Killer Kangaroos

Normally rather shy creatures that prefer to run away rather than fight, there are a few kangaroos that demons or occults have created to suit their needs.

Standing a little under two meters rail and weighing about 100 kilograms, kangafiends appear to be nothing more than typical great kangaroos that inhabit all parts of Australia. Only upon closer contact with these beasts is their true nature revealed.

The primary unarmed attack of a kangafiend is its powerful hind legs. Leaning back on its tail, the kangafiend kicks opponents with tremendous force. It can also swat foes with its mighty tail and bite with its pointed teeth.

The demonroo pretends to be a very friendly animal (which ought to be a warning sign) and will approach small groups of people, although its main target is children. It hops over slowly (so as not to scare the children) and allows itself to be petted or fed. Suddenly, it will attack, as its eyes begin to glow red. It reveals its forked serpent-like tongue and huge fangs as it tries to rip the throat out of the nearest children. As soon as the marsupial has killed, it hops away to another location where it will be able to inflict more pain and injury.

Aside from its horrible bite, the possessed marsupial may attack with its hands or powerful legs, or jump into the air, and club an opponent with its tail.

The creatures are normally found in city parks and petting zoos, in the company of other kangaroos. However, the creatures hate kangafiends and will attack them on sight – the battle between a kangafiend and a demonroo is at once humorous and terrifying. They will fight to the death.

Typical Kangafiend

Reflexes4D+1: brawling 5D,dodge 4D+2, jumping 5D
Coordination 2D
Physique 4D: running 4D+2
Knowledge 2D
Perception 3D: search 3D+ 1, tracking 3D+1
Presence 2D+1: con 3D+1, intimidation 4D, willpower 3D+1
Strength Damage: 2D
Move: 10
Fate Points: 0
Character Points: 0
Body Points: 22
Wound levels: 3
Natural Abilities: claws (damage +2); teeth (damage +1D); hind legs (damage 1D+2); tail (damage +1D)

Typical Demonroo

Reflexes 30+1: brawling 4D+1, dodge 4D+2, jumping 5D+ 1
Coordination 2D
Physique 3D+2: running 4D+1
Knowledge 2D+ 1
Perception 3D: search 3D+1 , tracking 3D+1
Presence 3D: con 30+2, intimidation 3D+1, willpower 4D
Strength Damage: 2D
Move: 10
Fate Points: 0
Character Points: 0
Body Points: 22
Wound levels: 3
Natural Abilities: claws (damage +2); teeth (damage +1D); hind legs (damage 1D+1); tail (damage +1D); weakness to spiritual children (children under 12 years of age who are highly spiritual immediately recognize the creature’s true nature when they see it).

D6 Adventure Creatures (WEG 51021), © 2005 Purgatory Publishing Inc.
This page is Open Game Content.