Showing posts with label enemies. Show all posts
Showing posts with label enemies. Show all posts

Sunday, January 13, 2019

Drowned War #14: Shark Dog [Do Do]


So, now that I'm a Co-Owner in Atomic Ninja Studios I've had to put the product of the Drowned War on hold.

The project isn't dead, we just need to work other projects first.
The good news, I'm a legit owner of a studio with projects in the pipeline.

In the meantime, take a look at our website and currently available products:
http://atomicninja.com/
https://www.drivethrurpg.com/browse/pub/14044/Atomic-Ninja-Studios

To satiate your desire here is a new creature built for the Savage Worlds Adventure Edition,
[Pre-exsisting DW creatures are going to need to be edited for SWADE].

Shark Dog

While no one could accuse 7-Helix of being sentimental, various high ranking members of the organization are in fact dog lovers, [even Lovecraftian cults can't be all bad]. To ensure that "man's best friend" continues into the new age, 7-Helix scientists set about to genetically combine the canine species with an aquatic creature.

Data related to this project was used in the World Navy's Mermaid program.

*Art is a composite made from pieces by Jacob E. Blackmon




Wednesday, November 15, 2017

Drowned War #13: The Elephant

The Elephant (WC)

Sometimes a battle looks like it has a life of its own. Large creatures that cultivate and defend small algae farms, they are a pacifist by nature but if their food supply is threatened they attack with a ferocity unseen by many.
Literally unseen, the creature has adaptive skin that creates natural camouflage. Because the creature avoids humans until threatened, and rushes into combat leaving only the evidence of destruction; experienced soldiers refer to the creature as "The Elephant".

Attributes: Agility d8, Smarts d4, Spirit d6, Strength d12+6, Vigor d12
Skills: Fighting d8, Notice d4, Stealth d8, Throwing d8

Pace: 6; Parry: 6; Toughness: 16 (2)

Special Abilities:
-Armor +2: heavy armored skin
-Berserk: Monsterous ability, Deluxe
-Chameleon: The Elephant has natural camouflage imposing a -6 penalty to trait checks such as notice, fighting or shooting made against the elephant.
-Fist: Str+d8. Heavy Weapon. Elephant's had been known to beat tank suits into scrap.
-Hardy: Monsterous ability, Deluxe
-Huge: Monsterous ability, Deluxe
-Rush: When enraged the elephant may charge it's opponents. The Elephant moves it's pace in a straight line and makes a single Fighting roll against all targets in its path. Those caught in the rampage suffer Str+d10 damage.
-Size +6: Monsterous ability, Deluxe
-Territorial: The Elephant is a major pacifist and avoids all conflict unless someone gets too close to its algae farm. If the algae farm is threatened the elephant attacks.

Saturday, February 11, 2017

The Drowned War #6: sample of Poly Forms

It's been a while, I've been working on collecting and developing the Beastiary for the Drowned War.
This month I'll be selecting a few samplings of creatures: Poly Forms.

A Ploy Form is a mutant that has been exposed to copious amounts of the genetic soup, because of this their mutation has become unstable. Most Poly Forms are androgynous and have a light pink skin tone.

Poly Forms
These mutants appear humanoid with pink taffy-like skin. Driven by hunger they seek to consume the biomass of dead creatures and add it to their own.

Attributes: Agility d6, Smarts d4(A), Spirit d4, Strength d6, Vigor d6
Skills: Athletics d6, Fighting d6, Intimidation d6, Notice d4

