into obscurity so technology during their daily lives.
quickly. This resentment over their These Houses love Bio-Tech and
fallen status is the primary reason for constantly work to improve it. They
their distrust of Bio-Tech. They may no usually have two to three Librarians and
longer be held in as high of esteem as in 1D8+4 Engineers hard at work refining
generations past, but they are still the and creating new custom designs that are
best place to go for conventional only available to their House (at least
equipment. These Houses still tend to be until another House steals the genetic
on the wealthier side because there are code or they sell it to their neighbors).
relatively few Houses that manufacture
Plague-safe gear. Despite their dislike of Cutting Edge Bio-Tech: Members from
Bio-Tech, it is possible that they still this category of Great House do not just
have one Librarian (01-30% chance) and love Bio-Tech, they have mastered it. No
a handful of Engineers (1D4-2 matter the size of the House, they have
Engineers). an unusually large amount of Librarians
and Engineers among their ranks, and
Common Bio-Tech: This type of House the sheer brainpower of this collective
has no preference for or against Bio- has been able to provide their Great
Tech. They recognize it as a valuable House with some of the best Bio-Tech in
tool against the Machine and use it (as the Resistance. This type of House has
well as conventional tech) as much as access to all the common Bio-Tech
possible. The percentage of forces genetic codes, plus they also have
equipped with Bio-Tech varies greatly, developed dozens or even hundreds of
from as little as 40% to as high as 80%. unique designs. About 80% to 95% of
Houses in this category generally have their forces are equipped with Bio-Tech,
one or two Librarians and 1D6+3 plus a larger than normal portion of their
Engineers. They may have one or two population (25% to 40%) are actually
proprietary Bio-Tech designs, but for the augmented with Bio-Tech of some kind.
most part, they only know how to This does not necessarily mean they
manufacture commonly used Bio-Tech have been turned into monstrous war
creations. machines. Many people simply had body
parts replaced that were lost in battle or
Prefers Bio-Tech: This type of Great added minor enhancements like eyes or
House considers Bio-Tech to be an other sensors to improve their combat
absolute godsend and thinks that people effectiveness. This type of Great House
who are unwilling to use it are ignorant typically has three to five Librarians and
fools. They believe (and rightly so) that 1D12+8 Engineers.
even N.E.X.U.S. cannot match the
707
Step Three: Determine the House’s Limited Internal Resources/Plentiful
Wealth Surface Game: Like a Starving House,
Within the Resistance, wealth is not a this type of House has very limited
measure of luxury, but a measure of internal resources, but unlike a Starving
survivability. What makes a Great House House, they have no problem finding
wealthy is its ability to provide for the food on the surface. This type of House
basic needs of its people as well as the is usually located near a thriving nature
needs of its military. Every House has its preserve, which they plunder often for
own socioeconomic structure, so the food. The people and Bio-Tech
wealth of a Great House is not equipment do not suffer any penalties,
necessarily divided evenly. There will but the constant hunting excursions
always be a privileged upper class that is mean that they have not done a very
a bit more comfortable than the rest of good job at keeping N.E.X.U.S. in check
the citizens, but the level of comfort is within their territory. This means there
still relative to the resources available. are far more patrols in their territory than
normal which increases the risk of
Starving: Resources are extremely N.E.X.U.S. following one of their
limited. Everyone in the House (except hunting parties back to their
maybe a select few) is barely eeking out underground haven.
a subsistence living and is barely getting
enough food to survive. Not only are the Military First: This type of House also
people starving, but so are all the Bio- has limited resources, but the Warlord
Tech creatures, weapons, and gear. As a has decided that what little they do have
result, every person, animal, and piece of should support the military first with the
Bio-Tech is about 10% smaller in size leftover scraps going to the civilian
and has 10% less M.D.C. (or S.D.C. and population. This means the House’s
H.P.) than normal. They are also -1 to warriors, Bio-Tech equipment, and war
strike, parry, and dodge, have one less machines remain strong, but their
attack per melee round, and inflict 10% civilians are sickly and weak. Of course,
less damage than normal. If characters the military always needs new recruits,
can find enough game and food to meet so they still try to keep the children fed
their equipment’s basic requirements (as to allow them to grow up healthy and
well as their own) for a full month, then strong. Once they reach an age where
they can eventually negate all the they can join the war effort (usually in
penalties except the size and M.D.C. their early teens), they are given a
reductions. This leads to many surface choice; either join the war effort and
teams spending much of their efforts continue to eat, or sit on the sidelines
hunting for food instead of hunting like a coward and probably starve.
N.E.X.U.S. As a result, the Machine Obviously, enlistment rates are pretty
tends to have a stronger presence in their high under these circumstances, but
territory, which makes it even more resources are still stretched pretty thin
difficult to search for food (a vicious and someone has to suffer. In addition to
cycle). people that refuse to serve in the
military, the House also denies its
resources to the elderly, parents that stay
home to raise children, janitorial staff
708
and other service people, and those who others, but overall, the House is able to
can no longer fight due to illness or produce enough resources to sustain all
injury. The only civilians that seem to do of their people and Bio-Tech.
well are merchants and high-ranking war Trade Surplus: This type of House may
heroes that have retired from the field. not be living luxuriously, but they are
These types of Houses also tend to be doing a little bit better than most. Their
less tolerant of criminal activity. The House can produce more than their
death penalty is doled out pretty liberally people and military require which means
(even for minor offenses), and their they can trade with other Houses for a
bodies are fed to the War Mounts, suits few extras. What they choose to trade for
of Host Armor, and other gear. If the depends on the nature of the House.
situation grows desperate enough, these Some trade for additional military
criminals may even fed to the people (in resources to strengthen their armed
a heavily disguised manner of course). forces, while others trade for a few
creature comforts to make their life
Civilians First: Once again, resources are underground seem a little less bleak.
sparse, but the leaders of this type of
House have decided that their greatest Wealthy: Wealthy Great Houses are
resource is their people. After all, the extremely rare, but they exist. To reach
whole reason they are fighting is to save this level, a Great House must possess
humanity from extinction, so it only some sort of resource that all other Great
makes sense that humans should receive Houses want desperately, but cannot
priority treatment over their organic produce themselves. Typically these
tools. While the people are strong and types of Houses are either masters at
fit, their Bio-Tech gear tends to be building conventional equipment or
smaller and weaker. Every Bio-Tech geniuses at creating new Bio-Tech
weapon, creature, and piece of designs which they then sell to other
equipment is about 10% smaller in size Great Houses. Their militaries are
and has 10% less M.D.C. than normal. usually far better equipped than most,
They are also -1 to strike, parry, and and their people live quite comfortably.
dodge, have one less attack per melee Life within this type of House is still
round, and inflict 10% less damage than cramped since space is always limited,
normal. If characters can find enough but the average person tends to own
game and food to meet their equipment’s many luxury items. These Houses also
basic requirements for a full month, then tend to have much more developed
they can eventually negate all penalties entertainment and recreation facilities
except the size and M.D.C. reductions which keeps their population happier
(those are permanent). than most.
Comfortable: This is the status of most Step Four: Determine the House’s
Great Houses throughout the Resistance. Leadership Structure
They may live in cramped conditions Leadership: When the Great House
that their ancestors would consider system was first created, each House
squalor, but they are well fed and all was founded around a loose military
their basic needs are provided for. As hierarchy. In time, this hierarchy
always, some people live better than evolved into the Warlord, Senate, and
709
Dreadguard structure that most Houses following a failed Librarian takeover
use today. Typically, a Warlord rises (especially if the previous Warlord is
from the ranks of the Dreadguard and killed in the attempt). The Senate usually
then appoints a council of other seasoned realizes that a lone man is easy prey for
Dreadguards to advise him or her in the manipulative Librarians, so they decided
Senate. When the Warlord becomes unfit the best way to prevent it from
to rule or corrupted by his own power, happening again was to spread power
another Dreadguard can challenge him equally among the entire Senate, or
in single combat for the right to rule. It is Warlord Council. All decisions and
a simple system and it worked quite well decrees are made by a simple majority
for years until the Librarians started rule. While this can require more time
introducing themselves into the mix. than unilateral decision making, having
These strange alien beings possessed to rule through concession and
almost limitless intelligence, a compromise definitely keeps corruption
seemingly insatiable thirst for to a minimum. Admission into the
knowledge, and an equally Warlord Council is typically by
unquenchable lust for power. It seems as invitation only, but Dreadguard can
though there are only two types of challenge individual Warlords to single
Librarians, those that resist these urges combat for the right to take their place
and those that give in to them. The ones on the Council.
that gave in to the urge would spend
years working and scheming from the Lone Warlord: This type of leadership
shadows to manipulate the House typically forms when the Warlord grows
towards their own ends. These schemes too corrupt, or conversely, when too
would either bear fruit or be exposed many Senators succumb to corruption. In
before the Librarian could seize control. this scenario, the Warlord simply
Houses that had to endure Librarian disbands the Senate and continues to rule
manipulation tended to abandon the old on his own. He may still hold on to a
form of leadership in favor of some sort few personal advisors, but their positions
of hybrid form. no longer hold the same high status.
