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Boot Hill for Noah's Ark | |||||||
Plasma Rabbits These little bundles of joy were genetically altered so they could be let loose behind enemy lines. Although not a major threat in small groups, their proclivity for rapid reproduction and the fact that all offspring have the same powers as their forbears make them a nasty distraction to any country trying to fight a war. Stats Corporal D: 1d4, N: 3d8, S: 2d4, Q: 2d10, V: 1d6 Mental C:2d10, K:1d4, M:1d12, S: 1d6, Sp: 1d4 Skills Fighting brawling: 1d8 (str+1d4), Sneak: 5d8, Shooting Plasma Bolts: 3d4, Dodge: 3d8 Special powers Shoot Plasma - ROF: 1, Speed:1, Range: 10, Damage: 3d8 AV-4 (It toughens the skin having plasma in your belly.) Night vision Pace: 8/16 Size: 2 Wind: 10 Terror: 5 (When powers become known?"Run! It's the bunnies!") Flying Plasma Rabbits Same as above except these critters have a flying pace of 12 and can do a diving/brawling attack and shoot on the same card. The plasma attack same as above. The flying attack is 2d8 to hit and 4d4 Str damage, and adds +4 to hit location. Ailing Hounds (Deadlander's Favourites) These nasty pieces of work were the sole idea of Doctor Edwards. They appear to be an everyday breed of dog, similar in body structure and size to an Alsatian, Doberman, or Mastiff. They are all covered with a jet-black coat of hair. Partly due to the toxins running through their systems,.their skin has been toughened so as to resist damage better. A portion of the brain has been altered to ignore pain. Even their reflexes have been artificially enhanced?yet another terror to be inserted into the civilian population during times of conflict. They were a work in progress. As offspring grew, they either became a normal dog (apart from the same colouration of hair), or would die within 2-6 weeks of birth showing the same abilities as the parent animal. Due to Judgement Day, work ceased on this project, but I should imagine that other labs elsewhere had a few of these in captivity. Stats Corporal D: 1d4, N: 3d10, S: 4d8, Q: 2d12, V: 3d12 Mental C: 3d6, K:1d6, M: 3d6, S: 1d6, Sp:3d8, Skills Fighting=5d10, Sneak=4d10, Tracking=5d4 Special powers AV: 1 Takes half wind damage Ignore 2 levels of wound modifiers Strong teeth= AP 1, damage= 4d8+1d6. On a successful bite, the victim makes an Onerous (TN 7) Vigor check or takes 1d6 wind. On the next round, he must perform another Onerous Vigor check or receive a -2 penalty to all actions due to giddiness for 1 hour. On the third round after having been bitten, he must perform yet another Onerous Vigor check or lower his deftness and nimbleness by a die type for 1 hour due to toxins in blood stream. This is cumulative if bitten again due to the large amounts of toxin in your system. The dogs have been trained to bite as many different targets as possible. If a roll is passed at any time you still roll for the other effects. A busted roll on the wind loss check will cost you a 2d6 loss. A bust on the -2 penalty roll will give you a -4. A bust on the trait loss will give you a permanent step loss (roll 1d6) to either Deftness (1-3), or Nimbleness (4-6). Magical healing will cure any of the effects (except for the bust results on the trait loss), at a Serious wound level. Leap: They can jump 5 yards towards a target at -4 to hit, but get an extra 1d6 actual damage, and +2 to the hit location. The target then makes an opposed Str roll vs. the damage taken or gets knocked prone. Size: 5 Pace: 10/20 Wind: 20 Terror: 9 Anarchy Chipmunks These creatures were a freak accident resulting from a g-ray collector falling across a cage filled with the rodents. They had nothing to breathe but ghost rock fumes for several minutes. After the collecter was moved, it was discovered that anyone/anything bitten by the chipmunks seemed to suffer extreme bad luck from a day up to 1 week after the bite. Even equipment they touched tended to break or go wrong. For the safety of the lab and staff these critters were kept separately, and only handled by staff in extra thick protective gear in a sealed room! Stats Corporal D: 2d4, N: 3d8, S: 2d6, Q: 2d8, V: 3d4 Mental C: 3d8, K: 2d4, M: 1d6, S: 2d6, Sp: 3d4 Skills Sneak: 5d6, Fighting Brawling: 2d8(2d6+2d4-AP1) Size: 2 Pace: 8/16 Wind: 8 Terror: 3 Special powers Any person bitten by these creatures, will suffer the bad luck hindrance for 1d6 days (don't re-roll aces). This has a lesser affect on equipment they touch; roll 1d20 for an item that doesn't normally have a stability number. On a 19 or 20 it breaks. Any items with stability, lower the number by two and then roll for failure. Items only roll once, then become "immune" to the chipmunks. Syker Chimps These creatures look horrific due to the shaved head and the spiked metal circlet around their skulls. Observing them, one can be sure that there is