{ "android": { "description": "Androids are man-made beings who look exactly like Pure Strain Humans and are often mistaken for them. They usually consider Pure Strain Humans to be enemies. All Androids wear Tech Level III armour. Warriors and Thinkers carry Tech Level III weapons.", "thinker": { "number": [ 1, 4, 0 ], "morale": [ 1, 4, 6 ], "armour": 9, "hit dice": [ 8, 10, 0 ], "environ": [ "land" ], "land speed": [ 12, 900, 18 ], "ms": [ 1, 101, 11 ], "in": [ 1, 101, 11 ], "dx": [ 5, 4, 0 ], "ch": [ 1, 10, 11 ], "cn": [ 1, 10, 11 ], "ps": [ 1, 10, 8 ], "attacks": {}, "mutations": [] }, "worker": { "number": [ 1, 6, 2 ], "morale": [ 1, 4, 0 ], "armour": 8, "hit dice": [ 7, 10, 0 ], "environ": [ "land" ], "land speed": [ 12, 900, 18 ], "ms": [ 5, 4, 0 ], "in": [ 1, 10, 2 ], "dx": [ 5, 4, 0 ], "ch": [ 1, 10, 2 ], "cn": [ 1, 10, 11 ], "ps": [ 1, 10, 11 ], "attacks": {}, "mutations": [] }, "warrior": { "number": [ 1, 6, 0 ], "morale": [ 1, 6, 4 ], "armour": 7, "hit dice": [ 10, 10, 0 ], "environ": [ "land" ], "land speed": [ 12, 900, 36 ], "ms": [ 1, 10, 11 ], "in": [ 1, 10, 8 ], "dx": [ 1, 10, 11 ], "ch": [ 1, 10, 11 ], "cn": [ 1, 10, 11 ], "ps": [ 1, 10, 11 ], "attacks": {}, "mutations": [] } }, "badder": { "number": [ 3, 6, 0 ], "morale": [ 2, 4, 0 ], "hit dice": [ 6, 6, 0 ], "armour": 5, "environ": [ "land" ], "land speed": [ 12, 900, 18 ], "ms": [ 1, 10, 8 ], "in": [ 3, 6, 0 ], "dx": [ 1, 10, 11 ], "ch": [ 1, 10, 2 ], "cn": [ 1, 6, 8 ], "ps": [ 1, 10, 5 ], "attacks": { "bite": [ 1, 6, 0 ] }, "mutations": [ "Empathy" ], "description": "1.5 meter tall bipedal mutated badgers. They inhabit temperate areas. Organized into Tech Level II societies run by their 'nobility'. 10% chance of each badder in a party having 1 Tech Level III weapon. 10d10 males of fighting age live in tunnels under their villages." }, "ark": { "number": [ 1, 4, 0 ], "morale": [ 1, 8, 2 ], "hit dice": [ 8, 6, 0 ], "armour": 5, "environ": [ "land" ], "land speed": [ 12, 900, 36 ], "ms": [ 5, 4, 0 ], "in": [ 1, 10, 2 ], "dx": [ 1, 12, 4 ], "ch": [ 1, 10, 2 ], "cn": [ 5, 4, 0 ], "ps": [ 1, 10, 11 ], "attacks": { "bite": [ 1, 6, 0 ] }, "mutations": [ "Telekinesis", "Weather Manipulation", "Life Leach" ], "description": "Hound Folk These intelligent man-dogs grow up to 3 meters high [standing on their hind legs]. They are ferocious enemies, but have a deathly fear of large winged creatures. Arks carry Tech Level I weapons and most wear leather or studded leather armour and carry shields. They consider human [or humanoid] hands to be a particular delicacy." }, "barl nep": { "number": [ 1, 4, -2 ], "morale": [ 1, 4, 0 ], "hit dice": [ 20, 4, 0 ], "armour": 4, "environ": [ "water" ], "water speed": [ 24, 1800, 36 ], "ms": [ 1, 4, 0 ], "in": [ 1, 4, 0 ], "dx": [ 1, 10, 2 ], "ch": [ 1, 4, 0 ], "cn": [ 5, 4, 0 ], "ps": [ 1, 12, 4 ], "attacks": { "bite": [ 1, 4, 0 ] }, "mutations": [], "description": "This black predator fish often grows to a length of 1.5 meters. Once per day it can secrete intensity level 18 radioactive oil over an area of 9 meters square. This slick lasts 10 minutes. If killed before it uses the days allotment of oil, the Barl Nep's oil may be extracted and used as a weapon [but will have to be carried in a lead-lined container]. Oil extracted from the Barl Nep will be only intensity level 12." }, "arn": { "number": [ 1, 6, 0 ], "morale": [ 1, 4, 3 ], "hit dice": [ 8, 4, 0 ], "armour": 9, "environ": [ "land", "air" ], "land speed": [ 12, 180, 3 ], "water speed": [ 24, 900, 18 ], "ms": [ 1, 8, 1 ], "in": [ 1, 4, 0 ], "dx": [ 1, 10, 2 ], "ch": [ 1, 4, 0 ], "cn": [ 1, 12, 4 ], "ps": [ 1, 8, 2 ], "attacks": { "bite": [ 2, 6, 0 ] }, "mutations": [], "description": "Dragon Bugs These 1 to 2-meter long mutated dragonflies can carry loads weighing up to twice their PS in kilograms while airborne, but not while crawling along the ground. They are often captured and domesticated as flying steeds by small Humanoids and Mutated Animals. However, they must be caught young to be trainable." }, "ber lep": { "number": [ 1, 8, 0 ], "morale": [ 1, 4, 6 ], "hit dice": [ 15, 4, 0 ], "armour": 6, "environ": [ "water" ], "water speed": [ 0, 0, 0 ], "ms": [ 1, 4, 0 ], "in": [ 1, 4, 0 ], "dx": [ 1, 4, 0 ], "ch": [ 1, 4, 0 ], "cn": [ 1, 10, 11 ], "ps": [ 1, 12, 4 ], "attacks": { "acid": [ 2, 8, 0 ] }, "mutations": [], "description": "Sweetpads This 2-meter diameter, free-floating