TEXT: TM
  
  By Michael Suileabhain-Wilson
  Based on the award-winning Deadlands game by Shane Lacy Hensley
  Edited by Andrew Hackard
  Cover by Alex Fernandez ♠ Illustrated by Pinnacle Entertainment Group
  ™
  ™
  GURPS System Design ♠ STEVE JACKSON
  GURPS Line Editor ♦ SEAN PUNCH
  GURPS Project Manager ♥ STEVEN MARSH
  Page Design ♣ HEATHER OLIVER
  Production Artist ♦ JUSTIN DE WITT
  Art Direction ♦ PHILIP REED
  Chief Executive Officer ♣ PHILIP REED
  Chief Creative Officer ♠ SAM MITSCHKE
  Chief Operating Officer ♦ SUSAN BUENO
  Director of Sales ♥ ROSS JEPSON
  GURPS FAQ Maintainer ♣
  VICKY “MOLOKH” KOLENKO
  Character Checker ♣ DEVIN L. GANGER
  Playtesters: Frederick Brackin, Joe Chaparro, Tyler Childers, 
  J.C. Connors, Brian Hogue, Hunter Johnson, Kenneth Peters, 
  and Ralf Tschulena
  GURPS, Warehouse 23, and the pyramid logo are registered trademarks of Steve Jackson Games Incorporated. Varmints, Pyramid, and the names of all products 
  published by Steve Jackson Games Incorporated are registered trademarks or trademarks of Steve Jackson Games Incorporated, or used under license.
  “Deadlands” is a trademark of Great White Games (DBA Pinnacle Entertainment Group) and is used under license. Deadlands characters are 
  copyright © 2001, 2020 by Great White Games. All rights reserved. GGURPS Deadlands: Varmints is copyright © 2003, 2020 
  by Steve Jackson Games Incorporated. All rights reserved. Some art copyright www.arttoday.com.
  The scanning, uploading, and distribution of this book via the Internet or via any other means without the permission of the publisher is illegal, 
  and punishable by law.  Please purchase only authorized electronic editions, and do not participate in or encourage the electronic piracy 
  of copyrighted materials. Your support of the author’s rights is appreciated.
  PDF: stock # 30-6762 • Version 1.1 – April 2020
  STEVE JACKSON GAMES
  
  Contents
  2
  Introduction  . . . . . . . . . . . . . . . . 4
  About the Author . . . . . . . . . . . . . . . . . . . . . . 4
  About GURPS  . . . . . . . . . . . . . . . . . . . . . . . . 4
  1. Characters . . . . . . . . . . . . . . . . 5
  ADVANTAGES, DISADVANTAGES, AND SKILLS . . . . . 6
  Advantages . . . . . . . . . . . . . . . . . . . . . . . . . . . 6
  New Advantages  . . . . . . . . . . . . . . . . . . . . . . 7
  Disadvantages  . . . . . . . . . . . . . . . . . . . . . . . . 7
  Skills . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7
  TEMPLATES  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8
  Buffalo Hunter . . . . . . . . . . . . . . . . . . . . . . . . 8
  Coroner’s Assistant  . . . . . . . . . . . . . . . . . . . . 8
  Dogcatcher . . . . . . . . . . . . . . . . . . . . . . . . . . . 9
  Explorer  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9
  Field Researcher  . . . . . . . . . . . . . . . . . . . . . 10
  Guide  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10
  Trophy Hunter  . . . . . . . . . . . . . . . . . . . . . . . 10
  Wrangler . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11
  LENSES . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11
  Mad Scientist  . . . . . . . . . . . . . . . . . . . . . . . . 11
  Texas Ranger Wrangler . . . . . . . . . . . . . . . . 12
  Agency Exterminator  . . . . . . . . . . . . . . . . . 12
  MONSTERS AS CHARACTERS  . . . . . . . . . . . . . . . . 12
  Monster Templates from Weird West . . . . . 12
  INTERESTED PARTIES  . . . . . . . . . . . . . . . . . . . . . . 13
  The Explorers Society . . . . . . . . . . . . . . . . . 13
  The Society as a Patron . . . . . . . . . . . . . . . . 13
  The Twilight Legion  . . . . . . . . . . . . . . . . . . 14
  The Twilight Legion as a Patron  . . . . . . . . 14
  The Tombstone Epitaph . . . . . . . . . . . . . . . . 14
  The Epitaph as a Contact or Patron  . . . . . 14
  The Agency  . . . . . . . . . . . . . . . . . . . . . . . . . 15
  The Texas Rangers  . . . . . . . . . . . . . . . . . . . 15
  The United States Corps of
  Topographical Engineers . . . . . . . . . . . . . 15
  TERATOLOGICAL THEORIES  . . . . . . . . . . . . . . . . . 15
  There’s No Such Thing as Monsters  . . . . . 16
  It’s a Conspiracy  . . . . . . . . . . . . . . . . . . . . . 16
  New Frontiers  . . . . . . . . . . . . . . . . . . . . . . . 16
  Unknown Principles  . . . . . . . . . . . . . . . . . . 16
  The Traditional Supernatural  . . . . . . . . . . . 16
  Armageddon  . . . . . . . . . . . . . . . . . . . . . . . . 16
  The Truth  . . . . . . . . . . . . . . . . . . . . . . . . . . . 16
  2. Abominations  . . . . . . . . . . . . . 17
  FEARMONGERS . . . . . . . . . . . . . . . . . . . . . . . . . . . 18
  Agent Provocateur . . . . . . . . . . . . . . . . . . . . 18
  Craftiness . . . . . . . . . . . . . . . . . . . . . . . . . . . 18
  Bogie Man  . . . . . . . . . . . . . . . . . . . . . . . . . . 18
  Buffalo Man . . . . . . . . . . . . . . . . . . . . . . . . . 19
  Chinese Ogre  . . . . . . . . . . . . . . . . . . . . . . . . 19
  Chinese Ogres as Player Characters  . . . . .19  
  Dark Beast  . . . . . . . . . . . . . . . . . . . . . . . . . . 20
  Demon  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 20
  Faminite  . . . . . . . . . . . . . . . . . . . . . . . . . . . . 22
  Gabriel Hound  . . . . . . . . . . . . . . . . . . . . . . . 22
  Headless Horseman . . . . . . . . . . . . . . . . . . . 22
  Hoodoo . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 23
  Horned Serpent  . . . . . . . . . . . . . . . . . . . . . . 23
  Hunger Spirit  . . . . . . . . . . . . . . . . . . . . . . . . 24
  Living House  . . . . . . . . . . . . . . . . . . . . . . . . 24
  Muleskinner . . . . . . . . . . . . . . . . . . . . . . . . . 25
  Night Raven . . . . . . . . . . . . . . . . . . . . . . . . . 25
  Plague Rider . . . . . . . . . . . . . . . . . . . . . . . . . 25
  Really Bad Dog  . . . . . . . . . . . . . . . . . . . . . . 26
  Scarecrow . . . . . . . . . . . . . . . . . . . . . . . . . . . 26
  Sin Eater . . . . . . . . . . . . . . . . . . . . . . . . . . . . 27
  Terrormental . . . . . . . . . . . . . . . . . . . . . . . . . 28
  Terrormental Black Magic Spells  . . . . . . . . 28
  The Thing Under the Bed  . . . . . . . . . . . . . . 29
  Tomb Guardian  . . . . . . . . . . . . . . . . . . . . . . 29
  Tommyknocker  . . . . . . . . . . . . . . . . . . . . . . 29
  Troll  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 30
  Uktena  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 30
  Will o’ the Wisp . . . . . . . . . . . . . . . . . . . . . . 30
  IMPOSTORS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 31
  Braincrawler . . . . . . . . . . . . . . . . . . . . . . . . . 31
  Canker  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 31
  Gaki  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 32
  Skinwalker  . . . . . . . . . . . . . . . . . . . . . . . . . . 33
  CORRUPTIONS  . . . . . . . . . . . . . . . . . . . . . . . . . . . 33
  Chupakabara  . . . . . . . . . . . . . . . . . . . . . . . . 33
  Earth Warrior  . . . . . . . . . . . . . . . . . . . . . . . . 34
  Flesh Jacket  . . . . . . . . . . . . . . . . . . . . . . . . . 34
  Becoming an Earth Warrior  . . . . . . . . . . . . 34
  Flying Wendigo  . . . . . . . . . . . . . . . . . . . . . . 35
  Nagual  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 35
  Naguals as PCs  . . . . . . . . . . . . . . . . . . . . . . 35
  Poison Woman . . . . . . . . . . . . . . . . . . . . . . . 36
  Quick-and-Dirty Shapeshifting . . . . . . . . . . 36
  Pox Walker . . . . . . . . . . . . . . . . . . . . . . . . . . 36
  Skinshifter  . . . . . . . . . . . . . . . . . . . . . . . . . . 37
  Stone Man  . . . . . . . . . . . . . . . . . . . . . . . . . . 38
  Two-Faces  . . . . . . . . . . . . . . . . . . . . . . . . . . 38
  Weeping Widow  . . . . . . . . . . . . . . . . . . . . . 38
  CRIMES AGAINST NATURE  . . . . . . . . . . . . . . . . . . 39
  Animal Man . . . . . . . . . . . . . . . . . . . . . . . . . 39
  Animal Men as Player Characters . . . . . . . 40
  Automaton  . . . . . . . . . . . . . . . . . . . . . . . . . . 41
  Clockwork Tarantula  . . . . . . . . . . . . . . . . . . 41
  The Poor Man’s Automaton  . . . . . . . . . . . . 41
  Doom Cloud  . . . . . . . . . . . . . . . . . . . . . . . . 42
  Patchwork Man  . . . . . . . . . . . . . . . . . . . . . . 42
  Grafted Limbs  . . . . . . . . . . . . . . . . . . . . . . . 42
  Patchwork Wasp  . . . . . . . . . . . . . . . . . . . . . 43
  NEW ABOMINATIONS  . . . . . . . . . . . . . . . . . . . . . . 43
  Bear Lake Monster  . . . . . . . . . . . . . . . . . . . 43
  Bookburner  . . . . . . . . . . . . . . . . . . . . . . . . . 44
  Bubble  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 44
  Feverish  . . . . . . . . . . . . . . . . . . . . . . . . . . . . 45
  Overseer . . . . . . . . . . . . . . . . . . . . . . . . . . . . 46
  Perfidious Mirror . . . . . . . . . . . . . . . . . . . . . 47
  Phrenomesmeric Zombie  . . . . . . . . . . . . . . 47
  Phrenomesmerically Adjusted PCs . . . . . . . 48
  Printer’s Devil  . . . . . . . . . . . . . . . . . . . . . . . 49
  Saguaro . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 49
  Senescent Zombie  . . . . . . . . . . . . . . . . . . . . 50
  Uninvited Guest . . . . . . . . . . . . . . . . . . . . . . 50
  3. Living Dead  . . . . . . . . . . . . . . 51
  Common Undead Abilities  . . . . . . . . . . . . . 52
  ZOMBIES  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 52
  Bloat . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 52
  Plantagrito . . . . . . . . . . . . . . . . . . . . . . . . . . 52
  Crater Demon  . . . . . . . . . . . . . . . . . . . . . . . 53
  Desiccated Dead  . . . . . . . . . . . . . . . . . . . . . 53
  Feral Walkin’ Dead  . . . . . . . . . . . . . . . . . . . 54
  Frozen Dead . . . . . . . . . . . . . . . . . . . . . . . . . 54
  Howler  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 54
  Mud Man  . . . . . . . . . . . . . . . . . . . . . . . . . . . 55
  Orphaned Head  . . . . . . . . . . . . . . . . . . . . . . 55
  Pool Guardian  . . . . . . . . . . . . . . . . . . . . . . . 56
  Raider . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 56
  Ratcatcher  . . . . . . . . . . . . . . . . . . . . . . . . . . 57
  Skeleton  . . . . . . . . . . . . . . . . . . . . . . . . . . . . 57
  Slitter  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 58
  The Rural Cemetery Movement  . . . . . . . . . 58
  Undead Animal  . . . . . . . . . . . . . . . . . . . . . . 58
  MANITOU VESSELS  . . . . . . . . . . . . . . . . . . . . . . . 58
  Bone Fiend . . . . . . . . . . . . . . . . . . . . . . . . . . 58
  Colony Glom  . . . . . . . . . . . . . . . . . . . . . . . . 59
  Glom . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 60
  Hand . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 60
  Scrap Glom  . . . . . . . . . . . . . . . . . . . . . . . . . 61
  
  3
  Contents
  Scrap Fiend  . . . . . . . . . . . . . . . . . . . . . . . . . 62
  Walkin’ Fossils . . . . . . . . . . . . . . . . . . . . . . . 62
  More Walkin’ Fossils  . . . . . . . . . . . . . . . . . . 62
  MUMMIES  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 62
  Aztec Mummy . . . . . . . . . . . . . . . . . . . . . . . 63
  Egyptian Mummy  . . . . . . . . . . . . . . . . . . . . 63
  Mummies as Player Characters  . . . . . . . . . 63
  VAMPIRES  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 64
  Baobhan Sith  . . . . . . . . . . . . . . . . . . . . . . . . 64
  Baobhan Sith as PCs . . . . . . . . . . . . . . . . . . 64
  Cinematic Vampire  . . . . . . . . . . . . . . . . . . . 64
  Cinematic Vampires as PCs  . . . . . . . . . . . . 65
  Gyonshee  . . . . . . . . . . . . . . . . . . . . . . . . . . . 65
  Nosferatu  . . . . . . . . . . . . . . . . . . . . . . . . . . . 66
  Nosferatu Ancient One  . . . . . . . . . . . . . . . . 66
  Penanggalen . . . . . . . . . . . . . . . . . . . . . . . . . 67
  Ustrel  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 67
  Wampyr  . . . . . . . . . . . . . . . . . . . . . . . . . . . . 67
  GHOSTS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 68
  Banshee  . . . . . . . . . . . . . . . . . . . . . . . . . . . . 68
  Crying Ghost  . . . . . . . . . . . . . . . . . . . . . . . . 68
  Haunt  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 69
  Mourning Mist . . . . . . . . . . . . . . . . . . . . . . . 69
  Phantom  . . . . . . . . . . . . . . . . . . . . . . . . . . . . 70
  Poltergeist . . . . . . . . . . . . . . . . . . . . . . . . . . . 70
  Shade  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 71
  Specter  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 71
  Tarnished Phantasy  . . . . . . . . . . . . . . . . . . . 72
  UNIQUE UNDEAD . . . . . . . . . . . . . . . . . . . . . . . . . 72
  Black Regiment  . . . . . . . . . . . . . . . . . . . . . . 72
  The Black Regiment in Mass Combat  . . . . 72
  Union Pride Ghost Train . . . . . . . . . . . . . . . 73
  Van Horn’s Ghost  . . . . . . . . . . . . . . . . . . . . 73
  NEW UNDEAD  . . . . . . . . . . . . . . . . . . . . . . . . . . . 74
  Noxious Dead  . . . . . . . . . . . . . . . . . . . . . . . 74
  Railrunner  . . . . . . . . . . . . . . . . . . . . . . . . . . 74
  Smoke . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 75
  4. Monstrous Critters  . . . . . . . . 76
  BEASTS OF THE AIR  . . . . . . . . . . . . . . . . . . . . . . . 77
  Humbug  . . . . . . . . . . . . . . . . . . . . . . . . . . . . 77
  Piasa  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 77
  Pit Wasp  . . . . . . . . . . . . . . . . . . . . . . . . . . . . 78
  Texas Skeeter . . . . . . . . . . . . . . . . . . . . . . . . 78
  BEASTS OF THE LAND  . . . . . . . . . . . . . . . . . . . . . 79
  Carcajou . . . . . . . . . . . . . . . . . . . . . . . . . . . . 79
  Catamount  . . . . . . . . . . . . . . . . . . . . . . . . . . 79
  Catamounts as Characters  . . . . . . . . . . . . . 79
  Cemetery Wolf . . . . . . . . . . . . . . . . . . . . . . . 80
  Chinook  . . . . . . . . . . . . . . . . . . . . . . . . . . . . 80
  Darkblob  . . . . . . . . . . . . . . . . . . . . . . . . . . . 80
  Darkling  . . . . . . . . . . . . . . . . . . . . . . . . . . . . 81
  Dread Wolf . . . . . . . . . . . . . . . . . . . . . . . . 81
  Duster . . . . . . . . . . . . . . . . . . . . . . . . . . . . 82
  Husker  . . . . . . . . . . . . . . . . . . . . . . . . . . . 82
  Mexican Dragon  . . . . . . . . . . . . . . . . . . . 83
  Murderous Horde  . . . . . . . . . . . . . . . . . . 83
  Prairie Tick: Queens and Hatchlings  . . . 84
  Terrantula  . . . . . . . . . . . . . . . . . . . . . . . . . 84
  Gargantuan Terrantulas
  as Characters  . . . . . . . . . . . . . . . . . . 85
  Tunnel Critter  . . . . . . . . . . . . . . . . . . . . . . 86
  Wolfling  . . . . . . . . . . . . . . . . . . . . . . . . . . 86
  Wolflings as PCs  . . . . . . . . . . . . . . . . . . . 87
  BEASTS OF THE WATER . . . . . . . . . . . . . . . 87
  Archeron Bay Kelp  . . . . . . . . . . . . . . . . . 87
  Blob  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 87
  Blood Shark  . . . . . . . . . . . . . . . . . . . . . . . 88
  Devil Ray  . . . . . . . . . . . . . . . . . . . . . . . . . 88
  Dweller in the Muck  . . . . . . . . . . . . . . . . 88
  Hellfish  . . . . . . . . . . . . . . . . . . . . . . . . . . . 88
  Mudsucker  . . . . . . . . . . . . . . . . . . . . . . . . 89
  Nibbler  . . . . . . . . . . . . . . . . . . . . . . . . . . . 89
  River Leviathan  . . . . . . . . . . . . . . . . . . 89
  Sand Viper . . . . . . . . . . . . . . . . . . . . . 90
  Sewage Leviathan  . . . . . . . . . . . . . . 90
  Siren . . . . . . . . . . . . . . . . . . . . . . . . . . 90
  PLANTS . . . . . . . . . . . . . . . . . . . . . . . 91
  Bloodwire  . . . . . . . . . . . . . . . . . . . . 91
  Saddle Burr . . . . . . . . . . . . . . . . . . . . 91
  Tangler . . . . . . . . . . . . . . . . . . . . . . . 91
  NEW ANIMALS  . . . . . . . . . . . . . . . . 92
  Arkansas Blue  . . . . . . . . . . . . . . . 92
  Dillo  . . . . . . . . . . . . . . . . . . . . . . 92
  Hive Buffalo . . . . . . . . . . . . . . . 93
  Vitriolecat . . . . . . . . . . . . . . . . . 93
  5. Legendary People  . . . . . . . . . .94
  The Aces  . . . . . . . . . . . . . . . . . . . . . . . . . . . 95
  Ernesto Silverio de Acevedo . . . . . . . . . . . . 95
  The Angel of Death . . . . . . . . . . . . . . . . . . . 96
  Father Gilberto Candaliero  . . . . . . . . . . . . . 96
  El Diablo Negro . . . . . . . . . . . . . . . . . . . . . . 97
  El Diablo Rojo . . . . . . . . . . . . . . . . . . . . . . . 98
  Lt. George Dixon . . . . . . . . . . . . . . . . . . . . . 98
  Dracula . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 99
  The Faceless Man  . . . . . . . . . . . . . . . . . . . . 99
  Dr. Athanasius Forester . . . . . . . . . . . . . . . 100
  Victor Frankenstein  . . . . . . . . . . . . . . . . . . 100
  Frankenstein’s Monster (Adam)  . . . . . . . . 101
  The Ghost . . . . . . . . . . . . . . . . . . . . . . . . . . 102
  The Hangin’ Judges . . . . . . . . . . . . . . . . . . 102
  The Judges’ Revolvers . . . . . . . . . . . . . . . . 102
  John Henry . . . . . . . . . . . . . . . . . . . . . . . . . 105
  John Henry’s Hammers . . . . . . . . . . . . . . . 105
  The Hermit Terrantula . . . . . . . . . . . . . . . . 106
  Joaquin Murieta . . . . . . . . . . . . . . . . . . . . . 107
  Papa Rattlesnake  . . . . . . . . . . . . . . . . . . . . 107
  Petrov  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 108
  Petrov’s Bowls  . . . . . . . . . . . . . . . . . . . . . . 108
  Shocks with a Fan  . . . . . . . . . . . . . . . . . . . 108
  Springheel Jack  . . . . . . . . . . . . . . . . . . . . . 109
  ANTAGONISTIC PEOPLES . . . . . . . . . . . . . . . . . . . 109
  The Law of the Ocean . . . . . . . . . . . . . . . . 109
  Were-Sharks as PCs . . . . . . . . . . . . . . . . . . 110
  Wave Shadows as PCs . . . . . . . . . . . . . . . . 111
  Channel Chompers  . . . . . . . . . . . . . . . . . . 111
  Channel Chompers as PCs  . . . . . . . . . . . . 112
  The Wakansicas  . . . . . . . . . . . . . . . . . . . . . 113
  Wakansica Technology  . . . . . . . . . . . . . . . 114
  Playing a Wakansica  . . . . . . . . . . . . . . . . . 115
  The Mound Builders  . . . . . . . . . . . . . . . . . 118
  The Black Sun  . . . . . . . . . . . . . . . . . . . . . . 119
  The Bone Spear of Gytiucheppa . . . . . . . . 121
  Living Legends  . . . . . . . . . . . . . . . . . . . . . 121
  Storytellers and Living Legends  . . . . . . . . 123
  6. Campaigns  . . . . . . . . . . . . . . . 124
  CAMPAIGN IDEAS . . . . . . . . . . . . . . . . . . . . . . . . 125
  Explorers  . . . . . . . . . . . . . . . . . . . . . . . . . . 125
  Twilight Legion  . . . . . . . . . . . . . . . . . . . . . 125
  Guides  . . . . . . . . . . . . . . . . . . . . . . . . . . . . 125
  The Legion’s Finest Hour  . . . . . . . . . . . . . 125
  Troubleshooters  . . . . . . . . . . . . . . . . . . . . . 126
  Kids  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 126
  Monsters . . . . . . . . . . . . . . . . . . . . . . . . . . . 126
  ADVENTURE SEEDS  . . . . . . . . . . . . . . . . . . . . . . 126
  Grave Robbing . . . . . . . . . . . . . . . . . . . . . . 126
  So What Do You Do with a 
  Dead Mojave Rattler?  . . . . . . . . . . . . . . 126
  CROSSOVERS  . . . . . . . . . . . . . . . . . . . . . . . . . . . 127
  Atomic Horror . . . . . . . . . . . . . . . . . . . . . . 127
  Uplift  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 127
  Bunnies & Burrows  . . . . . . . . . . . . . . . . . 127
  Imperial Rome  . . . . . . . . . . . . . . . . . . . . . 127
  Index . . . . . . . . . . . . . . . . . . . . . 128
  