Something else unusual about this
Warlord and Senate Advisors: This is the leadership model is that some of these
standard leadership structure throughout Warlords do away with the ability to be
much of the Resistance. The most senior challenged to single combat for the right
and respected Dreadguards eventually to rule. This is usually a sign of growing
rise to the Senate. It is the responsibility paranoia, but it can be a wise precaution
of the Senators to advise the Warlord to keep the schemers at bay (sometimes
and to one day replace him if necessary. they really are out to get you). Typically
Dreadguards outside of the Senate may the Warlord needs some kind of ace in
also challenge the Warlord for the right the hole, like a secret army of Butchers,
to lead, but since the Senate is composed to keep any possible dissenters in line.
of the most skilled warriors, they really
are the only ones with any chance of Puppet Warlord: This arrangement exists
defeating the Warlord in single combat. within more Great Houses than anyone
Warlord Council: This structure is one of would like to admit. While the House
the most common to be implemented seems to have a strong Warlord with his
710
council of Senate Advisors, the truth is literature, science, history, mathematics,
that they are merely puppets to the true and dozens of other academic disciplines
power of the House, the Librarian. not only offers great advantages today,
but this knowledge will be vital for
Lone Librarian: The Librarian has done rebuilding society once the Machine
away with all pretenses and simply falls. Every Great House understands the
declared himself the new ruler of the importance of education, but not every
House. A Librarian has to be pretty House has the tools required to properly
confident in his power base in order to teach their people. When humans first
make such a bold move. Obviously, the fled underground to escape the
tradition of challenging for control of the Machine’s wrath, few were able to grab
House is suspended, as are many other more than a handful of books,
traditions and customs. If the House had documents, digital files, and other
multiple Librarians, the others were historical records. They were far more
either killed or imprisoned when the one concerned with grabbing weapons, food,
rose to power. clothing, building supplies, and anything
else that might help them survive the
Librarian Council: This is similar to the slaughter. Over the following
previous scenario, but instead of one generations, some Great Houses were
Librarian disposing of the others, they able to go back to the surface and
all decided to share power. While this reclaim some of the knowledge they
may sound like the sensible thing to do, spent centuries acquiring, while other
it is not really in these beings’ nature to Houses could only find the burnt
share. Whatever motivated them to enter remains of their once great culture.
into this arrangement is likely not When the Nanoplague hit, even more
enough to keep them content. These knowledge was lost as people’s
power-hungry schemers may pretend to computers were suddenly turned into
work together towards a common goal, instruments of death. The Librarians,
but they are all secretly plotting and with their massive memories, eventually
calculating how to become the sole ruler rose to fill the gap left by the loss of
of the House. normal record keeping, but the damage
was already done. Billions of people that
Step Five: Determine the Educational held critical knowledge were
Resources slaughtered, millions of books,
While it often seems like the war against documents, computer files, and records
the Machine is all consuming, even the were destroyed in the war, and the files
most battle-hardened Great House still that survived on the mini-discs are now
understands the importance of educating locked away where no one can read
its children. Not only does this make them. Children still need to be taught
better, more well rounded soldiers, but it and each House has come up with many
also keeps them human. What is the ways to do so, but like with everything
point of fighting for humanity’s survival else, they are often limited by the
if the war causes everyone to devolve resources available for them to do so.
into mindless killing machines like the Most Great Houses use a combination of
very enemy they are fighting against? methods, so each House can make
Having an understanding of art, multiple selections from this category.
711
Storytelling: This is one of the easiest generally left to the discretion of the
and most common ways to relay Warlord and/or Librarian. Some
information from one generation to the Librarians share their knowledge with
next, but unfortunately, it is also one of charismatic speakers who then
the least accurate. The important details disseminate the information to the
tend to change with each retelling due to public. Others speak to scribes who
misunderstandings, imperfect recall, or write down the information for others to
because of the personal biases of the read or so it can be stored in a secondary
speaker. Another significant problem location, and some Librarians will even
with storytelling is that in this era, it is as address large groups publicly. However,
much about entertainment as it is about if a House does not have this resource
information. It is common for stories to selected, then it means the Librarian is
be embellished to make them more only sharing its knowledge with a select
interesting and exciting to the listener, few.
which further erodes the accuracy of the
tale. Still, in the absence of hard records, Golden Age Library: This House was
storytelling is an excellent way to able to acquire thousands of novels,
convey important information to others. textbooks, technical manuals,
magazines, and other documents that
Apprenticeship: Skills that are vital to a were created during the golden age of
functioning society like carpentry, mankind. Most of these records were
plumbing, cloth making, sewing, and lost in the war, so this library is a prize
even those of more technical professions that is far more precious than the
like medical doctor, pathologist, dentist, hundreds of thousands of micro discs
and the like are typically passed from that many use as currency (since these
generation to generation through books can at least be read). They are
apprenticeship programs. Skilled kept locked away from the public and
professionals will take a handful of are only loaned out to a select few.
youths under their wing to teach them There is usually a team of scribes locked
everything they know. These away in this library, busily copying these
apprenticeships can last as little as six works by hand as quickly as they can.
months to as much as five years, after The copies are then moved to a separate
which they go off on their own to start location to preserve this knowledge in
their new profession. After a few years the event that the original library is ever
of service, they too can begin to take on destroyed. They hope to one-day spread
apprentices. this knowledge throughout the
Resistance, but right now, it is far too
Librarian: A Librarian can absorb all the precious to ever risk directly. Anything
knowledge contained within a human’s learned from these documents is usually
mind by stabbing a small bladed tentacle disseminated through the old methods of
into the person’s body. It is a painful storytelling, but at least they have the
process, but it is a small price to pay for records to help the speakers keep their
a one hundred percent accurate facts straight.
repository of the Great House’s
knowledge and history. How this Printing Press: The House has built or
repository is shared with others is otherwise acquired a Plague-safe
712
printing press, and they are using it to means that a Great House has the ability
create new books as quickly as possible. to read and possibly even write micro
These can be replications of golden age discs.
works, original works by modern
writers, or transcripts meant to Step Six: Determine the Internal
immortalize the knowledge trapped Control
within the minds of the Librarians. Life underground is difficult to say the
Whatever the source of the originals, the least. Everyone lives in cramped
press has allowed this House to circulate conditions, food is scarce, and the
the knowledge to everyone in the House looming threat of a brutal death is ever
and has even allowed them to sell it to present. Humanity is on the brink of
other Houses rather than just lock it destruction and people are at their
away for safe keeping. absolute breaking point. Unfortunately,
to maintain order and stability within the
Technojacker Jury-Rigging: Normal underground havens, the House leaders
Technojackers are able to use their often need to treat their people quite
nanites to artificially force broken harshly. They need to make pretty tough
electronics to function, at least for a decisions about how to divvy up the
while. It is theoretically possible for a limited resources available to them all,
Technojacker to restore an old computer and they have to crack down hard on any
to working order long enough to recover improper behavior to prevent society
its data onto some sort of storage device. from spiraling into chaos. Each House
In fact, many Technojackers collect old has its own strategy or strategies for
knowledge from any computer they find maintaining order at home, which is why
with the hopes it will one day be of some it is possible to make multiple selections
value. Some people suspect that they are from this category.
actually able to make use of this
knowledge already. How they could do Oppressive Laws: The laws throughout
this, however, is unknown. They may be nearly every Great House in the
able to get computers working Resistance would be considered
temporarily, but once their nanites stop oppressive by most standards, but in this
powering the device it becomes useless. desperate age, there really is no other
They would need a functioning option. Space is too limited to be wasted
N.E.X.U.S. computer to ever spend any on prisons, and with basic necessities as
significant time reading through any scarce as they are, it is not hard to
information they recover. However, it is convince the populace to sacrifice a few
rumored that some Technojackers are criminals so that the rest can survive.
actually able to create complex and The laws are harsh and the penalties
stable machines that could be used to severe, but it is a system that makes
read this data. sense and one the people have accepted.
Each House uses an elite force of
Plague-Safe Computer: This is an Marshals to enforce the laws and a panel
incredibly rare and treasured item. So of Judges to hand down the sentences. It
rare in fact, that none are known to exist, usually only requires a handful of Judges
but the rumors still persist that someone to mediate these trials, but the number of
has created one. If this is true, then it Marshals required depends largely on
713
the needs of each House. The wealthier abuse of illicit drugs, they encourage it
and more comfortable Houses tend to and in many cases provide it free of
have less crime and require just a charge. They find hallucinogenics and
handful of Marshals, while the poorest downers to be the most effective way to
Houses can barely keep their desperate pacify the populace, but they do provide
population in check with hundreds or their soldiers with stimulants to snap
even thousands of Marshals. them back into fighting condition before
sending them up to the surface. Of
Fear: This type of House has taken the course, once someone descends too
concept of oppressive laws to a whole deeply into their addiction, they become
new extreme. They not only prosecute a liability that must be disposed of
theft, rape, and murder, but they also (usually through an “accidental”
punish dissent. Freedom of speech, overdose). Typically this type of House
freedom of religion, and the right to makes money by selling their drugs to
gather for the purpose of protest are seen other Houses, but they always have
as dangerous rights that can only bring plenty on hand to keep their own people
division and anarchy; rights the leaders in line. The drugs they give their own
of this House believe they must stamp people tend to be milder than what they
out by any means necessary. They use sell to other Houses, but this just means
the Marshals and Judges to deal with it takes longer for them to hit rock
garden variety offenses, but the “crimes” bottom than normal. Of course, not
of disagreeing with the powers that be everyone in the House is a drug addict.
are dealt with more discretely. This kind The House still has an upper class that
of Great House has another police force lives in comparative luxury, so they do
in addition to the Marshals, a secret not need to drown their sorrows with
police force that imposes the oppressive narcotics.
will of its masters. Their mission is
simple, maintain the peace by removing Reward: One of the easiest ways to keep
the voices of dissent. They may dispose the people in line is to simply pay them
of anyone they wish at any time and for off, assuming of course the House
any reason. Of course, this level of possesses the means to do so. This does
power is abused quite regularly. The not necessarily mean direct financial
secret police kill more people in the reward (although it could). It could just
name of personal slights and insults than mean that the House is able to easily
they ever do for actual “crimes.” Most provide for the needs of its people as
people are smart enough to keep their well as a decent amount of luxury items.
mouths shut no matter how unjust they Even the lower classes live far better
believe their society is, but the secret than most people in the Resistance. Only
police always seem to find a way to stay “Wealthy” Houses (see House Wealth)
busy. are able to pacify their people in this
fashion.
