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Pulp Mooks and Monsters

Page history last edited by Ragboy 11 years, 2 months ago


 

 

Pulp Creatures

 

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Blowflies

Attributes: Agility d6, Smarts d4, Spirit d6, Strength d6, Vigor d6

Pace: 2 (10 flight); Parry: 5; Toughness: 5; Size: Average (3’ long)

Skills: Fighting d6+2 (Carnivore), Guts d6+2, Stealth d6+2

SPECIAL ABILITIES

Stinger: STR + Implant

Suction: Blow flies attach themselves to their prey. Those struck by a blow fly’s Fighting attack must make an opposed Strength check or the fly sticks to them with its suction-cup feet. Attached to their prey, they gain a +2 to Fighting.

Implant: Blow flies implant their eggs under the skin of their victims. Those struck by the blow fly’s stinger attack must make a Vigor check or be infested with blowfly larvae. The eggs can be removed with a successful Healing check, though the medicines required cost $50. If not treated, the larvae mature after four days, eating their way out of the skin and causing a wound.

 

Reference: Planet of Fear

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Dringas

 

Typically used as mounts by the Vril, dringas are scrawny, bipedal herbivores that resemble a cross between an ostrich and a naked rat. Though fierce-looking, dringas do not often fight, though they can be trained to. Their true strength is their ability to run long distances with heavy loads, and their innate tracking ability, which comes in handy when Dhoja slavetakers are searching for runaways or new meat.

 

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

Pace: 8; Parry: 4; Toughness: 8; Size: Large (10’ tall)

Skills: Fighting d4, Tracking d6, Survival d8; Notice d6

SPECIAL ABILITIES

Bite: STR-2

Size +2: Dringas weigh between 500 and 800 pounds.

Fleet-footed: Dringas use a d8 for running

Endurance: Dringas can go without food and water for up to five days without ill effects.

 

 

Reference: Planet of Fear

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Duala

 

The duala is a small mobile flowering plant that inhabits brushy areas of the Wasted Hills. Though they move very slowly, typically the duala cluster in the branches of spider trees, use their blast abilities and drop onto their stunned prey to feed. Duala bear fruit three times a year (60% chance of encountering fruited duala). These fruits are highly prized for their healing properties. With a successful Heal or Survival check, the fruit can be made into a kind of jelly that grants +1 to Heal checks on wounds, diseases or poisons. The fruit of one duala creates enough jelly for one application.

 

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

Skills: Fighting d4; Tracking d6, Climbing d6; Notice d6;

Pace: 2; Parry: 4; Toughness: 5

SPECIAL ABILITIES

Scratch: STR+1

Blast: The Duala emits an extremely loud noise that stuns (Vigor check or Shaken) all in a cone template.

Blood Drain: When a duala causes a wound to an opponent, its root system attaches to exposed skin and begins to drain blood. The victim must make a Strength check or suffer -1 to Vigor rolls while the duala is attached. Duala can be removed with a successful Heal check. Removing one otherwise causes a Wound.

 

Reference: Title of Scenario

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Fele’tan

The fele’tan is an insectoid creature that resembles a cilia-encrusted balloon the size of a large dog. The fele’tan generally holes up in rotting tree trunks, cracks in cliff faces or holes in the ground, hiding or waiting to pounce on their prey. They are quick at short distances, for their ungainly appearance and can “spit” their sticky cilia some distance to grasp their prey. Once their cilia are attached, the Fele’tan shoots out of its hiding place on a jet of foul-smelling air. Their attack is similar to a fly’s in that they regurgitate their stomach onto their prey, excreting digestive fluids onto the victim and sucking the resulting soup through a proboscis.

 

Fele’tan are generally passive and avoid confrontation unless hunting for prey. If a victim breaks loose from the fele’tan’s cilia, it typically flees back to its hiding place. Fele’tan reproduce asexually; small pods continually grow on their backs that are shed. About 20% of these pods develop into adult fele’tan in a few weeks. Fele’tan pods are considered a delicacy by arachno-men and fetch quite a price.

 

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

Skills: Fighting d6; Throwing d6; Stealth d8;

Pace: 4; Parry: 5; Toughness: 6

SPECIAL ABILITIES

Stomach Acid: 3d6

Jet: Fele’tan are slow when moving on the ground or floating through the air, however, when they attack their prey they jet air out of their posterior using a d8 for running. They can only keep this pace for 1 round and must wait 1 round before jetting again.

Cilia: Fele’tan shoot sticky globs of cilia at their prey up to their Pacex2. The attack is resolved as a thrown weapon, but does not deal damage. Instead, on a successful hit, the cilia stick to the creature’s skin, equipment or other personal item. Fele’tan receive a +1 to Fighting when attached to their victim. The cilia can be broken with an opposed Strength check.

Blindsight: Fele’tan use a combination of smell and hearing to locate their prey, suffering no penalties for variations in available light.

 

Reference: Planet of Fear

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Hruthin

Hruthin are a species similar to the purple stone spires found on the Plains of Fhere, however hruthin are mobile predators that stalk the Wasted Hills. The size of an Earth elephants, Hruthin are formed from a flexible living mineral, and though they have no legs, they move via rapid undulations of their bellies making them incredibly fast for their size.

 

While hunting, hruthin emit a dim purple light that is not visible to the principle prey, the bracha. Along with their phosphorescent skin, the hruthin also exude a fetid chemical gas that disables bracha and other creatures caught in the cloud. They have no mouths or known digestive system, but “flow” over their prey and dissolve organic material over the course of several hours. Their sensory organs are attuned to the gas they emit allowing them to “see” anything within the cloud.

 

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

Skills: Survival d8, Tracking d10; Notice d8

Pace: 6; Parry: 2; Toughness: 8

SPECIAL ABILITIES

Stoney Skin: Armor +2; Hruthin are composed of a living mineral giving them incredibly dense skin and body.

Fetid Gas: Hruthin exude a fetid cloud of gas when they are hunting. The gas is most effective against bracha, though all living creatures are susceptible. The gas surrounds the hruthin in a Medium Burst Template and requires a Vigor roll +1 or the victim is immediately Fatigued and is Shaken. The victim must make successive Vigor checks each round they remain in the cloud or become fatigued, then incapacitated. The gas does not kill; the hruthin’s digestive system handles that.

Digest: When any creature is incapacitated within the hruthin’s gas cloud, it undulates over the victim causing 4d6 damage per round from digestive chemicals and its sheer weight. If the victim is not a bracha, the hruthin chooses to consume bracha before other victims.

 

Reference: Planet of Fear

Mmm. Chicken.

art by UsagiChan

Bracha

Bracha are six-limbed long-necked herbivores that graze the low bushes and trees in the Wasted Hills. About the size of an Earth buffalo, the bracha are actually great flightless birds with four long legs clawed at the knee and foot and two smaller arms used to manipulate the willowy stems of yala bushes and uninin fern-trees.

 

Bracha are social animals grouping in flocks of up to twenty and have few defenses, other than to stampede. They are very wary and emit a low frequency squawk used primarily to communicate danger to its fellows. When an enemy is sighted, especially their primary predator, the hruthin, the creatures flee in a curious, but graceful leaping run.

 

The arachno-men of the Wasted Hills sometimes use bracha as draft animals, though they are difficult to train. Most often they are domesticated as a ready food source.

 

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

Skills: Notice d8; Survival d6; Fighting d4

Pace: 8; Parry: 4; Toughness: 5

SPECIAL ABILITIES

Claws: STR

Leaping Run: Bracha use a d10 for running.

Susceptible: When exposed to hruthin gas, bracha suffer a -2 to their Vigor roll and upon failure, immediately become incapacitated.

 

Reference: Planet of Fear

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Horned Cat

 

The horned cat appears to be almost exactly as its name implies, it’s a lion-sized feline with a single, thick tusk protruding from its lower jaw about four feet long. The creature uses its two powerful legs to run down its prey, though it has a third leg just above its belly used solely to power its amazing leap. As the cat closes within twenty feet of its prey, the “leg” uncoils and slams against the ground propelling it through the air and impaling its tusk typically in its prey’s throat.

 

The horned cat’s coat is a patchwork of colors, from dark green to tan, though its head is completely bald. Clothing made from a horned cat’s pelt, when properly cured, grants a +2 to Stealth checks made in the Wasted Hills.

 

Attributes: Agility d8, Smarts d6, Spirit d8, Strength d8, Vigor d6

Skills: Fighting d6; Tracking d8; Notice d6; Guts d6; Climbing d8; Swim d6; Stealth d8

Pace: 6; Parry: 5; Toughness: 6

SPECIAL ABILITIES

Tusk: STR+2

Raking Claws: On a damage raise with its tusk, the horned cat rakes with its claws for STR+3

Thick Pelt: Armor +1

Incredible Leap: Horned cats can leap up to 20’ when attacking. If the cat hits its target, it adds +4 to the damage.

Fast: Horned cats roll d8 for running for up to three rounds.

 

Reference: Planet of Fear

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Garag

The garag is a large insectoid similar to an armored beetle about the size and disposition of a grizzly bear. Two long and jagged horns protrude from its head, which it uses to impale its prey. Though it has six legs, its two front legs are typically used for pushing food into its chomping mandibles.

 

The garag can fly short distances, though it only does so to escape a larger predator. Typically, it lurks on cliff faces and large trees, waiting for food to pass nearby.

 

When hunting, a garag usually rushes in, emitting a high pitched squealing sound which confuses and sometimes stuns its prey, before ramming its horns into vulnerable areas.

 

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

Skills: Fighting d6; Notice d6; Climbing d8;

Pace: 6; Parry: 5; Toughness: 8

SPECIAL ABILITIES

Horns: STR+4

Armored Body: Armor +2

Confusing Squeal: The high-pitched squeal emitted by an attacking garag can cause confusion or even stun its prey. Those hearing the cry within a Medium Burst Template must make a Vigor check or be Shaken. On a snake-eyes, the victim is incapacitate for 2d6 rounds.

