Over the years in the big cities, there have been crazes about exotic pets that people wanted to have, ignoring the fact that one day they would grow into an adult predator. Many collectors bought several eggs at once and let them grow until they became too big to house in the terrarium. Once that occurred, it was a question for the owner of what to do with them. Too large to simply Bush down the toilet, the collectors often dump the terrarium down the nearest storm sewer and assume that’s the end of it. Other creatures find themselves driven below by encroaching human developments.
In the idyllic conditions of the sewer system, with few natural enemies, these creatures have grown to prodigious sizes. Some lose their coloration, while others become as black as the tunnels themselves. Through mutagens or magical waste, other creatures have developed in the sewers, such as sewer tendrils.
Sewer tendrils consist oflong prehensile tendrils of slime, sewage, and other unidentifiable bits. The creatures are a collective of anywhere from four to eight individual whip-like strands. The end of each tendril is topped by what appears to be some sort of a red eye. As for the other end of the tendrils, nobody has been able to determine what lies there.
Although the creatures live within a city’s sewer system, their true hunting grounds are above the streets, within peoples’ homes. The impossibly long tendrils can wind their way through the plumbing systems and eventually make their way our to show up in such unlikely places as kitchens and bathrooms. Sewer tendrils can pop out of any plumbing fixture, and a collective entity can actually emerge from more than one at the same time.
The favorite trick of the sewer tendrils is to quickly stretch out of a sink drain and attack a victim. If the whip attack succeeds well enough, then it has grabbed the victim (usually around the neck). People that try to aid the first victim usually find that they themselves are victims as the tendril attack from a second source. The effective reach of the tendrils once outside of the fixtures is normally about four meters.
Being a particularly cruel creature, sewer tendrils are not above bashing a victim’s head into a sink, reaching up and turning on scalding hot water, or holding a victim’s head underwater until he drowns.
Typical Giant Alligator
Reflexes 6D: brawling 7D, sneak 6D+1
Coordination 1D+2
Physique 10D: swimming 10D+1
Knowledge 1D: navigation: sewers 2D
Perception 3D: hide: self-only 4D, survival: sewers 4D, tracking 4D+2
Presence 2D: intimidation 5D, willpower 3D+2
Strength Damage: 5D
Move: 15 (land)/30 (swimming)
Fate Points: 0
Character Points: 0
Body Points: 40
Wound levels: 3
Natural Abilities: bite (damage +3D; +5 to combat difficulty; Strength Damage only each round after first that alligator maintains grip on victim); death spiral (after having grabbed a victim, may spin around in the water, attempting to drown the victim and inflicting an additional 2D damage to bite damage); tail (damage +1D+2); scales (Armor Value +2D); night vision (can see in dim or dark conditions; disoriented or maddened by bright light); limited running (can only run at top speed for a few rounds before needing to rest for several minutes); cold blooded (lethargic in cold;+ 7 to difficulties of all actions until warmed up); large size (5-7 meters long; scale value 3)
Typical Giant Constrictor Snake
Reflexes 4D: contortion 4D+1, brawling 4D+2, climbing 5D, sneak 5D
Coordination 1D+1
Physique 4D: running 5D, swimming 5D+2, stamina 7D
Knowledge 2D
Perception 3D: hide: self-only 4D, search 5D, survival 4D, tracking 4D
Presence 3D: intimidation 4D+2, willpower 3D+1
Strength Bonus: 2D
Move: 10
Fate Points: 0
Character Points: 0
Body Points: 22
Wound levels: 3
Natural Abilities: constriction (damage +4D when using a grappling attack); highly developed sense of taste (+3 to smell- and taste-related skills); cold-blooded (lethargic in cold; +7 to difficulties of all actions until warmed up); large size (scale value 3, due to slenderness)
Typical Giant Piranha
Reflexes 7D: brawling 7D+1, dodge 7D+1
Coordination 1D
Physique 3D: swimming 6D+2
Knowledge 1D
Perception 2D: hide: self-only 3D+1,
search 4D, survival 3D+1, tracking 3D
Presence 3D: intimidation 4D
Strength Damage: 2D
Move: 11 (swimming)
Fate Points: 0
Character Points: 0
Body Points: 19
Wound levels: 3
Natural Abilities: bite (damage +2D; +5 to combat difficulty); swarm attack (roll a single brawling total for the entire school; treat school as small scale value of 1; +8 to damage total of successful swarm attack); size and coloring (+1 bonus to dodge, sneak, and hide); breathes in water; small size (scale value 5)
Typical Giant Rat
Reflexes 4D: acrobatics 4D+1, brawling 5D, climbing 4D+2, jumping 4D+2, dodge 4D+2, sneak 4D+2
Coordination 1D+2
Physique 2D: running 3D, swimming 2D+2
Knowledge 1D
Perception 3D: hide: self-only 5D+1, search 4D, survival 3D+1, tracking 3D+2
Presence 2D: intimidation 3D+2, willpower 3D
Strength Damage: 2D
Move: 25
Fate Points: 0
Character Points: 0
Body Points: 16
Wound levels: 3
Natural Abilities: bite (damage+ 10; +5 to combat difficulty); swarm attack (roll a single brawling total for a pack of 10; treat pack as small scale value of 1; +8 to damage total of successful swarm attack); coloring (+1 bonus to dodge, sneak, and hide); small size (scale value 5)
Typical Sewer Tendrils
Reflexes 40+1: contortion 6D, brawling 5D+2, dodge 5D+1, sneak 4D+2
Coordination 2D
Physique 3D+2
Knowledge 2D
Perception 4D: hide: self-only 4D+1, search 4D+1, tracking 5D
Presence 2D+2: con 5D, intimidation 5D+2
Strength Bonus: 2D
Move: 10
Fate Points: 0
Character Points: 0
Body Points: 18
Wound levels: 3
Natural Abilities: whip (damage +1); constriction (damage +4D when using a grappling attack; for first tentacle only – each additional tentacle that beats the difficulty by 5 or more points adds +1D to strangulation, up to a maximum of 3 additional tendrils); numerous tendrils (ignore multi-action penalties for first four attacks on the same individual, but attacking more than one person brings standard penalties); vulnerability to salt (damage 5D per round)
Typical Suffocating Sewer Slime
Reflexes 2D: brawling 5D, climbing 4D, sneak 3D+2
Coordination 1D+1
Physique 6D
Knowledge 1D
Perception 2D+2: hide: self-only 4D+1, survival 3D+1, tracking 3D+2
Presence 2D: intimidation 3D, willpower 3D
Strength Damage: 3D
Move: 4
Fate Points: 0
Character Points: 0
Body Points: 18
Wound levels: 3
Natural Abilities: suffocating attack (after a successful brawling attack, the slime makes a Physique roll versus the victim’s Physique or lifting, which counts as an action for both participants; damage dealt increases by +1D per round as the slime sucks victim further into itself); immune to mental attacks; small size (scale value 1)
Quick Sewer Creature
To turn any creature into a giant sewer version of itself, add a minimum of +1D to Reflexes, Perception, Physique, intimidation, and natural weapon damage values and increase its scale value by l to 4 toward the larger side.