  Introduction
  4
  People have different opinions about when the Reckon-
  ing began: on the battlefield at Gettysburg, when the Last
  Sons killed the last Old One, or when the Great Quake tore
  open the earth and brought ghost rock to the world. Historians
  can argue all they want, but the common man knows the truth.
  The Reckoning isn’t some stage show where the curtain rises
  promptly at eight. Every person’s Reckoning begins at a dif-
  ferent time, and deep down everyone knows exactly when
  that is.
  The Reckoning begins the first time you see a monster.
  Monsters are the Reckoning. They are the fears of men,
  walking around in the flesh. Everything else is just frosting. If
  the Reckoners are going to beat mankind, they’re going to do
  it with monsters. And if mankind is going to beat the Reck-
  oners, they’re going to have to start by cleaning out all the
  varmints.
  Load your Winchester and pack a lunch. It’s time to go
  hunting.
  This book contains over 300 new creatures for use in
  your GURPS Deadlands campaign, some of which are new
  monsters never seen in any Deadlands supplement. It also
  discusses organizations in the Weird West interested in mon-
  sters, monster-oriented campaigns, and character types
  involved with strange and unusual creatures, as well as rules
  for playing many of these creatures as PCs.
  GMs will need the GURPS Basic Set, GURPS Com-
  pendium I, and GURPS Deadlands: Weird West. GURPS
  Bestiary may be useful, but is not required.
  About the Author
  Michael Suileabhain-Wilson has been writing gaming
  material since entering the cold, hard working world four
  years ago. His previous work includes an assortment of
  articles and reviews, as well as the GURPS Deadlands
  Conversion Notes and GURPS Deadlands: Hexes. Besides
  gaming, his interests run the gamut of ways to interact with
  food, books, and people. Professionally, he dances a dead-
  ly minuet with carpal tunnel syndrome, testing video games
  by day and writing freelance by night. He lives south of San
  Francisco with his fiancee, many hypothetical cats, and a
  fabulous sofa.
  About GURPS
  Steve Jackson Games is committed to full support of
  GURPS players. We can be reached by email:
  info@sjgames.com. Our address is SJ Games, P.O.
  Box 18957, Austin, TX 78760. Resources include:
  New supplements and adventures. GURPS contin-
  ues to grow – see what’s new at gurps.sjgames.com.
  Warehouse 23. Our online store offers GURPS print
  items, plus PDFs of our books, supplements, adven-
  tures, play aids, and support . . . including exclusive
  material available only on Warehouse 23! Just head
  over to warehouse23.com.
  Internet. To discuss GURPS with our staff and your
  fellow gamers, visit our forums at forums.sjgames.com.
  You can also join us at facebook.com/sjgames or 
  twitter.com/sjgames. Share your brief campaign
  teasers with #GURPShook on Twitter. Or explore 
  that hashtag for ideas to add to your own game! The
  GURPS Deadlands: Varmints web page can be found
  at gurps.sjgames.com/books/deadlands/varmints.
  Store Finder (storefinder.sjgames.com): Discover
  nearby places to buy GURPS items and other Steve
  Jackson Games products. Local shops are great places
  to play our games and meet fellow gamers!
  Bibliographies. Bibliographies are a great resource
  for finding more of what you love! We’ve added them
  to many GURPS book web pages, with links to help
  you find the next perfect element for your game.
  Errata. Everyone makes mistakes, including us  –
  but we do our best to fix our errors. Errata pages for
  GURPS releases are at sjgames.com/errata/gurps.
  Page References
  Rules and statistics in this book are specifically for
  the GURPS Basic Set, Third Edition.Any page reference
  that begins with a B refers to the GURPS Basic Set –
  e.g., p. B102 means p. 102 of the GURPS Basic Set,
  Third Edition. Page references that begin with CI indicate
  GURPS Compendium I. Other references are BE for
  GURPS Bestiary, CII for GURPS Compendium II, D:H
  for GURPS Deadlands: Hexes, DL for GURPS Dead-
  lands: Weird West, and G for GURPS Grimoire. The
  abbreviation for this book is D:V. For a full list of abbre-
  viations, see p. CI181 or the updated web list at
  gurps.sjgames.com/abbrevs.html.
  
  5
  Characters
  
  6
  should be modeled as Invulnerability (Any kinetic damage), a
  300-point advantage; on the model of Vampiric Invulnerabil-
  ity (see p. CI70), the first level of any Vulnerability is
  assumed to negate Invulnerability for that form of attack.
  Some creatures take only half the usual damage from cer-
  tain forms of attack – this is Invulnerability with a -25% Lim-
  itation, “Takes half damage.”
  Plant Empathy
  see p. CI29
  Plant Empathy is not as widely useful as Animal Empa-
  thy, but the Weird West has its share of savage plant life run-
  ning around – tumblebleeds (see p. DL115), bloodwire (see
  p. 91), and so on. Animate plants need not be fully sentient
  in order to get the reaction bonus for Plant Empathy; any
  plant that is mobile and responds vigorously to its environ-
  ments is eligible. Abominations that resemble plants do not
  qualify, as they are supernatural creatures rather than true
  plants.
  Spirit Empathy
  see p. CI46
  Spirit Empathy is a difficult advantage to deal with. Peo-
  ple who have it don’t draw a qualitative distinction between
  the quick and the dead; spirits are just people who are done
  with their bodies. It can be a difficult philosophy to explain
  to your average torch-wielding mob. Spirit Empathy works
  on ghosts, zombies, manitou vessels, and certain abomina-
  tions. It does not work on mummies or vampires, as those
  Characters
  In the Weird West, everyone has to learn how to deal with
  varmints. On the frontier, unholy critters – the likes of which
  have never been seen – are a daily occurrence. Back East,
  where things aren’t quite so weird, people still make sure not
  to walk by the old graveyard late at night. Some folks, how-
  ever, decide to do more than just get by. They choose to step
  up and take on the mess of critters that afflict the human race
  – hunting them, taming them, or just getting rid of them at any
  cost.
  Advantages, Disadvantages,
  and Skills
  In a land where unwanted visitors can include not only a
  scorpion in your boot and a rattlesnake in your sleeping bag,
  but a giant rat in your basement and a zombie in your closet,
  the usual rules tend to change a bit to accommodate those
  unwanted critters. To reproduce the wide range of monsters
  found in Deadlands, some traits have to be stretched a bit, and
  some abilities have to be introduced that aren’t in the core
  books.
  Advantages
  Animal Empathy
  see p. B19
  Animal Empathy is invaluable in a game that focuses on
  the unusual creatures of the frontier. For the purposes of the
  reaction roll bonus granted by Animal Empathy, almost
  everything in the Monstrous Critters section (see pp. 76-93)
  counts as a wild animal. The rest of the book is dedicated
  either to intelligent creatures, the undead, or unnatural beasts
  deliberately created by evil powers. The GM may rule that
  other monsters count as animals for this purpose; essentially,
  any nonsapient being who has some role in an ecosystem
  might be affected by Animal Empathy.
  Beast-Kin
  see p. CI21
  Like Animal Empathy, Beast-Kin can be extremely use-
  ful for folks going up against a wilderness full of strange crea-
  tures. However, Beast-Kin is a double-edged sword. The
  prohibition against killing animals can be challenging when
  facing a beast like a catamount (see p. 79), which seems like
  a natural animal but is much more devious and evil than a nor-
  mal beast.
  Beast-Kin get a +2 reaction bonus from any creature
  which is not sufficiently natural or nonsapient to count as a
  wild animal, but is essentially animal in character, such as
  Animal Men (see pp. 39-40), the Buffalo Man (see p. 19), or
  even a clockwork tarantula (see p. 41).
  Invulnerability
  see p. CI59
  Many of the more powerful monsters of the Weird West
  are immune to damage from normal weapons, except for cer-
  tain attacks that do damage as usual. This is easy enough to
  represent for monsters in bestiary format, but it presents a
  challenge for monsters built as characters. This sort of power
  
  7
  Characters
  undead are neither spirits nor animated by spirits. People
  with Spirit Empathy usually don’t get along with hucksters;
  they don’t like the way that the manitous are forced to work
  spells.
  Terror
  see p. DL39
  Others are smitten by irrational, supernatural fear in your
  presence. Anyone who sees you must roll a Fright Check
  immediately; a new roll is required after an absence of one
  hour or more.
  Modifiers: the modifiers on p. B93; +1 per appearance
  after the first within 24 hours. Penalties can be purchased for
  10 points per -1. Multiple beings with Terror cause one
  Fright Check at the highest penalty among them, with an
  additional -1 for 5 creatures, -2 for 10, -3 for 20, -4 for 50,
  and -5 for 100 or more.
  Special Limitation: Always On. Terror can normally be
  turned off to let you engage in social activities. If you can’t
  turn it off, you have a Horrific Appearance (p. CI80) instead
  of Terror, and suffer a -6 reaction penalty at all times in addi-
  tion to inducing a Fright Check. This is a disadvantage worth
  -30 points; as with regular Terror, additional penalties to the
  Fright Check can be purchased for 10 points per -1. 
  Tree-Kin
  see p. CI36
  Tree-Kin is very useful for dealing with unusual plant
  life, but it’s not an easy advantage to have. Loggers are every-
  where in the Weird West, and the life of a plant is worth little.
  Tree-Kin get a +2 reaction bonus from creatures which are not
  natural plants, but are basically plant in nature, such as a
  scarecrow (see p. 26).
  New Advantages
  Spirit Invulnerability
  50 points
  This advantage is available only to spirits with the power
  to materialize. Spirits with this advantage cannot be killed by
  damage to their physical forms; reducing them to 0 HT sim-
  ply forces them back into spirit form and prevents them from
  assuming material form again until their lost HT would have
  fully recovered. When the spirit’s physical form is destroyed,
  it automatically returns to spirit form with full normal HT and
  suffers no ill effects. This applies only to damage from phys-
  ical sources. Damage that directly affects the mind or spirit
  remains.
  Taking Vulnerabilities (see p. CI106) can reduce the cost
  of this advantage. One level of Vulnerability negates this
  advantage with respect to that form of attack, while addition-
  al levels do extra damage as usual. 
  Abominations and certain other creatures are essentially
  spiritual beings in material form. Most of the time, this dis-
  tinction is moot; they cannot materialize and dematerialize at
  will, and killing the corporeal vessel destroys the spiritual
  being. A few, however, are made of hardier stuff; killing their
  corporeal body simply forces them into spiritual form for a
  short period of time, until they can create a new body. These
  monsters can usually be killed permanently by some special
  method which does damage to the spiritual body; this is best
  represented by taking Spirit Invulnerability and one level of
  Vulnerability to the attack form in question.
  Disadvantages
  Dread
  see p. CI97
  Some monsters in Deadlands will attack until averted or
  appeased by some action or substance – often a food item of
  some sort. This is best represented with Dread. However, in
  this case the creature is not repelled by the forbidden sub-
  stance, but satisfied. In any event, the substance induces the
  creature to leave the scene.
  Regular Dread is also common among monsters; many
  creatures either fear some sort of item or are mystically
  repelled by it.
  Frightens Animals
  see p. CI97
  Frightens Animals in GURPS Deadlands is a -10-point
  disadvantage; although the Weird West is more technologi-
  cally advanced than the usual point at which the value of
  Frightens Animals is reduced, animals are still widely used,
  particularly on the frontier. Also, many people put stock in the
  reaction of animals as an early barometer of supernatural trou-
  ble; alarmed animals can cause quite a brouhaha.
  Skills
  In a campaign where the many weird and unknown
  varmints of the Weird West play a major role, knowing what
  something is can mean the difference between life and death.
  Forewarned is forearmed: you have to know what something
  is and what it can do before you can know how best to deal
  with it. Many skills can be appropriate for finding out infor-
  mation about monsters; knowing which one to pick in any
  given situation is vital.
  Animal Handling
  see p. B46
  Animal Handling is an essential skill for anyone hoping
  to accomplish anything with an animal other than killing it.
  Animal Handling will work on any creature in the Monstrous
  Critters section (see pp. 76-93), as well as other creatures that
  are basically animal in nature (see Beast-Kin, p. 6, for exam-
  ples). Animal Handling can be used with animate plants if the
  handler has specialized in such creatures; otherwise, he will
  be at a -5 penalty.
  Anthropology
  see p. B59
  Anthropology may be useful for predicting the behavior
  and abilities of folkloric creatures, notably vampires or crea-
  tures from Indian legend. It may also offer some insight into
  the actions and capacities of nonhuman races (see Antagonis-
  tic Peoples, p. 109-123).
  Botany
  see p. B60
  Botany may be helpful in predicting the nature and abil-
  ities of an animate plant (e.g., “It won’t be able to reach us
  here! Its vines are too thin to support themselves up to this
  height!”). 
  
  Naturalist
  see p. B57
  Naturalist is the all-purpose knowledge skill for people out
  in the wilderness. Naturalist offers some wisdom on common
  critters that a party may encounter, suggesting patterns of behav-
  ior and likely abilities. It isn’t a theoretical discipline, though, so
  newly discovered critters throw the folks who rely on Naturalist
  for a loop. This skill can only help with new creatures insofar as
  they resemble older and more familiar critters. A creature that is
  merely a bigger version of a normal animal should be easy to
  figure out, giving a penalty of -1 or -2 to the skill roll. An animal
  more seriously altered – one which now has wings, or now eats
  rock, for example – has more systemic differences, imposing a
  larger penalty, perhaps as high as -5 or -6.
  Occultism
  see p. B61
  Occultism is a good source of information on supernatu-
  ral creatures. Even where existing lore doesn’t cover the crea-
  ture at hand, the sense of the way the mystic world works that
  Occultism gives helps to explain a supernatural monster’s
  abilities and actions.
  Thanatology
  see pp. CI158-159
  In a more peaceful time, thanatology was a theoretical sci-
  ence of the customs and processes surrounding death. Since the
  Reckoning, it has become a desperately practical pursuit, trying
  to answer the question of why so many corpses keep getting up.
  Thanatology helps answer questions about the undead, both
  from accumulated knowledge and from theoretical capacity.
  8
  Xenobiology
  see p. CI159
  Xenobiology, the study of life across different bios-
  pheres, is not appropriate for most GURPS Deadlands cam-
  paigns. However, if the GM wants to create a skill to address
  post-Reckoning monsters and related phenomena separately
  from normal, “natural” creatures, it may be useful to use
  Xenobiology rather than create a new “Cryptobiology” skill.
  Xenology
  see p. CI159
  Like Xenobiology, Xenology – the study of major alien
  cultures – is not appropriate for most GURPS Deadlands
  campaigns. In a campaign where nonhuman intelligent races
  (see Antagonistic Peoples, pp. 109-123) play a major part,
  however, Xenology may be appropriate as a counterpart to
  Anthropology. 
  Zoology
  see p. B62
  Zoology is the skill for a more theoretical approach to
  animals. In much the same way that Botany can make predic-
  tions about the probable nature and abilities of a plant, Zool-
  ogy can make predictions about animals.
  Templates
  The world of monsters calls unusual folks to it. The hunt-
  and-exhibition circuit sports the kind of people that you find
  nowhere else. There’s an astonishing variety to the individu-
  als who fight daily battles, keeping the average citizen safe
  from the strange varmints that most folks think the Epitaph
  makes up.
  Buffalo Hunter
  Now that the Sioux Nations control most of the remain-
  ing herds, buffalo meat and hides have increased significant-
  ly in price. This, in turn, has led to a state of affairs where a
  person can reasonably make a living roaming the plains hunt-
  ing buffalo. While he’s out there, a buffalo hunter isn’t above
  bagging some other prey; weird critters often fetch a reason-
  able sum in town. A Mexican dragon yields lots of meat and
  a good-sized hide, and folks from abroad will often pay
  through the nose for various organs of strange beasts, for
  whatever reason.
  A buffalo hunter kills for money; a supernatural beastie is
  just another source of income. See p. DL29 for more details
  on Buffalo Hunters.
  Coroner’s Assistant
  There was a time when being a coroner was a dignified,
  if slightly eerie, profession. Times have changed. Since the
  Reckoning, the coroner’s responsibilities have come to
  include most unusual incidents involving the dead, expanding
  their purview from the usual autopsies and public burials to
  investigating grave robbery and cemetery vandalism – trou-
  blingly common in recent years. Most coroners are medical
  men, past their physical prime; it has therefore become usual
  for them to take on a group of assistants who have the physical
  Characters
  