 

Reference: Planet of Fear

insert a quote

Ghut

 

The ghut is a massive flying insectoid similar in appearance to a wasp, though the size of a tyrannosaurus. The sound of its thrumming wings can be heard for miles (to modern humans, it sounds like a helicopter). The ghut has a four segmented body and an many hundred legs, the abdomen segment being long and thin and curved under the body and legs as it flies. Four pairs of legs are much longer than the others and are used for clutching prey. As a wasp, the ghut sports a stinger the size of a longspear.

 

The ghut lurks in clay lairs of its own making often attached to the sides of high cliff walls. A mated pair live in the lair, though only one ghut hunts almost continually to feed its clutch of maggots.

 

Attributes: Agility d8, Smarts d6(a), Spirit d8, Strength d12+2, Vigor d10

Skills: Fighting d8; Guts d10; Notice d6;

Pace: 4; Parry: 6; Toughness: 14

SPECIAL ABILITIES

Stinger: STR+4

Poison (-1): paralysis; death in 10-60 minutes

Huge: Toughness +7

Flight: Ghut fly at pace 16 with a climb of 6

 

 

Reference: Planet of Fear

I am the kiwi of death!

Ugat

Ugats are furry bird-like creatures that resemble kiwis, however, they are the size of a tiger and rather voracious hunters and scavengers. Ugats roam the cold wastes of Olympus hunting in packs and holing up in glacial crevasses and other places out of the freezing wind. They attack with their four-toed claws attempting to pin their victims to inject paralyzing and acidic digestive juices. Once done, the Ugat sucks up the yummy brew.

 

Attributes: Agility d8, Smarts d6 (a), Spirit d10, Strength d12, Vigor d10

Pace:8; Parry: 5; Toughness: 9;

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

SPECIAL ABILITIES

Claws: STR

Improved Frenzy: Ugats make two Fighting attacks per round without penalty.

Pin: If an Ugat succeeds at a Grapple attack, its victim is considered pinned and the Ugat may then make an immediate free attack with its long proboscis. The attack does no damage, but injects a paralyzing poison. This poison also digests the victim’s insides for a tasty Ugat snack.

Poison (+1): On a failed Vigor check, the victim is immobilized for 1d4 rounds. The poison causes 2d6 damage per round.

Size +2: Ugats weigh between 500 and 900 pounds.

 

Reference: The Big Show

 

 

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Mook1

Attributes: Agility dX, Smarts d, Spirit d, Strength d, Vigor d

Skills:

Edges:

Hindrances:

Pace: ; Parry: ; Toughness:

SPECIAL ABILITIES

Special Ability 1:

Special Ability 2:

 

Reference: Title of Scenario

 

Pulp Mooks

 

 
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Vril Centurions

 

Vril Centurions are the blunt force trauma the Vril apply to its enemies. Centurions are 'built' more than bred, though the race does breed true if given the opportunity. Called the Teshact, in the Vril language, the Centurions are powerfully built humanoids that resemble a mammalian predator, such as a wolf or bear, with reptilian features (observers of Teshact from Earth would call them a humanoid wolf-crocodile). Teshact are not known for their intelligence, though they do have battle cunning (especially their officers), and are able to execute complex military strategies and tactics. Just don't ask them to solve for Y, unless Y is how to eat their enemies after reducing them to bite-sized chunks.

 

Teschact Regulars (Vril Centurions)

 

Teshact regulars are the 'meat' of the Vril armies. They fill the standard infantry, scouts, and beast-cavalry roles.

 

Attributes: Agility d8, Smarts d4, Spirit d8, Strength d10, Vigor d10

Pace: 6; Parry: 7; Toughness: 10

Skills: Fighting d8, Shooting d6, Guts d8, Climbing d10, Throwing d8, Intimidation d8, Riding d6, Notice d6, Tracking d6

SPECIAL ABILITIES

Tough Hide: Armor +2 Teshact have a thick hide of hairy skin.

Combat Prowess: Teschact are drilled in the use of a variety of weapons, both ranged and melee. As such, the Vril centurions receive a +1 to Parry, a +2 to Shooting if they don't move, and they may attack all adjacent foes at a -2 to the Fighting roll.

Extreme Toughness: Teschact are built like a brick outhouse, receiving a +1 to Toughness, a +1 to resist Taunts and Intimidation, and a +2 to recover from being Shaken. Additionally, Teschact have a load limit of 8xSTR.

Typical Equipment

  • Stingsword (STR+3, +1d6 damage from electricity on a Fighting raise, 10 charges per crystal)
  • Plasma Rifle (12/24/48 2d6 ROF 1, Spirit check or be knocked unconscious on a Damage raise)
  • Stingspear (STR+2, Reach 1, Parry +1, +1d6 damage on fighting raise (sting))

 

Teschact Pilots (Vril Centurions)

 

Teshact pilots are more intelligent forms of Teschact trained to drive and pilot the Vril ground and hover vehicles. Typically, these Teschact are lightly armed and smaller versions of their Centurion cousins.

 

Attributes: Agility d10, Smarts d6, Spirit d6, Strength d8, Vigor d8

Pace: 6; Parry: 5; Toughness: 8

Skills: Fighting d6, Shooting d8, Guts d6, Intimidation d6, Piloting or Driving d8, Notice d6

SPECIAL ABILITIES

Tough Hide: Armor +2 Teshact have a thick hide of hairy skin.

Lightning Reflexes: Behind the stick of their vehicles, Teschact pilots impart a -2 to ranged attack rolls directed against them or their vehicle. Using vehicle mounted weapons, they are not affected by unstable platforms when shooting. Additionally, they discard a 5 or less on initiative cards when piloting or driving a vehicle.

Ace: Teschact pilots receive the benefits of this edge, as described in the SW rulebook.

 

Typical Equipment

  • Stingblade (STR+1, +1d6 damage from electricity on a Fighting raise, 10 charges per crystal)
  • Plasmagun (5/10/20 2d6, Spirit check +1 on a damage raise or target is knocked unconscious, 10 charges per crystal)

Vehicle Weapons

  • Mounted Plasmarifle (12/24/48 2d6 ROF 1, Spirit check or be knocked unconscious on a Damage raise, 10 charges per crystal)
  • Shattergun (10/20/40, 2d6, ROF 1 or 2, Forward mounted, small burst template)

 

 

Reference: Planet of Fear

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insert a quote

 

 

 

 

Death to the infidels!

art by UsagiChan

Vril Overseers

 

Vril overseers act as military officers, technicians, slave keepers and various mundane and 'middle class' tasks in Vril society. Overseers, called Dhoja in the Vril language, are gaunt, multi-armed humanoid creatures with bulbuous instectoid heads. Their legs are double-jointed allowing them to drop onto four limbs, and still use their second set of arms to manipulate tools and weapons. Dhoja are incredibly intelligent, and prolific, but also complacent, thus though they make up the bulk of Vril society, they are content to be ruled, rather than to rule.

 

Some have opined that arachno-men are biological mutations of the Dhoja, though such talk is brutally repressed in Vril society.

 

Dhoja Officer (Vril Overseer)

Dhoja officers lead Centurion armies and are masters of military tactics and strategy. Their intelligence and leadership skills keep their troops in line and their enemies at bay.

 

Attributes: Agility d6, Smarts d8, Spirit d8, Strength d6, Vigor d6

Pace: 6; Parry: 7; Toughness: 5

Skills: Fighting d8, Shooting d6, Guts d6, Persuasion d8, Knowledge (battle) d8,

SPECIAL ABILITIES

Telepath: Dhoja can communicate telepathically with each other and any other semi-intelligent creatures to a range of about 100 yards.

Consummate Commander: Dhoja impart a +1 to their troops when recovering from a Shaken condition and a +1 to Spirit checks to all troops in their command. This affects all troops within a 5" radius.

Battle Sense: Dhoja officers are masters of anticipating their enemies, and act on the best of two initative cards in combat. Additionally, they receive a +2 to resist intimidation and taunting.

Natural Multiattack: Dhoja are able to wield two weapons and attack with both every round without penalty.

Honorbound Combatant: Dhoja military society puts a high regard on honorable combat. As such a Dhoja officer does not allow an incapacitated opponent or beaten army to be slaughtered. Additionally, Dhoja officers often engage in single combat with shardswords against commanders of enemy units. The winner's army of this stylized, but lethal combat is often declared the winner of the battle.

 

Typical Equipment

  • Stingsword (STR+3, +1d6 damage on a fighting raise (sting), +1 to Parry when wielded by a Dhoja officer, 10 charges)
  • Plasmagun (5/10/20 2d6 ROF 1, Spirit check at +1 or be knocked unconscious on a Damage raise, 10 charges)

 

Dhoja Slavetaker (Vril Overseer)

Dhoja slavetakers are the whips of the Vril society, catching and managing the slave races, typically arachno-men.

 

Attributes: Agility d8, Smarts d6, Spirit d6, Strength d6, Vigor d6

Pace: 6; Parry: 5; Toughness: 5

Skills: Fighting d6, Shooting d6, Guts d6, Intimidate d8, Tracking d8, Riding d6

SPECIAL ABILITIES

Telepath: Dhoja can communicate telepathically with each other and any other semi-intelligent creatures to a range of about 100 yards.

Fearful Master: Slavetakers receive a +2 to Intimidate checks on all creatures under their lash. This includes slaves, mounts and other minions.

Wasterunner: Slavetakers are the masters of the wilds, where they track down and capture slaves for the Vril Empire. As such they receive a +2 to Tracking, Survival, and Riding. When in the wilderness and on foot, slavetakers have a pace 8 and use a d8 for running.

Natural Multiattack: Dhoja are able to wield two weapons and attack with both every round without penalty.

