| 
  • If you are citizen of an European Union member nation, you may not use this service unless you are at least 16 years old.

  • You already know Dokkio is an AI-powered assistant to organize & manage your digital files & messages. Very soon, Dokkio will support Outlook as well as One Drive. Check it out today!

View
 

halflifecreatures

Page history last edited by Ragboy 14 years, 7 months ago

The Creatures of Half Life

 


 

Half Life Main Page

Day 1: All Hell Breaks Loose

 

Headcrab

Headcrabs lurk in the shadows, leaping out to attack creatures with the intention of latching on to the skull, suffocate the victim and depositing its foul ichors into the victim’s throat. These ichors turn the victim into an alien zombie called a Converted.

 

 

 

Attributes: Agility d8, Smarts d4 (A), Spirit d6, Strength d8, Vigor d8

Skills: Fighting d6, Guts d8, Notice d6, Stealth d8, Tracking d8, Climbing d10

Pace: 4 (Jump 6); Parry: 4; Toughness: 4

 

Special Abilities

  • Claws: STR+d4
  • Jump Attack: Headcrabs leap up to 8” at their targets attempting to latch onto their heads. The headcrab makes a Fighting attack for this. A success indicates claw damage and the victim must make an Agility check to avoid the Attach special ability. On a Fighting raise, the victim makes the Agility check at -2.
  • Attach: If the headcrab successfully attaches, it requires an opposed STR check to remove the thing. Removing a headcrab deals 2d6 damage to the victim for each attempt.
  • Suffocate: The headcrab’s mouth forms a perfect seal over the victim’s nose and mouth, adding a Fatigue level every round until the victim is Incapacitated. Once the victim is down, the headcrab begins its foul transference of ichors that change the victim into a Converted. The victim dies in a number of rounds equal to half his or her Vigor after being Incapacitated. The change to a Converted takes five minutes. 
  • Small (-2): Headcrabs are about the size of a small dog. Anyone attacking a headcrab must subtract two from their rolls.

 

 

Converted

The Converted are nothing more than the mindless zombie slaves of the alien invaders. Though slow and clumsy, attacks by Converted en masse are a favorite alien war tactic. Converted are covered in a tough chitin but are vulnerable to headshots.

 

 

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

Skills: Fighting d8, Guts d6, Notice d6, Stealth d4

Pace: 4; Parry: 6; Toughness: 9

Special Abilities

  • Claws: STR+d8
  • Chitin Skin: Armor +2
  • Slow: Converted always act last in the combat round.
  • Fear (0): The unnatural appearance and knowledge of what Converted truly are requires all combatants to make a Guts check. This check can be further modified by fighting Converted that were once known to the combatant.
  • Weakness (Head): Shots to the Converted’s head are +2 damage.

 

 

Thumper

Thumpers are about the size of a large dog. These pack animals become resonant and predatory when in groups of three or more, emitting destructive harmonics that rupture the internal organs of their prey

 

 

 

 

Attributes: Agility d8, Smarts d6 (A), Spirit d6, Strength d6, Vigor d8

Skills: Guts d8, Notice d8, Stealth d6, Tracking d8

Pace: 8; Parry: 2; Toughness: 6

 

Special Abilities

  • Thump: When three or more thumpers are in the same general area, they emit destructive sound waves in a Medium Burst Template. Those caught in this area must make a Vigor (-1) roll or be Shaken (this can cause a wound). The Thump ability requires a full round to prepare and release, thus the Thumper cannot move and attack in the same round. All alien creatures are immune to the Thumper’s ability.

 

Eye

The Eyes are actually slaves of the alien overlords, but due to various inbreeding and mind control, kill the enemies of their masters with impunity. Though outside of their controllers’ direct sight, the Eyes are prone to flee if not supported by sufficient numbers.

 

 

 

Attributes: Agility d8, Smarts d6(A), Spirit d6, Strength d6, Vigor d6

Skills: Fighting d8, Notice d6, Alien Tech d8

Pace: 8; Parry: 4; Toughness: 5

 

Special Abilities

  • Lightning Eye – The Eyes shoot a line of otherworldly energy from their massive red eye. This attack takes requires the entire round to charge and fire, thus the Eye cannot move and attack in the same round. The Eye makes an Alien Tech roll to fire the energy jet, which is 1” wide and 12” long in a straight line from the creature. Those that fail an Agility roll versus the Eye’s Alien Tech roll receive 2d10 damage.
  • Claws – STR+d8
  • Cowardly – When an Eye is outnumbered, it must make a Spirit check (-1) or flee the battle.

 

Comments (0)

You don't have permission to comment on this page.