  and mental fortitude to rebury unearthed corpses after a van-
  dalism incident . . . even if the corpses in question are still
  moving. 
  Coroner’s assistants sometimes take a different role in the
  struggle against the forces of darkness. More than a few have
  been recruited by the Agency in the aftermath of a particular-
  ly nasty thanatological incident. Many young doctors begin
  their careers studying under a city coroner (between war-
  haunted battlefield surgeons and ever-vigilant ex-coroner’s
  assistants, doctors in the Weird West tend to be a gloomy lot).
  Coroner’s Assistant
  60 points
  Attributes: ST 11 [10]; DX 11 [10]; IQ 13 [30]; HT 10 [0].
  Advantages: 25 points from Clerical Investment [5/level];
  Disease-Resistant [5]; Empathy [15]; Fearlessness
  [2/level]; Manual Dexterity [3/level]; Patron (Coroner)
  [Varies]; Sanctity [5]; Status [5/level]; Unfazeable [15];
  and Wealth [Varies].
  Disadvantages: -35 points from Addiction [Varies]; Callous
  [-6]; Charitable [-15]; Duty (To coroner) [Varies]; Night-
  mares [-5]; Pacifism [-15 or -30]; Shyness [-5 to -15]; and
  Workaholic [-5].
  Primary Skills: Thanatology (M/H) IQ [4]-13; Physiology
  (M/VH) IQ-1 [4]-12.
  Secondary Skills: Brawling (P/E) DX+1 [2]-12; Broadsword
  (P/A) DX-1 [1]-10; Occultism (M/A) IQ [2]-13; Stealth
  (P/A) DX [2]-11.
  Background Skills: 5 points from Guns (P/E); Criminology,
  Shadowing, or Traps, all (M/A); and Diagnosis, Physi-
  cian, or Poisons, all (M/H).
  Dogcatcher
  Being a dogcatcher isn’t what it used to be. In the years
  since 1863, more and more animals have appeared that . . .
  aren’t quite right. The responsibility for dealing with them has
  fallen largely to the town dogcatcher. In most jurisdictions,
  the troubles began with simple matters like two-headed dogs
  or meat-eating goats, for which the dogcatcher seemed the
  most logical person to call. As the weirdness progressed, sher-
  iffs and policemen were happy enough to leave the strange
  critters to dogcatchers; they had enough to handle with war,
  migration, new technology, and clearly dangerous supernatu-
  ral nasties. By 1877, dogcatchers in most towns are officially
  responsible for dealing with any nonintelligent creature that
  poses a threat to the town or its citizens. In many jurisdictions,
  dogcatchers are duly deputized, and can form a posse to deal
  with particularly troublesome beasts.
  Dogcatchers often go on to greater things. Some eventu-
  ally run for sheriff; others are recruited by the Agency or the
  Rangers for their knowledge of supernatural creatures; still
  others feel the need to strike out on their own against the mon-
  sters of the world.
  Dogcatcher
  120 points
  Attributes: ST 12 [20]; DX 11 [10]; IQ 10 [0]; HT 13 [30].
  Advantages: 25 points from Acute Hearing [2/level]; Acute
  Vision [2/level]; Animal Empathy [10]; Danger Sense
  [15]; Disease-Resistant [5]; Fearlessness [2/level]; High
  9
  Pain Threshold [10]; Immunity to Disease [10]; Legal
  Enforcement Powers [5]; and Toughness [10 or 25].
  Disadvantages: -25 points from Duty (To the town) [Varies];
  Illiterate [-10]; Loner [-5]; Odious Personal Habits [-5
  to -15]; Social Disease [-5]; Stubborn [-5]; Uneducated
  [-5]; and Weirdness Magnet [-15].
  Primary Skills: Animal Handling (M/H) IQ+4 [12]-14;
  Stealth (P/A) DX+2 [8]-13; Survival (Urban) (M/A)
  IQ+2 [6]-12; Tracking (M/A) IQ+1 [4]-11; and either
  Guns (any) (P/E) DX+4 [16]-15 or Net (P/H) DX+2
  [16]-13;.
  Secondary Skills: Occultism (M/A) IQ [2]-10 and either Nat-
  uralist (M/H) IQ [4]-10 or Zoology (M/H) IQ [4]-10.
  Background Skills: 8 points from Brawling (P/E); Lasso
  (P/A); or any primary or secondary skill.
  Explorer
  The explorer is one part scientist and one part hunter.
  However, where the hunter seeks to prove his own abilities,
  and the scientist seeks to advance the cause of science, the
  explorer desires only to be first – to see what no man has seen,
  to do what no man has done. The explorer expands humani-
  ty’s frontiers, one exploit at a time. The true explorer is every
  man’s hero; his mere existence tells the world that humanity
  can accomplish anything it sets its mind to.
  Explorers seek out unusual monsters for the same reason
  they do everything: because they are there.
  Explorer
  180 points
  Attributes: ST 12 [20]; DX 12 [20]; IQ 12 [20]; HT 12 [20].
  Advantages: 50 points from Absolute Direction [5]; Alertness
  [5/level]; Cultural Adaptability [25]; Daredevil [15];
  Fearlessness [2/level]; Fit [5]; Language Talent [2/level];
  Strong Will [4/level]; Versatile [5]; and Wealth [Varies].
  Disadvantages: -20 points from Code of Honor [Varies];
  Curious [-5 to -15]; Glory Hound [-15]; and Overconfi-
  dence [-10].
  Primary Skills: Climbing (P/A) DX+1 [4]-13; Guns (any)
  (P/E) DX+3 [8]-15; Leadership (M/A) IQ+2 [6]-14; Rid-
  ing (Horse) (P/A) DX+2 [8]-14; Survival (any) (M/A)
  IQ+2 [6]-14; Tracking (M/A) IQ+2 [6]-14.
  Secondary Skills: Artist (M/H) IQ-1 [2]-11; Bard (M/A)
  IQ+1 [4]-13; Cartography (M/A) IQ [2]-12; Fast-Draw
  (any) (P/E) DX [2]-12; Naturalist (M/H) IQ [4]-12;
  Occultism (M/A) IQ [2]-12; Orienteering (M/A) IQ [2]-
  12; Packing (M/A) IQ+1 [4]-13; Scrounging (M/E) IQ
  [1]-12; Stealth (P/A) DX [2]-12.
  Background Skills: 7 points from Area Knowledge or First
  Aid, both (M/E); Fast-Talk (M/A); Astronomy (M/H);
  Brawling or Swimming, both (P/E); or any primary or
  secondary skill.
  Characters
  �
  Since the dawn of time, men have been driven
  to roam into unknown lands, to search out the
  grandest and fiercest creatures, and to find out
  what they taste like.�
  
  Field Researcher
  Science moves ever on. The cornucopia of newly discov-
  ered species has been incredibly exciting for naturalists and
  biologists; scientists from all over the world have flocked to
  the uncharted phyla of the American West. Zoologists,
  botanists, and even geologists are found in every rail town,
  either heading out to find the discoveries that will make their
  careers or heading back to publish their theses before some-
  body scoops them.
  Scientists are usually motivated to seek strange new crit-
  ters out of curiosity, and in the name of science, but some are
  more concerned with academic prestige.
  Field Researcher
  70 points
  Attributes: ST 9 [-10]; DX 10 [0]; IQ 14 [45]; HT 10 [0].
  Advantages: 25 points from Acute Taste and Smell [2/level];
  Animal Empathy [10]; Beast-Kin [15]; Plant Empathy
  [5]; Resistant to Poison [5]; Single-Minded [5]; Tenure
  [5]; and Tree-Kin [15].
  Disadvantages: -20 points from Age [-3/year]; Combat Paral-
  ysis [-15]; Clueless [-10]; Curious [-5 to -15]; and Obses-
  sion [-5 to -15].
  Primary Skills: Naturalist (M/A) IQ+1 [4]-15 and either
  Botany (M/H) IQ+2 [8]-16 or Zoology (M/H) IQ+2
  [8]-16.
  Secondary Skills:Animal Handling (M/H) IQ-1 [2]-13; Artist
  (M/H) IQ [4]-14; Research (M/A) IQ+1 [4]-15.
  Background Skills: 8 points from Agronomy or Survival
  (any), both (M/A); Area Knowledge (M/E); Climbing
  (P/A); or any primary or secondary skill.
  Guide
  There are many reasons for a person to seek out the fron-
  tier and its wild denizens. However, chances are that most of
  the folks following those stars won’t be native to the frontiers
  they explore. They’ll need someone to show them around.
  The professional guide business is one of the fastest-
  growing rackets in the Weird West. Anyone who needs some
  cash can find some out-of-towners to tap for a few dollars in
  exchange for telling them some tall tales, lending them a sym-
  pathetic ear, and keeping them from getting themselves killed.
  Guide
  70 points
  Attributes: ST 10 [0]; DX 10 [0]; IQ 10 [0]; HT 11 [10].
  Advantages: 20 points from Absolute Direction [5]; Absolute
  Timing [5]; Alertness [5/level]; Danger Sense [15]; Fear-
  lessness [2/level]; and Fit [5].
  Disadvantages: -25 points from Greed [-15]; Illiterate [-10];
  Impulsiveness [-10]; Overconfidence [-10]; Shyness [-5
  to -15]; Stubbornness [-5]; Uneducated [-5]; and Unfaze-
  able [-15].
  Primary Skills: Area Knowledge (M/E) IQ+6 [12]-16; Natu-
  ralist (M/H) IQ+1 [6]-11; Riding (Horse) (P/A) DX+2
  [8]-12; Scrounging (M/E) IQ+4 [8]-14.
  Secondary Skills: Animal Handling (M/H) IQ [4]-10; Cook-
  ing (M/E) IQ [1]-10; Fishing (M/E) IQ+1 [2]-11; Guns
  (any) (P/E) DX+2 [4]-12; Knife (P/E) DX+1 [2]-11;
  10
  Packing (M/A) IQ+1 [4]-11; Streetwise (M/A) IQ [2]-10;
  Survival (any) (M/A) IQ [2]-10; Tracking (M/A) IQ-1
  [1]-9; Traps (M/A) IQ-1 [1]-9.
  Background Skills: 8 points from Astronomy (M/H); Bow
  (P/H); Camouflage (M/E); Hiking (P/A; HT); Orienteer-
  ing (M/A); Stealth (P/A); or Swimming (P/E).
  Trophy Hunter
  Since the dawn of time, men have been driven by an
  inner yearning to roam into unknown lands, seek out the
  grandest and fiercest creatures to which nature has given
  birth, and find out what they taste like. In more recent years,
  wealthy men and women with an outdoorsy bent are often
  moved to seek communion with the natural world through the
  thrill of the hunt. A dedicated hunter is locked in an unending
  contest with himself and his peers, always seeking out new
  and more challenging prey. This pursuit once led all serious
  hunters to India or Africa; now it leads them to the Americas.
  Trophy hunters seek the most unusual or deadly beasts
  the wild has to offer. Those who crave novelty insist on chas-
  ing down obscure rumors to bring back the first documented
  specimen of a Violet-Nosed Swamp Runner, while those who
  merely seek a thrill arm themselves to the teeth for a battle
  with a Mojave rattler. What they have in common, however,
  is a desire to test themselves against the dangers of the natu-
  ral world.
  Characters
  
  11
  Characters
  Trophy Hunter
  85 points
  Attributes: ST 10 [0]; DX 12 [20]; IQ 11 [10]; HT 12 [20].
  Advantages: 25 points from Absolute Direction [5]; Alertness
  [5/level]; Combat Reflexes [5]; Daredevil [15]; Fearless-
  ness [2/level]; Status [5/level]; Wealth [Varies]; and
  either Courtesy Rank [1/level] or Military Rank [5/level].
  Disadvantages: Glory Hound [-15] and -25 points from Bully
  [-10]; Extravagance [-10]; Odious Personal Habit [-5 to -
  15]; Overconfidence [-10]; Selfish [-5]; Social Stigma
  (Foreigner) [-5]; or Stubbornness [-5]. 
  Primary Skills: Guns (P/E) DX+4 [16]-16; Stealth (P/A)
  DX+2 [8]-14; Tracking (M/A) IQ+1 [4]-12.
  Secondary Skills: Animal Handling (MH) IQ [4]-11; Cam-
  ouflage (M/E) IQ+2 [4]-13; Survival (any) (M/A) IQ+2
  [8]-13; and either Climbing (P/A) DX [2]-12 or Fishing
  (M/E) IQ+1 [2]-12.
  Background Skills: 4 points from Savoir-Faire (M/E); Bard
  or Leadership, both (M/A); Riding (Horse) (P/A); or any
  primary or secondary skill.
  Wrangler
  The strange creatures that have emerged in the last
  decade fascinate everyone. However, few people have the
  wherewithal to go sightseeing in the Maze, and even those
  who do would prefer to see mysterious beasts in a setting
  where they themselves are not on the bill of fare. As a result,
  the popularity of zoological gardens and menagerie
  sideshows has exploded. Many city families go out on a Sun-
  day afternoon to have a picnic and then tour the zoo to see the
  latest monstrosity from points West. 
  All these exhibitions, of course, have to be filled and main-
  tained. This new market has attracted a host of people who spe-
  cialize in the capture and care of exotic flora and fauna. Some
  work in zoos and traveling shows, feeding and caring for their
  specimens; others work in the field, tracking down rare beasts
  to capture them and return them to civilization; still others work
  with captured specimens to tame and train them.
  Unlike hunters, wranglers are concerned with capturing a
  beast alive; unlike naturalists, wranglers are concerned with
  unknown animals only insofar as a new thrill will fetch a bet-
  ter price. In fact, wranglers are usually very cautious about
  new discoveries: if you don’t what it is, you don’t know what
  it eats, what diseases it carries – or how to capture it.
  Wrangler
  125 points
  Attributes: ST 10 [0]; DX 12 [20]; IQ 12 [20]; HT 12 [20].
  Advantages: Animal Empathy [10] and 25 points from Alert-
  ness [5/level]; Beast-Kin [15]; Contacts [Varies]; Danger
  Sense [15]; or Fearlessness [2/level].
  Disadvantages: -20 points from Loner [-5]; Pacifism (Self-
  defense only) [-15]; Reclusive [-10]; Sense of Duty (to
  nature) [-10]; and Stubbornness [-5].
  Primary Skills: Animal Handling (M/H) IQ+4 [12]-16;
  Tracking (M/A) IQ+2 [6]-14; Veterinary (M/H) IQ+2
  [8]-14.
  Secondary Skills: Area Knowledge (any) (M/E) IQ+2 [4]-14;
  Naturalist (M/H) IQ+1 [6]-13; Packing (M/A) IQ+1
  [4]-13; Stealth (P/A) DX [2]-12; Survival (any) (MA) IQ
  [2]-12.
  Background Skills: 6 points from Camouflage or Fishing,
  both (M/E); Guns (any) (P/E); and Climbing or Lasso,
  both (P/A).
  Lenses
  Many of the templates in GURPS Deadlands: Weird
  West are great for a varmint-centered campaign, but a few
  need some tweaks. The following lenses, when added to those
  templates, customize them for optimum usefulness in a crit-
  ter-centered campaign.
  Mad Scientist 
  The traditional image of a mad scientist is an engineer
  with unkempt hair, bent over a massive device dripping with
  gears and pistons. However, manitous have visited disciples
  of all the sciences, including biology and medicine. Mad sci-
  entists of the softer disciplines produce all sorts of amazing
  creations – patent medicines of staggering power, super-
  charged fertilizers, and much more. The more extreme practi-
  tioners even dabble in disciplines like reanimation and
  patchwork science (see pp. 42-43).
  Mad Biologist
  0 points
  Advantages: Remove Lighting Calculator [5] and Mathemat-
  ical Ability [10].
  Secondary Skills: Replace Mechanic/TL5 (Any) (M/A) IQ
  [1]-15 with Biochemistry (M/VH) IQ+1 [12]-16.
  Replace the two Engineer/TL5 skills (M/H) IQ+1 [4]-16
  with Botany (M/H) IQ+1 [6]-16 and Zoology (M/H)
  IQ+1 [6]-16. Replace Demolitions/TL5 (M/A), Explo-
  sives Ordnance Disposal/TL5 (M/A), Guns/TL5 (Any)
  (P/E), and Guns/TL6 (Flamethrower, Machine Pistol,
  etc.) (P/E) with Alchemy/TL5 (M/VH), Ecology/TL5
  (M/H), Genetics/TL5 (M/VH), and Physician/TL5
  (M/H).
  Mad Surgeon
  11 points
  Advantages: Remove Lighting Calculator [5] and Mathemat-
  ical Ability [10]. Add Empathy [15] or Unfazeable [15].
  Secondary Skills: Replace Mechanic/TL5 (Any) (M/A) IQ
  [1]-15 with Physician (M/H) IQ [4]-15. Replace the two
  Engineer/TL5 skills (M/H) IQ+1 [4]-16 with Surgery
  (M/VH) IQ [8]-16 and Physiology (M/VH) IQ [8]-16.
  Replace Demolitions/TL5 (M/A), Explosives Ordnance
  Disposal/TL5 (M/A), Guns/TL5 (Any) (P/E), and
  Guns/TL6 (Flamethrower, Machine Pistol, etc.) (P/E)
  with Biochemistry/TL5 (M/VH), Diagnosis/TL5 (M/H),
  Pharmacy/TL5 (M/H), and Zoology/TL5 (M/H).
  Ideas about where weird critters come from are
  like saddle burrs: everybody has at least one.
  �
  �
  
  Texas Ranger Wrangler
  The Texas Rangers include a handful of men who special-
  ize in tracking, cornering, and neutralizing abnormal creatures.
  These specialists are usually excused from normal law enforce-
  ment activities; their days are spent racing across the Confed-
  eracy to deal with one recalcitrant beastie after another.
  Wrangler
  0 points
  Secondary Skills: Replace Detect Lies (M/H) IQ-1 [2]-11,
  Interrogation (M/A) IQ [2]-12, and Leadership (M/A) IQ
  [2]-12 with Naturalist (M/A) IQ [2]-12; Survival (any)
  (M/A) IQ [2]-12; Veterinary/TL5 (M/H) IQ-1 [2]-11.
  Agency Exterminator
  Like the Rangers, the Agency maintains a few specialists
  in handling monster sightings. However, Agency “extermina-
  tors” usually focus on more permanent solutions to monster
  problems. The Agency doesn’t have the space to store subdued
  monsters, and it isn’t interested in having them run loose.
  Exterminator
  -4 points
  Primary Skills: Remove Detect Lies (M/H) IQ [4]-11, Dis-
  guise (M/A) IQ+2 [6]-13, and Fast-Talk (M/A) IQ+1
  [4]-12. Add Camouflage (M/E) IQ+2 [4]-13. Raise
  Occultism (M/A) to IQ+2 [6]-13 and Tracking (M/A) to
  IQ+2 [6]-13.
  Monsters as Characters
  Among the joys of GURPS is its implicit promise that a
  character can be anything a player’s heart desires. In a world
  as filled with strange and weird critters as the Weird West, the
  desire to play one of these varmints is irresistible. A monster
  PC can open up all sorts of interesting roleplaying opportuni-
  ties, but carries with it an equal number of limitations.
  Very few monsters are able to fit into human society with-
  out trouble. Some appear sufficiently human to pass with some
  minor concealing garments or disguise work; others have to
  12
  walk around in heavy robes or stay away from civilization
  altogether. If they are exposed, most townsfolk will be horri-
  fied, and may start planning a lynching or other mob activity.
  At the very least, the monster and his friends will have to do
  some quick explaining about his unfortunate skin condition.
  This means that most monsters trying to operate in human
  society have a Secret or Social Stigma.
  Monsters also often have Odious Personal Habits, Bes-
  tial, or Uneducated, unless they’ve been fully assimilated
  into human society – and really, where’s the fun in that?
  Most monsters are only appropriate in higher-powered
  campaigns – monsters tend to be well equipped with abilities
  which make them cost quite a bit. Higher-powered cam-
  paigns are also more appropriate because they tend to take a
  less mysterious approach to the unknown; it’s hard to mount
  a campaign of subtle horror and the unknown when the party
  has a reformed abomination right there with them.
  Many of the more-playable monsters in this book have
  been converted into racial packages suitable for players.
  Those racial packages appear in boxes next to the monsters’
  bestiary write-ups. Other monsters, however, should be rela-
  tively easy to convert with the Basic Set and Compendium I.
  GURPS Bestiary (particularly Chapters 4 & 5) and GURPS
  Monsters will also prove useful for a monster campaign.
  Attribute bonuses can be determined by subtracting 10
  from each attribute in the bestiary write-up. This can often
  result in very high ST bonuses; the GM may want to reduce the
  bonus to bring it more in line with the campaign point level.
  Most high-ST monsters have Natural Strength (see p. CI8).
  The Damage given in the bestiary write-up can usually be sim-
  ulated with some form of Striker (pp. CI66-67), and the Move
  simulated with Enhanced Move, Super Running, or both.
  Monster Templates from Weird West
  GURPS Deadlands: Weird West describes two monsters
  that could be adapted as player character races – ghouls and
  sasquatches. Their racial packages follow below.
  Ghoul
  106 points
  Attributes: ST +2 [20]; DX +2 [20]; HT +1 [10].
  Advantages: Dark Vision [25]; Horrific Appearance (-4 to
  Fright Checks; see Terror, p. 7) [10]; Sharp Claws [25];
  Sharp Teeth [5]; Venom 3 (Poisonous; Limitation: Type
  D paralytic agent, see p. CII148, -75%) [12]; Venom 1
  (Irritant; Enhancement: Cloud of mist, +100%; Limita-
  tion: Always on, -40%) [24].
  Disadvantages: Bestial [-15]; Weakness (Bright light, 1d
  fatigue per minute) [-30].
  Ghouls (p. DL111) are unpleasant creatures; they live
  underground, like pallid caricatures of men, feeding on the
  corpses they pull from cemeteries. They are, in many ways,
  the antithesis of all civilization stands for. Still, they are intel-
  ligent, and it isn’t inconceivable that circumstance might
  bring ghouls and men together in pursuit of a common goal,
  or that an individual ghoul might overcome its feral ways and
  cooperate with non-ghouls. Ghouls would also be good in an
  all-monsters party.
  Characters
  
