Saturday, April 1, 2017

They Hunger - A Savage Bestiary


A brief reminder... I actually have a 'They Hunger' campaign post that I will link to later in this post, but to sum up: They Hunger is a 1950's b-movie of a horror game, set in a remote portion in the United States. The time period is sort of around a 1950's-esque era with a dose of mad science for good measure. The players? They are survivors trying to escape, or military trying to stop the madness. To have madness, we need to have creatures! Let's take a look at our monsters...


Zombie
The bodies of the recently deceased that have risen to attack the living...

Attributes: Agi d6, Sma d4, Spi d4, Str d6, Vig d6
Skills: Fighting d6, Intimidation d6, Notice d4
Stats: Pace: 4; Parry: 5; Tough: 7

Traits
Claws: Str + d4

Fearless: Immune to Fear and intimidation

Undead: +2 Toughness, +2 Recovery. They take no extra damage from limb shots, except their weakness (Head)

Weakness (Head): Shots to a zombie's head add +2 damage.

Note: Any enemy slain by a zombie shall rise in 1d6 rounds as a zombie themselves as the chemical that zombies excrete will infuse with a dead body and reanimate it.

-Standard enemy found in the Rockwood Valley. Zombies are the corpses of the recently deceased, reanimated by a combination of a strange chemical found in the town's water and electrical discharge that has raised the dead.


Shockers
So much flesh... Ahhh, flesh!

Attributes: Agi d8, Sma d4, Spi d4, Str d6, Vig d6
Skills: Fighting d6, Intimidation d6, Notice d4, Shooting d6
Stats: Pace: 6; Parry: 5; Tough: 7

Traits
Claws: Str+d4

Fearless: Immune to Fear and intimidation

Undead: +2 Toughness, +2 Recovery. They take no extra damage from limb shots, except their weakness (Head)

Zap! (Heavy Bolt, Modified)
Power Reservoir: 10
Cost per shot: 2
Casting Time: 1-full action.
Range: 12/24/48

Shockers can gather and release the electrical energy that courses through them as a bolt of deadly energy. This gathering requires a full-action, thus the Shocker cannot move and fire in the same round. The bolt deals 3d6 points of damage (Electrical). Targets in conducive environments: Standing in water, wearing predominately metal adds a +d6 to the damage.

-Shockers are skeletons that have been reanimated due to a combination of Chemical X and electricity. The heavier electrical dose required to re-animate a skeleton was so great that the skeleton began to strange powers. For instance, they are able to build and discharge the residual electricity that courses through their marrow into an attack.

-They have a fascination with flesh. They talk about it, lunge for it. They rant how they are so cold without their previous epidermis covering.


Zorks
Intruder....

Attributes: Agi d6, Sma d4, Spi d6, Str d12, Vig d10
Skills: Fighting d8, Intimidation d10, Notice d6
Stats: Pace: 6; Parry: 5; Tough: 9 (1 - Hardened Flesh); Size: +1

Traits
Fists: Str+d6

Beserk: Begins play with the Beserk edge.

Construct: +2 recovery. Zorks do not take bonus damage from called shots.

Fearless: Immune to fear or intimidation.

-Created by the mad Dr. Franklin, Zorks are abominations stitched from multiple body parts and used as engines of destruction.

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