Typical Equipment

  • Plasmalance (STR+3 melee/2d6 ranged, 5/10/20, Reach 1, Spirit check on damage raise or target is struck unconscious)
  • Plasmagun (5/10/20 2d6 ROF 1, Spirit check at +1 or be knocked unconscious on a Damage raise, 10 charges)

 

 

Reference: Planet of Fear

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insert a quote

Arachno-Men

 

Though not true arachnids, the Arachno-men of Fhere are bizarre biological constructs of the Vril priesthood. Arachno-men are thin-trunked humanoids with small reptilian heads and eight multi-jointed appendages of various sizes. All eight can act independently as locomotion or manipulation. The lower four appendages are longer and stronger than the upper four. Two of the upper appendages are long and sinuous, almost like a prehensile tail in other species, each with twenty long dexterous fingers. The other two upper appendages are short and powerful and fold up into the Arachno-man’s chest cavity.

 

Arachno-men are typically docile and servile, performing various tasks for their masters, from attending them personally to mining ore in the hinterlands, to fighting in the gladiatorial pits. However, the species has a flaw (or a boon, depending on the perspective). At some point in adulthood, arachno-men undergo psychological changes that make them rebellious and even murderous. The intensity of the change varies with the individual, and the Vril priesthood theorizes that the changes are reproductive in nature, however, these changes have a profound effect on the arachno-men and their relationship with their masters. Most are killed out of hand at the first sign of personality changes, while others are shipped off to the gladiatorial pits or even driven before the Centurions on suicide missions against the Vril’s enemies. On rare occasions, the arachno-men rebel en masse and flee the Vril strongholds into the hinterlands to become wanderers, bandits and rebels.

 

Due to the breeding programs of the Vril, Arachno-men are incapable of using either Dor’tich or Han’uma weapon systems.

 

Arachno-man Slave

 

Arachno-man slaves are bred to the task. Elegant noble servant or untiring laborer, the arachno-man slave is as varied as his or her role.

 

Attributes: Agility d6, Smarts d4, Spirit d4, Strength d6, Vigor d8

Pace: 6; Parry: 2; Toughness: 6

Skills: Climbing d4; Knowledge (specific labor) d6; Repair d4;

SPECIAL ABILITIES

Ambidextrous: Arachno-men can use all eight of their appendages independently for various tasks. When in combat, Arachno-men can make up to three separate fighting or shooting attacks in the same round without a multi-action penalty.

Typical Equipment

  • Tools specific to labor

 

Arachno-man Gladiator

 

Arachno-men gladiators have either been specifically bred as aggressive fighters or have undergone the breeding changes that alter its personality. Gladiators are outfitted with various traditional pit-fighting weapons, though they are only allowed ranged weapons in specially sanctioned events.

 

Attributes: Agility d8, Smarts d4, Spirit d6, Strength d6, Vigor d8

Pace: 6; Parry: 5; Toughness: 7

Skills: Fighting d6; Throwing d6; Guts d6; Intimidation d6; Riding d6

SPECIAL ABILITIES

Ambidextrous: Arachno-men can use all eight of their appendages independently for various tasks. When in combat, Arachno-men can make up to three separate fighting, throwing or shooting attacks in the same round without a multi-action penalty.

Typical Equipment

  • Spear (STR+2, Reach 1, Parry +1)
  • Sword (STR+3)
  • Leather Cuirass (Armor +1)

 

Arachno-man Insurgent

 

Arachno-men who’ve escaped the clutches of the Vril live Spartan lives of constant danger. Making use of hit-and-run tactics and using non-Vril weaponry, poisons, explosives and the like, arachno-men wage a constant guerrilla war on their erstwhile masters.

 

Attributes: Agility d6, Smarts d6, Spirit d6, Strength d6, Vigor d8

Pace: 6; Parry: 2; Toughness: 6

Skills: Fighting d6; Shooting d6; Riding d6; Survival d6; Tracking d6; Stealth d6; Notice d6

SPECIAL ABILITIES

Ambidextrous: Arachno-men can use all eight of their appendages independently for various tasks. When in combat, Arachno-men can make up to three separate fighting or shooting attacks in the same round without a multi-action penalty.

Typical Equipment

  • Razor-bow (10/20/40 2d6 ROF 1, persistent 1d6 damage on damage raise, 10 razor discs)
  • Glaive (STR+3, Reach 1, Requires 2 hands)
  • Slasrath poison (if injured by poisoned weapon, Vigor or paralyzed for 2d6 rounds)
  • Shard Grenade (5/10/20, 3d6, Small burst template)

 

 

 

Reference: Planet of Fear

insert a quote

Rat Lords

Rat Lords are subterranean natives of Planet Fhere that resemble humanoid rats, though their features are more reptilian and body types differ. Contrary to their normal practices, the Vril have been unsuccessful in subjugating the Rat Lords into their service, and thus typically kill the creatures on sight. Complex biology, innate rebellious natures and other factors have thus far stumped the Vril priesthood in both subjugation efforts and biological mutation programs.

 

The Rat Lords themselves are masters of breeding and biological sciences, and they use both to devastating effect in weapons and biological “enhancements.” Rat Lord soldiers are typically altered with growths of boney armor and natural weapons, enhanced senses and speed, and immunities/resistances.

 

Rat Lord Soldier

 

The front line rat lord soldier is a melee specialist with tough armor and devastating natural weapons.

 

Attributes: Agility d8, Smarts d4, Spirit d6, Strength d8, Vigor d8

Pace: 6; Parry: 6; Toughness: 7

Skills: Fighting d6; Throwing d6; Guts d6; Intimidation d6;

SPECIAL ABILITIES

Altered Structure: The skeletons and skin of rat lord soldiers are altered as part of their “training” giving them thick bones and heavy exterior armored plating. Rat lord soldiers are treated as having the Brawny edge.

Bone blades: Rat lord soldiers are implanted with long boney blades in each forearm. These blades extract when the soldier goes into battle. As such, rat lords cannot be disarmed and when fighting with these natural weapons, they are granted the Block edge. Bone blades act otherwise as long swords.

Typical Equipment

  • Bone Blades (STR+3, Parry +1)

 

Rat Lord Scouts

 

Rat lord scouts are smaller and faster than their soldier counterparts. Rat lord scientists have altered the scouts with enhanced senses and speed. Scouts typically engage in ranged combat before withdrawing to call in the heavy troops.

 

Attributes: Agility d8, Smarts d6, Spirit d6, Strength d6, Vigor d6

Pace: 8; Parry: 6; Toughness: 7

Skills: Shooting d6; Throwing d6; Fighting d4; Guts d6; Stealth d8; Notice d8; Tracking d6

SPECIAL ABILITIES

Quickened: Rat lord scouts are bred for speed and agility. As part of their breeding they receive the benefits of the Dodge edge and +2 Pace. Scouts use d8 for running.

Sixth Sense: Rat lord scientists implant all scouts with enhanced sensory organs giving the scouts the effects of the Danger Sense and the Alertness edges.

Typical Equipment

  • Razor-bow (10/20/40 2d6 ROF 1, persistent 1d6 damage on damage raise, 10 razor discs)
  • Caltrops (Agility check or 1d4 damage and -2 Pace – armor –other than footwear—does not apply).
  • Shard grenade (5/10/20, 3d6, Small burst template)

 

 

Reference: Planet of Fear

Rocketship Empires 1936

 

 

Rocketship Creatures

 

 
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Sand Croc

 

The Sand Crocs of Chaco are burrowing creatures that resemble a crocodile or alligator with a hard shell similar to a turtle's on their long, flexible backs. Sand crocs lurk just under the sand, with only their nostrils protruding, and strike unwary prey that happens by, dragging them down into the sand to feed.

 

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

Skills: Fighting d8, Guts d6, Notice d6, Swim d8

Pace: 3; Parry: 6; Toughness: 11 (7)

SPECIAL ABILITIES

Armor +4: Hard Shell on back

Burrow (6”)

Bite: Str+d6.

Bury: Sand Crocs attack with a bite and attempt to drag their prey under the sand. Those bitten by a sand croc must make an opposed Strength check or be buried, taking another 2d4 damage.

 

 

 

Reference: Temple of the Fire God

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Crystal Frog Swarm

Though "frogs" are actually a misnomer, crystal frogs appear in massive swarms of hopping insectoid creatures that glimmer in the Chaco heat, sometimes of different species. A crystal frog swarm is generally found in the Chaco desert near oases and small springs (sometimes just a "damp place" in the sand) and feed on the blood of their victims, which they swarm over. The swarm is treated just like a creature. When it is wounded, the swarm is effectively dispersed. Swarms cover an area equal to a Medium Burst Template and attack everyone within every round.

 

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

Skills: Notice d6

Pace: 10; Parry: 4; Toughness: 7

Special Abilities

Blood drain: Crystal frogs drain blood as they bite causing 2d4 damage and a Vigor check. Those that fail the Vigor check automatically take a Wound.

Swim: Pace 4

Swarm: Parry +2; Area-effect weapons work normally, and a character can stomp to inflict his damage in Strength each round.

 

Reference: Temple of the Fire God

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Brown Scorpion

Brown scorpions are bipedal arachnoid-like creatures about the size of a mastiff. They hunt in packs, running prey to ground, surrounding them and delivering paralyzing stings before feeding on the still alive creature.

 

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

Skills: Fighting d6, Guts d6, Notice d10

Pace: 8; Parry: 5; Toughness: 4

 

Special Abilities

Sting: Str+d4

Poison: Vigor +2 or paralyzed for 1d4 minutes

Fleet Footed: Brown scorpions roll a d10 when running instead of a d6.

Pack Hunter: Brown scorpions gain a +2 gang up bonus for every scorpion fighting a single opponent. (up to +6)

Size -1: Brown Scorpions are relatively small.

Reference: Temple of the Fire God

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Sonic Spinner

Sonic spinners are hairless mammalian creatures that resemble a star-nosed mole, but are about the size of a tiger. Spinners burrow under the sand feeding on various creatures there, but likewise take nourishment from surface dwelling creatures. Before bursting to the surface, the spinner emits a concussive sonic blast that stuns most creatures in the area, before settling down to feed.