  Sasquatch
  119 points
  Attributes: ST +6 [70]; DX +1 [10]; HT +5 [60].
  Advantages: Thick Fur [29].
  Disadvantages: Monstrous Appearance [-25]; Primitive
  (TL0) [-25].
  Sasquatches (p. DL118) are a race of amiable prehumans
  who dwell in the mountains of the Northwest. Their technol-
  ogy is crude even by Stone Age standards – among other
  things, they lack the secret of fire – but they are cunning
  hunters, with an amazing mastery of traps. Although
  sasquatches have little interaction with humans, a sasquatch
  who learned a human tongue could easily join a party of
  adventurers, though participation in human society would be
  difficult.
  Interested Parties
  No one should have to face the horrors of the unknown
  alone. Fortunately for adventurers, there are several organiza-
  tions that make monsters their business; these groups can be
  excellent resources – even Patrons – for brave folks planning
  to ferret out new breeds of critter.
  The Explorers Society
  The history of the Explorers Society is known to go back
  to at least the 15th century, though records before 1660 are
  fragmentary and ill-organized. It is an organization for gen-
  tlemen with a taste for danger and a passion for investigating
  the unknown. In its early days, Society members were at the
  forefront of every new exploratory venture, setting out to see
  new places, meet new people, and place the footprint of Euro-
  pean civilization on every shore. Its rosters include many
  names, both famous and infamous, and it is generally
  acknowledged to have made significant contributions to the
  civilization of the globe. 
  Membership in the Society was once restricted to men of
  the gentry who were willing to share accounts of their exploits
  on a regular basis. In recent years, the Society has opened its
  doors to women, and the requirement of gentle birth, some-
  what stymied by the American insistence on egalitarianism,
  has been replaced by a membership fee of $1,000. Its other
  13
  requirements being softened, the Society has become very
  strict about attendance at meetings. To remain in good stand-
  ing, a member must attend at least one Explorer meeting
  every year; these meetings are held monthly in or around
  London. After 10 years of faithful attendance, a new member
  is made a permanent member, at which point he may sport the
  title “Explorer.” Membership is at least semi-hereditary; the
  heirs of deceased members need not contribute the member-
  ship fee, but must attend meetings for 10 years before becom-
  ing a full member.
  Today, when the world is more or less mapped out in its
  entirety, the Society has become more of a gentlemen’s club
  for men interested in travel, hunting, languages, antiquities, or
  sitting about with a brandy and a cigar to talk about any or all
  of the above. In short, the Society is in something of a decline,
  though its archives remain a remarkable resource for all sorts
  of oddities the world over, and its members still include a few
  people with the old fire in the belly. 
  Since the events of 1863, the Society has been in a particular
  roil; although the world may have few true frontiers left, clearly
  there are still mysteries left to investigate. The comfortable Explor-
  ers Society of mid-century is beginning to rouse itself from its
  slumber, with infusions of new and enthusiastic blood. Some of
  this is due to the machinations of a secret cabal within the Society,
  which calls itself the Twilight Legion.
  The Agency and the Rangers are not fond of the Society;
  Explorers have a tendency to carelessly poke their noses into
  places where they don’t belong and to meddle with forces
  they don’t understand. Peculiarly, neither group has ever tried
  to shut down an Explorer chapter house or requested access to
  the enormous libraries of the Society, which contain terato-
  logical lore unequalled anywhere in the world.
  Characters
  The Society as a Patron
  The Explorers Society is a reasonably powerful
  organization with extensive mundane resources, a
  remarkable occult library, and members throughout the
  Western world. It is worth a base of 15 points. Most active
  members have the Society as a Patron with a frequency of
  9 or less or 6 or less, though members closer to the center
  of things may have a higher frequency of appearance.
  
  The Twilight Legion
  In ancient Rome, there was a group of elite monster-
  hunters, sponsored by the Emperor himself, known as the
  Twilight Legion. They were, in a sense, the Agency of their
  day; whenever some horrific creature appeared to threaten
  Imperial citizens, the Legion was dispatched to deal with the
  beast and the panic it might inspire in the local populace. The
  Legion flourished during the reigns of many emperors, and
  when the Empire eventually fell, the Legion continued. Just
  because the Empire itself was gone didn’t mean that the
  Legion wasn’t still needed to protect the people. 
  Legionnaires began other lives – mostly as monks or feu-
  dal lords. Still, they maintained their skills and lore, and con-
  tinued to battle monsters wherever they were found.
  Then, one day, there were no more monsters to fight.
  Unbeknownst to the Legion, the Old Ones had won their bat-
  tle and banished the manitous from the earth. No new abom-
  inations could be created, and once the Legion had chased
  down the last one, that was that.
  Without monsters to fight, the Legion seemed superflu-
  ous, and Legionnaires began to drift away. A few, however,
  suspected that the monsters might someday return. They
  stored their weapons and wisdom against future troubles,
  passing down their traditions and knowledge generation after
  generation. These lineages of monster-hunters in reserve
  formed the original core of what would one day be the
  Explorers Society. 
  As the years went by, the traditions of the Legion fell by
  the wayside, as descendants of the original Legionnaires dis-
  missed their ancestral traditions as archaic nonsense. In
  1863, the Legion had dwindled to two active members. Other
  members lived, initiated into the Legion by fathers and
  uncles, but they thought it a silly tradition kept alive from a
  more superstitious time. One inactive member was even
  working on a book to expose the Legion’s rites and analyze
  the pre-Christian symbology that survived in the rites of
  secret societies.
  Since the Reckoning, however, it has become clear that
  the monsters which the Legion commits its members to fight
  are not, in fact, symbols or metaphors. Most of the erstwhile
  Legionnaires have reactivated their commitment, and the
  Legion has recruited a handful of new members from among
  the more vital members of the Explorers Society. Legion-
  naires have also led the charge to revitalize the Society itself,
  14
  bringing in new members. They realize that as long as they
  rely on the resources and membership of the Society, its
  health is essential to them.
  Currently, the Twilight Legion works through the Society
  to ferret out and eliminate monsters. Its exploits have been few
  and modest so far; the Legion’s first priority has been to
  expand its membership. For the most part, the Legion acquires
  new members from the ranks of the Explorers Society, so they
  vigorously support the Society’s drive to induct young monster
  hunters into its ranks. Sometimes, however, a particularly
  promising individual cannot be persuaded to join the Society,
  or is too scruffy for the Society’s tastes. These prodigies may
  be approached directly to join the Legion. The other reason
  that the Legion has acted circumspectly is that the Legion-
  naires are trying feverishly to bring their knowledge of the
  supernatural world up to date. Their first few sorties into bat-
  tle brought home to them that things have changed since
  Roman days, and their information is a bit behind the times.
  The Tombstone Epitaph
  Unbeknownst to many, one of North America’s leading
  lights of investigative journalism is the Tombstone Epitaph
  (p. DL21), based out of Tombstone, Arizona. The staff of the
  Epitaph believes that strange things are afoot in the Weird
  West, and people have a right to know about it. Toward that
  end, the Epitaph specializes in publishing accounts of the
  weird and new, particularly reports of unique creatures. Free-
  lance writers and photographers throughout the Southwest
  keep one eye peeled for a story the Epitaph might like.
  Despite its high-minded mission, the Epitaph does not
  enjoy a good reputation in most regions. Those who don’t
  know the truth about the Reckoning think the paper is a sheaf
  of entertaining lies; many of those who do know the truth
  think that only a damn fool would rile folks up about monsters
  on purpose. In particular, the Texas Rangers and the Agency
  Characters
  The Tombstone Epitaph as a
  Contact or Patron
  PCs will be most likely to take members of the Epi-
  taph’s staff as Contacts who can provide information on
  current events and low-level occult knowledge. John
  Clum, the editor (and mayor of Tombstone), has an effec-
  tive skill of 21 and is usually reliable, with a base cost of
  8 points. Lacy O’Malley, the chief reporter, has an effec-
  tive skill of 18 and is also usually reliable, with a base
  cost of 6 points. Other staff members probably have less-
  effective skills and equal or worse reliability. They can be
  taken at any level of frequency, depending on the rela-
  tionship between the PC and the staffer.
  The Epitaph can also be a Patron for characters who
  are field correspondents or regular freelancers. It is a
  small organization, worth 10 points. Even field corre-
  spondents rarely take the Epitaph at a frequency higher
  than 9 or less; the Epitaph tries to help out where it can,
  but it’s a hard world and Epitaph stringers are more or
  less on their own.
  The Twilight Legion as a Patron
  The Twilight Legion is a small group with unusual
  abilities; its members include individuals with an array of
  talents, including a number of hucksters and mad scien-
  tists. It is worth a base of 15 points. Most Legionnaires are
  closely involved with Legion affairs, taking the Legion as
  a Patron at a frequency of 12 or less or 15 or less.
  The resources of the Twilight Legion and the Explor-
  ers Society often overlap; as a result, a character who
  belongs to both may take both organizations as a com-
  bined Patron for a base 20 points.
  
  15
  Characters
  are ill-disposed toward the paper. Many of the higher-ups in
  either group would love to close the Epitaph down, but so far
  they’ve been overruled by headquarters: suppressing the Epi-
  taph would only give it the credibility that it currently lacks.
  Besides, every now and then something useful shows up in
  the rag.
  The Agency
  Most people don’t have the opportunity to see magic in
  action; for the average citizen, the supernatural appears in the
  form of a giant dragonfly or a dead neighbor knocking at the
  back door. Therefore, the Agency’s work of keeping the citi-
  zenry of the Union ignorant begins with controlling monsters.
  Low-ranking Agency operatives start their careers on
  critter-control duty, following up reports of suspicious sight-
  ings and taking whatever action is necessary to remove the
  beast from populated areas and learn more about the type of
  creature that it is. Occasionally this means capturing it, either
  for study or for release into remote areas, but usually it means
  killing it and disposing of the remains. Lone operatives often
  recruit local dogcatchers or coroners as temporary help on
  these missions. It is tedious, repetitive work, but critter con-
  trol is the meat and potatoes of the Agency.
  Once in a while, though, the Agency identifies a really
  dangerous beast. Unlike the Confederacy, the Union has no
  use for supernatural assets, and the Agency doesn’t believe in
  leaving a possible danger in peace. For these occasions, the
  Agency maintains a select cadre of specialists – the “extermi-
  nators.” Exterminators are trained for tracking and eliminat-
  ing creatures that would totally outclass a regular operative.
  The Texas Rangers
  The Rangers have similar responsibilities to the
  Agency’s, but their approach is different. Where the Agency
  exists mainly to suppress and destroy supernatural forces, the
  Rangers prefer to make use of them. The old Ranger adage,
  “shoot it or recruit it,” applies to monsters as much as to
  supernaturally gifted humans. If a monster is intelligent
  enough to communicate, a Ranger will usually try to reason
  with it to see if it can be turned into a Confederate resource.
  Supernatural beings who have been persuaded to work with
  the Rangers are speckled throughout the War Office’s maps of
  covert assets.
  The United States Corps of
  Topographical Engineers
  The Corps of Topographical Engineers was founded in
  1838 to explore and map the continent. Various disruptions
  have drawn resources away from the Corps, but it still does
  its best to fulfill its mandate, sponsoring exploratory expedi-
  tions through Union territory. 
  Unfortunately, perennially inadequate funding has
  restricted the Corps’ ability to sponsor major surveying expe-
  ditions; most of the Corps’ work consists of collating surveys
  done by local authorities or private interests, and most of the
  funding the Corps gets is earmarked for projects to find new
  sources of ghost rock.
  Still, every few years the Corps scrapes up enough
  money to mount a significant expedition purely for explo-
  ration. Much of the Union Northwest remains uncharted; a
  Corps expedition can be an exciting adventure.
  Corps employees could be found almost anywhere;
  when not on surveying trips, Corps engineers are often
  traveling the West to gather survey data taken by non-Corps
  surveyors.
  There is a Confederate counterpart to the Corps, mostly
  comprising former Corps engineers hailing from southern
  states. It is smaller and less ambitious; the Confederate topo-
  graphical engineers have had to build their institution from
  scratch, where the Union had an existing body.
  Teratological Theories
  Old hands like to say that ideas about where all these
  weird critters come from are like saddle burrs: everybody has
  at least one. They’re right: people have to make sense of the
  bizarre experiences that just about everyone has had in some
  way, and everyone seems to come up with a slightly different
  spin on things. If you ever find yourself in a group of
  strangers – on a train, in a stagecoach, in some tavern in the
  back end of nowhere – you can always start a good lively
  argument just by asking, “So, what did y’all think of that pic-
  ture in the Epitaph last month?”
  Folks’ theories come from all sorts of places: universities,
  newspapers, the Bible, even dreams. However, most of them
  can be sorted into a few basic categories.
  
  There’s No Such Thing as Monsters
  Some people assert vigorously that monsters flat out do
  not exist, and that any reports of supernatural creatures are
  either hoaxes or the products of an overactive imagination.
  The undead are wounded soldiers buried prematurely, seen
  through the eyes of an exhausted, shell-shocked private. Jack-
  alopes are a hoax put over on greenhorns by Texans with
  warped senses of humor. Man-eating monsters are unusually
  large bears or mountain lions.
  This attitude is the official policy of the USA and CSA
  alike. Mostly, this is a front – policymakers on both sides have
  access to ample information that something has been amiss
  since 1863, but they know that allowing people to get worked
  up about monsters under the bed will do no one any good.
  Those few who understand some of the truth about the Reck-
  oning know that letting people know the truth would only
  generate more fear and play into the Reckoners’ hands.
  Very few Westerners believe that the supernatural is just
  a hallucination; too many people have had their own inexpli-
  cable experiences. Only in the East, where the weird is more
  thinly spread and a person can live their life without con-
  fronting the extraordinary, is this idea really widespread. Else-
  where, most no-such-thingers are just deeply in denial. For
  them, the alternative to a world of hoaxes, con jobs, and
  overexcited imaginations is too horrible to contemplate.
  It’s a Conspiracy
  Related to the “no such thing” school of thought is the
  idea that monster sightings are faked for some sinister pur-
  pose. Common theories include: 
  • The Confederacy fakes monsters to scare Union citi-
  zens, or vice versa, depending which side of the border you’re
  on.
  • The USA and CSA are in cahoots, prolonging the war
  and manufacturing the so-called “Reckoning” to justify their
  infringements on citizens’ rights.
  • Indians are faking monster sightings to drive off Anglo
  settlers (there’s a version of this theory which believes that
  monsters are real, and the Indians are summoning them from
  Hell).
  • The rail barons fake monster sightings in order to scare
  off folks who are in their way (true, but not the whole story).
  New Frontiers
  A more common, and more successful, appeal to
  rational explanation maintains that the “monsters” people
  see are simply new creatures that weren’t discovered until
  recently. Hence, the cemetery wolf is just a hitherto-
  unknown American scavenger. The sudden appearance of
  strange new animals is explained by the greatly increased
  number of western settlers, or sometimes the Great Quake,
  flushing them out of their natural ranges. Alternately, some
  people point to the recent renaissance in scientific inquiry
  as being responsible for the abundance of new discoveries;
  more creatures are being discovered because more people
  are looking for them.
  16
  Unknown Principles
  A different vision of newly discovered fauna ascribes the
  seemingly impossible properties of some of these creatures to
  scientific principles that are currently understood poorly, or
  not at all. Bodies walking around are animated post mortem
  by some sort of mysterious magnetic fluid. Giant animals
  have had their germ plasm mutated by exposure to ghost rock
  vapors. Various experiments in biological science – particu-
  larly the fringe field of patchwork science – suggest that
  changes to the natural order of things which would once have
  seemed fantastic can be worked readily by the hand of man;
  obviously the powers of nature should be able to do just as
  much.
  The Traditional Supernatural
  For many folks – mostly the less-educated members of
  society – monsters fit into their worldview just fine. It may
  take some work to fit a critter into a traditional worldview, but
  a determined Christian can explain just about any sort of mon-
  ster as the work of Satan, given a little time to work it through.
  Immigrants from Ireland or Scotland might see a critter as the
  work of fairies; eastern European immigrants might see a
  wampyr. Manitous, and to a certain extent abominations, are
  more than happy to play into these misconceptions, reinforc-
  ing people’s erroneous assumptions about them (see Demons,
  p. 20, for one example).
  Indians belonging to the “Old Ways” movement tend to
  do this too – for them, all monstrous creatures stem from the
  white man’s depredations, the manitous, or both. Admittedly,
  their prejudices are often right, but that doesn’t change the
  fact that their thinking is limited.
  Traditional theories of the supernatural often divide into
  different camps on the question of whether supernatural crea-
  tures and forces have always been here, or whether there was
  a change in the order of things relatively recently.
  Armageddon
  In a similar line, some people regard the appearance of
  monsters as a sign of coming apocalypse and the end of the
  world as we know it. This line of reasoning often ends up cob-
  bling together ideas from all sorts of sources, Aztec prophecy
  rubbing elbows with Revelations.
  The Truth
  Few people know anything close to the full truth about
  the supernatural in modern life, but a significant number of
  people have gotten fairly close by taking a pragmatic, empir-
  ical attitude. If, upon close examination, a zombie appears to
  be verifiably dead, and yet continues to move around and try
  to eat people’s brains, you can safely assume that it is, in fact,
  a zombie. By taking observed events at face value, it is possi-
  ble for a well-traveled adventurer to acquire a pretty good
  sense of how things are.
  Relatively few people actually succeed in maintaining
  this attitude. It seems that, for the vast majority, it is easier to
  begin with a theory and move around the facts to fit.
  Characters
  
  17
  Abominations
  
  Abominations
  18
  The Reckoning is a simple process. Everything the Reck-
  oners do is part of their quest to turn Earth into one huge
  Deadland, where they would feel more at home. Toward this
  end, the Reckoners have minions, both in the Hunting
  Grounds and on Earth, who put a little terror in the hearts of
  every man, woman, and child. Ultimately, however, if you
  want something done right, you have to do it yourself. At the
  core of the Reckoners’ schemes are the tools they built them-
  selves, taking a little piece of terror and carving it into a crea-
  ture that would terrify on an entirely new level. These
  investments of terror pay back a thousandfold.
  Fearmongers
  The fearmongers are the heart of the Reckoning, the
  agents that really make it all happen. Manitous do their part,
  and humanity causes more than its share of its own problems,
  but at the heart of every Deadland is an fearmonger who went
  that extra mile.
  The Reckoners build fearmongers out of the raw stuff of
  fear. Every fearmonger is carefully engineered to bring fear,
  pain, and suffering to mankind in a uniquely efficient way.
  Different places and times call for different fearmongers; the
  Reckoners are always on the lookout for another niche of
  society that isn’t properly terrified yet.
  Most fearmongers don’t know that they were made for a
  reason. Most wouldn’t care even if they did. Fearmongers
  love their work; it is, quite literally, what they were born to do.
  Successful fearmongers know, instinctively, to stay in the
  shadows, emerging only occasionally to terrorize the popu-
  lace. Particularly old and canny fearmongers may notice that
  they become more powerful as their local population
  becomes more scared. 
  The cream of the fearmonger crop become the Reckon-
  ing’s elite, directly responsible for an area’s Fear Level. These
  fearmongers are always among the strongest of their kind;
  they didn’t get where they are without being at the top of their
  game. These monsters are extremely difficult to defeat, but
  the reward for doing so is great – killing one of these pre-emi-
  nent monsters may permanently reduce the Fear Level of a
  region (for details, see p. DL11).
  Agent Provocateur
  An agent provocateur seems to be a well-dressed man in
  expensive black clothes, complete with top hat and walking
  stick. He appears around angry crowds, inciting them to riot
  in the most destructive way possible. His rhetoric brings out
  the worst in his audience, pulling hidden prejudices and for-
  gotten grudges to the fore. An agent provocateur can turn a
  crowd of normally law-abiding, decent folks into a raving
  lynch mob in minutes. Once the inevitable violence begins,
  the agent provocateur slips away. 
  Agents provocateurs are essential to the Reckoners’
  efforts to keep the war alive. They have started border inci-
  dents on pretty much every border there is in North Ameri-
  ca – the USA and CSA, the USA and Canada, the CSA and
  Mexico, Mexico and Lost Angels . . . the list goes on. When
  they’re between jobs, they stir up strikes and race riots.
  They keep the people of North America angry and divided,
  which keeps them afraid of one another. And that’s all the
  Reckoners ask.
  ST: 10
  Move/Dodge: 5/5
  Size: 1
  DX: 11
  PD/DR: 0/0
  Weight: 150 lbs.
  IQ: 14
  Damage: 1d-4 cr
  HT: 9
  Reach: C
  Habitat: All
  Skills: Area Knowledge (Current locality)-15; Bard-20;
  Broadsword-14; Detect Lies-17; Disguise-17; Fast-Talk-19;
  Guns (Pistol)-14; Intimidation-17; Politics-16; Riding
  (Horse)-13; Sleight of Hand-14; Stealth-14.
  Special Abilities:
  Demagoguery: An agent provocateur has Emotion Con-
  trol and Mass Suggestion (see p. M59) at level 21. He also has
  Extra Fatigue 10, for use with his demagoguery powers only.
  Gear: An agent provocateur will usually carry a .44 der-
  ringer and a walking stick which can be used like a light club.
  Bogie Man 
  Children in the Weird West often whisper to each other
  about a terrifying creature who hides in the shadows and does
  terrible things while the adults aren’t looking. Somehow they
  know that if they told the grownups about his awful pranks,
  he would come for them.
  They call him the bogie man.
  The bogie man is an abomination made especially for
  children. Man-sized and man-shaped, he looks as if he were
  built of twigs and sticks, with a tumbleweed for a head. He
  never speaks, and he always stays out of the sight of adults.
  He makes sure, however, to do his pranks where children can
  see him. He meddles with machinery, spooks animals, steals
  small but important objects – always a prank that will hurt or
  kill someone. He does this to torture children with their own
  inability to help.
  Any child under 16 who sees the bogie man and fails a
  Will-6 roll is unable to talk to adults about the bogie man or
  his pranks. He can talk to other children, or write about the
  bogie man, but if confronted by an adult, he will be compelled
  to say that it was all just a story. As he grows up and the pet-
  rifying fear wears off, he will have convinced himself that it
  really was just a story.
  ST: 11
  Move/Dodge: 6/6
  Size: 1
  DX: 17
  PD/DR: 0/0
  Weight: 120 lbs.
  IQ: 12
  Damage: 1d+1 cut
  HT: 10
  Reach: C
  Habitat: All
  Skills: Acrobatics-18; Brawling-17; Climbing-18; Detect
  Lies-13; Engineer-10; Intimidate-18; Knife Throwing-18;
  Lockpicking-20; Mechanic-12; Pickpocket-20; Sleight of
  Hand-20; Stealth-21.
  Craftiness
  Many of the creatures in this book have a Craftiness
  rating. More information on this attribute can be found in
  GURPS Bestiary, Third Edition, p. BE84.
  
