ZOYA'S KEEP
A Wasteland HERO beginning adventure - usable with Gamma World
Non-Player CHARACTERS:
ZOYA the Warreness: Queen of the Verdeland Dwarf Hoops: Black Dwarf Rabbitoid.
Hoops: (30-40) Rabbitoid lackeys soldiers of Zoya the Warreness. Loyal to her whims and ready to die to preserve her. (Small army of 30 in the area, may be more scouts and campaign armies elsewhere)
Hoop Eunuchs (10) (+10 STR, +2 PD, Savate, Berserk when Warreness is assaulted verbally or otherwise, can't wear traditional Hoop armor)
Wardents: (4-8) briefly seen as pseudo-slaves of the Hoops, non-contact encounter.
Blackuns: ( 16) (Hoop Mounts): The infamous Spider Pit scene revolves around these eerie creatures.
Blood Birds: (12) occupy the top lofts of the Keep, may be encountered as a hostile force if provoked.
Stag, the PSH Ranger, who is also caught up with The PCs as a "random" adventurer captured for intelligence purposes.
Jarris the Innskeeper, Velma and Persia the barmaids and Tooluk the hairless bull of a bouncer (Inn scene only).
One
The Hungry Hunter Lounge
The Hungry Hunter Lounge is a three story inn just outside of the village of Stillmarsh, a medium sized Seeker community in the middle of the vast Verdelands. It sits in the middle of a broad swampland.
The Lounge has varying accommodations for overnight stays. The top floor (rooms) and basement (cots) are used for lodging. The eight rooms upstairs can easily sleep two people for 2 gold a night, and cot rental in the basement is at 6 domars a night (2 domars for security deposit).
A rather large, hairless bull-like man (Tooluk) stands guard over the front door and serves as a primary screen to anyone coming in. Along with Tooluk, two mutant bouncers are always on shift (Marsk, a large humanoid with bristles and Ogravan, a stocky humanoid with no nose and a large gold earring). Typically the bouncers stay out of the lounge itself until night time.
The atmosphere in here is adequately typical for the hunting type of patron. It's loud and smoky, but the food is great and the beer is actually pretty good. Two immaculate pool tables, the pride of Jarris (who is a master at the game), are available and always in use. There is an acoustic duet hammering out some music on a couple of bar stools near the front to attract passers by (Yogel and Shed are both dabbers, one has a worn guitar and the other a strange instrument that provides bass tones while being strummed and squeezed at the same time).
The evening is very early (the sun is still up). Several tables are available on both the upper and lower decks. A billboard advertises hiring opportunities in the nearby town of King George. A human couple plays darts in one corner and a fly-like humanoid is entertaining several mutants with a juicy story at one of the longer tables. The place is humming. There are stools open at the bar and quiet "dining" tables on the second level, which opens in the middle to give a full view of the first floor activities. On the walls are several heads of a very diverse nature of beasts.
The Lounge's decor is aged wood and leather. Illumination is provided by glass orbs housing 60 watt bulbs hanging by long black chains from the dining area's 20 foot ceiling. A kerosene generator behind the Lounge generates just enough electricity for the Lounge's operations. Hooded wax candle lanterns line the walls for dim lighting in the private booths and stairways. Jarris has his prize neon light reading "Miller Time" in white script with gold racing stripes just behind the bar. (It flickers gently with characteristic unsurity).
Note to the GM: Strongly suggest that armor, weapons and equipment are checked and unloaded, Tooluk will do this before they may enter. If they get rooms they must leave their gear in the individual's room (upstairs) or bunker (downstairs) or else they will be escorted out (Tooluk has mind control and force field capabilities). Absolutely nobody parties "fully loaded" in the Hungry Hunter.
Enter the instigators
Just when the players are beginning to loosen up, six hoops enter the bar. Two eunuchs (see description) overcome Tooluk at the door as the other four surround the bar's counter. It doesn't look too good, the Lounge quiets down at once. The four rabbitoids face the dining area with swords drawn. Everyone in the bar gets a hot flash as they mass mind a telepathy scan on each customer (subtract appropriate END).
