Bone Eater
Bone Eaters are decrepit beasts that roam the irradiated pockets of the wastes. Their bodies are mange and filth covered fur. These creatures hunt in packs, walk on all four legs and are known to stalk their prey.
HP 10 -15
Attacks
-Bite DMG 6
-Thrash DMG 5
-Lock Jaw DMG 5
After successfully rolling to Bite, the GM may roll again
on the same turn to lock the attacking Bone Eater’s jaw.
If a Bone Eater locks its jaw onto a target, the target takes
an additional 3 DMG every turn until the Bone Eater is beaten
or releases its jaws.
Abilities
-Consume
When this creature consumes meat, they regain health points.
Every turn spent feasting on a carcass of the recently dead,
heal 3 HP. Reduce the dead bodies total HP by -3 until it is devoured.
A dead body can only be consumed for its total HP.
Waste Ape
Strange gorilla-like creatures that inhabit thick wilderness areas. Waste Apes feed on anything they can find and kill. They are covered in dirty knotted hair that carriers a terrible stench.
Waste Apes have remarkable strength. It appears however, these creatures aren’t outwardly aggressive, and they choose to avoid Human contact as much as possible. Sightings of these creatures are rare.
HP 40-50
Attacks
-Bite DMG 6
-Pummel DMG 9
-Bash DMG 8
-Grapple
A Grappled target can only use one arm until released.
*No rifles, large weapons
The target must Roll Reflex to dodge, or Toughness to break the hold.
A grappled target can attempt to roll Reflex or Toughness once per turn to attempt to break free.
+2 DMG to Grappled targets
Abilities
-Gnaw
Bite does an extra +4 DMG and +1 Bleed Damage to a Grappled target.
-Stench
Swamp Ape’s odor is so putrid the mere presence of one is debilitating.
Any lifeform within RNG 4 has all rolls reduced by -1.
Skin Crawler
In appearance, Skin Crawlers look almost human. They have infected, scab covered naked skin, stretched out over long, jointed bones. Their thin elongated limbs connect to a withered mid-section barely wider than their necks. Their faces are horrified reflection of man sporting grotesque unhinging jaws with a long snake like tongue.
Skin Crawlers inhabit the blighted urban wastes within sprawling industrial complexes. They make their home in the shadows of the factories littering every major city. Industrial workers are plagued by the fear of being dragged into a dark alleyway and torn apart while their colleagues watch helplessly. Some say they are a curse, that they consume humans the way humans have consumed the Earth.
HP 20-30
Attacks
-Ravage DMG 10
-Acid Spit *burn DMG 6 RNG 3
Target becomes Burned and takes 3 DMG per turn until healed.
-Pounce RNG 3
If the target fails a Reflex roll they are pounced on. A pounced target is pinned down and cannot flee. Attacking another target will release the pinned target. A pinned victim can attempt to roll Toughness or Reflex once per turn to break free.
-Predatory Consumption
If a target is pounced on, the Crawler can unhinge its jaw and begin to consume the head of their targets. Targets in this state take 3 DMG per turn and -1 to all Reflex and Strength moves. After 3 turns in this state a victim may go unconscious. If the target dies, the Crawler eats their head and regains 10 HP.
Abilities
-Scramble
Re-roll missed attacks (up to 2 rolls) and always attack first regardless of who initiates combat, unless the attacking player has a Reflex greater than 70.
Swamp Zombies
The mutated corpses of mobsters disposed of near New Jersey and Michigan’s hundreds of superfund sites. They stalk the blighted woodlands and urban ruins where their bodies were buried. Frequent acid-rainstorms in these areas will force Swamp Zombies to find shelter inside abandoned buildings, tunnels and caves. They feast on the living for fun.
HP 15-20
Attacks
-Slash DMG 5
-Bite DMG 6
-Scream DMG 2 RNG 3
Let out an ear rupturing scream that will summon
any nearby Swamp Zombie to the area.
-Grapple
A Grappled target can only use one arm until released.
*No rifles, large weapons
The target must Roll Reflex to dodge, or Toughness to break the hold.
A grappled target can attempt to roll Reflex or Toughness once per turn to attempt to break free.
