Tag Archives: sci-fi encounter

Zombies

Zombies are staples of late night horror cinema. The walking dead have shambled across the countryside for the past several decades in their never ending quest for fresh victims. Theirs is an existence dominated by the driving urge to consume living cranial matter. Humanity has but one purpose for these rotting creatures: They’re what’s for dinner!

Much of the living world does not know that there a re several different types of zombies. The most common, of course, are the necromantic-spawned undead. There are those, however, who are created by chemical reactions or a rampaging, heretofore undiscovered disease. Such creatures could confound those who have fought their more mundane brethren as tried and true methods of defense may prove useless. Disease-born zombies could come from a variety of vectors. They may be given unlife from a new malady or the biological-warfare testing of a mutated virus that exploits a genetic Saw in the host body. Plague-carrying zombies could rapidly affect civilized areas as the uninfected might not have a natural defense against the virus they carry.

Those of chemical origin could be spawned by the chance mixing of common chemicals, nefarious drug pushers that sell tainted goods, or nanobots that break free of their parameters. Their rampages could spark bombardment with nuclear weapons in an attempt to eliminate such horrors once and for all. Of course, this might only intensify the problem if the fallout triggers further mutation. Disease- and chemical-spawned zombies can spring up virtually anywhere.

Heroes could find themselves fleeing a large city that’s overrun with the undead after toxic waste leaks into the water supply. Wild West locals might see the birth of these creatures when a snake oil salesman sells unstable chemicals to an embalmer, which causes the dead to rise. The carelessly dumped waste of secret government projects could also be the culprit. One may also be faced with a traumatic situation when forced to destroy the risen corpses of friends and loved ones.

Typical Chemical-Spawned Zombie

Reflexes 2D: brawling 2D, climbing 1D+2
Coordination 1D
Physique 5D: lifting 6D, stamina 6D
Knowledge 1D
Perception 1D
Presence 1D: intimidation 5D
Strength Damage: 3D
Move: 8
Fate Points: 0
Character Points: 0
Body Points: 25
Wound Levels: 3

Disadvantages: Achilles’ Heel (R3), nutritional requirements: living brain matter; Advantage Flaw: Infection (R3), victim becomes zombie 24 hours after the target is brought to Mortally Wounded or less than 10% of Body Points by zombie attacker; Hindrance: Movement (R1), base running. jumping, and swimming Move reduced by 2 meters; Reduced Attribute: Reflexes, Presence (R4 each), -1D each; Reduced Attribuce: Knowledge, Perception (R7 each), -2D each

Advantages: none

Special Abilities: Armor-Defeating Attack (R1), acidic couch negates +1D of armor when attacking non-sealed armor; Attack Resistance: Acid (R3), +3D to damage resistance rolls against related attacks; Fear (R5), +5 to intimidation totals against and combat defense difficulties by chose who fail a willpower attempt with a difficulty of 15; Hardiness(R2), +2 to damage resistance totals; Immortality (R1), ceases functioning when smashed to pieces or decapitated, with Additional Effect (R2), does not need to eat or drink; Skill Bonus: Mindless (R5). + 15 to willpower totals; Skill Bonus: Painless Wounds (R4), +12 to stamina total

Typical Plague-Carrying Zombie

Reflexes 2D: brawling 3D, climbing 2D+2
Coordination 1D
Physique 4D: infection 6D, lifting 5D, stamina 5D
Knowledge 1D
Perception 1D
Presence 1D: intimidation 6D
Strength Damage: 2D
Move:8
Fate Points: 0
Character Points: 0
Body Points: 22
Wound Levels: 3

Disadvantages: Achilles’ Heel (R3), nutritional requirements: living brain matter; Advantage Flaw: Infection (R3), victim becomes zombie 24 hours after the target is brought to Mortally Wounded or less than 10% of Body Points by zombie; Advantage Flaw: Stench (R3), +6 to stealth attempts; Hindrance: Movement (R1), base running. jumping, and swimming Move reduced by 2 meters; Reduced Attribute: Reflexes, Presence (R4 each), -1D each; Reduced Attribute: Coordination, Knowledge, Perception (R7 each), -2D each