The hoop soldiers have been ordered to root out whoever is a visitor to the area (Stag, The PCs, a purple skinned frog man and an oriental male human dart player are singled out). At first they are asked to come quietly for questioning from Warreness Zoya, once trapped, the oriental man immediately resists and is taken outside by a eunuch (Tooluk has been quietly knocked out). The cowardly human's screams can be heard to suddenly stop with a brittle cracking sound. The eunuch reenters and resumes his post by the door. Nobody comes to the aid of the selected characters, as the Hoops close in around them.
The Confrontation
They will be ordered to cooperate in order to avoid another instance of what just happened, then they are herded outside. Whoever dares to pass words with the enforcers will no doubt insult Zoya, which will probably set off the eunuchs which will inevitably start a brawl.
If a fight breaks out, two more Hoops will enter in from the outside to assist. They will aim their crossbow bolts to kill anyone who they think are actually a threat; otherwise they will just fist fight it out (to maintain the element of respect and fear given to them).
Jarris won't be able to reach for his shotgun behind the counter unless things get so out of hand that no Hoops are paying any attention to him. He will go for the eunuchs. Velma and Persia will hightail it to the kitchen area to get out of the line of fire.
The Fight / The Capture
If the characters fight: Each Hoop is wearing leather caps and vests and are carrying standard royal guard weapons of short sword and shield (Image: the silhouette of a rabbit facing left on a red field). They generally will not resort to their transformation power since it takes too much for too little. In the brawl, the eunuchs will side kick whomever they can get to. Bodies will be flying everywhere in the mayhem.
RESULTS:
If the players lose, the hoops have shackles available on their blackuns outside. They will make the characters walk behind them. If the hoops lose, then motivate the characters to go put an end to Zoya's strong arm tactics (she really is a nobody as far as meanies go in these parts). Jarris will be only too happy to give aid in the form of information and rations.
If the characters go quietly: Let them gather their immediate belongings (but not anything stowed away upstairs).
ZOYA'S KEEP:
The party is marched for what seem like an hour down the well trodden path north of Stillmarsh. The trail splits somewhere down the line and eventually gives way to a broad wooden pier. The lights of the Keep are now in view (it's an Ancient brick railroad station, but the tracks are buried well within the water now). Once the party gets to the Keep, one of the normal hoops will use a radio to tell them inside that they have Zoya's guests. A wide metal drawbridge is lowered and they all step in. The mounted hoops will proceed on their way to the stables to the left and the eunuchs will guard the exits as the bridge is closed.
The Entrance Hall
The room is a large cube with tapestries reflecting the image on the shields of the soldiers. The dark profile is made to finer detail so that they can see that it is not a silhouette, but just a very dark-furred female hoop.
An artificially amplified voice fills the room as an unseen lackey announces the arrival of the "Great and revered Zoya, Warreness of the Verdelands and Engineer of the New Order." The eunuchs do not move, nor do they take their sights off of the party.
A dim red fuzz screens the area ahead of the party (12 rPD, 15 rED Force Wall, the controls of which are behind the wall behind Zoya). Zoya enters. She is robed in a loose fitting red robe and exquisitely adorned with silver jewelry to the extent that she jingles as she glides from out of view over the entrance stairs straight ahead. On her head is a modest silver crown with rubies set into it giving her a rather fetching appearance. Two eunuchs flank her and a gray female hoop follows closely behind.
She seems quite at peace and she stops at the top of the stairs. She talks to the gray hoop for a second (hearing PER roll to hear her say something about the (forced well?) working right). Then addresses the party.
"Welcome, " she starts, "...to my keep. I am Zoya, and I plan on finding out what I can about the plans of Timon to the west. Give me any information that you can and you are free to live, but if you cannot satisfy me, then you will be made an example of to all those who oppose me and my kind."
"While you are here, I am confident that we cannot expect you to be cooperative. (If applicable... "You should have complied with my emissaries at the tavern.") Their mind probes were fruitless on only you three... or should I say four. Don't follow the foolish path of resistance that the other unfortunate slanty-eyed human displayed. Resistance will get you nowhere."