+2 DMG to Grappled targets
Abilities
-Gnaw
Bite does an extra +4 DMG and +1 Bleed Damage to a Grappled target.
-Consume
When this creature consumes meat, they regain health points.
Every turn spent feasting on a carcass of the recently dead, heal 3 HP. Reduce the dead bodies total HP by -3 until it is devoured. A dead body can only be consumed for its total HP.
Jumbo Leech
Once a mundane nuisance in waterways and swamps, Jumbo Leeches are now a significant threat. Mutated by radiation for years since the collapse of the EPA, now some leeches grow as large as a small car.
Jumbo Leeches use their pharyngeal jaws to latch onto their prey, sucking the life out of anything that bleeds. They have adapted to their large size and will use their bodies to crush and batter threats and prey.
HP 40-50
Attacks
-Thrash DMG 5
-Tackle DMG 4
-Subdue
If the target fails a Reflex roll, they are subdued and cannot attack or escape. The target can roll Strength to try and break free once per turn.
Abilities
-Leech
When a target is subdued, the Jumbo Leech latches on and begins to drain life from their target. When the Jumbo Leech ends its turn, reduce the subdued target’s HP by 1 D6 and increase the Jumbo Leech’s HP for the same amount.
-Exponential Growth
This creature’s HP has no cap and can be increased greater than its total HP.
Bear Frog
Like Jumbo Leeches, Bear Frogs are also mutated descendants of a typical Earth critter. They are violent and aggressive creatures that will catch and eat anything they can fit into their massive mouths. Bear Frogs use their extremely long tongues to catch their unexpected victims. Their diet includes but is not limited to Bone Eaters, Swamp Zombies, most livestock, and the occasional lost hiker.
HP 25-50
Attacks
-Thrash DMG 5
-Tackle DMG 4
-Lick *poison DMG 3
Target becomes poisoned and takes 1 DMG per turn until healed
-Get over here *poison RNG 3
The Bear Frog can pull anything within RNG 3 to its jaws, preventing them from fleeing. If this is done on the first attack, the Bear Frog can attack again. Target becomes poisoned and takes 1 DMG per turn until healed.
Abilities
-Full Consumption
If a target’s HP is less than 12 or they are unconscious during combat, they are fully consumed by the Bear Frog. Once consumed a target cannot escape unless the Bear Frog is destroyed. A consumed target takes 3 DMG per turn until freed or digested. If a target is digested, the Bear Frog heals for the target’s total HP.
Sludge Creature
Sludge monsters are sentient blobs of toxic goo. They are enormous amoebas, mutated out of the polluted primordial soup the factories dump into the sewers daily. The blobs are violent and invasive. They will attempt to cover and consume any living organism within reach. Their bodies are extremely corrosive; any contact can lead to serious chemical burns.
HP 25
Attacks
-Sludge *burn DMG 9 RNG 3
Sludge creature will hurl globs of themselves at targets as an attack.
Their structure will never truly break down, instead the sludge creature will slowly spit more and more of itself onto its prey until the target is completely covered in toxic sludge. Target becomes Burned and takes 3 DMG per turn until healed.
-Cell Splitter
Create another duplicate creature with identical stats *this can only be down after two turns. The duplicate creature cannot attack on its first turn.
Abilities
-Absorb
Whenever a sludge creature deals damage to a target, the sludge creature heals for 50% of the total damage dealt.
Sludge Boss *BOSS
The Sludge Boss is two to three times the size of the average sludge creature. They have tentacle like appendages that stretch out from its main form. It uses its appendages to ensnare its victims in a corrosive vice grip before slowly pulling them into its body to be dissolved.
HP 50-75
Attacks
-More Sludge *burn DMG 18 RNG 3
Target becomes Burned and takes 3 DMG per turn until healed.
-Get over here *burn DMG 6 RNG 3
The Sludge Boss can pull anything within RNG 3 to its jaws, preventing them from fleeing. If this is done on the first attack, the Sludge Boss can attack again. Target becomes Burned and takes 3 DMG per turn until healed.
-Constrict *burn DMG 9
If the target fails a Reflex roll, they become constricted by the Sludge Boss
If a target is constricted, they cannot flee. Target becomes Burned and takes 3 DMG per turn until healed.