Drug Induced Submission: Some Houses
have found a less brutal way to silence Devotion: The people have been
dissent and keep the poor from rioting in convinced that their leaders are actually
the streets. The leaders of this type of living gods. As such, they not only obey
Great House not only allow the use and them, but they worship and often blindly
714
follow their leaders without a moment’s obey the law under almost any
hesitation or regret. It takes incredible circumstance (assuming they consider
scheming and expert manipulation on a the laws just). They understand that if
massive scale to accomplish this level of they steal from another to ease their own
brainwashing, something even the most hardship then all they have really done
clever and charismatic human is rarely was transferred their hardship onto
capable of. A Megalo Librarian typically another. They recognize that humanity is
sets up this type of House. Sometimes on the brink of extinction, and that
they lead the House directly, but often everyone is in this awful struggle
they have to set up surrogate gods to together. It takes a special kind of leader
help better sell this deception. These to convince his or her people of this
could either be humans that willingly go truth, but his type of unity can be
along with the lie, but most Librarians achieved (although it is extremely rare).
prefer to build their own Bio-Tech gods Of course, there will always be
from scratch. These creatures are often exceptions to the rule, but the majority
stunningly beautiful creations inspired of the people within this House do their
by mythological Pantheons like those of best to maintain order and stability
the ancient Egyptians or Romans, but within their home.
some are just the products of imaginative
Librarians. Whatever the origins of this Unorganized Activity: Crime is not
ideology, it is one the people whole- necessarily rampant within the House,
heartedly accept. Every man, woman, but it is a daily part of life and one that
and child in the House has grown up will never go away no matter how hard
being told that their gods walk among the Marshals may try. Fortunately,
them, and the majority of them believe individuals or small bands commit these
it. crimes. There is no criminal organization
and no gangs to speak of. This could
Step Seven: Determine the Criminal simply be because no leader has risen for
Activities: an underworld to form around, or the
No matter how oppressive the laws or Marshals in this House may be
strict the penalties, criminal behavior is exceptionally skilled at crushing
an inevitable part of any society, fledgling gangs before they can grow.
especially one where resources are
scarce. Even something as harsh as Small Gangs: The seeds of a budding
giving out the death penalty for petty criminal underworld have taken root.
theft does little to deter someone from Several small gangs have formed within
stealing a loaf of bread if he was going the underground haven to vie for control
to starve to death anyway. Most crimes of these activities. Any vices,
in the underground havens are simply substances, or items that are illegal
individuals doing what they must to within the Great House are being
survive, but there are also those that controlled and distributed by the gangs.
resort to crime because they see it as the Things may get nasty if the gangs decide
path to comfort and power. to go to war to seize a bigger slice of this
pie.
None (Strict Moral Code): The majority
of the people in this type of House will
715
Organized Underworld: The Great while they worked to crush all others.
House is cursed with a fully entrenched They shielded their gang from the
organization that directs all criminal Marshals in exchange for information on
activity within the underground haven. A the other gangs. In time, all other
single, powerful syndicate controls organizations were dismantled, leaving
gambling, prostitution, drug trafficking, their chosen gang to fill the void in the
and all manner of illicit activities. The underworld. They continued to support
Marshals within the House spend the this organization as long as it was
majority of their time trying to break the willing to follow the House’s rules. This
back of this powerful organization arrangement may sound strange, but it
(assuming they are not already on the benefited both sides greatly. The gang
take), but that is easier said than done. was allowed to operate without fear of
What makes this organization so the Marshals. Sure a few low level thugs
dangerous is that the majority of its had to be given up from time to time, but
members are ex-military. Some of the the majority of the soldiers could seek
most seasoned veterans from among the their fortunes freely. In exchange, the
House’s Roughnecks, Dreadguard, and gangs agreed to behave and maintain
other special forces decided to turn their peace within the underground haven. As
back on the war and dedicate their time long as they did not target the Marshals
towards making their own lives a little or cause too many civilian casualties, the
more comfortable. They justify their Great House would allow them to live,
selfishness by thinking their efforts are profit, and grow. The House figured it
providing the people with the things they was far easier to manage the underworld
want. While it is true that there is a when it knew who all the players were
market for their services, their efforts do than it was to try and find all the new
far more harm than good. They consume players that would eventually pop up to
resources that would best be dedicated to fill the void left by a crushed gang. Both
the war effort, and the vices they push sides understand that this truce is
on people ultimately causes more pain somewhat tenuous at best, but it has
than it cures. For the Marshals, worked well for everyone so far and
combating this organization is a full time most people want the arrangement to
job, which leaves little time to deal with continue. Really the only ones that do
crimes perpetrated by ordinary citizens. not like it are the Marshals. Some may
This only adds to the chaos and anarchy know of the arrangement and others may
that is tearing the underground haven not, but all of them would rather just
apart. crush every lawbreaker within their
jurisdiction. The Sheriff does his or her
Covertly House Sponsored Underworld: best to keep the Marshals in check, but
This type of House realized long ago they are the ones who will most likely
that crime was inevitable as were break this fragile truce one day.
criminal organizations, and they decided
to deal with this reality in a somewhat Integrated Criminal Underworld: This
unusual way. Instead of trying to crush goes far beyond a simple House
every gang and syndicate that popped sponsored underworld; the Great House
up, the House picked one gang that best is a criminal syndicate. The leaders of
fit their needs and allowed it to grow the House split their attention between
716
fighting the Machine and directing their The aggressive Warlords bred aggressive
criminal enterprise. Since the entire warriors, the protectionist Warlords
House is basically one big gang, their inspired a culture that believes their
laws are a little bit more relaxed towards purpose is to save as many people as
drug use, prostitution, and other vices. possible, and so on. This attitude also
They have pretty much turned their affected how the House dealt with other
underground haven into this world’s Resistance cells. Aggressive Houses
equivalent of Las Vegas in order to keep were more likely to engage in Blood
their people submissive and content. Feuds, while protectionists tried their
They do have laws, and when those laws best to preserve all lives rather than
are broken, the Marshals deal with them waste anyone in needless struggles. This
just as harshly. For the most part, the represents the dominant attitude held by
Great House focuses its criminal the majority of the civilians and soldiers
endeavors towards rival Houses. Instead within the Great House.
of just preying on its own citizens for
financial gain, this House mainly preys Isolationists: This House is far more
on its neighbors by providing them with concerned with its own survival than
all the vices that their own House denies with the survival of humanity as a
them. They work in tandem with each whole. Anyone that sets foot on their
House’s own criminal organizations to land, whether it be man or machine, is
keep the drugs, booze, and other banned attacked and destroyed. They are not
substances flowing. It not only enables fools and will not assault overwhelming
the House to leech money and resources forces unless they can be ensured of
from its rivals, but it also provides them their victory. They pick and choose their
with an entrenched network of spies and shots like any House, they are just very
infiltrators that keep the intel flowing. aggressive and very protective of their
territory. They do not care about the fate
Step Eight: Determine the Military of their fellow man, as long as they stay
Culture on their side of the border. Other Houses
The Great Houses were first formed to may find their beliefs misguided, but
fight the Machine and safeguard their aggression towards the Machine
humanity. While they all started with a still ultimately benefits the Resistance as
unified attack strategy, in time, each a whole.
House evolved its own way of dealing
with N.E.X.U.S. Some took a more Defensive: There are two possible
aggressive approach and attacked the reasons for this culture to develop.
Machine’s minions and installations Either the members of the House have
whenever possible. Others thought it was simply decided to hole up underground
more important to rescue humans and hope the war blows over, or they
enslaved by N.E.X.U.S. than to destroy have suffered so many losses that they
her resources. Still others thought the need to fallback until they can replenish
best solution was to fortify their their resources and their ranks. For the
underground havens and protect their time being, they have pretty much given
own populations. In time, the basic up on the surface, and have concentrated
military strategy of each House slowly their efforts around fortifying their
became its dominant cultural attitude. underground haven. They only venture
717
to the surface to gather supplies, and Machine within their territory, but they
they try their best not to draw any will gladly travel into neighboring
attention to themselves. territories if that is where the action is.
While the neighboring Great Houses
Territorial Protectionists: Similar to the likely appreciate the assistance from
Isolationists, members of this House such skilled warriors, they have no
prefer to defend their own territory doubts that they fight for their own
rather than venture out to help their pleasure rather than out of kindness. The
neighbors. The difference is that they do proof of this is the fact that this type of
not attack humans unless attacked first. House is very quick to start a Blood
They journey to the surface often to Feud. The same warriors that swooped
suppress the Machine’s efforts in their in and helped a neighbor could just as
territory and to defend any humans easily turn on them in an instant over the
living in the area, but they almost never slightest insult. Splicers from these Great
move beyond their own borders. Houses receive an additional attack per
melee round and bonuses of +1 to strike,
Defenders of Humanity: The members parry, and dodge.
of this type of House have decided that
their real purpose is to protect, not Step Nine: Determine the House’s
destroy. This does not mean they are Attitude Towards N.E.X.U.S.
pacifists, it simply means that they are The Great House system was originally
far more concerned with rescuing instituted to fight the Machine, but after
prisoners and protecting civilians than generations of war and ever-shifting
with destroying robots and N.E.X.U.S. priorities due to personal grudges, inter-
installations. They perform these types House disputes, and selfish motivations,
of combat missions as well, but they some Houses have lost sight of their true
always go to great lengths to ensure that purpose. On the flip side, some Great
no civilians get caught in the crossfire Houses are so obsessed with the
when they do attack the Machine. destruction of N.E.X.U.S. that they have
N.E.X.U.S. personalities that learn of lost sight of their mandate to protect
this fact often put the House’s resolve to humanity. Their desire to hurt the
the test by surrounding sensitive Machine is so strong, that they will
installations with human shields or by willingly sacrifice any civilians caught
using humans as bait to draw soldiers in the crossfire or even their own people
into traps. Their people recognize that in order to give N.E.X.U.S. a black eye.
this belief often puts them at increased
risk, but it takes a lot to make them pass Live and Let Live: This Great House has
up the opportunity to save more human completely lost sight of what the
lives. Resistance is all about. It is so focused
on its petty struggles and Blood Feuds
Warriors: While most members of the that it has completely given up on its war
Resistance fight to survive, the soldiers against the Machine. As long as
from this type of Great House live to N.E.X.U.S. does not attack them first,
fight. They love to test their skills on the this House will ignore her forces
battlefield, and will go wherever the completely and simply concentrate on
fight is. They will not only attack the attacking rival Great Houses. N.E.X.U.S.