"I shall make things easy for you, your position is not a very pleasant one. I believe that each of you are in allegiance with that mad rodent and I will do what is necessary to loosen your tongues. Tomorrow, when I am ready for you, you will be given one chance to reveal all that you know. If I am satisfied, then you will live. If you lie and say nothing, your corpse will return you to the wolverine you serve. Remember: One chance. Good night."
She turns and leaves as she entered. The field dissolves. A scrawny hoop with glasses comes out and tells the party that they are political prisoners of Zoya and that they have forfeited their belongings to the cause of the New Order of Hoops. The party is forcefully held up facing the wall and searched, all loose items go into a wheelbarrow and that is the last that they see of them. The players can keep only what they are wearing, but they also have a good chance of keeping anything successfully concealed (roll vs roll on concealment vs eunuch PER).
The Main Hall
As the prisoners get marched through cold narrow corridors, they may notice the view out the open window is less than beautiful. Just outside is the swamp, it's murky, algae covered waters rising to less than 5 feet below the window. It smells rather septic.
The keep overlooks a marsh on the west side. The smell is acrid and both small and large insects buzz in and out of the scene. Medium sized willow-like plants drip in the misty bog and low pitched croaks can be heard continuously. Every once in a while a large bubble will surface with a loud "bluurp". Escape looks highly improbable from this vantage point.
It seems like the walk is gaining in altitude as if going up a ramp. Suddenly without warning, the purple toad-man cracks the hoop eunuch with an elbow to the jaw, throws him aside and jumps out the window. He is heard splashing heavily into the water below. Stunned by this, two guards look over the edge of the window and run back down the hallway back toward the main entrance.
The others are led by the remaining two eunuchs into a main hall where large tables are being set up by small furry manlike creatures (Wardents) who seem to ignore everything but their work. The decorated domed ceiling is high in this room and it has windows around the ring below the dome where bright red birds perch and squawk. The floor is clean despite the open air appearance of the room. Many trophies line the walls lit by torches. Gold and silver are in the majority of the materials, but The PCs notices the vast array of jewels mostly.
A strange device is mounted on two of the walls. It's glass eye going to and fro in a careful manner (PSHs may recognize this as a monitor camera (on a successful Fam w/20th Cent. roll), otherwise it looks just like some type of creature to Tech II and below).
The Prison Cells
The party members are taken to an earthen prison which is basically a 20 X 20 X 8 m room. The cell is composed of 6 "rooms" surrounded by thick chicken wire held in place by thorny (1/2D6 HKA w/ Red. Pen.) metal bars going from floor to ceiling (8m high X 2 m radius). The cells are not touching each other. There is a 2 m gap between each one.
The chicken wire is electrified (4D6 NND - electricity vs insulated materials such as wood, glass and plastic). If broken in any place a deafening alarm sounds (3D6 NND - sonic vs ear protection) and all of the prisoners will be left in their cells bound and gagged for the duration of their stay (3D6 Entangle - both take damage).
The walls are made of cold stone, smooth and mossy from the dank conditions of the room. Several large metal eyebolts jut out from the walls regularly where the hoops can hang troublemakers from chains by their wrists... or by their necks. A humanoid skeleton is currently falling apart under it's own weight, hanging from it's one intact arm.
The ground has about an inch of mud covering a cement base. If the mud is pushed away, it will quickly reclaim it's ground in minutes.
There is no furniture and an assortment of little bugs is everywhere. The room is locked behind the exiting hoops (metal plated (7 DEF, 6 BOD) wooden door with slit window). The characters are left there in the dark and chilled dampness until the morning. No food and no comfort comes through those doors, just a flood of irritatingly bright light as the hoops periodically check on the prisoners through the slit in the door.
Some time during the night, two Squeekers find their way into The PCs's cell and attempt to make her their dinner (see descriptions below). The guards will know of this common occurrence, and unless the wire is breached will pay no attention to any scuffling going on inside, even if they happen to look in while it is underway.
The next morning, four eunuchs and two warrior hoops will come for the prisoners, each will be taken out of the cell and treated roughly to assure them that escape is unlikely. They are taken to a room with bare stone walls and a large drain in the middle of the sloping concrete floor. A large inanimate snake-like thing hangs limply from one of the walls.