  Special Abilities: 
  Coup: A Harrowed who absorbs a bogie man’s essence
  gains a permanent +4 bonus to Stealth.
  Damage:The bogie man can claw for 1d+1 cutting damage.
  Horrific Appearance: See Terror, p. 7. Victims are at a -4
  penalty to Fright Checks; children are at -8.
  Vulnerability – Children: A bogie man will be slain instant-
  ly if a child stands up to him and hits him with a hand weapon.
  The child must make a Will-4 roll to muster up his courage; once
  he manages that, any successful hit by him will kill the bogie
  man.
  Buffalo Man
  The Buffalo Man is a buffalo spirit given form on the
  mortal plane. He exists to avenge the senseless slaughter of
  the buffalo by the white man. He manifests as a huge man,
  nearly 10 feet tall, with the head of a buffalo and enormous
  gnarled fists. The Buffalo Man kills white men and their cat-
  tle, and will continue doing so until the killing of buffalo
  stops. He will drive Indian hunters away from buffalo, but
  will not kill them unless they kill indiscriminately or attack
  the Buffalo Man.
  ST: 23
  Move/Dodge: 7/7
  Size: 1
  DX: 15
  PD/DR: 0/0
  Weight: 600 lbs.
  IQ: 11
  Damage: 4d+1 cr
  HT: 16/21
  Reach: C
  Habitat: P
  Skills: Area Knowledge (current location)-16; Brawling-
  19; Intimidation-15; Tactics-20.
  Special Abilities: 
  Charge and Trample: If the Buffalo Man has more than
  10 yards to build up speed, he can use a special trampling
  attack. If while using this attack, he successfully slams and
  tramples an opponent, his hooves do as much damage as his
  fists (4d+1). If he has the opportunity to trample without the
  preceding charge, he does only normal trampling damage
  (1d).
  Damage: The buffalo man’s mighty fists do 4d+1 crush-
  ing damage.
  Harvest of Slaughter: For every 1,000 buffalo slaugh-
  tered within 300 miles of the Buffalo Man’s current location,
  the Buffalo Man gains 1 point of ST, 3 hit points, and a +1
  bonus to Terror. This bonus lasts until the next full moon.
  Horrific Appearance: See Terror, p. 7. Victims are at a -3
  penalty to Fright Checks.
  19
  Abominations
  Chinese Ogre
  Chinese ogres are minor demons from the Chinese under-
  world, where they mostly serve as foot soldiers and enforcers
  to more-powerful beings, and generally suffer all the indigni-
  ties of being a poorly respected lackey. Consequently, should
  the opportunity arise, many of them are more than happy to
  make their way to the mortal world, where they usually end up
  as foot soldiers and enforcers for more-powerful beings. Mak-
  ing a new and better life for yourself in the West is rough . . .
  even for abominations.
  Chinese ogres stand between eight and 12 feet tall, and
  weigh about half a ton. They are generally human in shape and
  appearance, but their faces are twisted and fearsome. Their
  skin is typically corpse-white, and they have shocking red,
  green, or blue hair. Most Chinese ogres have an eye in the mid-
  dle of their forehead; for some, it’s the only eye they have.
  They usually carry enormous swords or polearms, too
  large for a human to use. Some particularly intelligent ogres
  can use black magic.
  Chinese ogres are most commonly found in the Great
  Maze, particularly around Shan Fan. They are also found in
  some numbers in Montana, where Kang summoned a corps
  of Chinese ogres to help him break up the so-called Anti-
  Railroad League in 1876. The League had threatened to bring
  in the government to help them keep their land in the face of
  Iron Dragon’s westward expansion. A band of Chinese ogres
  is an effective tool of persuasion; the Anti-Railroad League
  folded up and blew away in a matter of weeks after the ogres
  arrived. Since then, Kang deploys his ogres a few weeks
  Chinese Ogres as
  Player Characters
  Chinese Ogre
  174 points
  Attributes: ST +13 [140]; DX +1 [10]; IQ -1 [-10]; HT +4
  [45].
  Advantages: Extra Hit Points 5 [25].
  Disadvantages: Bully [-10]; Inconvenient Size [-10]; Mon-
  strous Appearance [-30]; Selfish [-5]; Uneducated [-5].
  Chinese ogres make reasonably good PCs; they are
  sufficiently humanoid to be integrated into an ordinary
  campaign with a little work. Their horrifying ugliness will
  take some working around, but in an action-oriented cam-
  paign, the sheer bruiser power of an ogre can’t be beat.
  Indeed, the ogre’s social shortcomings could easily be
  played for laughs to great effect.
  One could also build a campaign around a group of
  Chinese ogres; they could be thugs for Kang or some other
  warlord, unattached ogres trying to make their way in the
  mortal world, or functionaries sent from the Chinese under-
  world to some dark end. Delving into the politics of the Chi-
  nese underworld as they are played out by proxy in the
  Maze could be a fascinating campaign for the right group.
  
  ahead of the railhead; by the time the rail workers arrive, any
  locals who haven’t fled outright are more than happy to sell
  Iron Dragon anything it wants.
  ST: 23-30
  Move/Dodge: 6/6
  Size: 1
  DX: 11
  PD/DR: 0/0
  Weight: 800-1,200 lbs.
  IQ: 9
  Damage: 3d-1 cr#
  HT: 14/19-24 Reach: C
  Habitat: All
  Skills: Intimidation-12; Polearm-13 or Two-Handed
  Sword-13.
  Special Abilities:
  Black Magic: An unusually talented Chinese ogre may
  have Power Investiture 1 and a handful of black magic spells
  at level 11; Dark Protection or Pact are common.
  Damage: Chinese ogres can do 3d-1 crushing damage
  with their fists. 
  Gear: An ogre sword is a massive blade, usually about
  eight feet long and 28 pounds in weight. An ogre uses it like
  a bastard sword; wielded one-handed, it has a Min ST of 23
  and does sw+2 cutting damage with a Reach of 1, 2 or thr+2
  crushing damage with a Reach of 2. Wielded two-handed, it
  has a Min ST of 18 and does sw+5 cutting damage with a
  Reach of 2, 3 or thr+5 crushing damage with a Reach of 3.
  An ogre poleaxe is over 12 feet long and weighs almost 50
  pounds. It has a Min ST of 27 and does sw+6 dam-
  age with a Reach of 2-4; it can do either
  crushing or cutting damage, depending on
  which side of the weapon is used. It must
  be readied for a turn to switch from
  long to short grip or vice versa.
  Dark Beast
  The Wichita have spoken of spider spirits called
  “dark beasts” for over a century, and those stories may
  be based on even older legends. It is not known
  whether the modern creatures known as dark beasts are
  the source of those legends, or whether the Reckoners
  just knew a good idea when they saw one. Either way, the
  dark beasts are now very real.
  Dark beasts live in deep cave complexes. Each lair hous-
  es one mated couple and their many, many spawn. Dark
  beasts are impossible to describe fully; they refuse to venture
  into any light stronger than dark twilight, and their corpses
  dissolve into smoke when exposed to anything brighter. How-
  ever, they seem to be roughly humanoid in shape, and they
  have several pairs of arms and legs. This makes them appear
  spider-like from a distance. They feed on human blood.
  Dark beasts are not as intelligent as human beings, but
  they can speak simple sentences and they possess a devilish
  cunning – dark beasts have a Craftiness level of 13. They set
  ambushes for lone humans, in wilderness areas near their
  lairs. Some victims are killed on the spot and drained, while
  others are brought back to the lair, to languish in storage pits
  until the beasts wish to feed again.
  A dark beast cannot be killed while its heart remains
  intact. Unfortunately, dark beasts are able to remove their
  hearts and leave them behind when they go hunting. The
  deepest, most carefully hidden chamber of a dark beast lair is
  Abominations
  20
  the one where the beasts’ hearts hang from the ceiling. If a
  dark beast’s heart is destroyed, it dies instantly. For this rea-
  son, the beasts never leave the lair without posting guards and
  setting an intricate assortment of traps.
  A beast without its heart, if reduced to 0 hit points, will
  immediately flee; it cannot do anything besides run. It returns
  to the lair to restore its heart to its body and rest until it regains
  its strength.
  ST: 19-24
  Move/Dodge: 7/7
  Size: 1 
  DX: 13
  PD/DR: 4/12
  Weight: 200-250 lbs.
  IQ: 7
  Damage: 4d-1 cut#
  HT: 15/20-25 Reach: C
  Habitat: Sub
  Skills: Acrobatics-14; Brawling-14; Stealth-16; Thrown
  Weapon (Ice Dart)-14.
  Special Abilities: 
  Blood Drain: If a dark beast successfully bites an oppo-
  nent, it can latch on to suck blood. It automatically drains 2
  hit points and 1 fatigue each turn until the victim either wins
  a Quick Contest of ST or dies. Other people may also attempt
  a Quick Contest of ST to pull the dark beast off.
  Damage: A dark beast can claw for 4d-1 cutting damage
  or bite for 1d+1 impaling damage.
  Horrific Appearance: See Terror, p. 7. Victims are at a -4
  penalty to Fright Checks.
  Ice Dart: Young dark beasts can spit
  darts of black ice. These darts are similar to
  thrown daggers (thr-1 damage, SS 12,
  Acc 0, 1/2Dam ST-5, Max ST).
  No Vitals: A dark beast with its heart
  removed takes no extra damage from hits to the
  vitals.
  Sensitivity to Light: Dark beasts never go out in
  the daytime, and will always flee a source of light.
  Torches will hold them at bay until they find a way to
  make the torchbearers drop them.
  Unhealing: A dark beast can only heal damage
  while its heart is in its chest.
  Demon
  For centuries, preachers have terrified their con-
  gregations with stories of wicked and cruel demons who lurk
  in the pits of Hell, waiting to rend the souls of the unrighteous.
  Anyone who thinks the Reckoners are going to let such a
  great idea go to waste is kidding himself.
  These days, anyone who tries to summon up a demon is
  quite likely to succeed; such an opportunity for fearmonger-
  ing just cries out to be exploited. These “demons” are, of
  course, not quite what their summoners think; rather than fall-
  en angels from Hell, they’re just abominations dressed up to
  look like what they’re expected to be. They put on a good
  show, though.
  Almost any ritual will do for the summoning. As long as
  the summoner demonstrates a true desire to call up a being
  from the depths of Hell, and is willing to perform some abhor-
  rent act to do so, he will summon a demon. The particular rit-
  ual sacrifice depends on which book of insane ravings the
  cultist is working from. Most ritual recipes involve an absurd
  
  21
  Abominations
  amount of paraphernalia, and any knowledgeable investigator
  who inspects the site of a summoning ritual will be able to
  deduce the ritual’s intent on an Occultism-2 roll.
  When a demon is summoned, it usually pretends to be the
  obedient servant of its summoner, although it is in fact com-
  pletely uncontrolled. Generally, a demon spends months
  slowly making its “master” dependent on it, while simultane-
  ously demonstrating increasing independence. In the end, the
  summoner is terrified of the demon, but unable to imagine
  how to do without it. The demon winds up controlling the cult
  that summoned it, working acts of terror in hopes of elevating
  the local Fear Level. The demon cares nothing for its human
  pawns, gladly expending them if necessary.
  Demons vary in appearance and ability, but usually con-
  form to their summoners’ ideas of demons – flame, sulfur,
  hooves, and so on. Unfortunately for the demons, their con-
  formance to legend also makes them vulnerable to religious
  trappings like holy water and blessed objects. Contrary to leg-
  end, however, a demon cannot be banished back to Hell, see-
  ing as it was never there to begin with. Instead, an exorcism
  destroys a demon; the hellish thing may not be able to go
  home, but it can’t stay here.
  Typical Demon
  A typical demon is the sort of thing that might be called
  up by a dabbler in demonology or a two-bit satanic cult. It
  usually stands a bit less than 10 feet tall, with broad shoulders
  and dark red skin. It has long, apelike arms with vicious
  claws, and a maw filled with sharp venomous fangs. Its
  appearance may vary, depending on the summoner’s expecta-
  tions, but most demonologists coming out of the Christian tra-
  dition get something along those lines. 
  This demon is not particularly cunning, but it doesn’t need
  to be; its summoner is probably easily cowed and more than
  ready to do whatever the demon says the “Dark Master” wants.
  Demons may have access to black magic; this is a good
  way to adjust the power level of a demon to fit your campaign.
  ST: 28
  Move/Dodge: 7/7
  Size: 1
  DX: 13
  PD/DR: 2/6
  Weight: 800 lbs.
  IQ: 11
  Damage: 5d+1 cut#
  HT: 15/25
  Reach: C, 1
  Habitat: All
  Skills: Brawling-16; Detect Lies-12; Fast-Talk-13;
  Intimidation-14; Occultism-12; Stealth-14; Theology-12.
  Special Abilities: 
  Damage: A demon’s claws do 5d+1 cutting damage. Its
  teeth do 1d+2 impaling damage, and inject an acidic poison
  which burns through the victim’s veins. A demon’s poison is
  a Type A venom which does 1d+1 damage.
  Horrific Appearance: See Terror, p. 7. Victims are at a -4
  penalty to Fright Checks.
  Invulnerability – Fire/Heat: Fire and heat-based attacks
  do no damage to a demon. Explosions do half damage.
  Invulnerability – Normal Weapons: Demons only take
  half damage from all normal weapons. Silver weapons affect
  demons normally.
  Vulnerability – Holiness: Holy water does 1d hits when
  splashed on a demon. Exorcism destroys them outright.
  Weakness – Consecrated Items and Ground: The touch of
  a consecrated item does 1d hits per turn to a demon. While on
  consecrated ground, a demon suffers a -4 penalty to all rolls.
  Archdemon
  Archdemons come only to summoners with serious
  power – major cults, with powerful sorcerers. This makes
  them rare; not too many people develop the power to rate an
  archdemon without knowing enough of the truth to realize
  that demons don’t exist.
  A typical archdemon towers 12 feet tall, and almost six
  feet across, with huge, bat-like wings, long horns, and a
  mouth like a roll of barbed wire. When it speaks, its voice
  rolls across the room like a thunderstorm rolled in butter.
  Archdemons are smarter than their kin – because they
  need to be. Most cults who summon demons are usually
  doing fine wreaking terror before the archdemon gets there,
  but it just isn’t in a demon’s nature to leave well enough alone.
  A demon likes to put its own personal spin on things, and
  even an archdemon has to be tireless and cunning to dominate
  a cult powerful enough to summon it.
  ST: 36
  Move/Dodge: 7/7
  Size: 2
  DX: 14
  PD/DR: 4/12
  Weight: 1,200 lbs.
  IQ: 13
  Damage: 6d+3 cut#
  HT: 17/35
  Reach: C
  Habitat: All
  Skills: Brawling-18; Detect Lies-15; Fast-Talk-19;
  Intimidation-20; Occultism-16; Theology-15.
  Special Abilities:
  Coup: A Harrowed who destroys an archdemon gains
  Invulnerability to fire and heat, with the limitation “Takes half
  damage” (-25%).
  Damage: An archdemon’s claws do 6d+3 cutting dam-
  age. Its hooves do 5d+1 damage, and its bite does 6d damage.
  Fiery Breath: Every other turn, an archdemon can
  breathe fire. This attack is treated as a four-round burst of
  automatic fire (see the Automatic Weapons rules on p. B120
  for details); multiple hits on a single target add their damage
  together for purposes of penetrating DR. Unsealed armor gets
  only 1/5 its normal DR. Each “round” does 2d+1 fire damage.
  Flaming Aura: An archdemon is wreathed in black
  flames. Anyone within one yard of the archdemon must roll
  against HT-4 every turn to avoid taking hits equal to the
  amount the roll was missed by.
  Flight: An archdemon can fly with Move 14.
  Horrific Appearance: See Terror, p. 7. Victims are at a -6
  penalty to Fright Checks.
  Invulnerability – Fire/Heat: Fire and heat-based attacks,
  whether mundane or magical, have no effect on the archde-
  mon. Explosions do half damage.
  Invulnerability – Normal Weapons: Normal weapons and
  attacks do no damage to the arch-demon. Silver weapons do
  half damage.
  Vulnerability – Holy Items: Holy water does 1d damage
  to the archdemon if splashed on it. Archdemons suffer a -4
  penalty to all rolls while on holy ground. Exorcism will
  destroy an archdemon.
  Weakness – Consecrated Ground: Archdemons suffer
  a -4 penalty to all rolls while on consecrated ground.
  