718
personalities that recognize this fact (like greatness (perhaps something the player
Lilith or Kali) will order their minions to characters could help with).
avoid confrontations with any warriors
from this House. Active Resistance: This is the standard
level of commitment for most Great
Not a Priority: This is similar to number Houses throughout the Resistance. The
one in that the Great House is primarily House does its best to constantly harass
concerned with settling its Blood Feuds, and undermine the Machine within its
but it still does its part in the war against territory, but this must be done with
N.E.X.U.S. While the majority of its caution. They are incredibly
military strikes are against rival factions, outnumbered at all times, and overly
it does send out teams to sabotage aggressive maneuvers will just lead to
N.E.X.U.S. facilities, ambush robotic overwhelming reinforcements sweeping
troops and convoys, and rescue civilians in and wiping out everyone in sight.
caught in the Machine’s clutches.
Broken Spirit: After years of endlessly Seething Hatred: The members from this
struggling against overwhelming odds, type of Great House try to use measured
this Great House has all but given up. restraint, but sometimes they simply
They have lost so much, not only in cannot help themselves. They tend to be
resources but also in personnel. Their overly aggressive in their campaign to
attacks may have been successful, but it destroy N.E.X.U.S. They go after targets
always seemed like every victory cost that most other Houses are wise enough
more than it was worth. The warriors to ignore, and they tend to slug it out
from this House will fight the Machine if with N.E.X.U.S. in the open a bit more
they must, but they almost never initiate than they should. They also tend to view
the engagements. This type of House any civilian casualties as acceptable
typically has a Military Culture of losses. They feel that humanity as a
“Defensive.” whole will be better served by the
Machine’s elimination, and they think
Timid Resistance: This Great House that holding back so that a handful of
may have suffered some horrendous humans do not get hurt in the crossfire is
losses in their history, or they simply a foolish waste of time.
may be overly cautious. Either way, they
tend to only make carefully measured Fanatical Opposition: For this type of
strikes against the Machine. They never Great House, restraint has gone
seem to take much risk or inflict much completely out the window, as has the
damage against N.E.X.U.S. They concept of the sanctity of human life.
convince themselves that they are doing They will do whatever it takes and
their part to rid the world of the sacrifice whomever they must in order to
Machine, but they look at the grand destroy the Machine. They have no
schemes orchestrated by others in the problem wiping out an entire Retro-
Resistance with envy. They want to do Village or resorting to suicide attacks to
more, but they do not quite have the take down their objectives. They still
confidence in their skills or tactics. carefully weigh the value of the target
Really all they need is one major victory verses the cost of the assault, but they
to inspire the rest of the House to rise to are far more willing to sacrifice a human
719
life (or one hundred) in order to get the unified vision, each House forged its
job done. This type of House also tends own personal vision. Most of these
to turn most of its criminal offenders visions worked in line with the overall
into “disposable troops.” The exact mission of the Resistance, but when
nature of these sacrificial warriors these visions clashed, simple
depends on the capabilities and attitudes misunderstandings grew into violent
of the House. Some Houses churn out clashes, which then grew into Blood
living bombs while others create Feuds. Some of these Blood Feuds
psychotic berserkers that they can drop became so brutal that the participating
off behind enemy lines to wreak havoc Houses eventually saw humanity as far
until they are inevitably killed. Their more dangerous than the Machine. As
twisted view on the value of human life these attitudes became ingrained within
tends to isolate them a bit from other each new generation, their views of
Great Houses. On a positive note, these humanity in general changed (at least the
obsessed lunatics almost never view of humans outside of their House).
participate in Blood Feuds, even if
attacked first. Enemy of Man: The people from this
type of House hate their fellow man far
Step Ten: Determine the Attitude more than the Machine. Whether it was
Towards Other Great Houses too many years of Blood Feuds or a
Long ago, the Resistance adopted an misguided leader that led them down this
independent cell structure to ensure its dark path, the end result is the same.
continued survival in the face of This once proud defender of humanity
overwhelming odds. Each Great House has now become its greatest enemy.
would operate as an isolated unit to Their hatred has driven them to cease all
make sure that the destruction of one cell combat operations against the Machine,
would never compromise the entire and turn all their attention towards the
Resistance. Multiple Great Houses were destruction of every man, woman, and
created in each Area of Influence in the child not affiliated with their House. In
hopes that someone would always be fact, it is possible that they have even
there to oppose the Machine in that collaborated with the Machine in order
region if one House was destroyed. Plus to strike at their enemies. Destruction of
having multiple Resistance cells in each this House has become a priority. They
Area of Influence allowed the Houses to know too much about the inner workings
pool their resources in order to attack of the Resistance to be allowed to live
difficult targets or large armies. This was any longer. The Machine likely knows
the plan, but the isolated nature of the this as well and will do everything in her
cell structure eventually lead to power to ensure to keep them alive and
unforeseen problems. The original killing.
Resistance leaders never imagined that
personal gain and political ambition Conqueror: The leaders of this House do
would ever take priority over humanity’s not want to destroy humanity, they want
very struggle for survival. Worse yet, to rule it. They have decided that the
they never counted on the duplicitous, only way for mankind to survive is to
corrupting nature of the Librarians. unite everyone beneath their banner. It is
Without the grounding nature of a their goal to defeat each House one by
720
one and replace their Warlords and attacks secret. They do not want to start
Senators with their own Governors. The a war, they just want to live.
logistics required to maintain this kind of
empire is beyond what any House has Close Allies Only: After years of
available, but that will not stop them betrayals and Blood Feuds, this House
from trying. At least their misguided has basically closed its doors to all but
mission requires that they preserve as its most trusted allies. Only those who
much of the conquered Houses as have stood with this House in the past
possible. This should keep the collateral are allowed in its underground haven
damage to a minimum. What should also today. In time, other Great Houses could
help is that the leaders have wisely earn their favor, but the patience
decided to limit combat missions as required to break through the coldness,
much as possible (although they will distrust, and outright rejection that a new
ultimately be necessary). A protracted ally would likely face is more than most
military campaign may eventually work, people are willing to endure.
but the survivors would hold such hatred
towards the conquering House that they Skeptical: This is the most common
would never accept its rule. Plus the view among the Resistance. Every Great
struggle itself would leave both Houses House is viewed as a friend and ally in
severely weakened, which would do no the war against the Machine, until
one any good. The House leaders know proven otherwise. They still deal with
that they need to win the hearts and other Houses with a healthy amount of
minds of the people before they can ever suspicion, but they do not outright reject
consider a takeover, and doing that will their fellow Splicers unless betrayed
require brains over brawn. This type of first.
conquest relies heavily on infiltrators to
spread dissent throughout the target Ally of Man: To these people, there is
organization’s ranks, and undermine its virtually no such thing as a rival Great
leaders from the inside. They form cells House. They understand the harsh
within each cell to basically create a realities of life make people do things
resistance structure within each Great they may regret later, so they try their
House. Generally this level of best to never hold a grudge. A Great
subterfuge, scheming, and desire for House would have to commit some
power only comes out of Great Houses horrendously evil deeds in order to get
that are being run by Librarians. on this House’s bad side, but it does
happen. After all, their understanding
Pirate: The members from this House only goes so far. The members from this
have no animosity towards humans or Great House are not fools. They deal
the other Great Houses; they simply see with outsiders using a healthy dose of
them all as resources to be exploited. caution, but they always try to extend a
They believe that for the strong to helping hand as much as possible.
survive, they must prey on the weak, and
their continued success just proves that
they are the strong. Some of these types
of Houses may be flagrant in their
activities, but most try to keep their
721
Step Eleven: Determine the House’s ones, but other Houses consider this
Stance Towards Human blasphemy as well. They may work with
Augmentation augmented humans from other Houses
The applications of Bio-Technology are from time to time if necessary, but they
nearly limitless, but long ago, the most will never show these warriors any
prominent leaders of the Resistance respect and will constantly belittle and
decided that Bio-Tech should never be insult them at every turn.
applied directly to humans. They were
fighting for the survival of the human Saints, Librarians, and Engineers Only:
race, and they felt that altering people These are the most basic augmentations
(especially on a genetic level), ultimately required to manufacture Bio-Tech, and
would destroy the very thing that they the only “human sacrifices” this type of
were struggling so hard to protect. Of House is willing to make. Biotic,
course, as the years dragged on and the Scarecrow, and Skinjob conversions are
struggle became more desperate, many strictly forbidden as are minor
Houses chose to abandon this principle augmentations to human beings (no
to varying degrees. The fact that humans matter how small). The policy on
needed to be augmented into Librarians cloning lost body parts can vary for this
and Engineers for Bio-Technology to type of House. Some see it as simple
even exist seemed to make it easier for medical care while others view it a
humans to start traveling down this tampering with nature. These Great
slope. How far everyone slid down this Houses also refuse to allow augmented
slope varied from House to House. humans from other Houses into their
Slowly but surely, many Houses began underground havens. They will work
allowing augmentations like Saints, with them as necessary, but they will
Biotics, Scarecrows, and Skinjobs while never show these inhuman traitors any
others went even further. measure of respect.
722
horrifying as the end result. Skinjobs are will never play around with monster
brutally tortured for days and then making. Let someone else torture and
covered in a thick skin that deadens their distort their own population with these
sense of touch and makes them look like kinds of experiments; they will just
a wrinkly bag of skin. The process scars benefit from the discoveries.
their psyches, cuts them off from human
sensation, and leaves a monster staring Experimental Augmentations: This
back at them every day in the mirror. attitude is more common among Houses
Scarecrows are seen as more horrifying with “Cutting Edge Bio-Tech,” but the
because the process not only makes a House’s Bio-Tech Level must at least be
monster, but a slave. Between the “Prefers Bio-Tech.” This type of House
Librarians, Scarecrows, and Skinjobs, considers Bio-Technology to be a
the people from this type of House have wonderful gift, so it is no surprise that
seen enough examples of how Bio-Tech they are a bit more accepting of human
augmentation turns humans into augmentation. All the common
monsters to dissuade the majority of augmentations are not only present, but
them from ever wanting to undergo the they are a bit more accepted. Ultimately,
same process themselves. they are still seen as a bit monstrous, but
they are seen as tragic heroes to be
Common Augmentations: This is the respected for their sacrifice rather than
standard attitude towards Bio-Tech fools that should be pitied or feared.
augmentation throughout most of the That does not mean they want to have a
Resistance. Becoming a Saint, Librarian, Biotic over for dinner, but they at least
or Engineer is seen as an honor, and the show these warriors a modicum of
House tries to create as many of these respect. Along those same lines, this
beings as possible in order to keep their type of House is not only experimenting
House well equipped. They not only turn with new types of Biotic designs, they
criminals into Biotics, but they also are also experimenting with the idea of
allow volunteers to undergo the process letting qualified volunteers become
as long as they willingly submit to a Biotics without enduring a mind wipe.