Abilities
-Absorb
Whenever a sludge creature deals damage to a target, the sludge creature heals for 50% of the total damage dealt.
-Toxic Fumes *toxic AOE 5
Whenever the Sludge Boss receives damage, they release a cloud of toxic smoke that deals 5 Toxic DMG to everything that’s not sludge within an area of 5
-Full Consumption
If a target’s HP is less than 12 or they are unconscious during combat, they are fully consumed by the Sludge Boss. Once consumed a target cannot escape unless the Sludge Boss is destroyed. A consumed target takes 3 DMG per turn until freed or digested. If a target is digested, the Sludge Boss heals for the target’s total HP.
-Toxic Lava *toxic AOE 3
When a sludge boss dies, they breakdown into a puddle of corrosive sludge that deals 3 Toxic DMG to everything within an area of 3.
Gordo Fish
These ferocious creatures stalk the rivers, lakes, and waterways of the wastes. They have become one of the most notorious killing machines to inhabit both fresh and saltwater. The average adult Gordo Fish weighs about 1,200 -1,500 lbs. and can grow to be 20 feet long. They loosely resemble catfish only slimier with jagged protruding spike like bones from mouth to tail.
HP 30-45
Attacks
-Thrash DMG 5
-Bite DMG 6
Abilities
-Scramble
Re-roll missed attacks (up to 2 rolls) and always attack first regardless of who initiates combat, unless the attacking player has a Reflex greater than 70.
-Full Consumption
If a target’s HP is less than 12 or they are unconscious during combat, they are fully consumed by the Gordo Fish. Once consumed, a target cannot escape unless the Gordo Fish is destroyed. A consumed target takes 3 DMG per turn until freed or digested. If a target is digested, the Gordo Fish heals for the target’s total HP.
-Flee
If a Gordo Fish is submerged in open water, it can escape combat at any time.
Tera Gator
Some species of pet alligators have been known to thrive in urban city sewers for decades, feasting on rats, metro workers, and lost hobos. With the recent reduction in regulations and less consideration for infrastructure maintenance, the gator problem in the sewers has only gotten worse. This problem is specifically bad under the dense streets of TeraCom City.
HP 15-30
Attacks
-Bite DMG 6
-Thrash DMG 9
-Chomp DMG 10
-Lock Jaw DMG 5
After successfully rolling to Bite, the GM may roll again
on the same turn to lock the attacking Tera Gator’s jaw.
If a Tera Gator locks its jaw onto a target, the target takes
an additional 3 DMG every turn until the Tera Gator is beaten
or releases its jaws.
Abilities
-Scramble
Re-roll missed attacks (up to 2 rolls) and always attack first regardless of who initiates combat, unless the attacking player has a Reflex greater than 70.
-Natural Camouflage
Tera Gators are undetectable while submerged or slightly submerged. A lifeform will not notice the gator unless they are within RNG 3 or have specific abilities that boost environmental awareness.
Wendigo *BOSS
Wendigo are malevolent beasts that prowl deep wilderness and urban rural wastes reclaimed by the forest. They exist in a permanent state of hunger and will kill anything they come across. They are tall boney beasts, covered in mangled furry flesh. Their long dangling arms carry razor sharp talons for hands. They have ferocious wolf like heads adorned with twisted reindeer antlers. Their jaw bones protrude far out from their skull unable to be covered by skin.
HP 150-200
Attacks
-Bloodlust Roar Wendigo can let out a ferocious howl that will focus its rage and strike dire fear in the hearts of anything that can hear it. Any lifeform that hears the roar must roll Toughness, on a fail they are stunned for their next turn. The Wendigo’s next attack deals x2 DMG.
-Thrash DMG 9
-Eviscerate DMG 12
-Pounce RNG 3
If the target fails a Reflex roll they are pounced on. A pounced target is pinned down and cannot flee. Attacking another target will release the pinned target. A pinned victim can attempt to roll Strength or Reflex once per turn to break free.
-Disembowel
A pounced target can be disemboweled. Roll 1 D12, the target takes the roll for damage for the next 3 turns. A target cannot attack while being disemboweled. The Wendigo cannot attack another target for 3 turns.