The "Shower"
The prisoners are treated to a spray down from a high powered hose (3D6 Physical EB - Stun Only, Double Knockback). The water is combined with foam, which will make it harder to use guns and other mechanical devices (misfire/malfunction on 11-). The foam will cling to the prisoners (Suppress 8D6 any phenomena related to epidermis (fire, electrical, quills/spines, etc.) removed with ease given 2 phases to do so) and The PCs will temporarily not be able to use their mutations (until the Spider Pit). The prisoners will be led up a widely winding tower staircase to the Throne Room where Zoya waits to interrogate (skill level 14-) them about what they know or have heard.
The Throne Room
As she had stated in the Entrance Hall, Zoya grants them one chance to come clean about their knowledge involving the activities going on in the Flowerlands.
Stag has only heard rumors, but what he knows is pretty much common knowledge. The PCs have no clue about any of it.
At this point, Zoya's characteristically hoop-like paranoia has pushed her into a mean spirit. Zoya turns to Innis, one of her eunuchs and commands him to seize Stag and throw "that wretched human" into the Spider Pit. Further down the wall, a set of rusty bars can be heard grinding open as another Hoop turns the crank to raise them, revealing a small balcony beyond. What it overlooks cannot be seen due to the absolute darkness beyond.
The eunuch manhandles Stag towards a dank hole rising from the floor to about knee level. Innis hauls off and punches Stag in the gut and when he doubles over, Innis shoves him into the small opening headfirst. Stag can be heard screaming as he drops through the hollow chute, one thump is heard and then another and then nothing.
Zoya turns to The PCs and does a hand gesture to someone standing behind the one with the lowest Strength score. All of the PCs are grabbed from behind (DCV=0) and brought forth to Zoya. The suppressive chemical has almost dried off, but they still can't use their mutations.
"You are all rather impressive," she snorts, "I should keep you around for "entertainment"." then, as if inspired, she gets up and runs towards another set of bars only a few meters from the hole on the same wall. The bars are well to the ceiling. She says to the eunuchs holding The PCs, "Dump them in on my command!" then laughs wildly. She pulls a switch on the wall next to the gate and the hall is flooded with light from beyond the bars. Zoya then pulls out a pair of binoculars from her side pouch and then nods to the eunuch holding the weakest PC. The eunuch brings a knee up into The PC's abdomen (Offensive Strike), bends them over and shoves them into the hole with a "Have fun, honey!" The other PCs follow being treated in a similarly rough manner.
The PCs flies through the slime-covered chute head first, their hands out in front of them. A quick whack opens a one way swinging door that slams shut behind her, then another. Within three seconds they are free falling in cool damp air with four high-powered arc lights seemingly a kilometer above her giving her a bearing on which way is up.
The Spider Pit
They won't feel the hardness of an impact that they would believe was inevitable, instead they are caught as if by a tight blanket where they bobs up and down a couple of times. They realize that they are in a massive spider web. Water drips down on them in heavy thick drops and little spiders run about on her here and there. A group of Blackuns are on their way towards them, moving very cautiously (2"/phase starting at post phase 12 as normal), they hungrily waits for them to entangle themselves even more which will happen if they makes any violent movements above just lifting an arm or leg. Stag is seen less than a meter below in another part of the web. He gives them an unspoken sign to remain still. Zoya can be heard cheering and she is in plain view above them watching from behind the bars with her eunuchs.
The PCs can only use fire or acid to burn the web and when they do, everyone on the web falls and lands by Stag, their additive weights stretch the web to its limit and it breaks, but they don't fall. They hang there a little more than arm's length from each other. Then a Blackun crawling the wall reaches Stag. He grapples with it, blue electricity arcing wildly in the damp gray light. The next one to arrive will attack the PC closest to a wall from underneath. Zoya cheers on.
When they reach the ground, as should happen eventually, their fall is broken by a dry crunch as they land on the brittle bodies of a hundred previous victims (They will be at a penalty of -2 CV for the next 1D6, rolled per person due to the dusty conditions).