 

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

Skills: Fighting d8, Guts d10, Notice d8, Shooting d6, Stealth d8

Pace: 8; Parry: 6; Toughness: 5

 

Special Abilities:

Bite: Str+d6.

Burrow: Sonic spinners can move through the sand at full Pace. When it senses prey, it bursts through to the surface. When this happens, it makes an opposed Stealth roll versus the target’s Notice. If the spinner wins, it gains +2 to attack and damage that round, or +4 if it gets a raise. If the victim wins and was on Hold, he may try to interrupt the attack as usual.

Stunning Blast: The sonic spinner emits a blast of sound that stuns most creatures. The blast affects a Medium Burst Template. All in that area must make a Vigor check or be shaken. Sonic Spinners typically use this ability just before they burst to the surface of the sand. Spinners use their Shooting skill to target this attack within a range of 12".

 

Reference: Temple of the Fire God

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Stinging Gorger

Gorgers are large creatures with 12 legs on a radial, arachnoid like body. Lurking in the many scrub forests dotting the Chaco desert, gorgers typically rush out in small groups, leaping as far as twenty feet to pin and poison prey with its knife-like claws.

 

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

Skills: Fighting d8, Guts d10, Notice d10, Stealth d8

Pace: 8; Parry: 6; Toughness: 7

 

Special Abilities:

 

Claws: Str+d4.

Leap: Gorgers can jump their Pace each round in addition to moving.

Multi-attack: Gorgers can attack with up to four claws in a single round without penalty.

Wasting Toxin (-2): The gorger’s poison turns flesh to a bloody soup which the gorgers sucks out of the dead husk. On a failed Vigor check, the victim takes a wound each round until cured. A successful Heal check at -2 can delay the wound for a round for each success. An antidote can be made from the poison glands with a successful Knowledge check of appropriate type (chemistry, medicine, etc) or a Heal check at -2.

Large (+2): Gorgers are about the size of a bull.

 

Reference: Temple of the Fire God

Rocketship Mooks

 

 
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Abendroth’s Space Commandos

Abendroth’s commandos are fiercely loyal to the Reich and their commander.

 

Attributes: Agility d8, Smarts d6, Spirit d8, Strength d8, Vigor d8

Skills: Piloting d8, Fighting d8, Guts d8, Intimidation d8, Notice d8, Shooting d8

Charisma: -4, Pace:6 (12) ; Parry: 6; Toughness: 7 (10)

Edges: Combat Reflexes, Dodge, Rock and Roll

Hindrances: Bloodthirsty, Loyal

Typical Equipment

  • Submachine gun (MP-35) 12/24/48; 2d6; ROF 3; Shots 32; AP 1
  • Pressure Suit (with rocket pack): Armor 3, Pace: 12, Accel: 6, Climb: 3
  • 4 Grenades 5/10/20, 3d6-2

 

Reference: The Big Show

 

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Hardened Mercenaries

 

Chaco is awash with veterans of the Chaco War. From Bolivian defectors, to native trackers, to Czech Special Corps, those that didn’t take the last transport home, stayed for the promises of land, work, and adventure. So far, only the adventure part has manifested, as the Paraguayan government continues to explore the impenetrable jungles and rugged deserts for natural resources. The mercenaries usually act as guards, labor enforcers, and other jobs where the liberal application of firepower is paramount. They are not known for being particularly loyal, though all hold allegiance to gold.

 

Though typically armed with simple rifles, at least one member per squad carries a Sten or Grease Gun.

 

Attributes: Agility d8, Smarts d6, Spirit d6, Strength d8, Vigor d6

Pace: 6; Parry: 5; Toughness: 6

Skills: Fighting d6, Driving or Piloting d6, Shooting d8, Notice d6, Guts d6; Tracking d4; Survival d4

Edges: Brawny

SPECIAL ABILITIES

Typical Equipment

  • Rifle (M1, Kar98, Nagant) 24/48/96; 2d8; ROF 1; 5 shots; AP2 (20 rounds)
  • Submachine gun (Sten, Grease Gun) 12/24/48; 2d6; 30 shots; ROF 3; AP1 Auto (120 rounds)
  • Combat knife: STR+1

 

 

Reference: Temple of the Fire God

 
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Native Scouts

 

When the Paraguayans needed raw labor in the colonies, they indentured the Guarani natives from their homeland and brought them to Chaco. The Guarani won their freedom by fighting the Bolivians and chose to return to their native lifestyle in the alien jungles of Chaco. Most native scouts are veterans of the war, and thus have experience with modern weapons. They carry a myriad of equipment, though most commonly a native scout is armed with a single shot rifle, a machete and the small poisoned javelins and throwers that the Guarani use to hunt.

 

Attributes: Agility d8, Smarts d6, Spirit d6, Strength d6, Vigor d8

Pace: 6; Parry: 5; Toughness: 6

Skills: Fighting d6, Shooting d4; Throwing d6; Stealth d6; Tracking d6; Notice d6; Guts d6; Survival d6

Edges: Woodsman (+2 Survival/Tracking while in Wilderness)

 

Typical Equipment

  • Rifle (M1, Kar98, Nagant) 24/48/96; 2d8; ROF 1; 5 shots; AP2 (20 rounds)
  • Combat knife: STR+1
  • Javelins and thrower: 4/8/16; STR+1; greatflower poison (Vigor +1 or paralyzed for 1 minute)
  • Machete: STR+2

 

 

Reference: Temple of the Fire God

 
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Wañusqa Ghouls

 

Something happened out in the jungle, and the Guarani say that a vile god has transformed their brethren into cannibals and necromancers. The Wañu are similar in appearance to a regular Guarani native, though their teeth are filed to points and they paint their faces with the blood of their victims before engaging in war. An encounter with the Wañu typically begins with a group of the natives during the day pretending to be simple villagers or hunters, but these are merely scouting missions. It’s only later, in the wee hours of the morning, that the Wañu strike. Any Guarani native can spot a Wañu with a Notice check. For offworlders, it takes a Notice raise against the Wañu’s Stealth to determine that they are not simply Guarani villagers.

 

Attributes: Agility d8, Smarts d6, Spirit d6, Strength d6, Vigor d8

Pace: 6; Parry: 5; Toughness: 6

Skills: Fighting d6, Shooting d6; Throwing d4; Stealth d6; Tracking d6; Notice d6; Guts d6; Survival d6; Intimidate d6

Edges: Woodsman (+2 Survival/Tracking while in Wilderness)

SPECIAL ABILITIES

Great Savagery Wañu warparties decorate themselves with the scalps, teeth, skin and even heads of their enemies. Their appearance, along with their unearthly cries provides at +1 to Intimidate rolls and give them a +1 to their Guts rolls.

 

Typical Equipment

  • Shortbow: 12/24/48; 2d6
  • Warclub: STR+2
  • Javelins and thrower: 4/8/16; STR+1
  • Greatflower poison (Vigor +1 or paralyzed for 1 minute – used on arrows and javelins)
  • Revolver (.38) – 12/24/48, 2d6, ROF 1, 6 shots, AP2. 6 rounds

 

 

Reference: Temple of the Fire God

 
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Laqha’uku

 

The creature known to the locals as Laqha’uku is a horror, that some believe, was conjured up by the Wañu with their dark rituals. The creature appears to be a giant mass of dead animals, humans, and other detritus from the jungle. It move around on four “legs” composed of this horrible mass, and it’s sucking cries resemble that of a baby left too long in its crib.

 

Attributes: Agility d6, Smarts d4(a), Spirit d6, Strength d12+5, Vigor d12+2

Pace: 6; Parry: 6; Toughness: 17

Skills: Fighting d8, Stealth d8; Tracking d12; Notice d12; Survival d10

SPECIAL ABILITIES

Massive: +7 The creature is the size of a T-rex

Appendages: STR+d12

Immunity: Everything. This is a plot device.

Mindless: Dude! Plot device. Run, run as fast as you can!

 

 

Reference: Temple of the Fire God

 
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Local Gang Members

 

Outpost Paraíso is awash in criminal activity. The various petty crime lords all have their thugs that act as guards, enforcers, and soldiers. 90% of them carry standard single-shot rifles, while the “sergeants” carry submachine guns.

 

Attributes: Agility d6, Smarts d4, Spirit d6, Strength d6, Vigor d8

Pace: 6; Parry: 5; Toughness: 6

Skills: Fighting d6, Shooting d6, Guts d6, Streetwise d6, Intimidate d6

 

Typical Equipment

  • Rifle (M1, Kar98, Nagant) 24/48/96; 2d8; ROF 1; 5 shots; AP2 (20 rounds)
  • Submachine gun (Sten, Grease Gun, MP35) 12/24/48; 2d6; 30 shots; ROF 3; AP 1 Auto (2 clips)
  • Knife: STR+1d4
  • Machete: STR+1d6

 

 

Reference: Temple of the Fire God

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Policia

 

The local police in Outpost Paraíso are contracted by the owners of the swampworks, and thus only “protect and serve” the operation of fuel production. They rarely get involved an anything else. Easily corruptible and typically moonlighting as thugs for the local bosses, they are not your typical boys in blue. All carry heavy pistols, and a few carry long rifles. All dress in white uniforms with powder blue helmets.

 

Attributes: Agility d6, Smarts d4, Spirit d6, Strength d6, Vigor d8

Pace: 6; Parry: 5; Toughness: 6 (9 head)

Skills: Fighting d6, Shooting d6, Guts d6, Streetwise d6, Intimidate d6

 

Typical Equipment

  • Helmet (+3)
  • Rifle (M1, Kar98, Nagant) 24/48/96; 2d8; ROF 1; 5 shots; AP2 (20 rounds)
  • Heavy Pistol (Tokarev TT) 12/24/48; 2d8; ROF 1; 8 shots; AP2 (2 clips)
  • Knife: STR+1d4
  • Machete: STR+1d6

 

 

Reference: Temple of the Fire God

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Nazi Regulars

 

Though Standartenführer Jundt requested the most hardened and elite soldiers for his mission, his commanders gave him the dregs. Other than a few standouts, these soldiers are the common lot.