Watchers
The deep forests and uninhabited wastes are home to an unknown presence. Travelers and villagers living near areas visited by these beings all share similar stories of their sightings. The things people refer to as Watchers appear as black figures on the horizon, sometimes peering out from behind trees or atop ledges and cliff sides.
Not much is known about these entities. Sighting evoked anxiety and fear. No one believes they are friendly. Some say the Watchers leave a curse on those who witness them. Others say Watchers will appear in the shadows before great tragedies occur.
HP 0.1
Attacks
-Soul Sting *psychic DMG 5 RNG ?
If a lifeform sees a Watcher, they take 5 psychic DMG immediately. Psychic damage cannot be blocked by armor.
Abilities
-Curse
If a lifeform sees a Watcher, reduce every roll by -1 for their next 3 turns.
The lifeform’s Luck is reduced by 40 for their next 3 turns.
-Transcendent
This being can be anywhere at any time.
-Omniscient
This being knows everything (or has greater understanding)
and cannot be lied too.
-Translucent
This being cannot be harmed by physical attacks.
Ocurrox
The Ocurrox is a very strange invasive alien species. Its body is made-up of one large floating eye. It has sharp talon covered tentacles and an acid drooling mouth full of razor-sharp teeth. They have no visible limbs aside from their tentacles and move by some form of telekinesis or gravity manipulation. They came to Earth in cellular form as an asbestos like mold that’s carried from planet to planet by the various extraterrestrial container ships that support the Gruellein Empire’s intergalactic trade network. Since Earth’s full incorporation into the Gruellein Empire as a developing planet, container ships that could be containing Ocurrox infected mold, or various other deep space diseases come in and out of Earth’s atmosphere daily.
The Ocurrox are incredibly violent and unapproachable. They reproduce rapidly and tend to become a problem anywhere they manage to infest.
HP 15
Attacks
-Acid Spit *burn DMG 6 RNG 3
Target becomes Burned and takes 3 DMG per turn until healed.
-Acid Bite *burn DMG 6
Target becomes Burned and takes 3 DMG per turn until healed.
-Stop Hitting Yourself The Ocurrox can use its telekinetic power to manipulate the physical world, causing targets to punch themselves repeatedly. Roll 3 d 6, for every 4-6 rolled the target punches themselves for 4 DMG. Any target affected by this ability takes -1 to any roll against the Ocurrox for the rest of the fight.
-Cell Splitter
Create another duplicate creature with identical stats *this can only be down after two turns. The duplicate creature cannot attack on its first turn.
Lich Acolyte
Acolytes of the various lich cults serve with the highest devotion in hope of becoming an “enlightened one”. To prove themselves worthy and gain favor amongst their cliques, acolytes are dispatched across the wastes on “missions”. Often, they are responsible for nefarious deeds motivated by the pursuit of extraterrestrial crystals that can grant them their eternal life.
Despite their heretical appearance, it seems some members in their orders have achieved some form of immortality. The cultists who successfully perform the necessary ritual can bind their consciousness to their bodies eternally. The ritual kills their physical form and leaves them a fetid cadaver, but their consciousness remains intact, tethered to the body by the crystal. Many who have gone on to become a lich lead lives of debased debauchery and have forgone any reservations.
HP 20-25
Attacks
-Smash DMG 4
-Slash *bleed DMG 6
Target bleeds for 1 damage per turn until combat ends.
-Blast DMG 12 RNG 3
Lich *BOSS
Lich are the leaders of covens. They hold high places of power within their cults. The transition from acolyte to lich is a harsh, soul breaking process. The ritual involves an acolyte going through a strict initiation. During the ceremony, harsh chemicals are imbibed to bind the consciousness to a rare interstellar crystal that is then rammed firmly into the back of the acolyte’s skull. The crystal must contact the thalamus and spine in one motion for the ritual to be performed correctly. Once in place, the crystal will start to fuse itself to the skeletal structure and the bodies flesh begins to wither.
HP 50-75
Attacks -Telekinesis DMG 12 RNG 3
Powered by the crystals inside their skulls, lich are capable of tremendous things. By concentrating their will, they can manipulate the physical word and lift heavy objects off the ground sending them flying.