The players will discover the following:
The Sewer
Under natural light from the daylight above somewhere, it takes a PER Roll at -2 to notice the sewer grate is a man sized escape hatch. Sewer Grate: Def 4, Body 3, the leverage approach will get +1D6 to Str Damage (so many levers, it's impossible to overlook). One Blackun from above, one on the wall above the grate and one from either side of the grate, make it close, and it is OK to damage the Players. The spiders cannot follow into the grate, but little ones are all over the place.
It is a 100-m crawl on a slightly downward angle, which will take about an hour to reach the marsh. Crawling END is 2x STR END due to unusual circumstances and trying to move while watching out for spiders. A light can be seen towards the end of the tunnel. Towards the end, water creeps gradually higher to a maximum of 10" (sludgy).
The Marsh
The end of the tunnel has a steel grating that is mostly rusted out. It takes a cumulative STR of 25 to shake it free of the crumbling stone that it is embedded in, or access to a tire iron or large wrench for the hub-like screws.
Once in the marsh there is a chance of a swamp encounter every 5" as outlined below:
Roll (3D6) |
Encounter |
1-5 |
Soul Besh (1-4) |
6-7 |
Arn (1) |
8-12 |
Win Seen (1) |
13 |
Gator (2-3) |
14 |
Seroon Lou (1) |
15-18 |
No encounter |
In addition, the marsh varies in depth as given below for every inch covered:
Roll (1D6) |
Water Depth: |
1 |
0" - Muddy ground |
2 |
1" |
3-4 |
2D6 inches |
5 |
1D6 feet |
6 |
(1D6)+6 feet |
Dry Land
After walking, swimming and fighting through one and a half kilometers of swamp, dry land is reached. The characters may enjoy a rest period, but only if they stop a minimum of a half mile from the outer edge of the swamp. Otherwise the encounters given above may still be a threat.
There is a 25% chance per turn that they will encounter a hoop search party consisting of 1D4 +1 hoops.
The Road Back
HERO CONVERSIONS OF GAMMA WORLD CREATURES
BLACKUN (Attercop)
Stock: Spider - Tarantula
Number: 1-4
Size: 1.5 m at shoulder
Habitat: Forest, hills, mountains, coastal, ruins
Diet: Carnivorous
CHAR |
Score |
Cost |
STR |
25 |
15 |
DEX |
10 |
0 |
CON |
11 |
2 |
BOD |
12 |
4 |
INT |
3 |
-7 |
EGO |
5 |
-10 |
PRE |
18 |
8 |
COM |
2 |
-4 |
PD |
8 / 6r |
3 |
ED |
4 |
2 |
SPD |
2 |
0 |
REC |
7 |
0 |
END |
24 |
1 |
STN |
35 |
0 |
Powers/Skills/Talents
30 Spider Multipower (30 pts)
3 u Sense minor vibrations, Targeting +6 PER 16-
3 u Entangle 3D6, Sticky (+1/2), Impervious to sight group, linked to successful grab maneuver (-1/2), 4 continuous charges lasting 1 day each (+1/4), common knowledge that fire and acid destroys (-1) (32)
2 u EB 3D6 NND vs insulators (+1), Max range 1hex (-1/2) (30) - Electrosting
6 Damage Resistance 6rPD, Act 11- (-1) (12)
15 HKA 1D6 - fangs
5 Extra Limbs (eight legs)
20 Mental Defense 25 pts, not vs illusions (-1/4)
10 Clinging (self +21 STR)
16 360o Vision +2 Sight PER
10 Running +5" (11" total)
7 Flight 11", Extra Time (1 Phase) to prepare (-1/4), Straight line only, must follow web line (-1), OAF webline (-1)
10 Combat levels +1 Overall
3 Combat levels +1 with NND
3 Navigation through web 11-
3 Stealth 11-
3 Shadowing 11-
2 AK: Hunting grounds (web)
27 Web: Entangle 4D6, Sticky (+1/2), AE - Any (32 hexes) (+1), once set cannot move (-1 1/2), "wall" only effect (-1/2), takes 5 hours per 2 x area (-3), impervious to sight group, common knowledge that fire and acid destroys (-1), 0 END, Persistent (+1), requires solid supports which defines web's shape (-1/4)
75+ Disadvantages:
25 DF: Large red-backed spider (not cancelable, major)
10 VULN: 2 x STN from Light attacks (uncommon)
10 Phys: No fine manipulation (Infreq, slight)
20 Phys: Deaf beyond 1 hex (vibratory sense) (Freq, great)
7 Phys: Mute (Infreq, great) (x 1/2)
15 REP: Fight at a distance 14-
15 Psych: Gullible (Very common, moderate)
15 Psych: Animal instincts (Common, strong)
CHAR cost: 14
Powers cost: 178
Total 192
Disadvantages 192
Description:
This mutated tarantula stand 1.5 meters at the shoulder. It possesses a high resistance to all mental attacks except illusions. It uses an electrical jolt to subdue its prey, which it then trusses in a sticky web.