Librarian mind wipe. Augmented Most of these experiments are completed
humans like Biotics, Scarecrows, and away from the main underground haven
Skinjobs are still viewed as monsters to in an outpost or research facility. While
be pitied and avoided whenever possible, the people are more accepting of human
but a pretty decent portion of the augmentation, that view may quickly
population still volunteers for conversion change if they witness a few failed
each year. The cloning of missing body experiments first hand. The average
parts is common place and accepted, but person is also quite comfortable with the
additional enhancements like sensory idea of using Bio-Tech to improve their
enhancements or minor genetic changes own bodies in subtle ways. Altering
are still off limits. These Houses have genes to reduce their likelihood of
also banned their Librarians from developing chronic illnesses or to
experimenting with new types of human improve their speed, strength, agility,
augmentation. If another House stumbles and intelligence seem like common
upon a viable new design, they may sense improvements that anyone would
consider adopting it as well, but they be foolish to pass up. While only Bio-
723
Weapons are officially prohibited Every single member of the House has
augmentations, most Bio-Enhancements been altered so significantly that they are
are unofficially frowned upon as well. no longer genetically compatible with
Only the most innocuous enhancements human beings. It usually starts out
are ever accepted and even then, others innocently enough; a few genetic defects
often treat the recipient somewhat corrected here, a few improvements
coldly. They are never outright shunned, added there, but after a few generations
but people with obvious alterations tend of tinkering, there is very little that
to be treated the same as Biotics, remains to demonstrate their human
Scarecrows, and Skinjobs. origins. All the members of the House
receive the same basic augmentations to
Required Augmentations: Great Houses ensure they are able to breed with each
with this attitude towards augmentation other and reproduce viable offspring, but
must have a minimum Bio-Tech Level they can be further altered by Engineers
of “Prefers Bio-Tech.” Surprisingly, in any way they wish. Some Houses may
Houses with a “Cutting Edge Bio-Tech” limit the use of Bio-Weapons, but most
level do not tend to go this way. Great figure since they have already gone this
Houses of this type are usually not far, there is no reason to limit themselves
masters of Bio-Tech, but they do tend to now. Just because they are no longer
have an almost religious devotion to it. human does not mean they look
They consider Bio-Technology to be the monstrous. They may even be stunningly
greatest thing to ever happen to beautiful by human standards. In fact,
humanity. Not only do they have a they could even look completely human,
higher percentage of Biotics, but they are far from it. Members from
Scarecrows, and Skinjobs within their this type of House are typically M.D.C.
ranks than most Resistance cells, but beings that possess superhuman senses,
they also require that every citizen strength, speed, and endurance.
receive at least one Bio-Enhancement as
a demonstration of House membership. Step Twelve: Determine Attitude
What that enhancement is depends on Towards Technojackers
the House. Some Great Houses require Technojackers unexplained connection
their people add a Bio Comm, sensory with the Machine’s technology makes
enhancement, or other small upgrade, most people extremely uncomfortable.
while other Houses ask for a bigger No matter how often they use their
display of loyalty such as bonded armor, abilities to help humanity or combat the
additional limbs, or even mounted Bio- Machine, most people simply cannot get
Weapons. The House typically chooses over their inherent distrust of their
one common enhancement for its people strange powers. Plus, since they are
to act as proof of affiliation, but some immune to the dangers imposed by
Houses let their people choose any metal, machines, and even enslaved
enhancement they want. robots, they constantly surround
themselves with items that are absolutely
Inhuman Society: Whether it was by deadly to normal humans. As a result,
choice or by force, this type of Great Technojackers tend to live alone or in
House allowed Bio-Technology to small bands of their own kind. However,
completely destroy their humanity. their abilities are simply too valuable to
724
the war effort to be ignored, which is Trusted Allies Only: This type of Great
why many Great Houses seek out their House uses the services of
services routinely. Of course, not every Technojackers frequently, but only a
Great House is able to put aside their trusted few. These Technojackers went
fear and prejudice for the good of through years of test missions and
mankind, so these lone wolves need to screenings and have proven themselves
tread lightly in their dealings with the to be loyal, trustworthy allies. They
Resistance. entertain the idea of new alliances with
additional Technojackers, but these new
Hunted: Somewhere in the House’s recruits will need to go through the same
history, they were let down or betrayed series of trials that their other allies
by a Technojacker with absolutely completed.
disastrous results. This terrible incident
(or incidents) left deep scars with the Limited Welcome: All Technojackers
people that have never healed. As a are welcome, to a certain extent. They
result, they have deemed all are free to live in the Great House’s
Technojackers to be a dangerous menace territory as long as they want. They may
that must be wiped off the face of the even enter the underground haven if they
planet. Depending on their willingness to have business there, but they are
venture beyond their own territory, this required to limit their contact with
type of House may confine its campaign civilians. The people are still a bit
of extermination to its own borders, or uneasy with Technojackers, so they are
their warriors may truly be trying to kill only allowed in certain areas in order to
every Technojacker on the planet. avoid causing a scene. They can trade
with merchants or visit military contacts
Unwelcome: Technojackers may be concerning possible employment, but
viewed as dangerous monsters that are they are not allowed to visit common
best avoided, but at least this type of areas or stay for an extended period of
House recognizes their right to exist. time. As long as they get their business
However, they are still not welcome done quickly without bothering the
within their underground haven or even public, they are welcome back anytime
within their territory on the surface. Any they want. Those that violate the rules
Technojackers encountered on the may still live in their territory and may
surface are “politely” asked to leave. even be hired for mercenary contracts,
This usually means stern threats, but but they may not set foot in the
surface teams could also resort to using underground haven again.
non-lethal means to subdue and remove
unwilling Technojackers. On occasion, Technojacker Safe Haven: This type of
these confrontations can escalate to the House believes that all humans, even
point where the Technojacker is Technojackers, must stick together in
seriously injured or even killed, but this this time of darkness if humanity is
rarely happens. Still the word among the going to survive. They welcome all
Technojackers population is clear, it is Technojackers into their homes as
best to steer clear of this territory. friends and allies, unless they prove
themselves to be untrustworthy. They
are free to stay as long as they wish, and
725
may go anywhere in the House that House has equal resources available. It is
civilians are allowed access to, but they possible for a Great House to make
are still outsiders and will never have multiple selections from this category.
full access to the sections reserved for
the military. Anecdotal Reports: Great Houses send
troops to the surface constantly to
Full House Membership: Technojackers complete all manner of missions from
are not only accepted within the sabotaging Machine facilities to
underground haven, but they are fully ambushing robot patrols to rescuing
integrated members of the House’s civilians. When they return home, they
military (and not just as grunts). Their are not only debriefed on the mission,
skills and powers are truly appreciated in but on whatever else they saw on the
this House. Technojackers may be way to and from their objective. This
despised and disregarded in other Great provides everyone back home with a
Houses, but in this one they are actually more complete view of what is going on
considered an elite branch of Special up top, but it is far less detail than they
Forces. This level of integration is rare need.
because it tends to foster mistrust and
suspicion among other Great House Scouting Platoons: These are dedicated
allies. missions to explore the surface and
report back on everything observed.
Step Thirteen: Determine the House’s While this seems like a necessary
intelligence Resources function, some Great Houses simply
Each Great House is buried deep cannot or will not risk the resources for
underground in its own self-imposed these fact-finding missions. Any trip to
isolation. They are cut off from the the surface is risky, and some military
surface and cut off from each other. leaders simply do not deem it
Long distance communication was worthwhile to go up top unless they are
shattered long ago. The only way to going there to blow something up.
know what is happening on the surface
is to go up and look, and this is a Deliverymen: The Deliverymen Corps
dangerous proposition. Information was created as a way to maintain
about the surface is tough to come by communication between the various
which makes it incredibly precious. Not Resistance cells. These lone warriors
only do Great Houses need to collect cross hundreds of miles of territory to
information about the Machine’s deliver messages and important
activity, they also need to know what packages between the Houses. The
their fellow Houses are up to. Blood Deliverymen try to never use the same
Feuds and other betrayals are always a trail twice in order to prevent the
possibility, and a Great House needs to Machine from predicting their
know who they can trust and who they movements and laying ambushes in their
must be wary of. Knowledge is power, path. This means that their knowledge of
and each Great House must do its best to the surface is absolutely unmatched.
collect as much information as possible. They know the land like no other and
Unfortunately, like with most things, they have a very good understanding of
resources are limited, and not every what the Machine is up to all across the
726
Area of Influence. They are typically the get much closer to a target than a
ones that uncover Machine plots and the Skinjob or Scarecrow ever could, and
construction of new N.E.X.U.S. they are equipped with a variety of
installations. special weapons that allow them to kill a
target without alerting anyone around
Infiltrators: N.E.X.U.S. is not the only them.
threat on this planet. In addition to
possible rivalries with other Resistance Step Fourteen: Determine the
cells, a Great House also has to worry Haven(s) Structure:
about Waste Crawler gangs in their When the Machine made her push to
territory. To learn more about possible exterminate humanity, the survivors
threats, the House has sent out teams of went underground to hide, regroup, and
spies to ingratiate themselves with every prepare for war. The types of facilities
Waste Crawler gang and Great House in they fled to depended mainly on what
the area, so that they can have a steady was available at the time. Some
flow of information about their uncovered old military bunkers while
activities. Of course, that information others settled into simple caves or
still needs to get back to the House, so sewers. Over the years, each House
they will need to send Deliverymen, expanded their underground kingdoms,
Butchers, Scarecrows, or Skinjobs out but once again, they had to rely on what
into the field to collect this intel.\ was available to them. Great Houses that
possessed skilled craftsmen were able to
Double Agents: These infiltrators were build comfortable quarters that almost
actually members of the target felt like their old homes on the surface;
organization until they switched sides. while other Houses barely had the skill
These traitors are generally higher up in to keep their crude stone caves warm
the organization than outside infiltrators, and dry. Some Great Houses actually
so they provide far better information. have a pretty diverse mixture of
Once again, the trick is getting their intel structures throughout their underground
back to the House without blowing the havens. As the havens continued to
agent’s cover. grow, it was generally up to each social
class to construct their own districts.