  Faminite
  A person afflicted by a hunger spirit (see p. 24) becomes
  a faminite. Faminites wander the land, searching for food.
  They will eat anything edible, even manflesh, though they
  prefer more ordinary food. No matter what quantity of food
  they consume, they are never sated for long. The only thing
  they do not eat is another faminite.
  Faminites obey the commands of the hunger spirit that
  created them, though hunger spirits rarely seem to use this
  power. The terror that faminites create on their own is equal
  to anything the hunger spirits could dream up.
  ST: 12
  Move/Dodge: 5/5
  Size: 1
  DX: 10
  PD/DR: 0/0
  Weight: 80 lbs.
  IQ: 8
  Damage: 1d+2 cut
  HT: 13
  Reach: C
  Habitat: All
  Skills: Broadsword-10; Guns (any)-10; Stealth-10.
  Special Abilities: 
  Damage: Faminites can claw for 1d+2 cutting damage,
  or bite for 1d-1 cutting damage. They often carry clubs, which
  do 1d+3 crushing damage, and a few carry firearms.
  Dread – Protection Miracle: A faminite may be held at
  bay by the Protection miracle. The evil taint of the famine
  within them is repelled by the holy power of the miracle.
  Infection: Anyone who is hit by a faminite’s bite or claw
  will become a faminite himself within 24 hours, over which
  time he becomes gaunt and famished, and his fingernails
  warp into sharp, infectious claws. Armor protects against the
  infection, but Toughness does not; even if the attack doesn’t
  penetrate the victim’s natural DR, he will be afflicted. Only
  death or magical healing can stop the disease. 
  Gabriel Hound
  A gabriel hound is a harbinger of bad luck for the person
  it appears to. It looks like a massive coal-black dog resem-
  bling a four-foot-tall wolfhound. A gabriel hound’s eyes have
  an unsettling glow, and a low growl eternally grumbles in its
  throat. Gabriel hounds rarely attack; a hound prefers to appear
  to its victim, give him a good scare, and then leave the poor
  victim to his ill luck. If cornered, however, a gabriel hound
  can be quite formidable.
  ST: 13
  Move/Dodge: 6/6
  Size: 1
  DX: 12
  PD/DR: 0/0
  Weight: 100 lbs.
  IQ: 6
  Damage: 2d+2 cut#
  HT: 13
  Reach: C
  Habitat: All
  Special Abilities:
  Curse: The first person who sees a new gabriel hound is
  cursed by it, gaining Unluckiness until he lowers the Fear
  level of an area by destroying a fearmonger (see p. DL11).
  Killing the gabriel hound does not affect the curse.
  Damage: Gabriel hounds can claw for 2d+2 cutting dam-
  age, or bite for 2d impaling damage.
  Horrific Appearance: See Terror, p. 7. Victims are at a -2
  penalty to Fright Checks.
  Abominations
  22
  Invulnerability – Normal Damage: Ordinary weapons
  and attacks do only half damage to a gabriel hound. Silver
  weapons do normal damage.
  Vulnerability – Holy Water: Holy water does 1d hits to a
  gabriel hound.
  Headless Horseman
  Headless horsemen appear to be headless men riding
  black horses and carrying large flaming pumpkins. A headless
  horseman may be created when someone is decapitated. The
  chances increase if the person in question was riding a horse
  at the time of death, or was a professional rider (Pony
  Express, cavalryman, etc.). Headless horsemen create fear
  along the roads and byways of America. They pursue hapless
  travelers, progressively becoming more terrifying, as
  described below. In addition to its intrinsically horrifying
  appearance, a headless horseman uses its Intimidation skill to
  considerable effect.
  Despite all its efforts to drive people before it in fear, a
  horseman has no qualms, should it catch one of its victims,
  about killing him and taking his head. Horsemen seem to
  hope to find an appropriate substitute for the head that’s gone
  missing.
  ST: 10
  Move/Dodge: 6/6† Size: 1†
  DX: 14
  PD/DR: 0/0
  Weight: 150 lbs.
  IQ: 12
  Damage: *
  HT: 13
  Reach: C, 1
  Habitat: All
  † Move 16/6, Size 2 on horseback.
  Skills: Guns (Pistol)-16; Intimidation-16; Riding
  (Horse)-17; Shortsword-16; Throwing-17; Tracking-13.
  
  Special Abilities:
  Gear: Headless horsemen carry cavalry sabers and dou-
  ble action Peacemakers.
  Pumpkin Head: A headless horseman can hurl its pump-
  kin head. The head does 3d+1 fire damage to whatever it
  strikes, and ignites flammable objects.
  Terror: See p. 7. A headless horseman initially has Terror
  at no modifier; at this point, victims hear only eerie hoofbeats
  with no obvious source. When the horseman appears, anoth-
  er Fright Check, with Terror at +2, is required. Next, the
  horseman’s pumpkin head begins to make grotesque faces,
  which requires a third Fright Check with Terror at +4. Then
  the pumpkin begins to laugh hysterically, with a piercing
  cackle, requiring yet another Fright Check with Terror at +6.
  Finally, the horseman hurls the pumpkin head, which requires
  a last Fright Check with Terror at +8.
  Undead: While on horseback, a headless horseman has
  the Injury Tolerance (No Blood, No Brain, No Neck, No
  Vitals), Undead Invulnerability, and Vampiric Immortality
  advantages. He cannot be stunned or fatigued, and suffers no
  debilitating effects from damage. Unlike many undead, a
  headless horseman has no particular bodily focus; his vul-
  nerability is that he cannot be killed on his horse. If the
  horseman is knocked off his horse, he loses his Undead
  Invulnerability. 
  Hoodoo
  Occasionally, sections of rock wall come to life and set to
  destroying things. These creatures may be nature spirits tak-
  ing matters into their own hands, or they may be abomina-
  tions set to terrify lone miners. Either way, the hoodoo’s
  behavior is simple. It lurches out of the rock to attack a vic-
  tim, battering him with its heavy fists until he is dead. Then it
  fades back into the rock.
  The only refuge from a hoodoo is water; hoodoos sink in
  water like rocks and, if immersed, begin to dissolve after a
  few minutes. As a result, they avoid immersion at any cost.
  Hoodoos have only been reported in the Maze, but could
  potentially be found anywhere.
  ST: 32
  Move/Dodge: 6/6
  Size: 1
  DX: 9
  PD/DR: 4/12
  Weight: 1,000 lbs.
  IQ: 7
  Damage: 3d+1 cr
  HT: 16/26
  Reach: C
  Habitat: M
  Skills: Brawling-11. 
  Special Abilities:
  Horrific Appearance: See Terror, p. 7. Victims are at a -3
  penalty to Fright Checks.
  Imperturbable. See p. CI26.
  23
  Abominations
  Vulnerability – Water: If immersed in water, a hoodoo
  will start to dissolve, losing 4 ST and 3 hit points every
  minute.
  Horned Serpent
  The Zuni tell tales of a serpent creature that lives in the
  river, where it poisons and kills anyone who gets close
  enough to be vulnerable. After devouring its unfortunate vic-
  tim, the serpent takes his shape and sneaks back to kill and eat
  his loved ones and companions.
  Horned serpents dwell in deep rivers in the Southwest.
  They measure about 12 feet long, and sport green and blue
  scales along their backs, with a jet-black belly. This coloration
  helps them hide underwater despite their size. A horned ser-
  pent’s head resembles that of a viper, like a rattlesnake or
  water moccasin, but it also possesses a row of small bony
  horns running from the top of it head down to the base of its
  neck. On either side of this row of horns, it has a sharp horn
  about two feet long.
  The serpent lies in wait at the bottom of the river, waiting
  for potential prey to come to the riverbank. When opportuni-
  ty presents itself, the serpent strikes with its poisonous fangs,
  then wraps the victim in its coils to hold it while it feeds.
  A horned serpent can also take the form of any creatures
  it wraps in its coils. This power allows it to hunt outside its
  usual range, particularly when prey is scarce around its river.
  The likeness is exact – size, shape, and color are all perfect.
  The crucial flaw in the imitation is the serpent’s mind; it
  remains a bright animal. It can’t talk at all or imitate manner-
  isms particularly well, so anyone who knows the victim well,
  or who has reason to take a close look at the impostor, can
  detect the imposture by making a Perception roll. A serpent
  may remain transformed for no more than 24 hours.
  If a transformed serpent is discovered, it reverts to its true
  form and tries to escape. In battle, horned serpents always try
  to flee if they face opponents who seem to have a good chance
  of winning. Toward this end, they often try to knock out oppo-
  nents temporarily with venom and then to escape while the
  downed enemies recover.
  ST: 27
  Move/Dodge: 6/6
  Size: 4
  DX: 12
  PD/DR: 0/0
  Weight: 800 lbs.
  IQ: 6
  Damage: 1d+2 cut#
  HT: 13/25
  Reach: C
  Habitat: FW
  Skills: Brawling-12; Intimidation-5; Stealth-13; Swim-
  ming-13; Tracking-15.
  Special Abilities: 
  Damage: A horned serpent may bite for 1d+2 cutting
  damage, stab with its horns for 1d impaling damage, or crush
  with its coils for 2d crushing damage. A horned serpent must
  grapple successfully in order to crush an opponent.
  Poison: The horned serpent’s venom is a Type D venom.
  Shapeshift: Horned serpents can take the form of any
  creature it kills by crushing it in its coils. The illusion lasts for
  24 hours or until the serpent dispels it.
  Terror: See p. 7. Victims are at a -4 penalty to Fright
  Checks.
  You need to convince people that they are
  all alone, and that they can’t depend on
  anyone or anything. Then you hit them
  with a slavering beast from Hell.
  �
  �
  
  Hunger Spirit
  Hunger spirits are the living embodiment of hunger itself.
  Wherever there is hunger and starvation, a hunger spirit fol-
  lows. Originally disembodied, a hunger spirit will take up res-
  idence in the body of some unfortunate. The host dies of
  starvation within minutes of being invaded; his body slowly
  transforms into a shriveled husk with a gargantuan potbelly
  and a wide-mouthed face forms in the flesh of the gut.
  The hunger spirit transforms anyone who comes upon its
  hidey-hole into a faminite, sending its ravenous minions out
  to devour and destroy. A hunger spirit’s faminites obey its
  commands, but it rarely finds it necessary to take advantage
  of this power.
  ST: 19
  Move/Dodge: 5/5
  Size: 1
  DX: 12
  PD/DR: 0/0
  Weight: 250 lbs.
  IQ: 13
  Damage: 2d-1 cr
  HT: 11
  Reach: C
  Habitat: All
  Special Abilities:
  Coup: A Harrowed who ingests a hunger spirit’s essence
  may heal without eating meat, eliminating the Unhealing dis-
  advantage. However, the Harrowed will find himself always
  naggingly hungry. The hunger causes no negative side effects,
  but it’s bothersome.
  Damage: An embodied hunger spirit may do 2d-1 crush-
  ing damage with its fists.
  Horrific Appearance: See Terror, p. 7. Victims are at a -6
  penalty to Fright Checks.
  Induce Hunger: A hunger spirit induces intense, debili-
  tating hunger in its victims. Each round, every person within
  50 yards must make a Quick Contest of Will with the hunger
  spirit; anyone who fails loses an amount of fatigue equal to
  the amount he lost by as starvation damage (see p. B128).
  Anyone reduced to zero fatigue from starvation becomes a
  faminite (see p. 22).
  Living House
  There is a very rare sort of abomination – not yet identi-
  fied by the Rangers or Agency – known as the living house.
  These abominations appear to be normal houses in all
  respects – furniture, carpet, etc. Typically they resemble
  American Gothic mansions, dingy gray but richly furnished.
  When a family moves in, the terror begins. As with a haunted
  house, an active living house raises the local Fear Level by 1.
  It clouds the memories of the neighbors, causing them to
  remember the house’s “having always been there.”
  Within the house is real danger. A living house can con-
  trol the temperature and humidity within itself. It can hurl its
  own furniture at people. It controls its furnishings, doors, and
  windows absolutely; nothing happens to its possessions with-
  out its assent, and it can even alter its internal structure, creat-
  ing dead ends, false doors, and the like at will. It can inflict
  nightmares on anyone sleeping within it; it often picks a sin-
  gle target and drives him mad with visions.
  Knowledgeable investigators can identify living houses
  because they all look the same: a three-story mansion with a
  turret at the right front corner and a covered porch. Living
  Abominations
  24
  houses never have grounds, gardens, or walkways; they have
  no ability to control anything outside themselves. There is
  never any official record of the house.
  Consequently, living houses are usually found on the out-
  skirts of towns, where the history of a house can be planted in
  the locals’ minds without official records to contradict it.
  Obscure locations also avoid attracting the attention of
  passersby as the houses spring up overnight.
  The purpose of living houses is unclear; it seems an awful-
  ly large expenditure of energy just to terrify a single family, or
  even a series of them. Perhaps the Reckoners hope to create a
  legend by means of the family’s stories . . . or perhaps they
  already have. The example of living legends (pp. 121-123)
  seems to indicate that if people believe that haunted houses just
  come into being on the edge of town, they will.
  ST: 60
  Move/Dodge: 0/0
  Size: varies
  DX: 13
  PD/DR: 2/6
  Weight: varies
  IQ: 14
  Damage: 2d#
  HT: 21/85
  Reach: –
  Habitat: All
  Skills: Brawling-15; Detect Lies-16; Performance-17;
  Throwing-15.
  Special Abilities: 
  Climate Control: The house has control over tempera-
  ture, humidity, and airflow within its walls. It can use these
  abilities to create ghostly chills and heat shimmers that may
  be mistaken for a ghost if the observer fails a Perception roll.
  Damage: A living house may throw its own furnishings
  at heroes. A thrown piece of furniture can do up to 2d crush-
  ing damage.
  Foggy Memories: Everyone who lives within 5 miles of
  the house has vague memories that the house has always been
  there. Particularly imaginative subjects may even recall pre-
  vious occupants and other details.
  Lord of Its Domain: The house has total control over its
  fixtures and furniture. Nothing happens to these items without
  the house’s acquiescence. However, damaging the furniture
  does not harm the house; only attacking the house’s structure
  can harm or kill it.
  Night Terrors: The house can give anyone sleeping under
  its roof the Nightmares disadvantage for the duration of their
  stay.
  Terror: See p. 7. Victims are at a -4 penalty to Fright
  Checks.
  
  Muleskinner
  Muleskinners are generally only found in the vicinity of
  Vicksburg. They are undead abominations created from the
  remains of jackasses eaten by Vicksburg’s citizens in an
  attempt to stave off starvation. A muleskinner looks like a
  skeletal mule made to walk upright. Its eyes glow red, and its
  forelegs end in long bone knives.
  It hunts alone, attacking anyone who seems vulnerable
  and disemboweling him with its bone knives. It usually skins
  its victims, using the skin to line the inside of its lair – a prac-
  tice from which it gets its name. If confronted by a group, a
  muleskinner will flee into the bombproof tunnels which hon-
  eycomb the land under Vicksburg, where it can ambush any
  stragglers at leisure. Muleskinners can see in the dark as well
  as they can in the light; in their home tunnels, they are at a sig-
  nificant advantage. Muleskinners are clever beyond their
  actual intellect, and have a Craftiness level of 16.
  ST: 25
  Move/Dodge: 6/6
  Size: 1
  DX: 13
  PD/DR: 0/0
  Weight: 200 lbs.
  IQ: 9
  Damage: 4d+1 cut
  HT: 13/21
  Reach: C
  Habitat: Sub
  Skills: Area Knowledge (Vicksburg)-10; Intimidation-
  10; Knife-16; Stealth-14; Tracking-17.
  Special Abilities:
  Damage: Muleskinners do 4d+1 cutting damage with
  their cruel-looking bone knives.
  Dark Vision: Muleskinners see in total darkness as well
  as they do in daylight. See p. CI52.
  Horrific Appearance: See Terror, p. 7. Victims are at a -2
  penalty to Fright Checks.
  Undead: A muleskinner has the Injury Tolerance (No
  Blood, No Vitals), Undead Invulnerability, and Vampiric
  Immortality advantages. It cannot be stunned or fatigued, and
  it suffers no debilitating effects from damage. Its focus is its
  brain.
  Night Raven
  Night ravens bring nightmares to susceptible sleepers,
  escalating the terror of the dreams until the victim eventually
  dies of fright. They are drawn to vivid dreams; when they find
  a suitable victim, they establish a psychic link with the sleep-
  er. Then they assault the sleeper with increasingly horrible
  nightmares which slowly but inexorably drive the victim
  mad.
  A night raven, once detected, is fairly easy to defeat. It
  never attacks physically; the only defenses it has are its speed
  and its baleful stare. A night raven always flees when threat-
  ened, though it usually tries to use its baleful stare to deter
  pursuit.
  A night raven’s feathers make excellent dream catchers;
  such a dream catcher prevents anyone sleeping under it from
  having nightmares. Even someone with the Nightmares dis-
  advantage gets a +2 bonus on his Will roll to avoid harm from
  nightmares.
  25
  Abominations
  ST: 2
  Move/Dodge: 12/6 Size: <1
  DX: 10
  PD/DR: 0/0
  Weight: 2-6 lbs.
  IQ: 7
  Damage: –
  HT: 11/2
  Reach: –
  Habitat: All
  Special Abilities:
  Baleful Stare: Anyone who makes eye contact with a
  night raven must make a Fright Check at -2; its eyes con-
  vey a sense of horror and despair that few can withstand.
  Anyone who looks directly at the bird will make eye con-
  tact unless he succeeds in a roll against Perception-2 to
  realize what is happening in time to look away. Any attempt
  to attack the night raven while not looking at it is at a -2
  penalty.
  Flight: A night raven can fly with Move 12. On the
  ground, its Move is 1 and its Dodge is 4.
  Nightmares: A sleeping person targeted by a night raven
  must engage in a Quick Contest of Will with his attacker. If
  the sleeper wins, the raven tries again the next night. If the
  sleeper wins three times consecutively, the raven departs to
  seek easier prey.
  If the raven wins, however, it begins manipulating the
  victim’s dreams, making small changes in the dreams to
  increase the sleeper’s terror. The first night, the victim must
  make an unmodified Fright Check. Each subsequent night,
  the Fright Check is at a cumulative -2 penalty. The cycle
  continues until the victim dies of fright. Most victims go
  mad during the process.
  Terror: See p. 7. 
  Plague Rider
  The plague riders are one of the Reckoners’ most dia-
  bolical schemes. With them, the Reckoners hope to extir-
  pate the Indians . . . and their knowledge of the Reckoning’s
  true nature. Indian shamans are the last people who have
  even a vague idea of the Reckoners’ origins and purposes;
  if they can be silenced, humankind will be crippled in its
  efforts to defend itself. 
  
  A plague rider looks human from a distance, like a lanky
  man swathed in blankets. He roams among Indian settlements,
  bringing with him a terrible hemorrhagic fever called the “Walk-
  ing Death.” Nothing short of his destruction will deter him from
  this end. He draws little attention to himself, moving quietly
  among a settlement’s households to spread the plague. Only if
  accosted will a plague rider open his blankets to reveal the mass-
  es of decay that hang from his bones, as he lunges to embrace
  his interrogator.
  Plague riders, how-
  ever, have not worked
  exactly as planned. Those
  tribes who still possess
  the ancient wisdom have
  been able to fend off the
  plague riders, but those
  who have discarded most
  of the old ways, such as
  the Five Civilized Tribes,
  have been devastated by
  the disease. Still, from the
  Reckoners’ point of view,
  spreading 
  that 
  much
  death and agony has to be
  counted as a victory.
  ST: 13
  Move/Dodge: 6/6 Size: 1
  DX: 12
  PD/DR: 0/0
  Weight: 100 lbs.
  IQ: 12
  Damage: 1d-2 cr
  HT: 12
  Reach: C, 1
  Habitat: Any
  Skills: Area Knowledge (Indian lands)-13; Brawling-
  16; Intimidation-14; Riding (Horse)-15; Tracking-14.
  Special Abilities:
  Coup: A Harrowed who destroys a plague rider earns the
  services of the rider’s horse, which will carry him without the
  protest one usually gets from a normal horse asked to carry a
  dead man. 
  Damage: A plague rider does 1d-2 crushing damage with
  its fists.
  Horse: A plague rider’s pale-colored steed, though
  extraordinarily emaciated, gives its master excellent service.
  It obeys the rider’s orders without question, and is equivalent
  to a cavalry horse.
  Terror: See p. 7.
  Undead: A plague rider has the Injury Tolerance (No
  Blood, No Vitals), Undead Invulnerability, and Vampiric
  Immortality advantages. It cannot be stunned or fatigued, and
  it suffers no debilitating effects from damage. Its focus is its
  head.
  The Walking Death:Anyone who comes within 10 feet of
  a plague rider must make a HT-2 roll to avoid contracting the
  “walking death.” Anyone who grapples a plague rider must
  make a HT-4 roll to avoid contracting it; the rider will delib-
  erately grapple particularly important targets in order to
  ensure infection. 
  Within a day of contracting the disease, a victim begins
  to hemorrhage from virtually any disturbance, even simply
  moving around. Mild activity causes the victim to lose 1 hit
  Abominations
  26
  every 10 seconds; more strenuous activity causes the victim
  to lose 1 hit every five seconds. This bleeding continues until
  the victim receives medical care or bleeds to death.
  Every week after contracting the disease, the victim may
  make a HT-4 roll to shake off the ailment. Two consecutive
  successful rolls rid a victim of the illness; until then, absolute
  rest and constant medical observation are the only way to
  avoid death from blood loss.
  Really Bad Dog
  When the mound builders (see p. 118) came back from the
  Hunting Grounds, they brought the really bad dogs with them.
  They’re not really dogs. The mound builders don’t know what
  they really are. The dogs seem to have concluded that wher-
  ever the mound builders were going, there was going to be fun,
  Hunting Grounds-style, and decided to come along.
  They look like the result of a drunken weekend involving
  a wolf, an alligator, and a bag of broken glass. They have four
  legs tipped with powerful claws, jaws which open sideways
  and are filled with jagged teeth, and sharp, serrated obsidian-
  like protrusions all over their hides.
  They are quite intelligent for evil not-quite-dogs from
  Hell, and work together very skillfully. In a fight, their first
  target is any character with magical skills (which they can
  smell). Really bad dogs are mostly found in the vicinity in St.
  Louis, as that is where they entered the mortal plane, but they
  may have spread out to other parts of the country by now.
  They are drawn to chaos and trouble, and there’s never a
  shortage of that.
  ST: 16
  Move/Dodge: 6/7
  Size: 2
  DX: 12
  PD/DR: 4/12
  Weight: 250 lbs.
  IQ: 7
  Damage: 2d+2 cut
  HT: 13
  Reach: C
  Habitat: Any
  Skills: Brawling-15; Intimidation-9; Stealth-14.
  Special Abilities:
  Coup: A Harrowed who slays a really bad dog gains the
  ability to grow protrusions of a glass-like material on his
  body. This gives him PD 2 and DR 6, as well as adding a +1
  bonus to the amount of damage he does while fighting bare-
  handed. Growing these protrusions costs 1 fatigue per body
  part to be covered. This ability cannot be hidden while active.
  The protrusions may be retracted at will.
  Damage:A really bad dog can use its claws for 2d+2 cut-
  ting damage or bite for 1d impaling damage.
  Horrific Appearance: See Terror, p. 7. Victims are at a -2
  penalty to Fright Checks.
  Smell Magic: Really bad dogs can detect magic on a per-
  son or an object. This ability does not require concentration or
  fatigue.
  Scarecrow
  The abomination called the scarecrow looks just like a
  garden-variety scarecrow made to scare birds – old clothes,
  lumpy straw body, and a gourd or a sack for a head. That’s
  because they are ordinary scarecrows, animated by the 
  Reckoners.
  