Advantages: none

Special Abilities: Attribute Scramble (R4), instead of damaging a target on a successful attack the zombie may reduce their Physique by 2D with a successful scramble attack; Fear (R5), + 5 to intimidation totals against and combat defense difficulties by chose who fail a willpower attempt with a difficulty of 15; Hardiness (R4), +4 to damage resistance totals; Immortality (R1), cease functioning when smashed to pieces or decapitated, with Additional Effect (R2), does not need to eat or drink; Skill Bonus: Mindless (R5), +15 to willpower totals; Skill Bonus: Painless Wounds (R4), +12 to stamina total

Thalassines

Lurking beneath the waves is an amphibious creature responsible for terrifying mariners that dare to sail the waters. Thalassines are humanoid, with scales in place of skin and webbed hands and feet. Their mouths are filled with row upon row of needle-like teeth. Their sole source of sustenance is blood; whether animal or human, they care little.

Thalassines rarely allow themselves to be seen by their victims, although they have been known to steal aboard a ship in the dark of night and carry off a passenger for the purposes of making a meal. They usually leave the bones floating near the ship as a warning to other crew members of the dangers of sailing through their territory. They have never been known to speak; they instead seem to communicate through mental projections.

They do not like fresh water and cannot abide such habitats long. They also avoid the shallows, and, though they are amphibious, they do not make a habit of going too near land, let alone on it.

Typical Thalassine

Reflexes 5D: acrobatics 6D, brawling 7D, climbing 5D+1, dodge 6D+1, melee combat 7D, sneak 6D+2
Coordination 2D: throwing 5D
Physique 5D: lifting 7D, swimming 7D+1
Knowledge 2D: scholar: sea lore 5D
Perceptlon2D: investigation 4D+2, search 3D+2, survival 5D, tracking 3D+1
Presence 2D: intimidation 5D+2
Psionics 1D: telepathy: images only 4D
Strength Damage: 4D
Move: 10
Fate Points: l
Body Points: 25
Character Points: 3
Wound levels: 3

Disadvantages: Achilles’ Heel (R3), takes 3D damage per round or may only flee when exposed to incense heat; Achilles’ Heel (R3), suffer a -4 modifier to damage resistance totals and a +1 per round cumulative difficulty modifier while in fresh-water environments

Advantages: none

Special Abilities: Environmental Resistance (R2), +6D to Physique or stamina
against effects of extreme heat, cold, or
pressure; Natural Hand-to-Hand Weapon:
Teeth (R1), damage +1D Water Breathing (R1)

Giant Sewer Creatures

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.

Robots and Androids

A robot is a mechanical construct that’s created to do a specific job; it has little to no independent thought. An android takes this idea to the next level: It may be a mechanical construct, but it can think, learn, and adapt.

Robots refer to systems ranging from an autonomous mobile unit with manipulation capability to a simple arm controlled by an operator. They can be used for a variety of tasks, including assembly of mechanical items, remote repairs, medical operations, and structure maintenance.

Robots also vary in their level of autonomy. Some robots act independently, performing tasks with little to no supervision. This is not the same as intelligence. Such an autonomous robot still only performs an assigned set of tasks. Although the robot may have sensors and be capable of altering its activities to deal with variations in its environment, it does not independently choose to alter its basic function. On the more basic side, a manipulator arm may be directly controlled by an operator. This robot only does what the operator commands via user interface, such as a joystick. Such systems are known as teleoperated systems.

Though the concept of robots is old (some suggest that the ancient Greeks experimented with mechanical movable figures), the creation of “automations” or “automatons” (as they were termed before the movie R. U.R. introduced the world to “robot”) gained popularity in the late 1700s. Generally little more than elaborate puppets, the fuse truly working and commercially viable robots didn’t become available until the 1960s. The technology community is still working on artificial intelligence systems and mimicking humanoids movements more closely.

Nonetheless, it’s possible that there are rare android individuals, mechanical beings that have been given independent thought through magic, super-science, or supernatural means {such as being animated by ghosts).