 

Standard soldiers carry a Kar98K long rifle. Within a squad, one soldier is an NCO officer carrying an MP35, and one soldier is a heavy weapons specialist carrying an MG34. Another soldier in the squad is assigned as the heavy weapons assistant carrying the tripod and extra ammo.

 

Attributes: Agility d8, Smarts d6, Spirit d8, Strength d8, Vigor d6

Pace: 6; Parry: 5; Toughness: 6 (9 for head)

Skills: Driving, d6, Fighting d6, Guts d8, Intimidate d6, Notice d6, Shooting d6

Hindrances: Loyal

Edges: Steady Hands

 

Typical Equipment

  • Rifle (Kar98) 24/48/96; 2d8; ROF 1; 5 shots; AP2 (20 rounds)
  • Submachine gun (MP-35) 12/24/48; 2d6; ROF 3; Shots 32; AP 1 – 1 per squad
  • Machine Gun (MG34) 30/60/120; 2d8+1; ROF 4; 200 shots; AP2 Snapfire (2 belts of ammo) – 1 per squad
  • Combat knife: STR+1
  • Helmet (+3 Armor head)
  • Potato Masher grenades (4) 5/10/20, 3d6-2, MBT

 

Reference: Temple of the Fire God

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Nazi Agents

 

Standartenführer Jundt keeps a handful of soldiers that he uses for more subtle missions. Still skilled in combat, these guys do the rooting around for information, contacts, and gear, as well as asking around in all the wrong places for Traute’s more arcane ingredients and items.

 

Attributes: Agility d8, Smarts d8, Spirit d8, Strength d6, Vigor d6

Pace: 6; Parry: 5; Toughness: 5; Charisma +2

Skills: Driving d8, Fighting d6, Guts d8, Intimidate d8, Notice d8, Shooting d6, Streetwise d8, Persuasion d6, Investigate d8

Hindrances: Loyal

Edges: Charismatic, Investigator

 

Typical Equipment

  • Submachine gun (MP-35) 12/24/48; 2d6; ROF 3; Shots 32; AP 1 – 1 per squad

 

  • Combat knife: STR+1
  • Demolitions kit
  • Car or other non-descript vehicle
  • Pistol (Luger) 12/24/48, 2d6, ROF 1, Shots 8, AP 1, Semi-Auto, 3 clips

 

 

Reference: Temple of the Fire God

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Junkyard Dog

 

Colin Drake created the Junkyard Dog to protect his compound, as well as provide help in carrying heavy objects and generally retrieving anything Drake didn’t feel like going to find. The “dog” looks like a lawn tractor, with tracks, and a single red glass eye in the front. The thing has two heavy manipulators on the front that can lift up to 600 lbs, as well as two tubes protruding from the front and two more from the back. These tubes jet out a flaming napalm-like substance on those that threaten Drake or his possessions.

 

Attributes: Agility d6, Smarts d6(a), Spirit d4, Strength d12, Vigor d10

Pace: 6; Parry: 2; Toughness: 10

Skills: Shooting d8, Notice d8,

SPECIAL ABILITIES

Armored Plating: Armor +3

Fiery Attack The Junkyard Dog shoots out a sticky napalm-like substance that burns hot causing 3d6 damage on round 1, 2d6 on round 2, and 1d6 for three rounds after that. The substance burns under water, but can be doused with sand or other substance that smothers the flames.

Alert: The Junkyard Dog receives +2 to all Notice checks.

Construct: +2 to recover from being shaken, no additional damage from called shots, piercing weapons do half damage, immunities as expected.

Explosive Death: If the Junkyard Dog is destroyed, the napalm reservoir is exposed to air and detonates causing 4d6 damage to all within a small burst template. Everyone damaged must check to see if they catch fire every round in the affected area. Fire damage is as Fiery Attack ability above.

 

 

Reference: Temple of the Fire God

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The Gunsel

 

The Gunsel is one of Colin Drake’s personal bodyguards (the first one he created using his animatronic method). The Gunsel is a mannequin of a human male dressed in a fine suit. The thing’s left arm has been replaced by a Tommy gun, while the right hand is a long bladed knife. The Gunsel’s face is a disturbing collection of gears and mechanics surrounding a large red glass “eye.”

 

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

Pace: 6; Parry: 2; Toughness: 10

Skills: Shooting d8, Fighting d8; Notice d8; Intimidate d6;

SPECIAL ABILITIES

Tommy Gun: 12/24/48; 2d6+1; ROF 3; AP 1; Auto; 150 shots

Long Knife: STR+1d6

Detachable Weaponry: The Gunsel’s current weapons can be detached and replaced with others of Drake’s design.

Bodyguard: Anytime the Gunsel is within 2” of Drake when Drake is attacked, the Gunsel makes an Agility roll to interpose itself between the attacker and Drake, essentially taking the hit and/or damage for him.

Construct: +2 to recover from being shaken, no additional damage from called shots, piercing weapons do half damage, immunities as expected.

 

 

Reference: Temple of the Fire God

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Eisenfaust Agents

Eisenfaust employs agents across the galaxy to perform spying, assassination and other black operations. These agents know little about the greater organization, other than their last contact from their handler. These agents have typically washed out (or been turned) from other spy organizations, and are thus wanted by their previous employers (and in some cases their previous employers’ allies).

 

Attributes: Agility d8, Smarts d6, Spirit d8, Strength d8, Vigor d8

Skills: Piloting d8, Fighting d8, Shooting d6, Guts d6, Investigation d10, Lockpicking d10, Stealth d8, Persuasion d8, Streetwise d8; Climb d6

Charisma: 0, Pace:6; Parry: 6; Toughness:6

Edges: Thief, Slugger

Hindrances: Cautious, Wanted (Minor)

SPECIAL ABILITIES

Mind Wipe: Eisenfaust agents undergo rigorous “education” at the hands of the Mind Agents, allowing them to wipe their mind of all relevant knowledge at will. This prevents them from falling into the wrong hands and revealing information under interrogation. On an Intimidation raise by an opponent, the agent fails to wipe his or her mind.

Blend In: Eisenfaust agents are able to use disguise, misdirection and other resources to deflect suspicion from their true identity and purpose. They receive a +4 to any Persuasion or Stealth checks when trying to disguise themselves.

Typical Equipment

  • Machine Pistol (12/24/48, 2d6, ROF 3, Shots 20, AP 1, Semi-Auto, 3 clips)
  • Gas Grenade (Vigor -1 or Sleep for 1d10 minutes – Medium Burst Template)
  • Gas Mask

 

Reference: The Big Show

 

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Eisenfaust Soldiers

The soldiers of Eisenfaust are loyal to the organization, though they also may be well paid for their loyalty. They may be in disguise or garbed up for battle, but they always have the best equipment and support. They are sometimes led by an Eisenfaust agent of lieutenant grade or higher.

 

Attributes: Agility d8, Smarts d6,Spirit d8, Strength d8, Vigor d8

Skills: Driving d6, Fighting d6, Guts d8, Intimidation d6, Notice d6, Shooting d6

Pace: 6; Parry: 5; Toughness: 6

Edges: Rock and Roll

Hindrances: Loyal

Typical Equipment

  • Submachine gun (Thompson) 12/24/48; 2d6; ROF 3; Shots 50; AP 1
  • 2 grenades 5/10/20, 3d6-2, MBT

 

Reference: The Big Show

 

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Roma Enforcers

In an attempt to bolster its clandestine forces, Italy has developed a special training regimen and series of super drugs. Though costly and time consuming to produce, the resulting super-soldiers are sent on dangerous missions where the pinpoint application of force can mean the difference between success and failure.

 

Attributes: Agility d8, Smarts d8, Spirit d8, Strength d8, Vigor d10

Skills: Fighting d10, Shooting d10, Tracking d8, Climbing d8, Guts d8, Intimidation d8, Survival d6, Throwing d8

Charisma: 0, Pace:6; Parry: 7; Toughness:7

Edges: Slugger, (Martial Arts Edge – see below)

Hindrances: Loyal, Bloodthirsty

SPECIAL ABILITIES

Strength Reserve The cocktail of drugs used in the “training” process give the Enforcers reserves of strength that dwarf those of lesser men. When an Enforcer is Shaken and rolls a raise on the subsequent Spirit check, the Enforcer’s Strength increases by 1 die.

Martial Artist:Enforcers are expert shots, but also are heavily trained in unarmed and melee combat. Successful unarmed attacks deal STR+1d4 damage. Each also knows a special move from the list below:

  • Improved Dodge
  • Block
  • First Strike
  • Frenzy
  • Quick
  • Sweep

 

Typical Equipment

  • Assault Rifle (Fucileveloce-34) (24/48/96, 2d8, ROF 3, 20 shots, AP 2, Auto)
  • 2 Heavy Grenades (5/10/20, 4d6, AP 2, MBT)

 

Reference: The Big Show

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Tenagne

Tenagne is loyal to Iskinder Kelile and the Sayafa. He is otherwise a competent soldier but not much of a leader.

 

Attributes: Agility d8, Smarts d6,Spirit d8, Strength d8, Vigor d8

Skills: Driving d6, Fighting d6, Guts d8, Intimidation d8, Notice d6, Shooting d8

Pace: 6; Parry: 5; Toughness: 6

Edges: Rock and Roll

Hindrances: Loyal

Typical Equipment

  • Submachine gun (Lancaster 9mm) 12/24/48; 2d6; ROF 3; Shots 50; AP 1
  • 2 grenades (5/10/20, 3d6-2, MBT)

 

Reference: The Big Show

 

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Sayafa Heavies

Many of the men of the Sayafa Gyah are veterans of the Italian invasion of Ethiopia and served under Iskinder Kelile during his short and ill-fated resistance. Those that joined after enjoy the benefit of their predecessor’s passion and experience.