a glint of above average intelligence in their eyes. These primates were originally adapted for the Texas Rangers in their fight against the South American drug lords. They would have been placed in the jungle, and used to penetrate the grounds of the drug lords. When inside they would be used to take out any guards/defences, while the strike team made its move from the outside. The metal collar around their noggin allows them to use their syker powers and increases their mental abilities to a level that allows them to understand basic commands. Without the collar they revert to normal chimps. Stats Corporal D: 2d4, N: 4d6, S: 5d8, Q: 2d10, V: 4d6 Mental C: 4d8, K: 2d6, M: 2d6, S: 2d6, Sp: 2d8 Skills Blasting: 5d6, Fighting Brawling: 3d6, Shooting (pistol/rifle): 4d4, Climbing: 6d6, Overawe: 5d6 Size: 4 Pace: 15 on all fours, 10 upright Wind: 14 Terror: 5 Special powers The chimps each possess: Telekinetic Storm, Predator, Arson, Blind Side, and Aztec Surprise The chimps have a strain total of: 12 points. Note: The collar can be targeted at -6, or if it's a head hit there is a 50% chance the collar is hit. The collar has an av of 1, and has a durability of 10/2. Each point of durability lost removes a random power from the chimp, d3 points of strain, and a point of their blasting. Fresh Water Maze Dragon This critter was brought from the maze within hours of being born, and placed into a salt-water tank. Each day the salt level was decreased by a very tiny amount, and certain drugs injected into his system. The geneticists slowly exposed him to radiation to a certain part of the brain, and eventually the project was a success: a water critter that could send out electro-magnetic pulses. The next project was to mate a salt-water dragon with him and try to alter the offspring to cope with salt and fresh water. Unfortunately Judgement Day put an end to this. The dragon escaped from his pen about five hours before the posse arrived, and due to his genetic brain raping, has taken to "patrolling" the lake around the facility and taking out any unauthorized craft . His tactics package is: "EMP the craft, attempt to sink it, and leave the facility security to deal with any survivors". Stats Corporal D: 1d4, N: 2d10, S: 5d12+4, Q: 1d10, V: 2d12+4 Mental C: 2d10, K: 2d4, M: 1d12, S: 1d6, Sp: 1d4 Skills Fighting brawling: 4d10, Sneak: 5d10, Swimming: 5d10, Shooting EMP: 4d10 Size: 24 Pace: 10 land, 20 swimming Wind: NA Terror: 11 Special abilities Armour: AV1 Damage: 5d12+4+2d12 EMP Blast: Any electronics within a 10 yard radius, have a chance of being knocked out. Roll a d20 for each item; on a 16 to a 20 it's knocked out for good, unless you have a Doomsayer with the EMP power, then he can get it working again. Swallow: The dragon's mouth is big enough to swallow a man whole; with 2 raises on a brawling attack it will. The victim takes 4d6 damage each round from the stomach acid, and crushing gullet. The only way to escape is to do 20 points of damage with a cutting weapon or shotgun. Toxic Spirits These creatures were attracted to the place when a few containers leaked, and mixed to become toxic sludge. When they arrived they found doctor Edwards, and discovered it was very easy to convince him to follow the path of the shaman. They are bonded with the doctor, so if he dies they die. They look like large man-sized figures made of yellow and green coloured sludge, except for the eyes; which are pure white. Stats Corporal D: 3d8, N: 4d8, S: 3d8, Q: 5d10, V: 3d8 Mental C: 2d8, K: 1d8, M: 4d10, S: 2d6, Sp: 2d10 Skills Fighting brawling: 4d8, Sneak: 4d8, Overawe: 4d8, Ridicule: 3d6 Size: 8 Pace: 8/16 on land, 20 in sludge/toxic waste Wind: 18 (only from magic attacks) Terror: 7 Special abilities AV 1 (AV 2 vs. radiation and sludge magic) Cutting weapons do half damage Fire and heat attacks do an extra dice of damage If a target's exposed skin is struck in combat (3d8+1d8), the target must make a Fair (TN 5) Vigour check or receive a -2 penalty to all actions due to a burning, itching rash, which lasts for 1d6 rounds. This is not cumulative, but each hit makes the next save +1 to the TN (For example, if the player made his first 2 saves, the next save is at +2 to the TN, making it a total of 7 to succeed). Black Hats The usual bunch of 20 well armed thugs, under the command of Ms. Jensen. Stats Corporal D: 3d8, N: 3d6, S: 3d8, Q: 3d6, V: 2d8 Mental C: 2d6, K: 2d6,M: 2d8, S: 2d6,Sp: 2d6 Skills Dodge: 2d6, Driving: 2d6, Fighting brawling: 3d6, Lock picking: 2d8, Shooting Any: 3d8 Sneak: 3d6, Speed load: 2d8, Swimming: 2d6, Throwing balanced/unbalanced: 2d8, Academia Occult: 2d6, Area Knowledge Denver: 2d6, Demolition: 2d6, Guts: 3d6, Tracking: 3d6, Survival Any: 3d6, Search: 3d6, Scrutinise: 2d6, Medicine General: 2d6 Pace: 6/12 Size: 6 Wind: 14 Gear Kevlar vest (AV 2 to torso, gizzards), damnation assault