BLOOD BIRD
Stock: Avian - Scarlet Tanager
Number: 2-12
Size: 0.8 m
Habitat: Forests, scrublands, mountains, ruins and deathlands
Diet: Carrionivore
CHAR |
Score |
Cost |
STR |
10 |
0 |
DEX |
7 |
12 |
CON |
12 |
4 |
BOD |
5 |
-10 |
INT |
3 |
-7 |
EGO |
15 |
10 |
PRE |
11 |
1 |
COM |
6 |
-2 |
PD |
6 |
4 |
ED |
8 |
6 |
SPD |
3 |
13 |
REC |
6 |
4 |
END |
24 |
0 |
STN |
16 |
0 |
Powers/Skills/Talents
13 Shrinking (10 pts) 0.8 m tall, 12,5 kg, -2 PER, +2 CV, +3" KB, 0 END, Persistent (+1), Always on (-1/2) (20)
8 HKA 1/2 D6 - bite
21 Flight 8", 2 x NCM
30 RKA 1-1/2 D6, Explosion (+1/2), No range (-1/2), Personal Immunity (+1/4), radiation emission (44)
18 Drain 2D6 CON, linked to RKA (-1/2), MUST be used with RKA (-1/4), ignored if CON roll is made (-1/2), Delayed 1D6 Turns +/- amount CON roll is made by (+1/4), Fade rate is 5 pts/hour (+3/4), radiation sickness (40)
19 Mental Defense +15 pts (18 total), Hardened (+1/4)
3 Breakfall 10-
3 Navigation 11-
3 Shadowing 11-
2 AK: Home area 11-
6 Combat levels +3 with Flight
4 Combat levels +2 with Radiation attacks
2 Combat levels +1 with bite
75+ Disadvantages:
20 DF: Bright red plumage, 1 meter tall bird (not conc, major)
15 Phys: No fine manipulation (Inf, fully)
8 Phys: Ground movement 2"
20 Psych: Animal instincts (very common, strong)
5 Psych: Afraid of larger winged predators (very comm, mod)
CHAR cost: 11
Powers cost: 132
Total 143
Disadvantages 143
Description:
This mutated scarlet tanager emits low levels of radiation (low enough as not to induce burns or mutations), and those within range must make a CON roll to avoid any onset of radiation poisoning. It is resilient to mental attacks. The blood bird has retained the startling red plumage of its ancestor, but is much larger standing at almost one meter tall. Blood birds survive off of the carrion of decaying organic matter, but have been known to attack a weak looking target in order to provide sustenance during hard times. Blood birds are the constant companions to Carrins (see below) and will generally be found on or around Carrin strongholds.