Typical Android

Reflexes 3D: brawling 3D+2, dodge 4D
Coordination 3D: piloting 4D, throwing 4D
Physique 4D: lifting 6D, running 5D, stamina 6D
Knowledge 3D: scholar 4D, tech 5D
Perception 3D: investigation 4D+2, repair 5D+2, search 5D
Presence 2D
Strength Damage: 2D
Move: 10
Fate Points: 0
Body Points: 22
Character Points: 3
Wound levels: 3

Disadvantages: Achilles’ Heel: Metabolic Difference (R3), requires an energy source; Hindrance: Lack Social Graces (R2), +6 to streetwise difficulties; Hindrance: Android Appearance (R5), + 5 to command, con, and persuasion difficulties; Quirk (R3), cannot lie

Advantages: none

Special Abilities: Atmospheric Tolerance (R1), airless environments with Additional Effect (R3), need not breach; Immunity (R5), +5D to Strength or stamina checks against illness or poison; Iron Will (R4), +4D to all willpower rolls and +6 to standard interaction difficulties

Androids as Player Characters

Depending on the setting (Western or Victorian steampunk, super-hero, and post-apocalyptic being the most common), Game Masters may allow players to choose androids as characters. The character package presented here is one suggestion of the minimum combination of Disadvantages, Advantages, and Special Abilities needed to represent an android character. Gamemasters may impose other restrictions on or provide other benefits to android characters, to better represent them in their settings. Nonetheless, being an android can serve as a simple excuse to gain many Special Abilities. (Realize, though, that androids may nor take any mental- or psionic-related Special Abilities, such as Fear.)

A few notes about androids: By default, they don’t look human and they keep the same appearance for their entire existence, unless they makes changes to it. To ensure that components last more than 100 years, they need to get a full systems check done about once per year. Should the android be separated from the creator (for example, because the android ran away), this could pose a challenge as the android figures out how to get his annual maintenance done.

The repair skill is used by and for androids and robots in the same way as the medicine skill is used by and for organic beings.

To give this archetype to a character, the player pays the cost in points or skill dice and then creates the character as normal (though, in this case, with fewer starting dice). Disadvantages gained by taking the android package do not count toward the maximum allowed. To elimininate a Disadvantage or Special Ability that comes in the base package, the player must give his character the opposite Special Ability or Disadvantage.

Total creation point cost: 3 points

Total defined limit cost: 3 skill dice

Disadvantages: Achilles’ Heel: Metabolic Difference (R3), requires an energy source; Hindrance: Lack Social Graces (R2), +6 to streetwise difficulties; Hindrance: AndroidAppearance (R5), +5 to command, con, and persuasion difficulties; Quirk (R3), cannot lie

Advantages: none

Special Abilities: Atmospheric Tolerance (R1, total cost 5), airless environments with Additional Effect (R3), need not breath; Immunity (R5, cost 5), +5D to Strength or stamina checks against illness or poison; Iron Will (R4, cost 8), +4D to all willpower rolls and +6 to standard interaction difficulties

Reptilian Aliens

Man is not the sole sentient race to dwell among the stars. If one were to probe the cold depths of space and search for signs of life, they might find merciless, reptilian eyes peering back at them. The Ssargolothh mastered space travels long before the human race learned to stand — erect and conquer the minuscule mud ball known as Earth. Each new world the scaly, biotechnical wizards encounter feel the mark of their presence, and many new life forms emerge from their crucible of science. These cold-blooded, interstellar travelers discovered earth during the dark ages and began to modify life forms. Dragons were their most impressive creations, and the world recoiled in fear when these terrors took to the skies. Once their initial work was finished, the aliens buried a transmitting station 1,000 feet beneath the surface of modern-day Afghanistan to monitor Earth’s progress.

These ruthless reptiles run from 1.6 to 2.3 meters in height and weigh from 74 w 142 kilograms when mature. Their species originally laid eggs, but reproduction is now handled by automated hatcheries on their homeworld. Newborn Ssargolothh children are immediately immersed into a nutrient acceleration bath after emerging from the incubation chamber in order to promote their growth. They are kept in a trancelike state until they mature physically and are fined with their initial implants. By the time a year has passed, the hatchlings have grown to their physical peak. The young techno-offspring then receive a specialized knowledge template and undergo mobility therapy to heighten their reflexes. By the end of the second year, the empire has fanatically loyal subjects who are at their physical peak. Final implants are installed after the life path has been chosen for the new citizen and before he or she is are sent out to greet the universe.

Ssargolothh have fully embraced the potential of their bioscience, and some have undergone drastic microsurgeries to adapt their own bodies to better suit a new mission. Thus, one might see these aliens with heat-generating implants to help them adapt to colder environments, atmospheric filters that attach directly to their bodies, and bioelectric devices that tap their life energy to fulfill the power needs of low-output equipment. The reptiles prefer to defend themselves with laser pistols and deadly energy weapons. On occasion, they may employ robotic devices.