rifle (shots 30, rof 9, range 10/20, damage 4d8 AP2), Knife (3d8+1d6), Frag Grenade (4d10 Massive, Blast Radius: 5), 2 spare clips for rifle. Ms Jensen She is an infiltrator Borg from Denver, she was sent to investigate the meta-com facility. Before arriving at the town, she planted various items around Coopers Rest and offered to train several of the townies on how to "forage" for goods. After a few weeks of training she led them to some of the supplies she had left previously. Despite the loss of two of the townies on a trip to the ruins of Overton, the rest of the community feel that her skills have brought them good fortune and made her the head of the foraging units. She has set up a sort of "scavenged goods" store in town and has an unwitting business partner named Clay Tomkins (who has no idea of her true purpose or nature). Stats Corporal D: 4d8, N: 2d12, S: 3d6, Q: 3d6, V: 2d6 Mental C: 3d10, K: 2d6, M: 3d10, S: 2d8, Sp: 2d6 Skills Lock picking: 2d8, Shooting pistol/rifle: 4d8, Climbing: 3d12, Dodge: 3d12, Driving Car: 2d12, Fighting Spur: 3d12, Sneak: 4d12, Scrutinise: 3d10, Search: 3d10, Academia Occult: 3d6, Area Knowledge Denver: 2d6, Disguise: 2d6+6, Overawe: 2d10, Performing Acting: 2d10 Persuasion: 2d10, Streetwise: 2d8, Guts: 5d6 Edges Two Fisted: gets -2 for using both hands Eagle eyes: +2 for Cognition checks to spot things at a distance Pace: 12/24 Wind: 12 Size: 6 Special AI, antenna, CPU (4 slugs processing 4 slugs storage and 1 slug reader port), cyber eye (light enhancement and thermal imaging), cyber hand (light fingered), face maker, infiltrator package, radio, SRU, spirit fetter, spur, threat tracker program (1 program). AI: 1 head Antenna: 1 arm (3 feet length: allows to see round corners and under doors, etc.) CPU: head Cyber eye: 1 head (ignores lighting penalties and can see targets obscured by cover) Cyber hand: 1 arm (+4 to any precision work) Face maker: 1 head (+6 to disguise rolls and can change to look like anyone, change takes 1-4 rounds) Infiltrator package: 1 each arm and leg, +1 head, +2 torso Radio: 1 torso SRU: 2 torso Spirit fetter: 1 head Spur: 2 arm (1 foot long retractable blade: speed 1, DB +1, Str+2d8, AP2) Threat tracker allows her to exchange 1 card from the deck while in combat. Drain CPU: 2 (when in combat), Antenna: 1 (if being used), Cyber eye: 1 (always on), Cyber hand: 1 (when using light fingered), Face maker: 1 (always on), Infiltrator: 1 (always on), Radio: 1 (when used). Total =3/8 standard, 8/8 if all systems running (hope the SRU doesn't kick in!) Doctor Edwards Edwards was the head of research at the Meta-Com facility in Arizona for the Agency. His task was to look into altering the genetic make up of various animals, giving them the ability to pull off certain powers. These subjects would then be used to breed more of their kind, for the purpose of aiding in covert missions, such as dropping behind enemy lines to cause panic and supply problems. When the bombs dropped, most of the staff left the facility. Edwards fanatically stayed to carry on his research. He wanted no contact with the outside world, the intrusions of which interfered with his "all important research". After 5 years he became fairly unhinged, having only his animals to talk to. He decided that he would cease his main research and train the animals to be his loyal subjects. After a few more years (and a slight accident with some poorly mixed chemicals), he was hounded by dreams of polluting the world and wiping out the rest of mankind. If this was accomplished, he could rebuild the world again in a fashion he chose. When he started to believe this, 2 toxic spirits appeared to him and began to train him in the way of the corruptor shaman. He believes he is a type of "Noah" and this facility is his "ark". Instead of waiting for the floods to come, he is to make the polluted flood himself and then use his animals to repopulate the world. So far he has only flooded the submerged docking bay in the lowest level of the facility, but soon intends to flood the lake, then moving onto the lands surrounding it. Enter the posse! Stats Corporal D: 2d10, N: 1d8, S: 2d4, Q: 2d10, V: 3d10 Mental C: 4d8, K: 4d12, M: 1d8, S: 3d12, Sp: 4d10 Skills Academia Occult: 3d12, Area Knowledge American South West: 3d12, Language English: 4d12, Medicine General: 3d12, Medicine Surgery: 4d12, Professional Geneticist: 4d12, Science Biology: 5d12, Science Neurology: 4d12, Ridicule: 3d12, Faith: 5d10, Guts: 4d10, Shooting Pistol: 3d10, Throwing balanced/unbalanced: 3d10, Fighting Brawling: 3d8, Sneak: 2d8, Swimming: 4d8 Edges AB: Corruptor Shaman Level Headed Toxic Guardian: (5) sludge spirit. Hindrances Loco (5) (He thinks he is Noah, servant of god, sent to cleanse the world's evil through pollution). Scrawny Pace: 8/16 Size: 5 Wind: 20 |
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