SQUEEKER (King Rat)
Stock: Mammal - Rodent, Norway Rat
Number: 1-100
Size: 1 m
Habitat: Any, particularly ruins
Diet: Omnivore
CHAR |
Score |
Cost |
STR |
6 |
-4 |
DEX |
10 |
0 |
CON |
11 |
2 |
BOD |
6 |
-8 |
INT |
5 |
-5 |
EGO |
7 |
-6 |
PRE |
9 |
-1 |
COM |
3 |
-2 |
PD |
2 |
0 |
ED |
2 |
0 |
SPD |
4 |
20 |
REC |
4 |
2 |
END |
26 |
2 |
STN |
15 |
0 |
Powers/Skills/Talents
13 Shrinking (10 pts), 1 m tall, 12.5 kg, -2 PER roll vs., +2 CV, +3" KB, 0 END, Persistent (+1), Always On (-1/2) (20)
12 HKA 1D6, Reduced Penetration (-1/4) - claws (15)
5 HKA 1 pip - bite
32 EB 2D6 (sonic), NND vs ear coverings, hearing flash defense, or deafness (+1), AE - Radius (+1), Personal Immunity (+1/4)
5 Extra Limb - tail
4 Running +2" (8" total)
2 Superleap +2" (3" total)
3 IR Vision
6 PER +2 with all senses
3 Breakfall
3 Lightsleep
3 Climbing 10-
3 Stealth 11-
3 Shadowing 11-
3 Tactics (pack) 11-
75+ Disadvantages:
15 Psych: Animal instincts (very common, total)
10 Psych: Cowardly (common, moderate)
CHAR cost: 0
Powers cost: 100
Total 100
Disadvantages 100
Description:
These mutated Norway rats are five times the size of their unmutated cousins, growing to a length of over a meter. They hunt in packs and are fond of the flesh of humans. Squeekers will always be found in the sewers, ruins, accessible installations and everywhere else that man has either been, or currently is.
WARDENT (Devo Beast)
Stock: Mammal - Human
Number: 2-7
Size: 1.2 m tall
Habitat: Any, especially forests and mountains
Diet: Omnivore
CHAR |
Score |
Cost |
Max |
STR |
6 |
-4 |
12 |
DEX |
11 |
3 |
20 |
CON |
11 |
2 |
20 |
BOD |
9 |
-2 |
20 |
INT |
15 |
5 |
20 |
EGO |
15 |
10 |
23 |
PRE |
10 |
0 |
15 |
COM |
12 |
1 |
18 |
PD |
4 |
3 |
8 |
ED |
2 |
0 |
6 |
SPD |
3 |
9 |
4 |
REC |
4 |
2 |
10 |
END |
28 |
3 |
50 |
STN |
18 |
0 |
40 |
Powers/Skills/Talents
13 Shrinking (10 pts), 1 m tall, 12.5 kg, -2 PER roll vs., +2 CV, +3" KB, 0 END, Persistent (+1), Always On (-1/2) (20)
7 Mental Defense +10, Costs END (-1/2) (10)
3 Mental Awareness
10 Aid 4D6 to STN and BOD, up to original values (-1/2), self only (-1/2) Fade at 5 pts/Turn (20)
8 Aid 4D6, 3x END (-1), self only (-1/2) Fade at 5 pts/Turn (20)
20 Telepathy 4D6
20 Telekinesis STR 20
3 Inventor
3 Animal Handler 11-
3 Electronics or Mechanics
9 Skills / Familiarities: choose appropriate
2 Stealth 11- (from ES)
3 Trading 11-
2 KS: Small Verdeland Animals 11-
3 KS: Domesticatable Animals 12-
2 KS: 20th Century Technology 11-
3 KS: Medieval Technology 12-
2 KS: Wardent Society 11-
4 SC: Choose one at +1 to INT roll
1 WF: Common melee or missile weapon (choose one)
3 LANG: Trade tongue
1 LANG: Anglo with literacy (native)
0 Everyman Skills
75+ Disadvantages:
15 DF: Short golden-furred humanoid (not conc, noticed)
15 Phys: Eats 4x as much as a human male (always, slight)
15 Psych: Compulsive hunger for knowledge (common, strong)
15 Psych: Curious (very common, moderate)
10 REP: Notorious curiosity 11-
5 Unluck 1D6
CHAR cost: 32
Powers cost: 123
Total 155
Disadvantages 155
Description:
These one meter humanoids are covered in thick silky blond fur. They are solitary by nature and tend to live in inaccessible forests and mountains. Wardents have a compulsive hunger for food, knowledge and odd experiences and will readily join in an adventure that promises any two out of three of these things. They carry a mix of Tech Level II and III equipment, including up to 1D4 artifacts. Contrary with popular legend, there is no evidence that Wardents ever mated with Sleeths, however the similarities in technical know-how that they share with Orlens cannot be overlooked and may be a result of decades of co-existence.
