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


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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

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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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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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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

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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 Mooks

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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: Title of Scenario

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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: Title of Scenario

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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: Title of Scenario
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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: Title of Scenario

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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: Title of Scenario

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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: Title of Scenario

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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


Rocketship Wild Cards

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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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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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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: Title of Scenario

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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: Title of Scenario

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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: Title of Scenario

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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: 6; Toughness: 5, 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: Title of Scenario

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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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