 

Attributes: Agility d8, Smarts d6,Spirit d8, Strength d8, Vigor d8

Skills: Driving d6, Fighting d6, Guts d8, Intimidation d8, Notice d6, Shooting d8

Pace: 6; Parry: 5; Toughness: 6

Edges: Marksman

Hindrances: Loyal

Typical Equipment

  • Rifle (Enfield Mk III – .303) 24/48/96; 2d8; ROF 1; Shots 5; AP 2
  • 2 grenades (5/10/20, 3d6-2, MBT)

 

Reference: The Big Show

 

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The Steel Men

 
The Greek robotics engineer Chrysander created the steel men partly because of the interesting challenge, but mostly because the Italians commissioned them. The steel men are horrifying cyborg creations that are mindless and relentless in battle. Though unable to use firearms or other ranged weapons, these pieced-together creations are to be used as relentless pummeling shock troops. Though near mindless, they maintain some uncanny sense that allows them to track an enemy that remains within a mile radius.
 
Attributes: Agility d6, Smarts d4(a), Spirit d8, Strength d10, Vigor d8
Skills: Fighting d8, Guts d8, Intimidate d8, Repair d6, Tracking d8
Charisma: 0, Pace: 6; Parry: 9; Toughness: 9

SPECIAL ABILITIES

Steel Plated:
Armor +3

Salvage:
The steel men may take various parts and plating from fallen comrades to repair themselves, essentially growing the parts into what organic matter remains. This process takes a full round and requires a Repair roll.

Flailing Attack:
The steel men attack by smashing foes with their metal arms and fists. Their unique style of fighting grants them the Block and Frenzy Edges.

Sharp Bits:
Steel men are also accessorized with various saws, razored knuckles and other mechanical weapons. These weapons generally inflict STR+d4 on their opponents.

Construct:
+2 to recover from Shaken, no additional damage from called shots, immune to disease and poison.
 
Typical Equipment
  • Various small weapons (STR+d4)
 
 
Reference: The Big Show

 

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Soviet Soldiers

The soldiers stationed on Chu are not necessarily the best the USSR has to offer, though they are of hardy peasant stock. In fact, most are criminals, political dissidents and other undesirables kept in check by the heavy hand of their starshinas and political officers. Summary executions for dereliction of duty are common.
 
Attributes: Agility d6, Smarts d4, Spirit d4, Strength d8, Vigor d8
Pace:6; Parry: 5; Toughness: 7;
Skills: Shooting d4, Throwing d4, Fighting d6, Guts d4,
Edges: Brawny


Hindrances:
Typical Equipment

  • Rifle (Mosin Nagant 1891) (24/48/96, 2d8, Shots 7, AP 2)
  • Heavy coat, boots, fur ushanka, helmet
 
Reference: Project Hammerden

Rocketship Wild Cards

 

 
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Hauptmann Abendroth

Abendroth commands an elite group of space commandos. He spends much of his time tracking down moles, spies, and other subversives in and around the German Star Empire.

 

Description

Attributes: Agility d6, Smarts d8,Spirit d8, Strength d6, Vigor d8

Skills: Fighting d6, Guts d8; Intimidation d8, Notice d6, Shooting d8, Piloting d8

Charisma: -2; Pace: 6 (12); Parry: 5; Toughness: 7 (10)

Edges: Command, Hold the Line, Strong Willed

Hindrances: Loyal, Mean

SPECIAL ABILITIES

Death’s Head Rune The Death’s Head Rune painted on Abendroth’s pressure suit helmet is infused with dark energies adding a +1 to his Intimidate and +1 to Guts rolls.

 

Typical Equipment

  • Submachine gun (MP-35) 12/24/48; 2d6; ROF 3; Shots 32; AP 1
  • Pressure Suit (with rocket pack) Armor 3, Pace: 12, Accel: 6, Climb: 3
  • Mauser C-96 Model 712 (7.63 submachine pistol) 12/24/48, 2d8, ROF 3, AP 2 (Can be fired semi-auto)

 

Reference: The Big Show

 

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Der Abendroth

After his encounter with the heroes, Hauptmann Abendroth managed to escape the fiery destruction of his ship and drift through space, barely kept alive by his pressure suit. He was found by someone…or something…his mind and body shattered. But, they had the technology. They could rebuild him. And now he’s better…badder…and much uglier than before.

 

Attributes: Agility d8, Smarts d8,Spirit d8, Strength d12+2, Vigor d12

Skills: Shooting d8; Throwing d8, Fighting d8; Guts d10; Intimidate d10;

Charisma: -4; Pace: 7 (12); Parry: 6 (5); Toughness: 11

SPECIAL ABILITIES

Armor: +3

Partial Construct: +1 to recover from being Shaken. -1 to Called Shot attacks. No wound penalties. Piercing weapons do half damage.

Rocket Pack: Pace: 12, Accel: 6, Climb: 3

Arm Blade: The Abendroth fights with a 8’ long mounted arm blade. (STR+10; Parry -1)

Integrated Machine Gun: Arm-mounted – 30/60/120; 2d8+1; ROF 4; Shots 200; AP 2, Snapfire

Integrated Battle Suit: Abendroth’s pressure suit has been essentially grafted to his body, and subsequent alien components added. These enhancements grant his a +1 pace, +1 Shooting, and allow him to jump 2d6” horizontally or 1d6” vertically. Additionally, Abendroth has thermal vision which halves penalties for darkness against living enemies.

Rock and Roll:Abendroth suffers no penalties from autofiring his machine gun.

Godawful: Der Abendroth’s appearance is hideous to behold. -4 CHR and +2 to Intimidate checks.

 

Reference: The Big Show

 

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General Iván (Juan) Timofeevich Belaieff

Arriving in Paraquay in 1924, Ivan Belaieff was a virile 50 year old, veteran of the Great War, and an enemy of the state after the Russian revolution. Lending his expertise and advisors to the Paraguayan military, “Juan” was considered a national hero for his tactical and strategic defeat of the Bolivian aggression. By the time of the ceasefire in 1935, Belaieff had lost interest in war, though still mentally hale at 61, a case of jungle rot gave him a permanent limp and sapped his strength.

 

Even so, Belaieff embarked on an obsession that had consumed him in the final years of the war: the search for a native messianic spirit tied to various Incan gods. Most notably, Belaieff and his spiritual advisor, Vladmimir Porfenenko, had tied the Quechean fire-bat spirit Nina Masu huk’ucha to Zapotec, the Mayan god of death, and various other similar spirits from around the world.

 

Belaieff’s work with the natives of western Paraguay, his defeat of the Bolivian military, and his disturbing visions, earned him the awe and even worship from the local tribes. Belaieff, called Yupaychay or Honored One, uses his influence over the locals to keep his reluctant partner, Hans Junt, and the German’s SS forces, in check. Some whisper that he also has dealings with the Wañusqa, or “dark ones” locals that are believed to be possessed by evil spirits, but in fact were manipulated by the Vril (or are descendants of those that were).

 

Belaieff came by his meager powers the old fashioned way, however, he consulted ancient tomes, half-mad mystics, and his own “spiritual advisor.”

 

Attributes: Agility d6, Smarts d12, Spirit d8, Strength d4, Vigor d6

Pace: 4; Parry: 2; Toughness: 5, Charisma: 2

Skills: Guts d10, Investigation d8, Knowledge (Local Tribes) d10, Knowledge (Strategy) d10, Knowledge (Local Geography) d10, Knowledge (World Tribal Folklore) d8, Notice d6, Persuasion d8, Shooting d6, Survival d8, Spellcasting d4

 

Edges: Arcane Background (Magic), Charismatic, Command, Common Bond, Inspire, Scholar (Strategy, Local Tribes)

 

SPECIAL ABILITIES

Powers (10 PP) Detect/Conceal Arcana, Speak Language, Stun

 

Typical Equipment

  • Tokarev TT-33 (7.62 semi-automatic pistol) (12/24/48 2d6+2, ROF 1, AP 2, Semi-auto)
  • Manuscript (Native Peoples of the Grand Chaco) – Inscribed with Speak Language, and Stun powers.
  • Archeological gear and texts

 

 

Reference: Temple of the Fire God

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Vladimir Porfenenko

 

Though Porfenenko is an ordained Eastern Orthodox priest, he has seen his share of action in Chaco and other theatres. A skilled pilot, Porfenenko flew combat missions for the Paraguayan Space Forces in the Chaco brushwar. His experiences have given him an odd slant to his beliefs, and he has sought wisdom from sources considered heretical to his church.

 

Porfenenko acts as Baileff’s advisor, assisting with the Gurani natives and fending off various plots by Jundt and his witch, Traute. He considers the alliance one of convenience as he believes that certain arcane secrets will be revealed when the group uncovers the true movers behind the ancient human’s religion on Chaco. He thinks the Vril and Alderabran are a Nazi opium dream and makes his derision apparent when dealing with Traute.

 

Secretly Porfenenko has been affected by the Guarani artifacts and is considered by the Wanu to be a holy man. He plans to lead the Wanu in an all-out war against the current inhabitants of Chaco.

 

Though inching toward 50, Porfenenko is still a strong and hardy man with a long bushy beard and wild unkempt hair.

 

 

Attributes: Agility d10, Smarts d6, Spirit d10, Strength d8, Vigor d10

Pace: 6; Parry: 6; Toughness: 7; Charisma -2

Skills: Piloting d12, Fighting d8, Shooting d8, Miracles d8, Knowledge (Religion) d12, Knowledge (Guarani) d10,

Hindrances: Mean, Stubborn

Edges: Arcane Background (Miracles), Ace, Arcane Resistance

Powers:(20 PP) Armor, Burst, Dispel, Obscure, Detect/Conceal Arcana, Zombie

SPECIAL ABILITIES

  • One of the Tribe: Porfenenko is much loved among the Guarani, and has a +2 Charisma when dealing with them. With the Wanu, he is considered a holy figure, granting a +4 Charisma bonus when dealing with them.