The star-flung aliens can pose interesting challenges for heroes to face. One might find one of their labs in a remote and presumed uninhabited part of the world. Others might need to stop the plot of corrupt individuals who are supplying innocent people to the aliens to use as guinea pigs in horrible experiments. Occult settings might feature depraved souls who have begun to make sacrifices to the “space gods” after finding evidence of their presence on Earth. The aliens might also be the survivors of a crash landing and could try to enlist the characters’ aid to survive a world that wishes to exploit them.

Typical Ssargolothh

Reflexes 4D: brawling 4D+1, dodge 4D+2, jumping 4D+1, sneak 4D+1
Coordination 3D: marksmanship 4D+1, piloting 5D
Physique 3D: running 3D+2, swimming 3D+2
Knowledge 4D: medicine 5D, scholar 5D, tech 5D+2
Perception 2D: hide 3D, investigation 4D, search 2D+2
Presence 2D: command 3D, willpower 3D
Strength Damage: 2D
Move: 12
Fate Points: 1
Character Points: 3
Body Points: 19
Wound levels: 3

Disadvantages: Achilles’ Heel (R3), suffer a -4 modifier to damage resistance totals and a +1 per round cumulative difficulty modifier while in freezing environments

Advantages: Contacts (R2), sporadic access to homeworld resources to help them accomplish their mission; Equipment (R2), superior technological tools necessary for mission

Special Abilities: Attack Resistance: Energy (R2), +20 to damage resistance rolls against related anacks; Hypermovement (R1), bonus to Move; Natural Armor: Scales (R1), +1D to damage resistance

Equipment: laser pistol (damage +4D); power glaive (damage +3D), advanced equipment

Parasitic Beings

The term “parasitic beings” is really an umbrella under which many different creatures and entities can be grouped. Leeches are certainly parasitic beings, as are vampires and, to a certain extent, some demons. The word “parasite” is defined as a creature that feeds off of a host while contributing nothing to the host’s ongoing survival. Most such abilities are highly specialized, much like the leech’s ability to secrete a substance that prevents blood clotting. Most mundane parasites that have been cataloged by conventional science are primitive creatures, such as leeches, ticks, various other insects, and a number of plant species. There are other kinds, however, although most have not been catalogued by mainstream science.

In the past few decades, psionic phenomenon has only begun to receive proper documentation. Even as science has begun to understand psionics and its development in humanity, they have also come to realize that there exist certain creatures that live by feeding on unidentified energies generated by psychic phenomena. It’s unknown how these creatures have existed given the extremely limited number of people manifesting these abilities, though some believe the parasites may have developed in response to the increasing number of psychics.

Physical parasites are more common and far better understood than their psionic counterparts. Again, most are insects and plant species. There have been cases of far more advanced parasitic creatures, however, though these creatures have defied all attempts at ready classification. A recorded instance in Europe identified a creature that appeared to be human by all outward appearances. This creature was responsible for a rash of murders that went on for nearly six months. When apprehended, the creature was in the process of claiming another victim, feeding on certain chemicals in the brain through a retractable proboscis sheathed in the wrist. The creature was killed while being apprehended, and subsequent examinations revealed organ systems that were in no way human. Its origins and whether more like it exist remain a mystery.

Public perception, limited though it may be in some cases, holds parasites in a unique way. Natural, unthinking parasites such as leeches and ticks, while considered disgusting, are looked upon as a part of the natural order. Parasites that posses innate intelligence, however, such as the European creature described above, are almost universally reviled despite having no control over their unique dietary needs.

Typical Intelligent Physical Parasite

Reflexes 3D: brawling 5D, dodge 5D
Coordination 2D
Physique 3D: stamina 3D+2
Knowledge 2D: scholar: local haunts 5D
Perception 3D: streetwise 4D+2, survival 5D, tracking 3D+2
Presence 4D: charm 6D, con 5D+l, persuasion 4D+2
Strength Damage: 2D
Move: 6
Fate Points: 0
Character Points: 3
Body Points: 19
Wound levels: 3

Disadvantages: Achilles’ Heel (R3), cannot live for more than a few hours outside of a host or host-like environment; Hindrance: Reduced Move (R2), reduced running, jumping, and climbing Move

