Monsters -- Levels 1-3



Phaegus Zombie

A Phaegus Zombie is a monster who was formerly a living person. Infected with the Phaegus Virus, they have died and then been resurrected by the Phaegus and are attacking to eat the living and spread the Phaegus. An individual Phaegus Zombie does not offer much of a challenge, but in large groupings they are the deadliest opponents you will face.  

Single Zombie

Injury: 1

CP: 5

EP: 20

Special

Phaegus Infection: At the end of each battle with any number of Phaegus Zombies you must roll under your Physicality. If you fail that roll you are infected. But as an experienced monster hunter you know that heat will draw the infection out. You must take 1 point of Injury while applying the heat to draw the infection out. The GM has no responsibility to remind you of this danger. If you do not act immediately after a battle you will remain infected. The moment you go to sleep you will die and become a monster. Hand your character over to the GM and create a new one. 


Phaegus Swarm: As any community is killed off by the Phaegus their numbers will swell and they become more difficult to kill. 


Group: 5-10 

Injury: +1

CP: 10

EP: 50


Swarm: 11-20

Injury: +4

CP: 20

EP: 100


Crowd: 21-50

Injury +8

CP: 40

EP: 400


Mob: 51-100

Injury: :+10

CP: 80

EP: 600


Horde: above 100

Injury: +20

CP: 140

EP: 1,000



Night Terror

The Night Terrors are monsters who roam the night outside of cities, towns, and villages. When they sense all within are sleeping they creep into several homes and cause nightmares. They feed on this fear-induced energy. Some of their victims are then comatosed. They have no eyes, mouth, or ears; completely faceless. If a Night Terror is discovered they will try to make an escape rather than stand and fight. But if they have to fight they carry long staffs that can cause terrible injuries.

Injury: 3

Character Points: 6 

EP: 30

Special

Quick Escape: before a battle can be engaged it will make an Escape roll. Before surprising the Night Terror the best thing to do is to block its escape. 



Headless Cannibal 

These cannibals have broad shoulders covered in hair, and ears beneath their armpits. Their most defining feature is their chest-face; on their upper chest, where the pectorals would be, are two large, bulging eyes. Large noses protrude from their sternums, and across their abdomens are curving mouths lined with white teeth like playing cards. When they talk, seeing their mouths moving creates a hypnotic effect.

They are usually covered in hair. They wear no armor and use no shields. Their clubs are very heavy and the only blade they carry is a carving knife.


Injury: 3

Character Points: 5

EP: 20



Vampire Fledgling 

These new-born vampires are demons who drain their victims of blood.  As they are weaker than mature vampires they linger around the wayward souls of society, hoping their victims will go unnoticed. If discovered they will do everything it can to make an escape as quickly as possible rather than engage in battle. 

Injury: 3

Character Points: 5 

EP: 20

Special

Quick Drain: When they latch on to drain your blood you may roll under your Physicality to break free. If you fail you are drained of blood and reduced to 1 CP, after which the monster will flee. If your roll is 1 you are dead. 


Quick Escape: before a battle can be engaged the monster will make an Escape roll. 



Imp

Imps appear to be small,demon-like humanoids. Sometimes they will have one or more of the following features - large glowing, yellow eyes with slit-like pupils, pointed ears, and/or a whip-like tail with a small barb on the end. Imps survive by nibbling on machinery and high tech material, but they will also snack on anything metallic. Wherever large amounts of high tech equipment is found, eventually Imps will appear. Their delicate palettes are the cause for most equipment failures. When guns jam, engines stall, or equipment fails, there is probably an imp involved. Unfortunately, due to their natures, they see equipment (and the people who use it) as playthings. Typically imps are semi-solitary monsters that like to nest inside of machinery. They especially like warm, dark places where they can nibble undisturbed. They hate to be disturbed and dislike strong sunlight. 

Injury: 3

Character Points: 5

EP: 30

Special

An Imp’s Death: Once an imp reaches 0 CP it is effectively dead. However, within a few minutes the imp will be restored to full CP and return to life. Only fire or some other form of destruction will kill an imp permanently.  



Amazon Women (From the Moon)

Did you know that NASA has been covering up the greatest discovery in human history? Women live beneath the surface of the moon. Amazon women. And they're thirsty for the conquest of Earth for reasons the government won't share with the public. But now you know, and what are you going to do when you encounter an Amazon Woman From the Moon? Running is a good idea. 

Amazon Women are space-faring matriarchal warriors who attack many they encounter to kidnap them for sacrifice to their goddess Selene the Silver Lady. And they love a good fight. 


Injury: 4

Character Points: 6 

EP: 25



Flying Apes

While these creatures are primarily found throughout the galaxy on planetoids with an atmosphere they can also be found on larger planets, albeit in smaller numbers. And it just so happens they are now on Earth. They gather in colonies and have a matriarchal hierarchy but when they are encountered it is usually a solitary scout. They traditionally fight hand to hand but some have been known to carry clubs. 

Injury: 5

Character Points: 6 

EP: 30

Special

Ferocious Roar: Before an attack it roars loudly for which all opponents must roll against their Intellect with a -2. Fails result in a loss of one attack.



Baby Momma

Baby Mommas are monsters who take the form of mother-like women who lure children, usually those who are without mothers or lost. Once they have them they incapacitate and eat them alive. Yuck! They also attack young mothers who have just given birth to steal their babies, which they theat. 


When they take their natural form they have a hairy body, a lioness' head with donkey's teeth and ears, long fingers and fingernails. The only natural weapon they have is their voice. They can sing a song and lull opponents to sleep. 


Injury: 3

Character Points: 7

EP: 25

Special

Song of Sleep: when the monster sings opponents must roll 1d20 under their Intellect to remain awake. Once they are sleeping the monster usually escapes. 


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