Pulp Creatures
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Blowflies
Attributes: Agility d6, Smarts d4, Spirit d6, Strength d6, Vigor d6 Reference: Planet of Fear |
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DringasTypically 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 Reference: Planet of Fear |
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DualaThe 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 Reference: Title of Scenario |
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Fele’tanThe 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 Reference: Planet of Fear |
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HruthinHruthin 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 Reference: Planet of Fear |
![]() Mmm. Chicken. art by UsagiChan |
BrachaBracha 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 Reference: Planet of Fear |
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Horned CatThe 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 Reference: Planet of Fear |
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GaragThe 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 Reference: Planet of Fear |
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GhutThe 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 Reference: Planet of Fear |
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Mook1
Attributes: Agility dX, Smarts d, Spirit d, Strength d, Vigor d Reference: Title of Scenario |
Pulp Mooks
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Vril CenturionsVril 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
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 Typical Equipment
Reference: Planet of Fear |
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Vril OverseersVril 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 Typical Equipment
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
Reference: Planet of Fear |
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Arachno-MenThough 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 SlaveArachno-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
Arachno-man GladiatorArachno-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
Arachno-man InsurgentArachno-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
Reference: Planet of Fear |
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Rat LordsRat 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 SoldierThe 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
Rat Lord ScoutsRat 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
Reference: Planet of Fear |
Rocketship Empires 1936
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Rocketship Mooks
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Hardened MercenariesChaco 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
Reference: Temple of the Fire God |
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Native ScoutsWhen 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 Typical Equipment
Reference: Temple of the Fire God |
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Wañusqa GhoulsSomething 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 Typical Equipment
Reference: Temple of the Fire God |
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Laqha’ukuThe 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 Reference: Temple of the Fire God |
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Local Gang MembersOutpost 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 Typical Equipment
Reference: Title of Scenario |
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PoliciaThe 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 Typical Equipment
Reference: Title of Scenario |
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Nazi RegularsThough 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 Typical Equipment
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Nazi AgentsStandartenführer 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 Typical Equipment
Reference: Title of Scenario |
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Junkyard DogColin 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 Reference: Title of Scenario |
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The GunselThe 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 Reference: Title of Scenario |
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Mook1
Attributes: Agility dX, Smarts d, Spirit d, Strength d, Vigor d Reference: Title of Scenario |
Rocketship Wild Cards
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General Iván (Juan) Timofeevich BelaieffArriving 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 Edges: Arcane Background (Magic), Charismatic, Command, Common Bond, Inspire, Scholar (Strategy, Local Tribes)
SPECIAL ABILITIES Typical Equipment
Reference: Temple of the Fire God |
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Hans JundtPampered 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
Reference: Temple of the Fire God |
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Vala BohmDedicated 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 Typical Equipment
Reference: Title of Scenario |
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Goni ColqueColque 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 Typical Equipment
Reference: Title of Scenario |
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Cigarette ManCigarette 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 Typical Equipment
Reference: Title of Scenario |
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EisenmannThe 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 Reference: Title of Scenario |
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Mook1
Attributes: Agility dX, Smarts d, Spirit d, Strength d, Vigor d Reference: Title of Scenario |
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