  During the day, scarecrows are quiescent. At night during
  the growing season, however, they awaken. They patrol their
  fields, often holding a sharp tool like a sickle or a pitchfork,
  and attack any trespassers they find. Sometimes they even
  leave their fields for a short time to find a victim. 
  Scarecrows are difficult to put down. All regular damage
  done to a scarecrow heals during the day. Even if “killed,” the
  scarecrow reanimates the next night. The only permanent
  solution is fire.
  Once a scarecrow has killed, it can reproduce. Seeds
  grow along its belly over the course of a month. The scare-
  crow plants them once they mature; the next night, a minia-
  ture scarecrow, sometimes called a “corn stalker,” sprouts.
  A corn stalker is about two feet tall, with a lanky, gnarled
  body, a head like a withered gourd, and sharp claws. Corn
  stalkers obey their scarecrow until they take a life or their
  scarecrow is destroyed. Once a corn stalker takes a life, it
  leaves its home field in search of a field with a normal scare-
  crow. When it finds one, it climbs into the scarecrow’s chest
  and animates it, becoming a true scarecrow abomination. If a
  scarecrow dies, the first of its corn stalkers to take a life
  becomes a scarecrow in the same field. A corn stalker can, at
  will. take a turn to vanish into the ground. It can reappear any-
  where in its home field whenever it wants.
  Scarecrow
  ST: 12
  Move/Dodge: 6/6
  Size: 1
  DX: 13
  PD/DR: 0/0
  Weight: 80 lbs.
  IQ: 11
  Damage: *
  HT: 12
  Reach: *
  Habitat: P
  Skills: Shortsword or Knife-15; Stealth-14.
  Special Abilities:
  Gear: Scarecrows usually carry a sickle (1d cutting dam-
  age, Reach C, 1) or a scythe (1d+2 cutting damage, Reach 1)
  Horrific Appearance: See Terror, p. 7. Victims are at a -4
  penalty to Fright Checks. A scarecrow’s Horrific Appearance
  only takes effect while it is active.
  Invulnerability: Scarecrows take no damage from unarmed
  attacks, and they have PD 2 and DR 6 against firearm attacks.
  Undead: Scarecrows have the Injury Tolerance (No Brain,
  No Vitals), Undead Invulnerability, and Vampiric Immortality
  advantages. They cannot be stunned or fatigued, and suffer no
  debilitating effects from damage. Scarecrows have no focus;
  they can be killed only by fire.
  Vulnerability – Fire: Fire causes normal damage to scare-
  crows, and if a scarecrow is killed by fire damage, its destruc-
  tion is permanent.
  Corn Stalker
  ST: 3
  Move/Dodge: 6/6
  Size: <1
  DX: 12
  PD/DR: 0/0
  Weight: 10 lbs.
  IQ: 10
  Damage: 1d+2
  HT: 12/4
  Reach: C
  Habitat: P
  Skills: Brawling-13; Stealth-13.
  Special Abilities:
  Damage: A corn stalker may use its claws for 1d-4 damage.
  Go to Ground: A corn stalker can take a turn to vanish
  into the soil. The following turn, it can reappear anywhere in
  its home field.
  27
  Abominations
  Horrific Appearance: See Terror, p. 7. Victims are at a -2
  penalty to Fright Checks.
  Undead: Corn stalkers have the Injury Tolerance (No
  Brain, No Vitals), Vampiric Immortality, and Undead Invul-
  nerability advantages. They cannot be stunned or fatigued,
  and suffer no debilitating effects from damage. Corn stalkers
  have no focus; they can be killed only by fire.
  Vulnerability – Fire: If a corn stalker is killed by fire
  damage, its destruction is permanent.
  Sin Eater
  The sin eater is one of the strangest abominations the
  Reckoners have created. It looks like a large sack of jelly,
  filled with writhing shadows that occasionally take the form
  of a hand or face. It preys on isolated people with simple
  beliefs, twisting their attachment to their loved ones to bring
  them utmost terror. 
  When a sin eater finds a body buried in unconsecrated
  ground, it seeps into the ground to devour the body. In the
  process, it absorbs the memories and knowledge of the
  deceased. After it has absorbed the dead person, it can take
  on his form for a while – usually only for about an hour at a
  time.
  While transformed, the sin eater visits those who were
  close to the deceased, using its intimate knowledge of its
  victim to cause as much pain, fear, and grief to the victim’s
  loved ones as possible. It will return night after night until it
  is attacked or unmasked. If attacked, it will strike back until
  it has killed at least one of its victim’s loved ones. If
  unmasked (anyone who knew the victim well may make a
  Perception-4 roll to notice a crucial defect in the sin eater’s
  performance), it will return to its true form and ooze away.
  Normal weapons can temporarily destroy a sin eater,
  but it will reform at the grave of the next person buried in
  unhallowed ground. It can only be permanently destroyed by
  hacking it into pieces and burying each piece in consecrated
  
  ground. This can be challenging, as the West is perennially
  short of ministers and, therefore, consecrated ground.
  Sacred Indian sites will do, but it’s difficult to get permis-
  sion.
  ST: 13
  Move/Dodge: 7/8
  Size: 1-2
  DX: 12
  PD/DR: 6/18
  Weight: 250 lbs.
  IQ: 10
  Damage: 1d+2 cr
  HT: 16
  Reach: C
  Habitat: All
  Skills: Brawling-12; Climbing-13; Fast-Talk-13.
  Special Abilities:
  Damage: Sin eaters strike out with (mimicked) fists for
  1d+2 crushing damage.
  Horrific Appearance: See Terror, p. 7. Victims are at a -
  4 penalty to Fright Checks.
  Regeneration: Any damage done other than by stabbing
  and slashing weapons heals at a rate of 1 hit point per minute. 
  Vampiric Resurrection: A sin eater cannot be permanent-
  ly killed unless it is dismembered and each piece buried in
  consecrated ground. If killed by any other method, the sin
  eater will reform at the grave of the next person buried in
  unhallowed ground.
  Vulnerability – Sharp Weapons: Stabbing and slashing
  weapons bypass the sin eater’s armor. Injuries thus inflicted
  do not heal at the accelerated rate.
  Terrormental
  Terrormentals are creatures formed from the classical ele-
  ments – earth, air, fire, and water – by the power of the Reck-
  oners. Their only goal is destruction and mayhem.
  Terrormentals are created when a cultist performs a black
  magic ritual which brings pure elemental force into his body,
  destroying him and creating a greater terrormental, a creature
  formed of all four elements. The greater terrormental rapidly
  separates into four terrormentals, one of each element. These
  terrormentals can then each be controlled with a separate
  black magic spell.
  A terrormental is extremely difficult to fight. Each type of
  terrormental has a particular type of attack, and a particular
  vulnerability, related to its element. This vulnerability is the
  only way a terrormental can be injured. Magic is effective if
  its form exploits the terrormental’s vulnerability, but not oth-
  erwise.
  There is said to be an ancient tablet that holds the spells
  for controlling terrormentals, as well as banishing them. The
  Texas Rangers are said to have this tablet; many people would
  kill (or worse) to possess it.
  ST: 22
  Move/Dodge: 6/6   Size: 2
  DX: 12
  PD/DR: 0/0           Weight: 100-2,000 lbs.
  IQ: 8
  Damage: 1d+2
  HT: 13/22
  Reach: C               Habitat: Any
  Skills: Brawling-14; Throwing-14.
  Abominations
  28
  Special Abilities:
  Earth: Earth terrormentals have ST 30, PD 8, and DR 24.
  They do 4d crushing damage with their fists.
  Fire: Fire terrormentals can use the Bolts of Doom black
  magic spell as if cast at Power Investiture 4 (see p. DL104).
  Fire terrormentals can only be harmed by water, which does
  1d hits per gallon of water poured on the terrormental.
  Water: Water terrormentals attack with dehydration.
  The victim must make a Quick Contest of Will against the
  terrormental, which has a Will of 14; if the terrormental
  wins, the victim loses hits equal to the amount the Contest
  was lost by. It is immune to all damage but fire damage.
  Air: Air terrormentals suffocate their victims by draw-
  ing the air out of their lungs. Everyone within 50 feet of the
  terrormental is affected. Those affected lose 1 fatigue every
  turn until they lose consciousness; they die four minutes
  later. The fatigue may be recovered normally once the vic-
  tim leaves the terrormental’s area of effect. Air terrormentals
  are very difficult to kill; it seems that only a vacuum can
  really kill one, and only mad science can concoct a way to
  create a vacuum. There may be other ways to trap or slay a
  creature made of air; GMs should reward creative solutions.
  Horrific Appearance: See Terror, p. 7. Victims are at a -8
  penalty to Fright Checks.
  Terrormental Black Magic Spells
  Summon Terrormental
  Regular
  This ritual involves complicated rites that make use
  of all four elements over the course of the spell, and
  destroy the practitioner at the conclusion of the spell.
  When the ritual is complete, a greater terrormental rises
  and separates into its component terrormentals over the
  course of 3d turns.
  Duration: Varies with level of caster
  Time to Cast: 20 minutes
  Level
  Duration
  1
  1 hour
  2
  2 hours
  3
  3 hours
  4
  4 hours
  5
  1 hour for every year of the sacrifice’s age
  Control Terrormental
  Regular
  This spell enables the caster to control the terror-
  mentals created by Summon Terrormental. This spell is
  important for cultists summoning a terrormental; an
  uncontrolled terrormental is just as happy to wreck the
  temple where it was summoned as it is to attack the tar-
  get the cult had in mind. The control imparted by the spell
  is not complete. The controller can give the terrormentals
  orders that will be obeyed, but the terrormental will not
  think beyond those specific orders. Further, the spell does
  not give the caster a mental link to the terrormental; if he
  goes out of sight and hearing of any one of the terror-
  mentals, he loses all influence over it.
  . . . it seems that only a vacuum can really kill one, and
  only mad science can concoct a way to create a vacuum.
  �
  �
  
  The Thing Under the Bed
  The Thing is an abomination that feeds on the fears of a
  community’s children. It hides in shadows under beds or in
  closets, allowing children to get an occasional glimpse of it.
  Generally, they only see a clawed hand coming up over the
  foot of the bed, or a shadowy mass in a corner. Every month
  or so, the Thing snatches a child to devour – or perhaps to turn
  into another Thing – just to keep the children terrified.
  Things keep themselves hidden from adults, and are thus
  usually explained away as an overactive imagination. Disap-
  pearing children are explained as runaways. The Thing also
  commits minor acts of vandalism and theft, framing outspo-
  ken children for them. This weakens the trust between adults
  and children, and helps to prevent adults from believing chil-
  dren who tell them about the Thing.
  ST: 13
  Move/Dodge: 5
  Size: 1
  DX: 12
  PD/DR: 0/0
  Weight: 150 lbs.
  IQ: 11
  Damage: 2d-1 cut
  HT: 9
  Reach: C
  Habitat: All
  Special Abilities:
  Contortionist: Although the Thing is about the size of a
  normal human, it can stretch and squash its body into much
  smaller spaces that only a small animal could get into.
  Damage: The Thing Under The Bed can claw for 2d-2
  cutting damage.
  Horrific Appearance: See Terror, p. 7. Victims are at a -
  4 penalty to Fright Checks.
  Immunity – Normal Attacks: Normal weapons cannot
  hurt a Thing. Magical weapons and attacks affect it normally.
  Shadow Transport: A Thing can teleport up to 100 yards
  from one shadow to another, as long is no one is looking
  directly at it. It must be able to see its destination, or know that
  it exists and is adequately shadowed. Remember that the
  Thing can squeeze into very small shadows.
  Vulnerability – Light: Direct exposure to any light greater
  than that of a torch does 1d+2 damage to a Thing.
  Tomb Guardian
  Tomb guardians are short ceramic statues built by Chinese
  sorcerers to guard things and places. They look like a fanciful
  hybrid of deer, man, and lizard. After the enchantment process,
  29
  Abominations
  the sorcerer can give detailed instructions to the tomb guardian
  on who is allowed into its domain. It will attack anyone not on
  the list. Tomb guardians cannot be given instructions other
  than what area it is to guard and who it is to let in.
  ST: 5
  Move/Dodge: 5/5
  Size: 1
  DX: 12
  PD/DR: 0/0
  Weight: 120 lbs.
  IQ: 4
  Damage: 2d imp
  HT: 8/4
  Reach: C
  Habitat: All
  Skills: Brawling-14.
  Special Abilities:
  Antlers: Tomb guardians can do 2d impaling with their
  sharp antlers.
  Horrific Appearance: See Terror, p. 7. Victims are at a -1
  penalty to Fright Checks.
  Tommyknocker
  Tommyknockers dwell in mines, where they menace
  miners by weakening supports, loosening shale, and gener-
  ally increasing the danger of a cave-in. They rarely meddle
  with a ghost rock mine unless it’s been tapped out; gold and
  silver mines are their usual meat. After all, the Reckoners
  want ghost rock to be out of the ground where it can be
  used.
  When a tommyknocker successfully causes a cave-in,
  it will make its way to the trapped miners and devour them
  alive one by one, as starvation or asphyxiation weakens
  them. Mines known or believed to be inhabited by a tom-
  myknocker may have a higher Fear Level than usual.
  Tommyknockers are three-foot-tall humanoids with
  enlarged heads. They walk around in a hunched posture. Their
  skin is slate-gray, and they have eyes as large as saucers. Their
  hands have three fingers each with claw-like nails.
  ST: 9
  Move/Dodge: 6/6 Size: 1
  DX: 12
  PD/DR: 0/0
  Weight: 90 lbs.
  IQ: 11
  Damage: 1d+1 cut
  HT: 15/10
  Reach: C
  Habitat: Sub
  Special Abilities:
  Burrowing: Tommyknockers may pass through stone
  or earth with Move 4. This burrowing leaves behind no tun-
  nel or other trace. It can use this ability to sneak up on prey.
  Damage: A tommyknocker can use its claws for 1d+1
  cutting damage.
  Dark Vision: Tommyknockers see in total darkness as
  well as they do in daylight. See p. CI52.
  Disorient: A tommyknocker may bewilder a victim by
  winning a Quick Contest of Will. If it does so, the victim
  loses his sense of direction completely; this can be deadly in
  narrow mine tunnels. The confusion lasts a number of hours
  equal to the amount by which the victim lost the contest.
  Sabotage: A tommyknocker can damage mining equip-
  ment and structures. This process takes time to complete,
  but a cave-in is inevitable, though it takes a week or more
  of sabotage to accomplish.
  Terror: See p. 7. Victims are at a -2 penalty to Fright
  Checks.
  Weakness – Light: In any light brighter than a torch,
  tommyknockers are at -2 to all their rolls.
  
  Troll
  Trolls live in the wilderness, in dark woods, hidden
  mountain valleys, or by forgotten bridges. They feed on lost
  or solitary travelers, attacking after the poor wanderer is con-
  fused, lost, and exhausted. If the traveler isn’t lost to begin
  with, the troll leads him astray and steal his supplies. Trolls
  can create simple illusions and mimic nearly any creature.
  Once the victim is vulnerable, the troll makes its move. 
  Trolls remain hidden until the moment of the attack. Very
  few people have lived to report a troll attack. Troll haunts
  often have a higher Fear Level than the surrounding area. 
  Trolls look like short, broad humans with ruddy skin and
  clawed fingers and toes. Their broad faces look as if they’ve
  been stretched horizontally. They sometimes wear clothes,
  which they loot from victims, but they’re equally happy to go
  naked.
  ST: 6
  Move/Dodge: 7/8
  Size: 1
  DX: 13
  PD/DR: 0/0
  Weight: 120 lbs.
  IQ: 11
  Damage: 1d cut
  HT: 15/10
  Reach: C
  Habitat: Any
  Skills: Brawling-15; Climbing-14; Fast-Talk-13; Pick-
  pocket-16; Stealth-17; Tracking-14.
  Special Abilities:
  Damage: Trolls do 1d cutting damage with their claws. 
  Illusion: Trolls can create simple illusions – mostly alter-
  ations of reality rather than outright creations, such as making
  a rickety bridge appear solid or a flooding river appear high
  but safe.
  Mimic: Trolls can mimic the sounds made by virtually
  any creature. A roll against Perception-6 is necessary to notice
  something unusual about the sound.
  Uktena
  The uktena is a legendary creature of Indian lore, a water
  serpent over 30 feet long. It has a small crystal embedded in
  its skull which acts as a conduit to the Hunting Grounds, tap-
  ping into energies which make it virtually invulnerable and
  enable it to hypnotize humans.
  The uktena is about the thickness of a tree trunk, with two
  horns on either side of its head framing the crystal. Its body
  just behind its head is banded with stripes of all seven colors
  of the spectrum.
  If an uktena is slain, the crystal may be pried loose. It is
  about the size of a rifle cartridge. The owner of the crystal
  gains a +2 bonus to all mad science, huckstering, or ritual
  magic rolls as long as he possesses the crystal. The crystal
  must be soaked in the blood of a small game animal every
  seven days. If not, it loses its power and the owner perma-
  nently acquires the Unluckiness disadvantage. A person must
  hold the crystal for a week to be considered its owner.
  ST: 45
  Move/Dodge: 12/8 Size: 10
  DX: 12
  PD/DR: 0/0
  Weight: 2 tons
  IQ: 9
  Damage: 2d+1 cut#
  HT: 15/40
  Reach: C
  Habitat: FW
  Skills: Brawling-15; Stealth-14; Swimming-14.
  Abominations
  30
  Special Abilities: 
  Damage: An uktena can gore with its horns for 2d impal-
  ing damage or bite for 2d+1 cutting damage.
  Hypnotism: Any person looking at an uktena may be
  mesmerized by its shimmering, colorful scales. He must
  make a Will roll each turn that he looks at the uktena or lose
  himself and walk slowly toward the beast, completely unable
  to defend himself. He may attempt to break free every turn by
  making another roll against Will.
  Invulnerability – All: An uktena is invulnerable to all
  harm. Only an attack against the uktena’s heart, underneath
  the violet band on its neck, can injure it. Attacks on the violet
  band are at -6, and can only be attempted if the attacker knows
  of the uktena’s weakness (this requires a successful roll
  against Occultism-6 to recall under stress). 
  Will o’ the Wisp
  A will o’ the wisp looks like a ball of light about the
  size of a man’s head. They are found in hazardous areas,
  where they mesmerize their victims to follow them into
  danger.
  When someone encounters a wisp, he must win a
  Quick Contest of Will against the wisp. If he loses, the wisp
  controls his actions for 10 minutes. This invariably entails
  moving into places where the victim can be hurt. The vic-
  tim placidly follows the wisp at a normal walking pace,
  responding with violence to anyone who attempts to
  restrain him. The victim may do nothing else. When the
  victim is hurt, as he almost always is, the will o’ the wisp
  feeds on the pain and fear generated. 
  A will o’ the wisp is very difficult to hit or kill; even if
  dispersed, it reforms the next night. The only way to kill a
  wisp permanently is with an electrical attack.
  Some people speculate that will o’ the wisps are mani-
  tous in their true form; others believe that they are simply
  the vengeful spirits of people who died in quicksand, min-
  ing accidents, or other dangerous situations.
  ST: 3
  Move/Dodge: 7/7
  Size: <1
  DX: 14
  PD/DR: 6/18
  Weight: –
  IQ: 16
  Damage: –
  HT: 14/5
  Reach: –
  Habitat: Any
  Special Abilities:
  Pain Drain: Will o’ the wisps feed on the pain of oth-
  ers. Every 3 points in pain penalties suffered by someone
  within 100 yards of the will o’ the wisp restores one hit
  point to it. Will o’ the wisps can store up surplus pain; the
  wisp can use 10 stored points to reproduce.
  Terror: See p. 7.
  Vulnerability – Electricity: Electrical attacks bypass
  a wisp’s armor. Only an electrical attack can kill a wisp
  permanently.
  Monsters are not the Other. They could be just
  like you.�
  �
  