Pace: 4; Parry: 5; Toughness: 7

Special Abilities* Androgynous: Poly Forms appear humanoid, but with no discernible gender
* Biomass: when a Poly Form makes a successful grapple attack they can consume the mass of their target. Each round thereafter the hold is maintained inflicts Str+6 damage. Once incapacitated the PolyForm consumes the target and adds +1 Size and pace along with one die in strength and vigor. Poly Forms can consume 6 targets and have a maximum strength and vigor d12+2, Size +6, Toughness 13, pace 10
* Claws: Str+d4.
* Creature parts: Poly Forms may ingest body parts from other creatures gain one of their special abilities as the GM sees fit.
* Fear: Poly Morphs induce a fear check at -2.
* Fearless (sort of): Poly Morphs are only afraid of fire. When harmed by a fire-based attack Polyforms must make a spirit check to resist retreating.
*Feral: Animal intelligence survives on instinct
* Gelantious Form: Normal weapons do half damage except weakness
* Mutant: same as Undead monstrous ability Savage Worlds Deluxe, except can be affected by poison disease and drowning
*Sluggish: in a deprived state Poly Forms are slow, but gain quickness as they consume more biomass
* Weakness (Fire): Fire based attacks cause normal damage.



Poly Swarm
Sometimes a Poly Form manages to ingest a rat or insect farm, in these cases the PolyForm is already at its max state. Ingesting these creatures changes the mindset of the polyform and makes them hyper-aggressive. They look humanoid with pink skin, but where the head should be is a mass of several rats faces all with sharp teeth

Attributes: Agility d6, Smarts d4(A), Spirit d4, Strength d12+2, Vigor d12+2
Skills: Athletics d6, Fighting d6, Intimidation d6, Notice d4

Pace: 10; Parry: 5; Toughness: 14

Special Abilities* Androgynous: Poly Swarms appear humanoid, but with no discernible gender
* Bite / Claws: Str+d6.
* Fear: Poly Swarms induce a fear check at -4.
* Fearless (sort of): Poly Swarms are only afraid of fire. When harmed by a fire-based attack Poly Swarm must make a spirit check to resist retreating.
*Feral: Animal intelligence survives on instinct
*Rat Heads: Poly Swarms have both the improved First strike and Improved Frenzy edges.
* Mutant: same as Undead monstrous ability Savage Worlds Deluxe, except can be affected by poison disease and drowning
* Gelantious Form: Normal weapons do half damage except weakness
*Size: +6

* Weakness (Fire): Fire based attacks cause normal damage.

The Taffy Man (WC)
A living nightmare, the Taffy man has a pliable body that allows him to hide in very tight spaces. He stalks his prey, hides under their bed, in the closet, or even on the ceiling. Because he has a taste for inducing fear he has been known to whisper or snicker while in the room with his prey. The Taffy man is a humanoid with pink skin stretched taut over his body, a disjointed jaw that hangs loose creating an oversized mouth and an eye melted shut while the other is stretched and nearly popping from his skull.

Attributes: Agility d10, Smarts d6, Spirit d6, Strength d10, Vigor d10

Skills: Athletics d10, Fighting d10, Theivery d6, Notice d8, Stealth d10, Taunt d6

Cha: -4; Pace: 10; Parry: 7; Toughness: 7

Hindrances: Bloodthirsty, Quirk (whispers or laughs from his hiding place)
Edges: Assassin, Fleet-footed, Improved Sweep, Thief, Woodsman

Special Abilities
* Bite: Str+d6.
*Hyper-Flexibility: The Rubber man gets his name due to his ability to contort his body in unusual ways. He is able to deflate, twist, and stretch himself at will. This allows him to slide through pipes, under doors, and through large enough cracks when the need presents itself.
*Semi-Feral: -2 Charisma, retains only the smallest amount humanity and survive on instinct
*Stretch and Leap: The Rubber man can elongate his arms and legs allowing him to make Melee attacks at +1 reach, and leap 1” up (works with wall walker)
*Wall Walker: See Savage Worlds Deluxe

Tuesday, January 10, 2017

The Drowned War #4: Bone Fishers


In any setting, especially war settings, there has to be a flavor of human savagery. Boogie men that raid and ravage settlements before dragging regular people off to horrible fates. In the Drowned War, that role is filled by The Bone Fishers.