HOOP
Stock: Mammal - Rabbit
Number: 1-20
Size: 2.2 m average
Habitat: Any
Diet: Omnivore
CHAR |
Score |
Cost |
Max |
STR |
12 |
2 |
20 |
DEX |
13 |
9 |
23 |
CON |
13 |
6 |
18 |
BOD |
10 |
0 |
20 |
INT |
10 |
0 |
20 |
EGO |
13 |
6 |
20 |
PRE |
11 |
1 |
20 |
COM |
8 |
-1 |
20 |
PD |
5 |
1 |
8 |
ED |
5 |
1 |
8 |
SPD |
3 |
7 |
5 |
REC |
5 |
0 |
10 |
END |
30 |
2 |
60 |
STN |
23 |
0 |
40 |
Powers/Skills/Talents
2 Running +1" (7" total)
5 Superleap +5" (7" total)
6 PER +2 to all rolls
4 PER +2 to hearing (+4 total)
40 Mental Multipower (40 pts)
4 u Transform (Minor) 4D6 - metal to rubber, reverses with gamma radiation (40)
6 m Telepathy 6D6 (30)
5 m Mind Link (with any Hoop, or up to 4 willing minds)
20 VPP: (40 pts) to enhance another's mental powers only (-1), maximum of up to 2 x of owner's Active Points (-1) (60)
3 Mental Amplification roll 12-
3 Combat levels +1 with mutations
6 Skills, choose two per individual
3 Breakfall 12-
2 WF: Common melee weapons
2 WF: Common missile weapons
2 FAM: Archaic and Ancient Technologies
1 FAM: Hoop Society
2 LANG: Anglo (2 pts), Hoop (native)
0 Everyman Skills
75+ Disadvantages:
10 DF: Rabbitoid (concealable, recognized)
10 Phys: Reversed knees obstructive (infreq, great)
15 Hunted: Artificial life (more pwr, NCI, 8-, limited area, kill)
10 Hunted: Knights of Genetic Purity (as pwr, 8-, enslave)
5 REP: Murderous race, 8- (only true of some)
15 Psych: Edgy, bordering on paranoia (very comm, mod)
10 Psych: Mesmerized by artifacts (uncommon, strong)
CHAR cost: 34
Powers cost: 116
Total 150
Disadvantages 150
Description:
These mutated rabbitoid creatures average 2.2 meters in height and walk erect. They are able to leap great distances. "They may will a metal item they are touching to turn to a rubber-like substance by loosening the attractive atomic forces inherent in metal-based solids, rendering mechanical and electrical devices useless. Hoops love artifacts and there is a 30% chance of any Hoop encountered having one or more artifacts and a 20% chance of knowing how to use each artifact he possesses. Hoops carry a mix of Primitive and archaic equipment.
Eunuch Package Deal:
Powers/Skills/Talents
13 Density Increase (10 pts), +10 STR, -2" KB, +2 PD, +2 ED, 400 kg, 0 END, Persistent (+1), Always On (-1/2) (20)
2 Concealment (ES)
3 Persuasion
2 Stealth (ES)
1 FAM: Security Systems
1 FAM: Tactics
1 FAM: The Keep
2 KS: Zoya and her schedule
2 KS: Security measures
2 KS: Eunuch Fighting Techniques
21 Eunuch Fighting Techniques Package
Maneuver |
Phase |
OCV |
DCV |
Effects |
Back Kick (Off Strike) |
1/2 |
-2 |
+1 |
STR +4D6 |
Side Jab (Def Strike) |
1/2 |
+1 |
+3 |
STR strike |
Dodge |
1/2 |
+0 |
+5 |
Dodge, abort |
Block |
1/2 |
+2 |
+2 |
Block |
Leg Sweep (Throw) |
1/2 |
+0 |
+1 |
Target falls |
ZOYA THE WARRENESS
CHAR |
Score |
Cost |
COM |
20 |
6 |
INT |
20 |
7 |
PRE |
18 |
9 |
Bureaucrat Package Deal
3 Bureaucratics, 13-
3 High Society, 13-
5 Interrogation +1, 14-
3 Persuasion, 13-
3 Contact: Mardag the Bull, leader, East Verdeland Zoopremists
2 KS: Commerce, 11-
2 KS: Hoop Settlements, 11-
2 KS: Politics, 11-