-Trauma Sphere *psychic DMG 15 RNG 3
Lich can manifest a sphere of concentrated negative energy and fire them at targets. Up to 2 targets can be hit one a single turn but the Lich must use their next turn to cooldown and cannot attack. Psychic damage cannot be blocked by armor.
Abilities
-Telekinetic Tantrum DMG 6 RNG 3
If a Lich’s HP drops below 50% or they become enraged, various objects within their vicinity will lift off the ground and begin to revolve around the lich in a violent manner. A ferocious cyclone of debris will form around the lich that will persist until the end of combat, or the lich is pacified. Anything within RNG 3 of the lich will take 6 DMG every turn they remain within close vicinity to the lich.
Enceledon Abductors
Enceledons are an alien lifeform that has a long history of contact with humans on Earth. For centuries Enceledons would observe humans in secret. Occasionally their presence would interfere with military systems, astrological research, and stargazers around the globe. Sightings often dismissed by officials, are a constant source of conspiracy and speculation.
They are short, grey aliens with large empty black eyes and elongated oval shaped skulls. Since the collapse of contemporary society on Earth, Enceledons no longer hide their presence. They have become a serious issue for travelers and settlers in the less populated areas, abducting anybody they can get their probes in.
HP 15-20
Attacks
-Photon Blast DMG 15 RNG 3
-Photon Shock *stun DMG 5 RNG 3
Roll 1 D12, on a 1-6 nothing happens aside from the initial 5 DMG.
If you roll a 7-12, the target is stunned and cannot move for 3 turns.
Abilities
-Shield Projector AOE 3
Roll 3 D6, if you roll two 3’s or higher, deflect all incoming damage for as many turns as the lowest rolled die.
Ridian Invaders
Ridians are a violent reptilian species from another galaxy. They are a typical nuisance for any other lifeform besides themselves both on Earth and colonies in space. The invaders on Earth stalk the outskirts of blighted urban sprawls and the most desolate ends of the wastes looking for travelers to eat. One of their favorite cuisines is ozone-roasted human flesh.
HP 60
Attacks
-Cattle Prod DMG 10 RNG 2
-Cattle Shock *stun DMG 10 RNG 2
Roll 1 D12, on a 1-6 nothing happens aside from the initial 10 DMG.
If you roll a 7-12, the target is stunned and cannot move for 3 turns.
-Neutron Blast DMG 17 RNG 3
Abilities
–Apprehend
If a target is ever stunned or unconscious during combat, they become subdued indefinitely until they are released. The target is detained during the Ridians turn in place of an attack.
-Cooking 4 Humans
If Ridians ever have at least 2-4 humanoid captives, they will try to flee back to their ship or a safer location. Roll 1 D12 for every captive. The GM picks a captive and rolls the first D12. If the roll is below 6, do nothing. If the roll is over 6, do nothing right now. Roll for the other captives. At the end of the Ridian’s turn, 1 captive is taken for every roll over 6. Or alternatively, the Ridians may choose to forgo their retreat for another turn. Ridians may continue to roll for the remaining captives until the GM decides. If any captives or party members remain, they may pursue the Ridians after combat.
TeraCom Security Officer
These are the boots on the ground protecting TC’s vital interests in places like TeraCom City and Detroit. Though security officers patrol the economic zones, they do not protect the average denizen or make any greater attempts to fight crime. They only protect TeraCom employees and the holdings of the TeraCom Corporation.
HP 30-45
Attacks
-Tackle DMG 4
-Clobber DMG 8
-Blast DMG 12 RNG 3
Abilities
-Tear Gas *toxic AOE 3
When combat is initiated, TC Security releases canisters of toxic tear gas. Anyone caught in the cloud without protection takes -2 to all rolls.
Dwellers are immune to toxic gases and radiation.
-Apprehend
If a target is ever stunned or unconscious during combat, they become subdued indefinitely until they are released. The target is detained during this officers turn in place of an attack.
-Assume the Position
If security remains undefeated at the end of combat, any apprehended targets will be arrested unless released by bail, bribe, trial date, or mercy of the GM. “too much paperwork, not worth the trouble. Beat it!”
TeraCom Security Sergeant
If you thought the foot soldiers of a militarized police force were bad, just wait until you meet their squad leaders.