Advantages: Size: Small (R2), scale value 6

Special Abilities: Life Drain: Damage (R2), drains 6 Body Points/1 Wound for every 4 points over brawling attack with Restricted (R1), may only use through organ grown in host; Possession: Full (R1) with Additional Effect (R1), may cause additional organs to grow in host and provide access to other Special Abilities and Restricted (R2), must latch onto victim to take control; Skill Minimum (R1), for con, charm and persuasion

Typical Nonintelligent Psionic Parasite

Reflexes 3D: brawling 4D, contortion 4D, dodge 3D+1
Coordination 1D
Physique 2D: running 3D, stamina 3D
Knowledge 1D: navigation 3D+2
Perception 4D: hide: self-only 6D+2, search 5D, survival 5D
Presence 2D: willpower 5D
Strength Damage: 1D
Move: 2
Fate Points: 0
Character Points: 0
Body Points: 19
Wound levels: 3

Natural Abilities: camouflage (can change color to match that of host, gaining +2D to all hide: self only rolls); psionic drain (host loses 1D from Knowledge or Perception for each week parasite is attached; when either falls to zero, the victim falls into a coma; when both fall to zero, the victim dies); feeding period (after leaves host, can survive for 1 day per 1D drained from host before needing to feed again); small size (scale value 15)

Nuclear Shadows

Creatures created out of the devastation of an atomic war, nuclear shadows are ghostly beings that look like flat, white silhouettes of humanoids with smudged black auras surrounding them. They continually moan and howl in pain and glow with a faint luminescence in the dark.

The shadows are incorporeal spirits and are dangerously radioactive. They hate all life and seek to destroy any living creature that approaches them. The touch of a nuclear shadow inflicts terrible burns – and possibly a lingering radiation sickness that will kill her in a matter of days.

Any character who is killed by damage inflicted by a nuclear shadow or dies from the radiation sickness inflicted by one will become a nuclear shadow after death. The character’s body explodes with nuclear flames until only the blasted silhouette of a nuclear shadow remains.

Physical attacks have no effect on these creatures. They can be affected by magic, miracles, and psionics. They are considered enemies by any any mythos that has the concept of evil spirits.

Typical Nuclear Shadow

Reflexes 3D+2: brawling 4D, dodge 4D, flying 4D+1
Coordination 2D
Physique 2D+1
Knowledge 2D
Perception 3D+1: search 4D, tracking 4D
Presence 3D: con 5D+1, intimidation 4D, willpower 5D
Strength Damage: 1D
Move: 20 (flying)
Fate Points: 0
Body Points: 17
Character Points: 3
Wound levels: 3

Disadvantages: Advantage Flaw: Infection (R3), a target killed bya nuclear shadow through damage or sickness becomes a nuclear shadow herself; Hindrance: Atypical Movement (R1), flying only

Advantages: none

Special Abilities: Attack Resistance: Non-enchanted Weapons (R10), +10D to damage resistance rolls against relevant attacks; Flight (R2), base flying Move 20; Natural Hand-to-Hand Weapon: Energy Touch (R4), damage +4D, with Additional Effect (R6), when damage beats damage resistance total by 8 points or more, the victim is afflicted with radiation sickness, which kills her in a number of days equal to 3 times the number in front of the “D” of her Physique or stamina score – a medicine total of 28 or more cures the sickness

Megalo-maniacal Villains

Megalomania is a psychopathic condition that’s predominated by infantile delusions of wealth, power, or omnipotence. Individuals stricken with this malady of the mind are often obsessed with grandiose actions or extravagant things. People such as these feel they deserve the best life has to offer. Thus, their hidden hide outs have all the creature comforts money can buy and are protected by cutting edge, often ridiculously lethal weaponry, while stunning companions attend to their needs. The villains make excellent leaders for secret societies, cabals, and organizations that demand fanatical loyalty from their followers.

Adversaries of this nature can launch drawn-out schemes. Unlike merely evil or greedy villains, megalomaniacs long to prove their superiority and may pause the implementation of world domination plans to toy with important captives. Dangerous prisoners are typically forced to endure a long-winded monologue while their captor boasts of their world conquest plans: Their audience will soon be dead anyway, and corpses tell no tales. Besides, a quick demise would mean little and do nothing to prove why the villain is destined to rule the world! The ensuing tirade can prove useful: Captives may be able to shrug off the effects of being drugged, gain time to loosen their bonds, or accidentally receive information needed to escape an impending death trap. In many ways, the megalomaniac’s ego is their own worst enemy because personality flaws of this nature are often a great boon to those who attempt to thwart their schemes.