Butchers: When simply gathering intel is This is why the wealthy districts tend to
not enough, it is time to call in the be more ornately constructed than the
Butchers. Skinjobs and Scarecrows do a poorer ones. It is possible for a Great
lot of assassination work, but these House to make multiple selections from
monstrous Splicers are not exactly the this category.
most inconspicuous beings on the planet.
The problem with being a specialized Crude Stone: This basically resembles
Bio-Tech assassin is that people tend to an underground mine. What once likely
be a tad suspicious when they are started as a natural formation was
around. Butchers, however, are masters expanded over the years through a series
at blending into a crowd. They possess of excavations. The builders set up
special Bio-Tech gear that allows them structural supports to prevent cave-ins,
to copy another person’s face or even but they did very little to clean up the
imitate their armor. This enables them to area. It is dirty and dank and prone to the
727
formation of pools and puddles. It makes long ago is the complete lack of
for a pretty dreary living environment. windows.
People that live in this type of habitat
tend to have higher incidents of Intricately Sculpted Stone: Not every
depression. House has access to building materials
such as wood and drywall, but they are
Abandoned Sewage Lines: The humans still skilled enough to craft beautiful
that fled underground from the cities did living spaces. The rock walls of their
not have many choices on where they underground haven have been smoothly
could find sanctuary. Any natural caves polished and shaped to form columns,
in the area were built over long ago. All statues, and other accents that create
that’s left now are the series of sewer quite a regal appearance. While some
lines that handled all the waste and Houses choose this look because they
storm runoff from a time when humans have no other materials available, others
completely blanketed the planet. These simply love the look.
refugees settled into the storm sewers
and restructured them to make them Resin: This is one of the simplest ways
somewhat livable. As the House to create M.D.C. structures. Tunnel Rat
expanded, they cleaned up the War Mounts and properly enhanced suits
surrounding waste sewer lines and made of Host Armor can excrete thick goo that
them livable as well. It is not really as hardens into a rough concrete-like
awful as it sounds. After generations of substance. This is usually done to
intense work, these enormous pipes of strengthen important passageways and
been completely revitalized, and many defensive checkpoints. It is rarely used
have been covered with other materials on living quarters, but some of the more
to make them a bit more homey. important House members will reinforce
their quarters as well. The resin can be
Wooden: The stone and dirt walls of the roughly shaped as it dries, and it is
haven are hidden away behind crude possible to sculpt it into any shape
wooden planks and logs. They make the imaginable once it hardens. How plainly
area a bit cleaner, but walking around or intricately these resin-covered
with bare feet is a good way to pick up surfaces appear is dependent on the
some nasty splinters. Any piping and artistic tastes and skills of the House.
electrical wiring is likely exposed along
the surface instead of being tucked away Plastic and Ceramic: Houses that rely on
behind it. high technology rather than Bio-
Technology prefer to use M.D.C.
Finished Carpentry: skilled craftsmen plastics and ceramics to reinforce their
using finely sanded and stained lumber, structures instead of resin. This is the
polished stone, carpeting, tile, and same material used in inorganic weapons
drywall, constructed the area. The pipes and body armor. It is not quite as durable
and wires are built behind the walls to as the resin, but when layered properly it
give every surface a nice clean look. The can be just as effective.
only difference between these quarters
and the old homes they had to abandon Abandoned Golden Age Structures:
When the founders of this House fled
728
underground, they were fortunate large enough to house a single person
enough to find an old underground yet. It takes at least ten years of growth
complex. This could have been a before the Seedling starts to open up
military building, a manufacturing plant, living compartments. At that point,
or even an old bomb shelter designed to growth accelerates and the Seedling can
house thousands. Whatever its original produce one new living space each week
purpose, it was quickly retooled in order for the first year. As its growth rate
to house and sustain a large population. continues to accelerate, the speed at
When the Nanoplague struck, the which these rooms open up also
complex had to be further retooled to accelerates. In year two it is two rooms a
remove any dangerous metallic week, in year three it is four rooms each
components. Some of these structures week, in year four it is eight rooms, and
possessed far too much metal to ever be so on. No one knows yet if this fantastic
made safe, but the members of this growth rate continues to accelerate or if
House were skilled enough to clear their it begins to slow down at some point. If
home of any dangerous remnants. it does not slow down, it is possible that
these Seedlings could eventually
Seedlings: No one is sure which House threaten the structural integrity of the
first created the Seedlings, but they entire planet, but once again, this is a
quickly spread throughout the Resistance possibility everyone has decided to
faster than almost any Bio-Tech design conveniently ignore. If a Great House
before it. A little too fast for some. Most selects Seedlings in this category, then
Houses are protective of their most that means at least one has formed living
fantastic creations so that they can trade spaces.
with their neighbors at exorbitant prices,
but the Seedlings were distributed so Step Fifteen: Determine the House’s
cheaply that some Warlords are Surface Presence
suspicious of their true purpose. The fact The Machine drove the majority of the
that the Librarians are also secretive of human race underground long ago, but
that purpose does not do much to calm some of the most daring Great Houses
people’s fears. Of course, they are such a have done more than just dream about
boon to the Great Houses that few taking back the surface, they have
people are complaining. Seedlings are actually established surface settlements.
the quickest and easiest way to keep It is possible for a Great House to make
pace with the needs of an ever- multiple selections from this category.
expanding population, and the quarters
they provide are quite luxurious to boot. None: This House either has not taken
Compared to the dank caves and tunnels any steps to establish surface outposts,
many have to live in, a Seedling is an or they have already been destroyed.
absolute paradise. This is why it is
usually the upper class within each Simple Safe Havens: These safe havens
House that gets to reside within a are little more than caves and crude dug
Seedling. Pretty much every Great out shelters. The House stocked it with a
House (other than those opposed to Bio- few Bio-Tech food trees and moisture
Tech) possesses at least one Seedling. condensers to collect water for any
However, that does not mean they are surface troops that might be running low
729
on supplies and need a temporary rest Hidden Retro Village Havens: Many
stop. Some Houses also store additional Houses try to establish small outposts
weapons and medical supplies within within the local Retro Villages so that
these shelters, but they are not very they can build a relationship with the
secure and are easily plundered by humans in their Area of Influence. It is
Waste Crawler gangs or rival Houses. helpful to have an ally nearby that can
provide valuable intell about the surface
Hidden Ghost Town Havens: While topography and any known Machine
members from the House did not activity, plus they can provide food and
technically build these settlements, it is shelter to soldiers in the field and even
still a testimony to their bravery and hide them from Machine patrols when
cunning that they were able to stroll into necessary. While these are useful
one of these N.E.X.U.S. controlled cities benefits, the main reason most Houses
and claim a piece of it as their own. establish these safe havens is so they can
These pristinely maintained cities are attempt to recruit new members into the
absolutely crawling with N.E.X.- Resistance. Wars are costly and it is
Androids so humans must proceed with rather difficult to find fresh conscripts on
great caution while moving through the this world. In fact, the Retro Villages are
packed streets of the Ghost Towns. The really the last source of acceptable
House likely figured out a safe route recruits. The only other source of human
through the sewer lines to shuttle their beings outside of the Resistance and the
gear to and from this safe house without Retro Villagers are the Waste Crawler
alerting suspicion, but they must still be Gangs and other groups of outcasts.
cautious. The slightest mistake could These savage humans were most likely
bring millions or even billions of thrown out of another Great House
androids down on their heads. The already, so the only thing they would
purpose of this outpost depends on the bring to the House is trouble. The Retro
needs of the House. They are often used Villages, on the other hand, are filled
as a place for soldiers to safely rest and with wide-eyed idealists just itching to
recover from long treks across the break the shackles of oppression they
surface, but their main purpose is to act have been forced to wear their entire
as a staging point for supply gathering lives.
missions. The Ghost Towns are perfect
replicas of humanity’s lost civilization, Outposts: An outpost is a fortified
including its once impressive structure that is meant to act as a
manufacturing capabilities. As the temporary military staging post. These
N.E.X.-Androids go about their work of buildings are generally built from
creating a fake society, they also create scratch on the surface in a semi-heavily
and consume millions of tons of trafficked area. While this is dangerous,
consumer goods, medical supplies, and it is necessary so that these structures
even food. As long as they do not draw can act as a place for soldiers to rest, eat,
too much attention to themselves, crafty rearm, and regenerate their gear before
humans can take advantage of this continuing on with their mission.
insanity in order to steal immense Resistance fighters often need to travel
amounts of useful items. great distances to reach their objectives,
and having a stopping point along the
730
way is incredibly advantageous. The quite consistent. It can serve the same
majority of the outpost is built functions as a temporary outpost, but it
underground to hopefully conceal it, but usually has a more unique purpose.
with an endless supply of N.E.X.U.S. Some of these bases are used as research
robots crawling all over the area, facilities, prisons for special captives, or
everyone knows that discovery is even breeding grounds for illegal Bio-
inevitable. While the outpost is Tech experiments. Most importantly,
somewhat durable, it was not meant to they serve as a statement to the Machine
stand up to a direct assault for long. This and to rival Great Houses that this House
type of staging post is constructed with has the power and the will to take and
the understanding that at some point it hold a piece of the surface.
will need to be abandoned. The outpost
does not have a permanent contingent of Fortified Settlement: So far the only
troops, but because of the continuous House that is known to have successfully
turnover of soldiers coming through the established fortified settlements on the
outpost, it is always well staffed. The surface is the Great House of the Barren
structure is large enough to comfortably Marsh. These heavily fortified towns are
house many armored troops and War more than just military bases, they are
Mounts simultaneously, but it is not built actual settlements designed for civilians.
for comfort. Accommodations are While the majority of the people
Spartan and filthy, but still generally occupying this settlement are soldiers
secure. Some Houses like to lay there is still a pretty decent sized civilian
additional traps and defensive population. Every building is a heavily
fortifications around an outpost to fortified M.D.C. structure with some sort
hopefully stall the Machine while of heavy weapons emplacement
everyone evacuates, but others keep the mounted on each. The entire settlement
construction simple to minimize the risk is surrounded by an armored wall with
of detection. guard towers spaced every fifty to one
hundred feet, and there is an elaborate
Military Base: While an outpost is series of escape tunnels that can be used
expected to be abandoned at some point, to evacuate the people during a massive
a military base is meant to serve as a assault. Fortified settlements are meant
long-term settlement. Like an outpost, to be a brazen display of hope to
the majority of it is built underground to demonstrate that the Resistance can take
hide it from easy detection, but this base back the surface, but that does not mean
is typically located in remote areas the they are going to foolishly risk human
Machine tends to avoid like on a lives to put on this display.
mountaintop or within a nature preserve.