HP 50-60
Attacks
-Clobber DMG 8
-Blast DMG 12 RNG 3
Abilities
-Stop Resisting
3 consecutive attacks on the same target will render the target stunned automatically after the third attack.
-Police Brutality
If a TC Security Sargent is present, all TC security officers gain an additional 10 HP and attack twice per turn. Apprehended targets cannot be released by mercy if a Sergeant is present. “Not on my watch.”
Labor Hall Associate
The Labor Hall has two main offices. One in TCC and the other in Detroit. The Hall’s function is to organize and dispatch work as needed while maintaining order of the Org/denizen labor force. The Labor Hall only manages the workforce of TeraCom facilities and TeraCom licensed jobsites.
Associates are low-level initiates. These wise guys are always eager to prove themselves.
HP 15-25
Attacks
-Tackle DMG 4
-Clobber DMG 8
-Blast DMG 12 RNG 3
-Grapple
A Grappled target can only use one arm until released.
*No rifles, large weapons.
The target must Roll Reflex to dodge, or Toughness to break the hold.
A grappled target can attempt to roll Reflex or Toughness once per turn to attempt to break free.
+2 DMG to Grappled targets
Labor Hall Enforcer
Most of TeraCom’s business is middle managed by greasy bureaucrats and mobsters. When the Labor Hall needs to flex some muscle, they’ll send in an enforcer to break some bones.
HP 40-50
Attacks -Clobber DMG 8
-Stab *bleed DMG 6
Targets bleed for 1 DMG per turn until healed.
-Blamo DMG 14 RNG 4
Abilities
-Rib Splitter
All melee attacks deal +2 bleed Damage. Targets will bleed for 2 DMG per turn until healed.
-Pulverize
Every time a melee attack hits, deal an extra attack. This effect lasts until an attack misses.
-Goons
All Labor Hall affiliates gain Rib Splitter and Pulverize.
Gulraa Thug
Most Orgs brought to Earth just want to earn a decent legitimate living. However, there are still Orgs that will never forget their struggles and the fight for freedom against TeraCom. These Orgs and many others respect the Gulraa as a necessary lawlessness; a barrier between them and the oppression they overcame. To them, The Gulraa are heroes.
The Gulraa run several criminal enterprises ranging from weapons dealing, counterfeit/hawking, and organized robberies. In Detroit, The Gulraa has a more legitimate presence. The lack of TC infrastructure allows for the Gulraa organized Org labor unions to hold a lot of power in the re-developing city. Detroit Guns is run by the Gulraa and recognized as trusted distributer of quality firearms.
HP 30-40
Attacks
-Clobber DMG 8
-Pummel DMG 9
-Smash DMG 12
-Blamo DMG 14 RNG 4
Abilities
-Apprehend
If a target is ever stunned or unconscious during combat, they become subdued indefinitely until they are released. The target is detained during this characters turn in place of an attack.
Gulraa Don
With any revolutionary para-military organization comes the need for leadership. Dons are the bosses of the Gulraa. Despite Orgs strict solidarity, problems between the syndicates come up from time to time. When that happens, the Dons will get together for a sit-down; usually working out a peaceful solution.
Gulraa Dons will arm themselves with symbolic machetes, reminiscent of the long blades or “kuilacka” wielded by ancient Orgish warriors in legends passed down over generations.
HP 50-60
Attacks
-Hack *bleed DMG 12
Targets bleed for 2 damage per turn until healed.
-Blast DMG 12 RNG 3
-Spray DMG 13 RNG 4
Abilities
-Union Strong
If a Gulraa Don is present, all Gulraa gain an additional 5HP and attack first regardless of who initiates combat, unless the attacking player has a Reflex greater than 70.
Rabid Kin
Rabid Kin, as they are referred to, are not rabid at all, but instead suffer from a type of degenerative wasting disease.
The syndrome is caused by prions that exist in the host, prior to transformation. The prions will enter human bodies unnoticed and sit dormant for years unable to effect human cells. Unfortunately, when a human goes under the syringe to becomes a Kin, the cells previously immune to prions become infected. Levels of infection can vary at the time of transformation leading to a range of results. Some infected subjects will show zero symptoms for extended periods of time, while others show signs immediately. In all cases degeneration will worsen over time until death is inevitable. There is currently no cure.