 

Typical Equipment

  • Tokarev TT-33 (7.62 semi-automatic pistol) (12/24/48 2d6+2, ROF 1, AP 2, Semi-auto)
  • Wañu Disk (+2 to Miracles checks)

 

 

Reference: Temple of the Fire God

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Hans Jundt

Pampered for most of his life, Jundt spent his time in various family villas and castles throughout Hessen learning as little academics as he could stomach and as much fencing as his father’s tutors would teach him. Hans was destined for military service, especially since his father was a prominent general during the Great War. When the Nazis came to power in 1933, he joined the Luftwaffe and was quickly brought into the SS. Jundt became involved in the Thule Society as a young man and has since risen through the ranks, many surmise because of his close relationship with Maria Orisic. Jundt family does not approve of their son’s relations or his membership in the Thule society, but Jundt was always something of a maverick. In fact, his commanders were happy to send him to the Bolivian jungle just to get him out of their hair.

 

Attributes: Agility d8, Smarts d8, Spirit d10, Strength d6, Vigor d8

Pace: 6; Parry: 10; Toughness: 6, Charisma: +2

Skills: Fighting d10, Persuasion d8, Riding d6, Shooting d8, Knowledge(German Aristocracy) d8, Notice d6, Intimidation d8, Piloting d6, Guts d10

Edges: Improved Block, First Strike, Level-Headed, Mighty Blow, Command, Natural Leader, Noble, Trademark Weapon

SPECIAL ABILITIES

’’Der Stahl’’ Hans carries a rapier that has been in his family for generations. (+1 Fighting)

Typical Equipment

  • ‘’Der Stahl’’ STR+1 (Parry +1)
  • Mauser C-96 Model 712 (7.63 submachine pistol) 12/24/48, 2d8, ROF 3, AP 2 (Can be fired semi-auto)

 

 

Reference: Temple of the Fire God

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Traute

 

Traute is a Vril Chefin (or boss) in the Vril Gesellschaft, a group of psychic mediums searching for what they believe to be ancient German gods in the Aldebaran system. For years, Traute, the group’s founder Maria Orsic and others have received psychic images from the Vril which leads the group, and highly placed officials in the Nazi regime, to believe that these ancient gods are trapped and, if release, will lead the Germans into a new age of domination.

 

Traute took up with Jundt a few years ago, and inspired by his experiences in Chaco, believes that a gateway to Aldebaran may exist on the savage world. Though she avoids direct confrontation, her psychic powers are formidable, allowing her to dominate and control her opponents.

 

She is tall and blonde, wearing her hair in the typical style for her cult, long and flowing. The Vril Gesellschaft believe that this hairstyle acts as a kind of antennae to contact the Vril.

 

Attributes: Agility d6, Smarts d12, Spirit d8, Strength d4, Vigor d8

Pace: 6; Parry: 2; Toughness: 6; Charisma +2

Skills: Psionics d10, Healing d8, Taunt d6, Intimidate d8, Persuasion d8, Knowledge (Vril) d12, Investigation d8, Guts d8

Hindrances: Loyal, Delusional (Major)

Edges: Arcane Background (Psionics), Healer, Strong-willed

Powers:(20 PP) Puppet, Boost/Lower Trait, Environmental Protection, Fear, Stun

SPECIAL ABILITIES

  • Brainburn: When Traute rolls a 1 on her Psionics skill die (regardless of the Wild Die) she is automatically Shaken. On a critical failure, she emits a psychic scream that causes her to be Shaken along with all allies in a Large Burst Template. A Spirit success avoids this effect, though a failure can cause a wound.
  • Contact Vril: By spending 10 power points, Traute can contact her Vril masters for information and insight. The practical effect of this power is that her mental state grants her +2 to Charisma. She must have a Vril or early human artifact in hand to use this power. Traute has used this effectively to lead Jundt and the expedition to various early human sites on Chaco, though the temple has evaded her powers.

 

Typical Equipment

  • Notebooks and reference material (+2 Knowledge: Vril)
  • Sacrificial knife (STR+d4)

 

 

 

Reference: Temple of the Fire God

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Herb Jenkins aka Scharführer Engel

Jenkins is a spy for the Federal Space Strategic Services. He has a passion for baseball, particularly for the Negro leagues, though no one really knows why, and he is a skilled martial artist. Jenkins has currently infiltrated Abendroth’s Space Commando unit waiting for further instructions from his handler. His cover identity is that of (Scharführer) Sergeant Adalard Engel.

 

Attributes: Agility d8, Smarts d8,Spirit d8, Strength d10, Vigor d10

Skills: Piloting d8, Driving d8, Fighting d10, Lockpicking d10, Notice d8, Persuasion d8, Shooting d8, Stealth d10, Streetwise d10, Taunt d6, Knowledge (Baseball) d10

Charisma: +4; Pace: 6 (12); Parry: 5; Toughness: 7 (10)

Edges: Connections, Slugger, Thief, Very Attractive

Hindrances: Cautious

Typical Equipment

  • Fist and Feet (STR)
  • Submachine gun (MP-35) 12/24/48; 2d6; ROF 3; Shots 32; AP 1
  • Pressure Suit (with rocket pack) Armor 3, Pace: 12, Accel: 6, Climb: 3
  • Machine Pistol 12/24/48, 2d6, ROF 3, Shots 20, AP 1, Semi-Auto, 3 clips

 

Reference: The Big Show

 

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Vala Bohm

Dedicated to Jundt, Vala is an excellent officer that believes in the teachings of the Western Black Sun Society. Though she’s studied with Traute and, before her, Maria Orsic, Vala has manifested no otherworldly powers. She has contented herself with leading special missions for Jundt with his most dedicated troops.

 

Attributes: Agility d10, Smarts d8, Spirit d12, Strength d10, Vigor d8

Pace: 6; Parry: 8; Toughness: 5, Charisma: 2

Skills: Guts d10, Fighting d10, Shooting d8, Intimidate d10, Investigation d8, Notice d8, Piloting d8, Driving d6, Streetwise d8, Throwing d6

Hindrances: Loyal, Arrogant

Edges: Acrobat, Slugger, First Strike, Improved Block, Improved Dodge, Two-Fisted, Frenzy, Command, Hold the Line!

SPECIAL ABILITIES

Lethal Hands: Bohm’s fists and feet do lethal damage

 

Typical Equipment

  • Fists and Feet (STR)
  • Metal Baton (STR+d6)
  • Mauser C-96 Model 712 (7.63 submachine pistol) 12/24/48, 2d8, ROF 3, AP 2 (Can be fired semi-auto)

 

 

Reference: Temple of the Fire God

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Goni Colque

Colque is a veteran of the Gran Chaco War…on the Bolivian side. Now he spends his time and energy gathering motley bands of mercenaries and hiring them out to escort expeditions into the Chaco hinterlands, to serve as private armies for various powers on and off planet, and to generally feel very powerful. Goni also imports guns and other weapons and exports a local herb, called Chacoweed, that’s highly narcotic and valued at the clubs, casinos, and other establishments around the Racimo Cluster.

 

Goni is a large man, and though still strong, has developed quite a rounded physique. He usually dresses in light cotton shirts unbuttoned to the navel so that his bushy chest hair can spill out and greasy fatigue pants. His black mutton-chop side burns and walrus mustache would seem a throwback on anyone but him. Aside from that, he’s loud, profane, and generally a bastard.

 

Attributes: Agility d8, Smarts d8, Spirit d8, Strength d10, Vigor d10

Pace: 6; Parry: 8; Toughness: 5, Charisma: -3

Skills: Guts d10, Fighting d8, Shooting d10, Intimidate d10, Streetwise d12, Throwing d8, Knowledge(Criminal) d12, Gambling d8, Swimming d6

Hindrances: Greedy(m), Habit (Chacoweed – major), Mean

Edges: Slugger, Command, Fervor, Hard to Kill, Level Headed

 

Typical Equipment

  • Double Barrel Shotgun 12/24/48, 1-3d6, ROF 1-2, 2 shots, 10 shells
  • Pistol (M1911) 12/24/48, 2d6+1, ROF 1, 7 shots, AP1, Semi-auto, 3 clips
  • Machete: STR+1d6

 

 

Reference: Temple of the Fire God

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Cigarette Man

Cigarette Man goes by many different names and guises. He works for Jundt as a spy and handler for his agents. Though always seen with a cigarette between his lips or fingers, Cigarette Man has the ability to look almost like anyone, fat, short, beautiful, ugly, male or female.

 

Attributes: Agility d8, Smarts d8, Spirit d8, Strength d6, Vigor d6

Pace: 6; Parry: 6; Toughness: 5, Charisma: +4

Skills: Driving d6, Fighting d8, Lockpicking d10, Notice d8, Shooting d6, Stealth d10, Streetwise d10, Persuasion d8

Hindrances:

Edges: Connections, Thief, Ladykiller, Very Attractive

SPECIAL ABILITIES

Man of Many Faces: The Cigarette Man can change his appearance to such a degree that he can appear as a man or woman, taller or shorter by 6-8”, and heavier or lighter by 50-100 lbs. CM uses his Persuasion for the disguise and includes his Charisma bonus in the roll. On a success, it takes a Notice raise to see through his disguise. On a raise, he is indistinguishable from whomever he’s impersonating.

 

Typical Equipment

  • Pistol (Luger) 12/24/48, 2d6, ROF 1, 8 shots, AP1, Semi-auto, 3 clips
  • Lockpicks and tools
  • Disguise kit

 

 

Reference: Temple of the Fire God

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Eisenmann

The Eisenmann is a construct that is half big humanoid robot and half enchanted statue. Built by Jundt’s mad scientists, Eisenmann is relentless, destructive and barely under the control of its designated handler. It is typically unleashed against obstacles and vehicles, though it doesn’t really discriminate.