Bone Fishers


The Bone Fishers is a tribe of cannibalistic hunters and wild men. When the Anthropocene occurred society fell apart. Food, shelter, and basic amenities were impossible to come by, and with several people shoved into whatever dry space they could find; it was only a matter of time before the ruthless began to consume the weak.

Bone Fishers gain their name from the weapons and armor they employ, made from the bones of their victims, either as fragments or ground down and made into a cement. Known as skilled hunters and trackers, Bone Fisher's raid settlements and stalk squads of soldiers. Once they've subdued their victims they drag them to their camps to be used as food and materials.


Bone Fisher Tracker
These hunters stalk their prey and pick them off from the treetops and shadows. Their leather armor with bone fragments is often covered in mud and grass to form a natural camouflage.
Attributes: Agility d8, Smarts d6, Spirit d8, Strength d8, Vigor d8
Skills: Climbing d6, Fighting d6, Notice d8, Riding d6, Shooting d10, Stealth d10, Survival d8, Tracking d10, Throwing d6
Charisma: -2; Pace: 6; Parry: 5; Toughness: 8(2)

Hindrances: Outsider (cannibals)
Edges: Assassin, Marksman, Woodsman
Gear: Bone bow, bone knife, Leather armor with hood.

Bone Fisher Brute
These brutal madmen like to get up close and personal with their prey. Brutes have been known to charge riflemen and even machine gun nest with the intention of bashing their targets skull in. Brutes that act as wild cards cover their bone armor in red smears.
Attributes: Agility d10, Smarts d6, Spirit d8, Strength d10, Vigor d10
Skills: Climbing d8, Fighting d12, Intimidation d10, Notice d6, Stealth d6, Throwing d10
Charisma: -4; Pace: 8; Parry: 8; Toughness: 9(2)

Hindrances: Bloodthirsty, Outsider (cannibals)
Edges: Combat Reflexes, First Strike, Fleet Footed, Improved Dodge, Improved Nerves of Steel (when a wild card), Sweep.
Gear: Bone armor, skull helmet, bone club

Bone Fisher Wrangler (WC)
Masters of animal husbandry and mild psychics these tribesmen can somehow calm the wild animals around them and use their talents in battle.
Attributes: Agility d6, Smarts d10, Spirit d6, Strength d6, Vigor d6
Skills: Fighting d6, Intimidation d6, Healing d10, Knowledge (biology) d6, Notice d8, Psionics d10, Riding d8, Stealth d8, Survival d6, Swimming d8, Throwing d6, Tracking d8
Charisma: -2; Pace: 6; Parry: 6; Toughness: 5

Hindrances: Outsider (cannibals)
Edges: Arcane Background Psionics (Beast friend only), Beast Bond, Beast Master, Healer
Gear: Bone Knife, Whip, Animal companions such as a dog or mount
PP: 10

Bone Fisher Chief (WC)
These war chiefs are the brains of open combat. Not the strongest or the fastest, but usually the smartest.
Attributes: Agility d6, Smarts d10, Spirit d8, Strength d6, Vigor d8
Skills: Fighting d6, Intimidation d10, Knowledge Battle d10, Notice d6, Persuasion d10, Shooting d8, Taunt d8
Charisma: 0; Pace: 6; Parry: 5; Toughness: 7

Hindrances: Bloodthirsty, Vengeful (Major when the tribe is threatened)
Edges: Charismatic, Command, Command Presence, Hold the Line, Strong Willed, Tactician
Gear: Robes, staff, antler crown.

Monday, January 9, 2017

The Drowned War #3: Slurpers

And the war continues. 
In this installment, we check out one of the most frightening monsters in The Drowned War, Slurpers.

Thanks to solar radiation and leaked genetic soup a genus of simple parasites have become a new race of walking dead. Starting off as small worms these creatures spread and consume the host's organs, they lift the bones and loose skin up and lurch around as horrific marionettes.
Slurpers gain their name from their primary weapon, an extra long tentacle that extends from the host's mouth and implants eggs into victims.
Slurpers are ambush predators, lying in wait for their victims. They get the drop on their targets by hiding in debris filled marshes or laying among heaps of dead bodies. Unsuspecting travelers should be wary of any odd mud pile or prostrate body, less they become the next carrier.