Erratic behavior and unpredictable tendencies are the first symptoms. Before death, during the final stages of the syndrome, infected Kin will lose all sense of self and go feral. In their last weeks, they’ll become savage beasts driven by their most primal urges and instincts. They have been known to prowl dark alleys and urban slums at night, looking for something to eat.
HP 45-65
Attacks
-Bite DMG 6
-Slash DMG 12 RNG 2
-Lock Jaw DMG 5
After successfully rolling to Bite, the GM may roll again on the same turn to lock the attacking Rabid Kin’s jaw. If a Rabid Kin locks its jaw onto a target, the target takes an additional 3 DMG every turn until the Rabid Kin is beaten or releases its jaws.
-Grapple
A Grappled target can only use one arm until released.
*No rifles, large weapons.
The target must Roll Reflex to dodge, or Toughness to break the hold. A grappled target can attempt to roll Reflex or Toughness once per turn to attempt to break free.
+2 DMG to Grappled targets
Abilities
-Gnaw
Bite does an extra +4 DMG and +1 Bleed Damage to a Grappled target.
-Animal Instinct
Since Rabid Kin have abandoned all emotion, fear and sense of self, they will fight ferociously until the end. They show no concern for mortal wounds and feel little pain. Resist all incoming damage by 25%.
-Consume
When this creature consumes meat, they regain health points.
Every turn spent feasting on a carcass of the recently dead, heal 3 HP.
Reduce the dead bodies total HP by -3 until it is devoured. A dead body can only be consumed for its total HP.
Rogue Aut
Despite most Auts wanting nothing more than to live out their lives peacefully. Some have decided the violence against their own shouldn’t be taken kindly. These Auts can be found in various areas throughout the world. Occasionally you might see Auts in bad neighborhoods absent of patrolling authorities, or vast industrial sprawls where they’re able to find employment.
Salvation is friendly to outsiders and has very strong policies around pacifism. Finding Rogues there is rare. However, the surrounding areas of the Pacific Northwest are home to roving gangs of Rogue Auts. They commonly engage in harsh violent skirmishes against Hunter Corps soldiers.
HP 30
Attacks
-Smash DMG 4
-Thrash DMG 5
-Shock *stun DMG 6
Roll 1 F12, on a 1-6 nothing happens aside from the initial 6 DMG.
If you roll a 7-12, the target is stunned and cannot move for 2 turns.
-Bow Shot DMG 8 RNG 3
This attack is silent.
Abilities
-Distress Signal
Rogue Auts will create scrap dens for loot storage and charging. These scrap dens will also house servers for Aut wireless communications. If a Rouge Aut is in danger a distress signal is sent out to all nearby Auts with the location pinged.
-Emergency Repairs
Auts can use a turn to take cover and repair themselves in combat.
Roll 1 D6 and heal for the amount rolled.
Alliance Grunt
Grunts are the average foot soldiers for the Sovereign State military. Previously, they were the boots on the ground fighting the war against the A.I, now they defend their resettled states. The soldiers of the Sovereign States are normally patrolling long trade routes or guarding homesteads, towns, and their rural communities.
HP 25-40
Attacks
-Punch DMG 9
-Stab *bleed DMG 6
Targets bleed for 1 DMG per turn until healed.
-Blast DMG 12 RNG 3
Choose One
-Pulse Fire DMG 26 RNG 5 SPR1-3
-Sniper DMG 40 RNG 6
-RPG Launcher DMG 50 RNG 5 AOE 3
Abilities
-Reinforcements
After 3 turns, another squad of Alliance Grunts will be called in for support.
Alliance Officer
Officers in the Alliance military are a commanding presence wherever they go. They lead their troops with a direct approach. Officers are always on the ground giving orders for both offensive and defensive missions.
HP 30
Attacks
-Slap DMG 4
-Punch DMG 9
-Blast DMG 12 RNG 3
Abilities
-Assault Team
If an officer is present, all Alliance soldiers gain Scramble.
Re-roll missed attacks (up to 2 rolls) and always attack first regardless of who initiates combat, unless the attacking player has a Reflex greater than 70.