 

Attributes: Agility d6, Smarts d4, Spirit d8, Strength d12+3, Vigor d12+1

Pace: 6; Parry: 7; Toughness: 16, Charisma: +4

Skills: Fighting d10, Intimidation d10, Shooting d10

SPECIAL ABILITIES

 

Armor +5: Solid iron with some arcane nastiness

Construct: +2 to recover from being shaken, no additional damage from called shots, piercing weapons do half damage, immunities as expected.

Fearless: Eisenmann is fear.

Improved Sweep: Attacks all adjacent enemies without penalty

Size +2: Eisenmann is 10’ tall and weighs 6000 lbs

Fiery Acid Brew: Eisenmann shoots fiery acid at its targets in a Small Burst Template, causing 4d6 damage in round 1, 3d6 in round 2, etc.

 

 

Reference: Temple of the Fire God

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Masu huk'ucha

Believed to be a representative of the gods of ancient humans, the Masu appears to be a massive bat creature whose wings are composed of flames and shadow. The ancients of Chaco managed to trap the thing beneath a shrine and it has just been waiting there for the heroes to release it.

 

Attributes: Agility d10, Smarts d4(a), Spirit d8, Strength d12, Vigor d12

Pace: 4; Parry: 6; Toughness: 10

Skills: Fighting d8, Stealth d8; Intimidation d10, Guts d10,

SPECIAL ABILITIES

Flight: Fly 6" climb 4"

Fiery Wings: The creature batters its opponents with its fiery wings, inflicting STR damage +2d6 fire. The wings have a Reach of 1.

Large: +2

Heat: The presence of the Masu huk’ucha is incredibly hot. Heroes must make a Vigor check every minute or gain a Fatigue level.

Elemental: The creature suffers no extra damage from called shots, is Fearless, and does not suffer from Wound modifiers, disease or poisons.

Fear (-1): Guts check or suffer Fear effects.

 

 

Reference: Temple of the Fire God

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Lieutenant Vadim Timoshenko

Timoshenko is a capable leader of the Eisenfaust cause to break the Martian alliance. He is dispatched after the organization has had its first encounter with the heroes in order to “contain the situation.”

 

Attributes: Agility d6, Smarts d8,Spirit d8, Strength d6, Vigor d6

Skills: Piloting d6, Fighting d8, Guts d8, Intimidation d10, Notice d10, Shooting d6, Stealth d10, Persuasion d8

Charisma: +2; Pace: 6; Parry: 5; Toughness: 5

Edges: Charismatic, Command, Dodge, Fervor, Rock and Roll

Hindrances: Loyal, Cautious

SPECIAL ABILITIES:

Blend In: Timoshenko began his career as an Eisenfaust agent. He’s able to use disguise, misdirection and other resources to deflect suspicion from his true identity and purpose. He receives a +4 to any Persuasion or Stealth checks when trying to disguise himself.

Typical Equipment

  • Heavy Pistol (Tokarev TT-30) (12/24/48, 2d8, Shots 7, AP 1)
  • Submachine gun (Thompson) (12/24/48, 2d6+1, ROF 3, AP 1, Auto, 50 Shots)

 

Reference: The Big Show

 

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Simples

Simples is the brains of the Traveling Villanova Brothers operation. A thin and incredibly agile Romany, he fights in a martial style he calls homem estúpido, or the stupid man, for the way it makes his opponents look while fighting him. Simples handles the brothers finances, books all the gigs, and handles the getaway ship.

 

Attributes: Agility d12, Smarts d10, Spirit d8, Strength d6, Vigor d8

Skills: Fighting d10; Taunt d10; Gambling d10; Guts d8; Knowledge (Storytelling); Persuasion d8; Shooting d8; Streetwise d6; Piloting d8

Charisma: +2, Pace:6; Parry:7; Toughness: 6

Edges: Slugger, Attractive, First Strike, Improved Frenzy, Level Headed

Hindrances: Vow (Major – Eisenfaust), Wanted (Minor – Portuguese government)

SPECIAL ABILITIES

Homem Estúpido: Simples fighting style is one of misdirection, agile dodges and leveraged strikes. When Simples attacks someone who hasn’t acted in the current round, he may make an Agility check to use one of the following special moves:

  • Push and Pull: Simples may make a Fighting attack to unbalance and trip his opponent.
  • Feint: Simples freezes his opponent with a Fighting attack. The opponent loses his or her action that round. On a raise, the opponent is shaken.
  • Not There: Simples takes a +2 to his Parry for the opponent’s next strike.

The Gripping Tale: Simples always tells a story while he fights. On a Knowledge (Storytelling) success, he receives a +2 to Taunt checks for the round. The Knowledge check counts as an action.

 

Reference: The Big Show

 

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Malvagita

Malvagita is a small, dark-skinned man of unknown heritage. His fighting style is one of quick brutal strikes, typically from a hidden position. He uses his powers to conceal his movements and put him in position to strike and then disappear. If dealt a wound, he turns to his offensive powers, concealing them as phantoms that seem to rise and strike all around his opponent, while he retreats to a safe position.

 

Attributes: Agility d8, Smarts d12, Spirit d10, Strength d8, Vigor d6

Skills: Fighting d10; Spellcasting d10; Intimidation d8; Knowledge (Fear) d10; Guts d8; Stealth d8

Charisma: , Pace:6; Parry:7; Toughness: 8

Edges: Arcane Background (Magic), Power Surge, No Mercy, New Power, Slugger

Hindrances: Vow (Major – Eisenfaust), Wanted (Minor – Chinese government)

SPECIAL ABILITIES

Brutal Style: Malvagita specializes in a striking vulnerable areas when engaged in hand-to-hand combat. When he receives a Fighting raise, he may execute one of the following special moves:

  • Crippling Strike: Instead of receiving damage, the opponent must make a Vigor check or Pace is halved for 1d4 rounds.
  • Numbing Strike: Instead of receiving damage, the opponent must make a Vigor check Fighting rolls are at -2 for 1d4 rounds and his or her primary hand is useless.
  • Blinding Strike: Instead of receiving damage, the opponent must make a Vigor check or be blinded for 1d4 rounds.

Horror Story: Malvagita is a master of horror. His illusions and performance continue into his fighting, and he can make a Knowledge (Fear) check once per encounter to severely frighten his opponent with some image. Those that fail their Guts check are Shaken and must make a Vigor check or suffer nausea/mental shock, inflicting a -1 to all actions for the remainder of the encounter. Those that roll a 1 on their Guts die (regardless of the Wild Die) must roll on the Fright table.

Powers: (PP 10) – Teleport (cloud of stinking smoke), Obscure (image of Mal wavers as if in a dark heat), Bolt (purple flaming skulls), Illusion (Power Points 3, Range: Smartsx2, Duration: 3 (1/rd) – Trappings: Malvagita’s own twisted images. Casting these illusions in concert with this Horror Story ability grants him a +2 to the Knowledge (Horror) check).

 

Reference: The Big Show

 

 

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Mikpokotikos

Mik is a hugely fat, but surprisingly agile and strong, wrestler/performance artist. His fighting style is similar to sumotori. Unless he is in a fit of rage or is ordered otherwise, Mik only deals non-lethal damage with his attacks. He also serves as the mechanic and medic for the troupe of brothers.

 

Attributes: Agility d8, Smarts d6, Spirit d10, Strength d12, Vigor d12

Skills: Fighting d10; Throwing d8; Guts d8; Intimidation d10; Knowledge (Performance art) d10; Repair d8; Healing d10

Charisma: , Pace:6; Parry:9; Toughness: 8

Edges: Improved Block, Combat Reflexes, Slugger

Hindrances: Vow (Major – Eisenfaust), Wanted (Minor – Greek government)

SPECIAL ABILITIES

Sumotori: Mik engages in a charging, grappling and throwing style of fighting. He gains a +1 to Grapple checks and +1 to Throwing checks after he’s grappled his opponent.

Great Throw: Mik attempts to throw his opponent after grappling. He makes a Throwing check (with a +1 if the opponent is in a Grapple) against the opponent’s Agility. If successful, he slams the opponent to the ground for STR damage.

Great Leap: After his opponent is prone, Mik executes a great leap to slam his bulk into his downed opponent. He must move 2” and succeed at a Fighting attack. If successful, he deals STR+d4 damage to the opponent and can make a grapple check to pin him or her.

Great Charge: If Mik can move up to 4” before his attack, he adds +2 Fighting. A successful hit deals STR damage and knocks his opponent back 2”. The opponent must make an Agility check or be knocked down.

Artiste: Mik’s sheer sublimity of performance makes him very sympathetic with his audience. If he succeeds at a Knowledge (Performance Art) check, he gains a +2 to Intimidate for a round. The Knowledge check counts as an action.

Overly Protective: If Mik’s little dog is harmed, he flies into a rage, gaining the Berserker edge. Additionally, Mik deals killing damage with his attacks.

 

Reference: The Big Show

 

 

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The Little Dog

The Little Dog is an annoyance. It nips; it yaps; it is rather ugly. Which is what makes it so cute. It is also surprisingly resilient. Harming the little dog sends Mik into a rage.

 

Attributes: Agility d12, Smarts d4 (a), Spirit d10, Strength d4, Vigor d12

Pace:8; Parry: 5; Toughness: 6;

Skills: Taunt d8; Fighting d8; Guts d10

SPECIAL ABILITIES

Nip: STR+1

Annoying Yap: The little dog’s bark acts as a Taunt to anyone that engages it in combat.

Underfoot: If the little dog makes a successful Fighting attack, the opponent must make an Agility check or fall down.

Size -2: The little dog weighs as much as a football. But don’t punt it!

 

Reference: The Big Show

 

 

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Mook1

Attributes: Agility dX, Smarts d, Spirit d, Strength d, Vigor d

Skills:

Edges:

Hindrances:

Pace: ; Parry: ; Toughness:

SPECIAL ABILITIES

Special Ability 1:

Special Ability 2:

 

Reference: Title of Scenario

 

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