These structures usually have thick Step Sixteen: Determine the House’s
M.D.C. walls (usually lined with resin), Reputation:
a series of traps and defensive structures Reputation can be a double-edged
to hold off invaders, and most sword. As a House strives to make a
importantly, a permanent contingent of significant impact in the war with the
soldiers. While these troops are relieved Machine, its reputation grows
often by reinforcements, the number of throughout the Resistance, as does its
soldiers at this military base is usually level of prestige, respect, and power
731
among the other Great Houses. Anyone from this House, is
However, this comes with a price. As a automatically assumed to be an
House rises to prominence, it effectively honorable and trustworthy ally in any
becomes a symbol of the Resistance; a House that is also a dedicated defender
symbol the Machine would take great of humanity. The Machine has started to
personal pleasure in obliterating. This take notice of this House’s activities and
means the House suddenly has an even has already begun increasing the number
bigger bull’s eye on its back. Some of patrols in the area.
Machine personalities will even redirect
huge numbers of minions to crush any Infamous: This House is well known
warriors sent to the surface from a throughout much of the Resistance, and
famous House. is absolutely despised. They have either
preyed upon their fellow humans one
Unknown: Not only does the Machine time too often, or have actually
have no knowledge of this House, but no collaborated with the Machine.
one in the Resistance is even aware that Whatever their offense, it has been
it exists. They could be lying low to deemed absolutely unforgivable by the
avoid the petty squabbles and treacheries Resistance, and anyone associated with
that plague the Resistance, or they could this House is generally attacked on sight.
be trying to secretly lay out some This House may not have many friends
schemes of their own. Whether by in the Resistance, but it has gained a lot
design or by accident, the end result is of favor with the Machine. N.E.X.U.S.
the same, and for the time being, they will not necessarily protect or assist
are basically on their own. warriors from this House, but her
minions will often let them pass by
Known: This is the most common status unmolested and will even break off an
throughout the Resistance. The House is attack once their House affiliation is
well known by every other Great House determined.
in the Area of Influence and by the
Machine. They may also be known Symbol of the Resistance: This House
outside of their region as well. In has become an inspiration to every
general, they are viewed pretty neutrally. human on the planet, and a symbol the
They have likely had minor incidents Machine desperately wants to destroy.
with other Houses, but for the most part, Her minions are actively seeking out
they are dedicated to the war against the their underground haven, and she has
Machine. created many spies and infiltrators in an
attempt to smoke out this threat.
Famous: This type of House has Warriors from this House are treated like
distinguished itself among the celebrities when visiting another Great
Resistance, and has demonstrated that it House, but the Machine stalks them
is a friend of man. They may have mercilessly.
participated in a few Blood Feuds, but
not by choice. They only retaliated when Threat to the Resistance: This House is
attacked first, but even after the dust more than just a vile den of scoundrels
settled, they still willingly helped any and turncoats, they are seen as a
human fight back against N.E.X.U.S. dangerous liability to humanity’s very
732
survival. They have inflicted information, but it is also a common
unimaginable devastation across the source of entertainment throughout the
Resistance and likely to many civilians Resistance. These tales can be relayed to
living in Retro Villages. Only the vilest small groups, but just as often, one
House would ever work with them, and speaker can be seen addressing an entire
most Houses are more interested in auditorium filled with attentive listeners.
seeing these beasts destroyed than the The most popular speakers are typically
Machine. N.E.X.U.S., however, is war heroes recounting their adventures
extremely interested in this Great or well-versed historians unlocking the
House’s survival. She will often come to mysteries of the past, but exceptionally
the aid of any member of this House and charismatic speakers can develop quite a
will even partner with the House’s army following even if they have not
during assaults. distinguished themselves in any other
way. In fact, skilled storytellers can
Step Seventeen: Determine the become quite the celebrities within their
Entertainment own House and even among other
Life underground can be pretty grim. Houses.
The cramped conditions, continuous
threat of extermination at the hands of Theater: Theater is a more elaborate
the Machine, and the fact that most method of storytelling, typically
people never see the sky (or at least only involving multiple presenters equipped
see it in battle) means that most people with props, costumes, and complex set
are constantly at their breaking point and pieces, but many theater troops get by
must be careful not to succumb to with pretty limited resources. The
hopelessness and despair. Each Great subject matter of these plays can also be
House tries to offer its people some kind based on historical information, but
of distraction from their bleak realities, more often than not, they are works of
but scarce resources tend to limit what fiction. Most performers are treated with
options are available. Other Houses may a certain level of celebrity in their own
also outlaw certain activities because of House, but actors and actresses that
moral objections. Of course, just making possess exceptional beauty and charisma
something illegal is not necessarily are treated like royalty throughout their
going to stop people from doing it. Any House and often many neighboring
activity selected in this category means Houses as well.
that the House allows it as an authorized Music: Music has always been an
and legal activity within the important part of human culture, and in
underground haven. It still may be these dark times, it is now more
possible to participate in other unlisted important than ever. The simple act of
activities within that House, but they are singing a song or hearing an instrument
considered illegal and anyone caught play helps keep people grounded. It
participating in them will be punished reminds them of their humanity and of
severely. Each House can make multiple the beauty they are fighting to protect.
selections from this category. Their art reminds them that they are
more than just animals struggling to
Storytelling: As mentioned previously, survive. They are more than the vermin
telling stories is a way to convey the Machine believes them to be, they
733
are human beings. A House that has this physical well-being is simply too great
activity selected recognizes the to ignore.
importance of music and has constructed
concert halls and auditoriums to allow Shopping: A simple and easy way to
for large-scale performances. People can pass the time that is surprisingly rare
still enjoy their music privately, but this throughout the Resistance. Most items
House thought it was a worthwhile purchased in the underground havens are
investment to give their people a place necessities, not luxury items, and since
where they can go to enjoy small bands, there is often only one manufacturer,
orchestras, operas, choirs, and concerts. there are no other options to browse
through before making selections. Most
Sun Rooms: Human beings need to see people simply go to the supply depot and
the sun on a routine basis in order to quickly grab what they need. Only the
maintain their mental, emotional, and most affluent Houses ever establish
physical health. Unfortunately, living well-stocked marketplaces. These
underground makes this difficult, if not Houses have the resources to not only
impossible, for most people. To alleviate produce luxury goods, but to create
this problem, many Great Houses have incredible surpluses of all kinds of
built Sun Rooms to simulate the outdoor goods. This enables the House to trade
environments that most people will with other Houses for additional items,
never see again. All that is needed to which further fills the marketplace with
make a Sun Room is a smooth, high- even more unique goods. The other
ceilinged room and a large cluster of important component of a thriving
Organic Light Cells. When bundled marketplace is House members with
together, these powerful Bio-Tech money to spend. Once again, this is
flashlights produce a full spectrum of generally only possible in the most
bright light that looks like an artificial affluent Houses.
sun. The affect is incredibly realistic,
and with a little effort to dress up the Alcohol: It is rare to find a House that
room with painted sky blue walls, sandy does not brew or distill alcoholic
beaches, some plant life, and pools of beverages of some kind. Most Houses
water, most people can convince get along brewing it the old fashioned
themselves that it is as good as the real way, but some also use special Bio-Tech
thing. In fact, people that stay in these creations called Boozers. These squid-
Sun Rooms for too long without like creatures excrete strong alcoholic
protection will actually get sun burns. elixirs that come in a variety of fruit and
The cluster of light cells produces a mint flavors. They are actually quite
comfortable heat as well, but each room tasty, but some people do not like the
requires some sort of cooling system in idea of drinking what is affectionately
place to keep the place from heating up referred to as “Squid ****.” Alcoholic
like an oven. These rooms are only beverages can be purchased in markets
available in Great Houses that produce for home consumption, but since most
Bio-Technology or trade for it. Even people drink for the social experience,
Great Houses that hate Bio-Tech often the majority of liquor is sold in bars,
make an exception for Sun Rooms. The restaurants, and other communal
benefits to the people’s emotional and establishments. While drinking may be
734
tolerated, that does not mean that dose before they dry up and die. Some
excessive public drunkenness is Houses will give these disposable
acceptable. In fact, most Houses that patches to their people as well to ensure
allow alcohol still have strict laws their loyalty. These House leaders were
against public intoxication. inspired by the sick cycle of dependency
the Librarians use to enslave their
Drugs: When alcohol just is not strong Scarecrows.
enough, many people turn to drugs to
numb their minds to the realities of their Prostitution: The oldest human
harsh existence. The members of nearly profession is still alive and well in most
any House have access to drugs, but that Great Houses, but whether it is legal or
does not mean that it is legal or even not within each House is a different
accepted within the House. If drugs are question. In Houses where prostitution is
selected as one of the House’s allowed, it is typically confined to
entertainment activities, then drug use is officially sanctioned brothels or to
legal within the underground haven. delivery services that send escorts
Like with alcohol, drug use is acceptable directly to customers’ living quarters.