Slurpers

Attributes: Agility d6, Smarts d4(A), Spirit d4, Strength d6, Vigor d6
Skills: Fighting d6, Notice d4, Stealth d6

Pace: 4; Parry: 5; Toughness: 7
Gear: Varies by carrier
Special Abilities
-Fear -2: People are terrified of these things.
-Fearless: Slurpers aren't smart enough to be afraid of things they should.
-Infection: Characters hit by a tongue lash require a vigor roll at -2 to prevent the Slurper from laying eggs in the wound. If infected a healing roll within one hour (or amputation if the wound is a limb) is required to prevent death and resurrection.
-Lame: Turns out a worm in a people suit can't move at a good clip.
-Tongue lash: Str+d6, reach 1, a chance of infection.
-Undead:
-Weakness Fire: Slurpers take +2 damage from fire-based attacks.

The Drowned War #2: Mermaids


Sorry Folks, it's been a while.
Returning to the Drowned War this month's entry is a remnant of the World Navy, Mermaids. With advancements in the study of genetics, Military scientist discovered a method of creating a terrifying strike force by combining elite soldiers with Apex predators. 

Mermainds


Mermaids were first created by combining genetic shark soup with hand picked Naval and Marine soldiers. After several failed attempts (and horribly mutated corpses) it was discovered the male genome was incompatible with the Shark soup, but the female DNA was a perfect fit. Soon the oceans were filled with half shark half woman soldiers. Housed within their underwater bases these elite teams protected the coasts and explored the depths.

Unfortunately, when the World Navy fell apart in the Anthropocene the Mermaids lost contact with command. Now several years into the Drowned War they live within their flooded derelict bases, humanity lost.

With no males as part of their species mermaids venture to the surface intent of finding men to be used for breeding. These poor souls are dragged underwater and used to repopulate the mermaid ranks.

Mermaid bases are filled with treasure and horror; weapon caches and vehicles, but also floating half eaten bodies stored in nooks and crannies.



Mermaid Grunt (Normally 4 in a Squad)
Attributes: Agility d6, Smarts d4, Spirit d6, Strength d6, Vigor d6
Skills: Fighting d6, Notice d6, Shooting d6, Stealth d4, Swimming d6

Charisma: -4; Pace: 6; Parry: 5; Toughness: 7
Gear: Combat wet-suit, Spear-gun (use crossbow from deluxe)
Special Abilities
- Aquatic: Swimming d6, Pace 6.
-Biological Imperative: Mermaids are bloodthirsty and territorial, they will attempt to kill female opponents and kidnap male opponents for mating purposes (unless aquatic, they are drowned in the process)
-Bite/Claws: Str+d6.
-Infra-vision: (While underwater)
-Mutant: (same as Construct or Undead, but add Outsider hindrance)

Mermaid Squad Leader (WC)
Attributes: Agility d6, Smarts d6, Spirit d6, Strength d8, Vigor d8
Skills: Fighting d8, Notice d8, Shooting d8, Stealth d6, Swimming d8

Charisma: -4; Pace: 8; Parry: 6; Toughness: 10(2)
Gear: Combat wet-suit, Spear-gun (use crossbow from deluxe)
Edges: Fleet-footed (applies to swimming as well), Command
Special Abilities
-Armor +2: Thick skin.
-Aquatic: Swimming d6, Pace 10.
-Biological Imperative: Mermaids are bloodthirsty and territorial, they will attempt to kill female opponents and kidnap male opponents for mating purposes (unless aquatic they are drowned in the process)
-Bite/Claws: Str+d6.
-Fleet-footed: 
-Infra-vision: (While underwater)
-Mutant: (same as Construct or Undead, but add Outsider hindrance)