1he very nature of megalomaniacs makes staples for espionage games. Modern settings featuring these villains can utilize a myriad of locals as the advent of the internet allows world domination attempts to be spawned from nearly anywhere. Wild West games might feature smaller scale events such as a land baron who is angered by heroes whose meddling is blocking attempts to add land acquisitions to her empire.

Someone who feels the heroes have slighted them could turn into a megalomaniacal villain. Such a person would be bent on getting revenge from those who have wronged them!

Some megalomaniacal villains prefer to discard their foes rather than go through the trouble of slaying them; it makes their victory more sweet to think that the heroes will live forever with a humiliating defeat. (Of course, it also gives the would-be heroes an opportunity to rally together to bring down a seemingly unstoppable foe.)

Doctor Zahd

Reflexes 1D+2: sneak 2D
Coordination 2D: piloting 4D
Physique 1O+1: running l D+2, swimming 1D+1
Knowledge 5D: business 7D, scholar 5D, tech 6D
Perception 3D: investigation 3D
Presence 5D ( +2): charm 6D, command 7D, intimidation 6D, persuasion 6D, willpower 7D
Strength Damage: l D
Move: 10
Fate Points: 2
Character Points: 5
Body Points: 14
Wound Levels: 3

Disadvantages: Bad Luck (R2); Enemy (R3), the free world; Infamy (R3), wanted by various national and international law enforcement agencies; Quirk (R3), deathly afraid of heights

Advantages : Authority (R3), the head of a world-domination effort; Equipment (R4), protected by cutting-edge weaponry; Wealth (R4) Special Abilities: Increased Attribute: Presence (R2), +2 to related totals; Quick Study (R1); Skill Bonus: Leadership (R1),+1 to command, intimidation, and persuasion

Mantis Aliens

The Mantideans are a brutal race of insects resembling what many humans would call a praying mantis. Most stand over two and a half meters tall but can reach a height of nearly four meters when fully extended. Their faces resemble a triangle with compound eyes on either side and sharp chitinous mandibles in the middle. Exoskeletons provide inherent armor and produce a highly adaptive pigment that changes to fit their surroundings. This pigment can mimic greens, reds, oranges, and browns.

Two words best describe Mantidean society: matriarchal and cannibalistic. Mantidean males compete with one another for the right to mate. Mantidean females compete with one another for the right to rule. Failure means death or even worse – servitude.

Mantidean interaction revolves around the rite of xil’thel’gug. Xil’thel’gug is a trial of superiority by combat. Any Mantidean may challenge another to xil’thel’gug, with the winner claiming ownership of the loser. By the laws of xil’thel’gug; the loser becomes the property of the winner for a period of five suncycles (in Earth time, this is actually around three and a half years). The loser must obey the winner’s commands as law. Many winners use this opportunity to rid themselves of their competition by slaughtering the loser and feasting on her flesh. Less threatening Mantideans become slaves and underlings, serving the whims of the winner.

The Mantidean home world is far removed from Earth. Its climate appears temperate with vast tracks of forest and mountainous regions rife with volcanic activity. The race’s technology level outranks that of humanity, although they have yet to master the intricacies of space travel. Mantidean technology tends to have an organic glasslike aesthetic. Due to the nature of their compound vision, the Mantidean written language appears incomprehensible to non-Mantideans.

Recently a dimensional rift opened between the Manridean home world and Earth. Located in a tropical rainforest near the equator in northern Brazil, Earth remains unaware of its existence. The Mantidean home world, on the other hand, has taken a keen interest in the rift. Uncertain of this new world, the Mantideans have been cautiously sending scouting parties through the rift. Using their technology and natural camouflage, Mantidean scouts have traveled over much of North and South America. They appreciate what they have seen, and plans for a larger invasion force are in the making.

Mantideans are dirty fighters who take every advantage they can get. The rite of xil’thel’gug requires unarmed combat, but anything else is permitted. Mantidean combat tricks include spitting in an enemy’s eyes to blind them, using their hind legs for powerful kicks, tearing off an enemy’s armored plating, gouging eyes, poisoning their mandibles, and so on. A Mantidean never counts her prey as defeated until she’s certain it’s unconscious or dead.