aquatic plant rests on the surface of the water much like a lily pad (to which it is related). It will support the weight of a normal human, but pressure on the center of the pad causes it to snap shut around the trespasser. The plant secretes a sweet-smelling acid which attracts and gradually dissolves its prey. HOUSE NOTE: Players should make a dexterity ability check when snared. If successful, they escape. The player takes damage for each round that the check is unsuccessful, as if it were an attack hit." }, "bigoon": { "number": [ 1, 6, 0 ], "morale": [ 1, 4, 0 ], "hit dice": [ 15, 4, 0 ], "armour": 6, "environ": [ "land" ], "land speed": [ 1, 1, 1 ], "ms": [ 1, 4, 0 ], "in": [ 1, 4, 0 ], "dx": [ 1, 4, 0 ], "ch": [ 1, 4, 0 ], "cn": [ 1, 10, 11 ], "ps": [ 1, 12, 20 ], "attacks": { "claw 1": [ 1, 6, 0 ], "claw 2": [ 1, 6, 0 ], "bite": [ 6, 4, 0 ] }, "mutations": [ "Heightened Strength" ], "description": "One glance easily identifies a bigoon as a giant, mutated raccoon.The creature is well over two meters tall (old males being known to reach three or more meters in length, nose to tail). The bigoons teeth are very much enlarged, and it bites for 4 dice (4d6) of damage. The creature also has heightened strength to complement its native intelligence and cunning. Despite its increased size and strength, the bigoon has lost none of the manipulative dexterity of its small progenitor. The hand-sized forepaws of a bigoon are quite nimble and can be used to open simple closures and latches. The bigoon is a nocturnal hunter and has infravisual capabilities. When hungry, a bigoon attacks virtually anything, but the creature is prone to ignore other creatures if well fed, unless its curiosity is aroused. A well-fed bigoon has been known to playfully knock down a passing human in order to tear open a carried sack. Fortunately, a blow from a bigoon's forepaw does only 1d6 of damage. A lone bigoon is usually a rogue male. If three or more are encountered, they are likely to be a mother and her immature young. Bigoons are all capable of climbing trees sturdy enough to hold their weight." }, "buggem": { "number": [ 1, 10, 0 ], "morale": [ 1, 4, 0 ], "hit dice": [ 5, 4, 0 ], "armour": 5, "environ": [ "land" ], "land speed": [ 1, 1, 1 ], "ms": [ 1, 4, 0 ], "in": [ 1, 4, 0 ], "dx": [ 1, 4, 0 ], "ch": [ 1, 4, 0 ], "cn": [ 1, 4, 0 ], "ps": [ 1, 4, 0 ], "attacks": { "claw 1": [ 1, 6, 0 ], "claw 2": [ 1, 6, 0 ], "bite": [ 1, 10, 0 ] }, "mutations": [ "See Description" ], "description": "It is rumored that the Buggems appeared even before the onset of the shadow years, having been spawned decades earlier by the radioactive fallout of on atomic bomb test. In appearance, these malevolent creatures have the synthesized features of a man and a gargantuan insect. The creatures are bipedal (standing between 150-200 centimeters) and have only two arms. Their bloated abdomen and thorax are connected to a large head complete with long, fern-like antennae and broad mandibles. When attacking, Buggems either strike with their two claws and bite, or they can use a crude weapon such as an axe, sword, or mace. When using a weapon the creatures can also bite. These termite men live within nests made up of a myriad of burrowed passages and chambers. Due to the lack of light in the buggem nests, the creatures have developed heightened senses that allow them to see in the dark. Buggem nests are found in almost all climes and are easily recognizable by the prominent mound of dirt formed over the opening into their chambers. Like any of their smaller relations these termite creatures are primarily fungus eaters, raising their own food supply deep within their dark burrows in strange fungus gardens. Although they prefer to remain in their nests, buggems must occasionally venture outside to get hosts for their parasitic infants. These hosts are invariably humanoid and always perish during the eventual hatching of the young. In a world of far more dangerous creatures, the buggem species survives partially due to two unique mutations that occur occasionally among their kind. Appearing in one creature out of twenty, the buggems first mutation is that of gas generation. Several different types of gas are possible with varying probability of appearance. The types and associated probability are:
Die Roll | Gas |
1-40 | Opaque Gas |
41-80 | Caustic Gas |
81-100 | Poison Gas |