Showing posts with label mutated animals. Show all posts
Showing posts with label mutated animals. 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.

Monday, April 3, 2017

The Drowned War #10: Flotilla City Arboretum

Our fourth installment in the major Flotilla City States: Arboretum

General rules
Arboretum breaks the general rules, it's a floating nature preserve full of wannabe druids.


Arboretum

Player knowledge: Arboretum is a strange city.
The Anthropocene didn't just threaten human life, but also all animal life. A contingency of botanist, zoologists, and biologist was able to rally and cajole members of the corporate powers into setting up a floating nature reserve. Rumors persist at least one of the founders was a psychic. The citizens of other flotilla cities view the Arboretum as a floating hippy commune.
The natives tend to the remaining plants, and animals rescued from the previous world. Each citizen wears long red robes and appears to have some strange bond with the environment.
Because of its unique habitat Arboretum is vital to the remaining population of the other flotillas and acts as a neutral zone in the war.




Unique Features:
1. A society that has merged scientific study with religious overtones.
2. Citizens have appeared to have a psychic bond with the animals, all natives have a beast companion that follows them, and are able to summon swarms of insects to assist them.
3. technological is limited to what is needed to maintain the habitat, there are no more conveniences.
4. The Council will grant cuttings of a tree to other flotillas and refuses to take a side in the war.
5. No police force is needed. Chief Zao has a select number of guards to defend against foreign incursions, but internal conflicts are decided by caucus



The City council are as follows:
1. Albion Isabella – Project Manager/High Priest
2. Paris Ella- Head engineering/High Priestess
3. Elashon Holt – Head of the medical department/Medicine Chief
4. Halavar Farran – Research and development/Seer
5. Zao Faelyn – Chief of Security/War Chief


GM Notes:
(Players Beware) The rumors are true, one of the founding members of the city-state was a very powerful psychic. In many ways, the population of Arboretum is the anti-thesis to the cult of Green Blood that runs Pacifica. They have a natural psychic tendency and all carry the beast master edge.


1. The City council acts more like a religious organization with its members taking part in ceremonies designed to remote view other places or predict future events.

2. They take a lot of drugs there, in fact, Arboretum is an openly hedonistic society that tolerates all behavior that is not deemed harmful to the self or others.
3. Arboretum employs only what technology it needs to maintain is habitat. Humans and animals live, eat, and sleep in common areas. The citizens are safe due to their psychic relations to animals, but outsiders may find many segments dangerous.

Monday, September 12, 2016

The Drowned War #1 Turtle Tank

With the success of the Apocalypse Campaign Guide, I had an idea to merge a Weird Wars style game with the Dino apocalypse. As a big fan of dieselpunk and postapocalyptic fiction this mash-up appeals to me.  

I dug deeper I discovered J. G. Ballard's novel, The Drowned World a book in which the Earth is flooded and is returning to a primordial state. 

In "The Drowned War" the polar ice caps have melted and turned the world into a swamp. Solar radiation has mutated the flora and fauna. Humanity is slipping into madness as constant nightmares chip away at their sanity. 

The soldiers of the Drowned War have been getting creative with their new environment. Giant mutated mounts make for great vehicles, and with that, I give you: The Turtle Tank!

Turtle Tank



Attributes: Agility d6, Smarts d4(A), Spirit d8, Strength d12+5, Vigor d10

Skills: Fighting d6, Notice d4, Swimming d8

Pace: 6; Parry: 5; Toughness: 15 (4)





Special Abilities:
*Aquatic: Turtle tanks are at home in the water
*Armor +4: Thick shell.
*Bite: Str+4 Reach +2 (a turtle's neck can stretch to the length of his body, don't pick them up)
*Cannon: (plot appropriate distance) 4d8 HW
*Gun: RoF 3, dmg 2d8
*Large: Attackers gain a bonus to attack rolls because of the turtle’s size.
*Size +4: turtle tanks are the size of a van.