Typical Mantidean Scout

Reflexes 3D+2: brawling 4D+2, climbing 4D, flying: gliding4D, jumping 4D+2, melee combat 4D+2: flame lash +1D, sneak 4D+2
Coordination 2D+1
Physique 4D: lifting 5D, running4D+1, stamina 5D
Knowledge 2D+1: navigation 3D, tech 3D+1
Perception 3D+2: hide 4D+2, search 4D+2
Presence 2D: intimidate 3D+2
Strength Damage: 3D
Move: 10
Fate Points: 0
Character Points: 3
Body Points: 22
Wound levels: 3

Disadvantages: Environmental Incompatibility (R3), cold weather below 45 degrees Fahrenheit; Devotion (R3), Mantidean way of life (believes in superiority of the race and their culture; will never refuse a xil’thel’gug challenge)

Advantages: Size: Large (R1), scale value 1

Special Abilities: Enhanced Sense: Compound Eyes (R1), +1 to related totals; Extra Body Part(R1), extra legs; Extra Body Part (R1), antenna; Glider Wings (R1) with Restricted (R2), can float down but cannot climb; Natural Armor: Chitin (R1) +1D to damage resistance tocals against physical damage; Natural Hand-to-Hand Weapon: Mandibles (R1), damage +1D; Skill Bonus: Racial Aptitude (R3), +3 to hide, sneak, and jumping totals Equipment: flame lash (damage 4D+2; range 4/6/8); survival harness (survival +1D); glow stick (reduces darkness modifiers by 2D; radius 5 meters); scanner (search or investigation +1D)

Mad Scientists

Few labels are quite so evocative as that of mad scientist. They are a constant source of conflict for those who become embroiled within their schemes, not necessarily because the scientist’s goals are evil, but because their judgment is inherently flawed.

A mad scientist can come from any walk of life, with the only requirements being a brilliant mind and a seriously damaged sense of ethics. Some may be legitimate professionals who become deranged as a result of exposure to extreme circumstances, possibly stemming from their research. Others may suffer from innate mental instabiliry, perhaps as a means of natural balance to their disproportionately vast intellect. Still others may be genuine in their belief that their research is a necessity for the good of all humanity, and that certain evils are absolutely necessary in order for the greater good to be served. These last individuals can be the most dangerous, as they can often recruit others to their cause by convincing them of the benefits their experiments can offer to the world at large.

Mad scientists are a variable foe to encounter, ranging as they do from a genuine, genocidal madman bent on creating new weapons of mass destruction to a benevolent but determined surgeon intent on solving a terrible disease by experimenting with new treatments on kidnapped vagrants and other innocents. Some are legitimate villains, while others are simply misguided and could potemially be rehabilitated if the circumstances were appropriate.

Inevitably, the most significant challenge when overcoming a mad scientist is not the scientist himself, brilliant and twisted he may be, nor is it the scientist’s minions, regardless of their numbers. It’s a mad scientist’s creations that pose the real threat, and an infinitely variable threat at that. Highly advanced technological weapons, chemical weapons, viruses or microbes, dimensional portals, genetically engineered monstrosities … there’s no end to the diversity of threats that a brilliant scientist can create when unhindered by ethics or the restricting influence of a government, corporation, or other patron.

Ultimately, the mad scientist is a serious threat not because of their physical capabilities, but because their brilliance allows them to threaten large numbers of people over a vast area in a fashion that most law enforcement official are incapable of addressing effectively. lnstead, these men and women often become threats, overt or covert, that can only be dealt with properly by small groups of highly trained individuals who are capable of operating outside the confines of normal law enforcement.

Typical Mad Scientist

Reflexes 2D
Coordination 2D: marksmanship 2D+1, piloting 3D+1
Physique 2D
Knowledge 4D (+2): business 4D+2, languages 4D+1, medicine 5D+1, scholar 6D, tech 4D+2
Perception 3D: investigation 4D, know-how 5D, repair 3D+1
Presence 3D: command 3D+2, intimidation 4D, persuasion 3D+2
Strength Damage: 1D
Move: 10
Fate Points: 1
Character Points: 4
Body Points: 16
Wound levels: 3

Disadvantages: Infamy (R1). bad rep- utation as a lunatic; Uncoordinated (R1). +1 difficulty to all brawling, melu com- bat, and lockpicking attempts

Advantages: Wealth (R1); Equipment (R4). various unique devices

Special Abilities: Increased Attribute: Knowledge (R2). +2 to all related totals

Equipment: illicit laboratory stocked with high-end equipment; handgun (damage 4D)