within certain establishments, but public The women (and men) working in these
intoxication may still be a crime. establishments are routinely screened
Another difference with drug use being and treated by Saints to keep them
legalized is that it does not necessarily healthy and disease free. Some brothels
mean that all drugs are legal. even have Bio-Tech scanners in their
Barbiturates, hallucinogenics, and waiting rooms that can detect the scent
narcotics tend to be more widely of sexually transmitted diseases in
accepted because they slow down and customers that pass by. These clients are
pacify users, which make them much then referred to a nearby Saint for
easier to control. Steroids and treatment before they are allowed to do
amphetamines may be encouraged for business. In legal prostitution rings, the
troops during combat operations, but prostitutes are generally treated well and
they are generally discouraged within are protected from abuse by customers
the underground haven since they and employers. It is typically when
increase aggression and agitation. The prostitution is forced underground that
last thing House leaders want to do is to the workers are beaten or even killed by
create shorter fuses in their people. clients or employers. They also tend to
While many drugs are derived from have higher incidents of disease, but
plant or even animal sources, the most Saints will still treat them, no
majority of drugs in the Resistance are questions asked.
administered through specially modified
Slap Patches. Instead of the healing Gambling: Gambling is pretty widely
cocktails held in Slap Patches, each drug accepted throughout the Resistance as a
patch typically contains one specific way to waste some credits and blow off
type of narcotic. Houses that are trying some steam. It is not like people need to
to pacify their people may give them save their credits for retirement anyway.
drug patches that regenerate their Activities can range from organized card
payload over time, but the ones they sell games to racetrack and sports booking to
to other Houses can only deliver one elaborate casinos. Legal gambling
735
establishments split most or even all of combination of all types. Successful
their profits with the Great House, while racers can acquire a certain level of
illegal operations are generally run by celebrity, but just like sports stars, they
the criminal underworld. also have real jobs to get back to once
the race is over. Like with competitive
Sports: Competitive games offer a great sports, some Houses will send their best
outlet for the inevitable pent up energy racers to other Houses to show just what
that comes with being cooped up their people are made of.
underground, plus it is a great way for
soldiers and civilians alike to stay in Sparring: Sparring is a common part of
shape. Most games require little in the any soldier’s training regiment, but some
way of equipment, but unfortunately, Houses have come up with the idea of
they often require a lot of space, and that taking these training sessions and
is an incredibly precious and rare turning them into spectator sports. The
commodity within most Great Houses. concept is pretty simple, set up some
Those that can afford to do so, set aside bleachers around the ring and just let the
dozens of small rooms and even some soldiers slug it out. Just having an
large arenas that can be reserved for audience tends to turn up the intensity of
competitions. Some Houses have even these sessions as each soldier tries to
built stadiums and set up competitive impress the crowd. This really pushes
leagues so that spectators can watch the the soldiers’ training to the limits, plus it
games (and possibly bet on the makes for quite an entertaining
outcomes). These games can get pretty spectacle. These sparring sessions are
serious, but none of the players are full typically barehanded fights, but they can
time athletes. They are all ultimately also include non-lethal weapons like
hobbyists with real jobs to get back to training swords and knives, sticks, and
(usually in the military). Some Houses whips. Some Houses even spar with
even compete with neighboring Great lethal weapons and simply rely on their
Houses for bragging rights. However, Saints to patch up the inevitable wounds.
the trek across the surface is often more Sparring sessions are typically going on
dangerous than it is worth, so these inter- 24 hours a day and spectators are free to
House competitions are pretty rare. stroll in and out of these arenas
whenever they want. Fights between
Racing: This is another activity that renowned war heroes or intense rivals
requires little resources other than an are usually announced ahead of time and
abundance of space. Any House willing may actually have an admission price
to invest the space into a racetrack since these fights tend to draw enormous
almost always includes plenty of seating crowds.
for spectators, since the real point of
these races is to entertain the masses. Armored Sparring: Some Houses have
People love to gather and root for (and taken the concept of sparring-as-sport to
bet on) their favorite. Racers could be the next level. They created special
humans on foot, Host Armor pilots, arenas that are much larger and offer
Scarecrows, Biotics, War Mounts with protective shielding for spectators so that
riders, dogs, horses, Gorehounds, some they can safely watch as warriors spar in
new kind of Bio-Tech creation, or even a full Host Armor. These matches are
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strictly limited to melee weapons only, grotesquely way possible. Examples
no ranged weapons are allowed under include a single armored pilot against
any circumstances. Violating this rule packs of Gorehounds, groups of
carries the same weight as firing a mega- unarmored humans pitted against a
damage weapon within the underground single War Mount, a recently created
haven; a crime that is typically (and disposable) Scarecrow against a
punishable by permanent expulsion from Dracos, and so on. Some Houses also
the House. These matches usually draw like to use these gladiator arenas to test
large crowds no matter how often they out new Bio-Tech designs. The humans
occur or who the participants are. Seeing sacrificed to this spectacle are generally
these powerful suits of armor in action is criminals, but they can also include
not something most people get to prisoners from other Great Houses.
experience. Even veteran Splicers enjoy Houses that are willing to set up
being able to relax and watch their gladiator arenas tend to have an
brethren expertly coax the most out of incredibly aggressive and bloodthirsty
their Host Armor. Normally they are too culture. They also tend to be excessively
busy watching the Machine or just trying harsh on criminals in order to keep the
to stay alive to really sit back and gladiator pens fully stocked.
observe these remarkable creations in
action. Something else that makes these Area of Influence
matches so exciting is the fact that Host In the earliest days of the Resistance, the
Armor heals at an incredible rate. This humans somehow discovered the
allows combatants to really put on a importance of the Machine’s Computer
brutal show without fear of damaging Cores. Where they came by this
their armor (or themselves) beyond information has been lost to history.
repair. Most of these events are free to Many believe it was the Machine
the public, but once again, matches personality Eve that first gave the
between famous heroes or fights that human’s this vital intel. Other rumors
promise to be bloody spectacles can suggested that a Great House somehow
garner a pretty hefty ticket price. stole this information from the
Machine’s databanks and was
Gladiator Arena: When sparring matches subsequently wiped off the face of the
or even armored sparring matches are planet in the hopes that their knowledge
not brutal enough, some Houses resort to of this weakness would die with them.
gladiatorial combat to feed the bloodlust Whatever the source of the info, it was
of its citizens. The main difference confirmed to be true when the Great
between these fights and sparring House of the Barren Marsh destroyed the
sessions is that the combatants can and Computer Core in their territory and
often do die in the end. These matches freed their lands from the direct control
still limit the use of ranged weapons to of N.E.X.U.S. Their success convinced
protect the crowds, but other than that, the rest of the Resistance to focus all of
pretty much anything goes. These fights their efforts towards destroying the
can be contests between equals, but Machine’s Computer Cores. The
more often than not, they are incredibly formation of Great Houses was
lopsided affairs where one side is meant previously haphazard at best, but with
to slaughter the other in the most
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this new strategy, the Resistance adopted would want a well suited Outrider/Pilot
a more organized method. to sustain the punishment that War
They divided the planet into sections Mounts instantly attract from the
they called Areas of Influence. Each Machine. I can see fielding an Outrider
Area of Influence corresponded with one with Living Body Armor only if their
of the Machine’s Computer Cores. HA is recovering or is being upgraded in
Multiple Great Houses were established the Gene Pool, but the task requires for
in each Area of Influence to monitor and that Outrider to still be active in the field
“contain” the Machine threat. The or to be deployed sooner than the HA
multiple cells would allow continuous will be ready. The Living Body Amor
opposition in the event one House fell, can also come in handy, just incase the
plus they could combine their forces to Outrider's War Mount is being upgraded
oppose N.E.X.U.S. on a larger scale in the Gene Pool or has to recover, and
whenever it was necessary. Each Area of the Outrider doesn't want to walk around
Influence was based on the 1000-mile with a hulking HA in certain Operations.
radius of control surrounding each Core. Maybe both the HA and War Mount are
There are currently believed to be only being healed or upgraded. This preserves
100 Computer Cores scattered across the some versatility for this Character. Being
planet, but N.E.X.U.S. continues to build first on the hit list by the Machine's
more in order to add a layer of threat protocol means a ton of attacks
redundancy to this vital network. and actions being placed against the
Each Area of Influence is named with a Outrider and War Mount. I've seen
simple number that denotes when it was formidable War Mounts and Outriders
founded. The smaller the number, the who were doing devastating attacks on
longer the Resistance has had a presence the field against the Machines, literally
within that region. The older areas are get picked apart simply by the number of
typically home to some of the most attacks and actions taken against them
established, most powerful, and most due to their priority number one threat
prestigious Great Houses within the status. Even with all the bonuses, it can
Resistance. While this is not exactly a turn ugly and deadly for Outriders very
hard and fast rule, Great Houses within fast. They are the lest likely to be able to
the older areas like to act as if the age of successfully evade, hide or escape an
their region only adds to the stature of attack and they are the first to get
their House. spotted, they require a lot more
Personally, I see no major issue with resources, plus they are wearing a
issuing Roughnecks and Outriders a bloody red bullseye.
Host Armor and a Living Body Armor, Regarding Roughnecks, Heck these are
for the Houses that can afford it. the guys who are thrown in with the guts
War Mounts are a huge investment for for glory mindsets and in a world where
Great Houses (both in space required to such infantry is a required treasure and
develop them and the Gene Pool are possible prospects for Dreadguards,
gestation longevity. That's before they these aren't necessarily your throw away
even see the light of day for field use. soldier infantry either. That what you
They consume a lot of resources, but have Biotics for.
they make up for it when they hit the The issue I see is that way too many
field. Ideally, with so much invested, I OCCs, especially new ones have Host
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Armor because its so fun to build them
and the customizations are awesome, its
truly addictive. However, IF we began to
also see some Great Houses that couldn't
afford to impart every Roughneck or
Outrider with HAs, then we might see
some nice dynamics without going
against the core rules. For example, a
Fledgling or Devastated House or a
Small House might issue Living Body
Armors to its Greener Roughnecks, and
those who survive and earn "The Right"
will be -eligible- for Host Armor. This is
the path to the Dreadguard.
War Mounts for such a Great House will
give Host Armor to the most seasoned
Outriders first. Then Living Body Armor
for all other Outriders. However before a
Roughneck gets an HA, it would go to
the next available "eligible" Outrider if it
came down to choosing between the
two.
What I'm getting at is instead of making
a rule that governs "all" Outriders and
Roughnecks regarding Host Armor &
Living Body Armor, why not make it a
part of the Splicers setting dynamic? For
some Houses its a super power luxury
and for others it is a hard earned reward
that helps you survive even longer, with
increased potential for rank
advancement.
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