  Impostors
  There’s more to terror than the fear of bodily harm and
  death, what most abominations specialize in. Raw physical
  fear is a good starting point, but for a meal that a Reckoner
  can really sink its teeth into, you need the spice of a more
  nuanced terror – fears like betrayal, or abandonment. You
  need to bring your little nagging voice, that worries that those
  near and dear to you aren’t what you think they are, into the
  spotlight. To really terrify, you need to convince people that
  they are all alone, that they can’t depend on anyone or any-
  thing – then hit them with a slavering beast from Hell.
  Toward this end, the Reckoners create impostors: crea-
  tures which impersonate or replace normal people. They blur
  the line between man and monster, and make it impossible
  for those who’ve encountered them to ever feel truly safe.
  Braincrawler
  The braincrawler is a worm-like parasite which seeks
  out hosts driven to the edge of sanity by fear. While its cho-
  sen host sleeps, the braincrawler burrows into the back of the
  neck and into the base of the brain, leaving an open, but pain-
  less, wound. A close look into the wound reveals the brain-
  crawler’s back end writhing about. Once the braincrawler
  attaches itself to its host’s brain, it whispers horrific tales to
  him and lives off the fear it thus creates. Peculiarly, since the
  braincrawler eats fear, the host never actually experiences it,
  rendering him completely fearless.
  The combination of unnatural fearlessness and the con-
  stant litany of horror the braincrawler feeds to the host leads
  to increasing instability and eventual madness. Once the
  host’s fragile sanity gives way completely, the braincrawler
  takes full control. The host’s eyes turn pitch black, he
  becomes impervious to pain, and he begins to regard almost
  anything as a reasonable source of food. A completely dom-
  inated host is not very smart; it has a vocabulary of a few
  words and can tap only the vaguest remnant of the host’s
  memories.
  A well-fed braincrawler reproduces rapidly, its offspring
  departing through the host’s ears or nose to seek new prey.
  Most braincrawlers seek solitary prey – isolated victims put
  up less resistance – but occasionally an infected host finds
  his way into a populated area. When this happens, an entire
  town may rapidly succumb.
  Braincrawlers, if discovered, can be removed by setting
  them on fire or dousing them in high-proof alcohol. Either
  method causes the braincrawler to detach from the brainstem
  and flee. Once detached, a braincrawler is easy to kill. When
  a braincrawler detaches itself, the host will suffer 2 points of
  damage to the head for every week or portion thereof which
  the braincrawler spent attached.
  A host who has not yet been taken over gains the Over-
  confidence, Unfazeable, and Voices (Diabolical) disadvan-
  tages. Every day, he must make a Will roll, minus the local
  Fear Level, minus 1 for every day that the braincrawler
  remains attached. If he fails, the braincrawler takes control.
  31
  Abominations
  ST: 1
  Move/Dodge: 4/4
  Size: <1
  DX: 8
  PD/DR: 0/0
  Weight: 5 lbs.
  IQ: 12
  Damage: –
  HT: 8/1
  Reach: –
  Habitat: Any
  Special Abilities:
  Horrific Appearance: See p. CI80. 
  Pain Resistance: A braincrawler can tap into its host’s
  brainstem, enhancing his resistance to pain and damage and
  removing all fear. This manifests as High Pain Threshold,
  Imperturbable, and DR 2.
  Vulnerability – Alcohol: If a braincrawler is doused with
  alcohol, the braincrawler must detach itself from the host and
  attempt to flee. Dousing can be achieved by pouring alcohol
  into the wound it leaves, but a braincrawler rarely stands still
  for this unless the host is forcibly restrained or if the pourer
  sneaks up on the host. A bottle of whiskey smashed across
  the back of the neck does the job, in a pinch. A braincrawler
  can detach from the brainstem in a single turn, crawl out of
  the host’s neck in another, and scurry away on the third.
  Canker
  The canker is a creature of depression and worry which
  lives inside the bodies of its victims, turning them into shells for
  its malicious nature. It begins life as a small, hard-shelled orb,
  about the size of a chicken egg, implanted in the host’s belly.
  Exposure to the host’s stomach acids hatches the canker, rough-
  ly the shape of a hermit crab at this stage of life. As time pass-
  es, it grows, extending feelers and legs throughout the body.
  The attributes given are for the host body; a canker outside its
  host has ST 5 and HT 15/5.
  After about a month, the canker begins to consume the
  host’s internal organs and to assume their functions. After six
  months, it devours the host’s eyes and replaces them with its
  own eyes on long, jointed eyestalks. In time, the host is wholly
  under the canker’s control, with only a small shred of brain left
  to feel and understand the horror of his existence.
  Once the canker achieves complete control, it can no
  longer leave its host completely; though it can bring its main
  body out, it must leave an assortment of limbs, tubes, and
  organs inside the host.
  
  A canker learns rapidly how to mimic its host, picking up
  his memories and skills. Its Acting skill begins at 10, but it gains
  a level every month or so that it poses as its host. By the time it
  takes full control, its impression is such that even close
  acquaintances may be fooled (though they may sense some-
  thing “off” about the host). A fully controlled host is an excel-
  lent sham, but can never carry on a normal life. The canker does
  not learn new things, and responds poorly to unusual situations.
  Fortunately for the canker, most people who present them-
  selves as good hosts have lives in sufficient disarray that the
  canker’s behavior appears a tragic waste of a life, but not par-
  ticularly abnormal.
  New hosts are acquired when a canker manages to lure a
  promising subject away from company. Cankers look for lon-
  ers – people who are troubled, and unlikely to be missed. When
  it gets close enough to its chosen victim, it attacks, grappling
  the chosen host and depositing an egg in the victim’s stomach
  by forcing an ovipositor down his throat. Some implantations,
  unfortunately, kill the host. This makes the takeover process
  much easier for the canker, but deprives it of the opportunity to
  learn how to mimic its host. Once the egg is implanted, the
  cycle begins again.
  Newly born cankers are clones of their parent, including its
  memories. Some cankers, therefore, possess many generations
  of experience and cunning.
  ST: 16
  Move/Dodge: 6/6
  Size: <1
  DX: 12
  PD/DR: 0/0
  Weight: 40 lbs.
  IQ: 8
  Damage: 2d+2#
  HT: 15
  Reach: C
  Habitat: Any
  Skills: Acting-10*; Brawling-15.
  * Base level; increase by 1 for every month the canker
  inhabits a host until the host is fully controlled.
  Special Abilities:
  Damage: A canker can use its sharp claws for 2d+2 cutting
  damage or 1d+1 impaling damage.
  Domination: Once a canker replaces its host’s eyes, it can
  hypnotize its victims. If the victim loses a Quick Contest of Will,
  he must obey simple commands from the canker. This ability is
  most often used to get a victim to hold still for implantation,
  though it can also be used to get innocents to protect the canker
  or do its dirty work.
  Horrific Appearance: See Terror, p. 7. Victims are at a -4
  penalty to Fright Checks. The canker’s Horrific Appearance
  only takes effect once it has been exposed.
  Implantation: The canker must successfully grapple its
  chosen victim to implant an egg. It must then win three Quick
  Contests of ST to successfully force its ovipositor into the vic-
  tim’s gullet and deposit the egg. The victim may attempt to
  break the grapple during this process, but if the canker has hyp-
  notized him, he won’t try.
  Spinning: A canker can spray a sticky material not unlike
  spiderweb from its mouth, and can extend a tube out of its
  host’s mouth to do the same. The webbing isn’t strong enough
  to be useful in combat, but it comes in handy for restraining
  victims while eggs grow to maturity. A canker’s web has an
  effective ST equal to the number of minutes the canker spent
  swaddling the victim; to break free, the victim must win a
  Quick Contest of ST.
  Abominations
  32
  Gaki
  Contrary to legend, gaki are not undead. They can change
  their shape, taking human or tiger form at will. A gaki’s natural
  form appears to be a decaying corpse, but they rarely take this
  form except when attempting to terrify a victim. They hunt in
  tiger form, or use their shapechanging ability to appear to a vic-
  tim as an attractive member of the opposite sex, luring him into
  a secluded place where the gaki may kill him. After feasting on
  a victim, it may take on his appearance for a time in hopes of
  capturing his friends; however, the gaki has no knowledge of his
  skills, memories, or personality, so its imitation is flawed at best.
  In America, gaki are mostly found in the Great Maze, where
  they have been brought from the East on cross-Pacific steamers.
  Only immigrants from the other side of the Pacific are likely to
  know any information about the gaki’s nature.
  Human Form
  ST: 13
  Move/Dodge: 6/6
  Size: 1
  DX: 11
  PD/DR: 0/0
  Weight: 150 lbs.
  IQ: 11
  Damage: 2d-1
  HT: 15
  Reach: C
  Habitat: Any
  Skills: Acting-14; Brawling-14; Climbing-12; Fast-Talk-
  13; Stealth-13; Tracking-13.
  Special Abilities:
  Damage: Gaki can claw for 2d-1 cutting damage or bite for
  1d-1 cutting.
  Imperturbable.
  Invulnerability – Normal Damage: Normal attacks do half
  damage to a gaki.
  Rapid Healing: A gaki heals 1 hit every 20 minutes.
  Shapechanging: A gaki may transform into a giant cat, or
  may mimic any human’s appearance perfectly. The transforma-
  tion process takes a full turn.
  Terror: See p. 7. Victims are at a -4 penalty to Fright Checks.
  Vulnerability – Holy Items: A weapon blessed by a Shinto
  or Buddhist priest does full damage to a gaki. Gaki cannot enter
  an area sanctified by any religion.
  Cat Form
  ST: 22
  Move/Dodge: 9/9
  Size: 2
  DX: 12
  PD/DR: 0/0
  Weight: 250 lbs.
  IQ: 11
  Damage: 4d cut
  HT: 15/22
  Reach: C
  Habitat: Any
  Skills:
  Brawling-14; Climbing-11; Intimidation-14;
  Stealth-13; Swimming-11; Tracking-14.
  Special Abilities:
  Damage: Gaki in their cat form can claw for 4d cutting
  damage or bite for 1d+1 cutting damage.
  Horrific Appearance: See Terror, p. 7. Victims are at a -4
  penalty to Fright Checks.
  Imperturbable.
  Invulnerability – Normal Damage: Normal attacks do half
  damage to a gaki.
  Rapid Healing: A gaki heals 1 hp every 20 minutes.
  Shapechanging: A gaki may transform into a giant cat, or
  may mimic any human’s appearance perfectly. The transforma-
  tion process takes a full turn.
  
  Vulnerability – Holy Items: A weapon blessed by a Shinto
  or Buddhist priest does normal damage to a gaki. Gaki cannot
  enter an area sanctified by any religion.
  Weakness – Sunlight: Gaki in cat form take 2d every turn
  when exposed to sunlight. Hence, a gaki exposed to sunlight
  will usually change into humanoid form.
  Skinwalker
  Skinwalkers, in their natural forms, look much like
  flayed human bodies with long retractable claws and rasp-
  like tongues. Usually, however, a skinwalker is clothed in
  the skin of a human. Skinwalkers have cartilaginous skele-
  tons, and they can alter their build at will from that of a 12-
  year-old to that of a hefty lumberjack, as their skin demands.
  Skinwalkers are talented skinners; they can perfectly
  remove the complete skin of an adult human in less than five
  minutes, siphoning off the blood as they go. They make a
  cruel game of keeping the unfortunate victim alive as long as
  possible through this process. When they complete the skin-
  ning, they insert a small proboscis-like tube from their
  tongue into the victim’s skull to devour his brain – killing the
  victim, if he survived the skinning process. This last process
  allows the skinwalker to glean fragments of the victim’s
  memory.
  A skin lasts about a month before it decays. Hence,
  skinwalkers sometimes treat a skin with vinegar or
  formaldehyde, which keeps it fresh indefinitely. However,
  the process gives the skinwalker a distinctive odor, which
  may attract attention. A close examination of a skinwalker
  may also reveal, on a successful Vision-4 roll, a faint seam
  up its back where the skin joins. 
  The skin protects the skinwalker against all injury until
  15 points of damage have been dealt to it, at which point it
  is too damaged to protect the skinwalker and sloughs off,
  revealing the skinwalker’s natural form.
  ST: 11
  Move/Dodge: 6/6
  Size: 1
  DX: 14
  PD/DR: 2/6
  Weight: 150 lbs.
  IQ: 12
  Damage: 1d+1 cut
  HT: 12
  Reach: C
  Habitat: Any
  Skills: Brawling-16; Disguise-16; Fast-Talk-17; Stealth-18.
  Special Abilities:
  Damage: A skinwalker may claw for 1d+1 cutting dam-
  age, or bite for 1d-2 cutting damage.
  Horrific Appearance: See Terror, p. 7. Victims are at a -4
  penalty to Fright Checks. The skinwalker’s Horrific Appear-
  ance only takes effect once the skinwalker has been revealed.
  Skin Suit: As long as a skinwalker is inside someone
  else’s skin, it cannot be harmed. A skin lasts until 15 points of
  damage have been dealt to it, after which point the skinwalk-
  er beneath is visible and can be harmed.
  Corruptions
  The Reckoners are extraordinarily potent beings, but
  they have a lot on their plates; they can’t just spend their
  power willy-nilly. They have to use every iota of mystic
  33
  Abominations
  energy to maximum effect. This is one of the reasons they
  create corruptions: once-human monsters whose malicious
  drives have been used by the Reckoners to turn them into
  horrible caricatures of their former selves. The negative ener-
  gies already within the victim do most of the work; the Reck-
  oners just have to provide a kick-start and a little guidance.
  The other reason is that corruptions induce a particular-
  ly refined sort of fear in normal humans. The fear of betray-
  al by those near and dear to you is a powerful one, but worse
  still is the fear of betrayal by yourself – betrayal of yourself.
  Corruptions suggest, by their very existence, that every one
  of us can become a monster. Monsters are not the Other.
  They could be just like you. 
  Chupakabara
  When a person voluntarily betrays a member of his own
  family, he may be transformed into a subhuman creature
  known as a chupakabara. The chupakabara is gray and vague-
  ly monkey-like, with a large head and long arms. Its hands
  and feet sport three savage claws, its mouth is filled with
  jagged teeth, and its eyes are large and round. Chupakabaras
  come out only at night.
  The chupakabara feeds on the blood of animals, usually
  domestic animals such as goats or sheep. It also enjoys the
  soft delicate bits of animals, such as their eyes and organs; it
  harvests the latter by reaching down its victim’s throat with its
  long arms.
  ST: 10
  Move/Dodge: 6/6 Size: 1
  DX: 13
  PD/DR: 0/0
  Weight: 125 lbs.
  IQ: 10
  Damage: 2d+1
  HT: 14/12
  Reach: C
  Habitat: Any
  Skills: Brawling-15; Stealth-17.
  Special Abilities:
  Contagion: If the family member who was betrayed by
  a gray chupakabara has the opportunity to destroy the chu-
  pakabara and declines to do so, he will become a chupak-
  abara himself. In this case, both chupakabaras turn a greasy
  brown color.
  Coup: A Harrowed who slays a gray chupakabara gains
  its Unseen Movement ability.
  Damage: A chupakabara can do 2d+1 cutting damage
  with its claws, or 2d cutting damage with its bite.
  Horrific Appearance: See Terror, p. 7. Victims are at a
  -2 penalty to Fright Checks.
  Night Vision: A chupakabara can see perfectly in any
  sort of light. See p. B22.
  Unseen Movement: By spending 1 fatigue, a chupak-
  abara can move for 10 seconds without leaving any trail.
  While moving this way, a chupakabara appears as a fast-
  moving blur, giving a -4 penalty to any attempt to hit it.
  Vampiric Resurrection: A gray chupakabara cannot be
  permanently killed except by the family member it
  betrayed. Any other assailant may wound and temporarily
  disable the chupakabara, but it will return the following
  night until it faces the relative it wronged. Anyone can kill
  brown chupakabaras.
  
  Earth Warrior
  Raven and the Last Sons have developed a way to
  enhance the powers of the angry, naïve young braves who
  they recruit to make war against the white man. They bond an
  angry stone spirit to the subject, turning his skin to stone. The
  resulting warrior is extremely formidable – stronger than nor-
  mal and resistant to weapons. However, the weight of the
  stony skin slows down any horse he rides, and he will drown
  if he enters any water higher than his nose. The stony quality
  of the skin fades upon death.
  ST: 18
  Move/Dodge: 6/6
  Size: 1
  DX: 13
  PD/DR: 4*/12*
  Weight: 350 lbs.
  IQ: 10
  Damage: 1d+2 cr#
  HT: 14/16
  Reach: C
  Habitat: Any
  * Does not protect the head.
  Skills: Bow-15; Brawling-17; Intimidation-14; Riding
  (Horse)-13; Tracking-13.
  Special Abilities:
  Damage: Earth warriors can do 1d crushing damage with
  their rock-hard fists.
  Gear: Earth warriors often carry the gear of a traditional-
  ist Indian brave, including bow and hatchet.
  Stone Skin: An earth warrior’s stone skin gives him PD 4
  and DR 12, but this does not protect his head. Any horse car-
  rying an earth warrior has its Move reduced by 1 from the
  weight. Earth warriors cannot swim, and drown if they go into
  water above their heads.
  Flesh Jacket
  Certain esoteric cults possess a secret ritual that permits
  them to flay a volunteer and turn the skin into a animate, strange-
  ly alive creature. This flesh jacket appears to be a full-body suit
  from the neck down, opening down the middle of the chest. It
  uses its limited mobility to envelop innocent victims, and there-
  by take control of their bodies. 
  Flesh jackets live parasitically off their hosts, using feeding
  tendrils extended into the belly. Hence, flesh jacket hosts eat
  tremendous quantities of food. If denied adequate nourishment,
  the flesh jacket starts to devour the host body.
  Flesh jackets are not obvious to the outside observer. They
  must cover the seams at the neck and chest, and a handshake
  might reveal a loose feel to the host’s skin; otherwise, heavy
  clothing is sufficient to conceal the jacket’s existence.
  Abominations
  34
  A flesh jacket can keep a dead host animate as long as it is
  itself intact, but it tries to find a new host as soon as possible; the
  old host’s flesh will sustain it for only so long. Without a host, a
  flesh jacket is sluggish and vulnerable to attack. It has little
  chance of overwhelming a victim who is not asleep, incapaci-
  tated, or restrained. It can, however, climb along walls and ceil-
  ings without trouble.
  It is possible to separate a host from the flesh jacket, but it
  is a challenging procedure, and keeping the host subdued
  throughout the process can be difficult.
  ST: 7
  Move/Dodge: 1/1
  Size: <1
  DX: 10
  PD/DR: 0/0
  Weight: 5 lbs.
  IQ: 8
  Damage: –
  HT: 10/20
  Reach: –
  Habitat: Any
  Skills: Wrestling-12.
  Special Abilities:
  Damage: Flesh jackets have no way to do damage except
  by using a host’s abilities; a hostless flesh jacket can only
  wrestle with a potential host.
  Damage Allocation: All hits to the head of a flesh jack-
  et’s host injure the host. Impaling or fire-based attacks do one-
  quarter of their damage to the flesh jacket, and the rest to the
  host. Slashing or crushing attacks do half their damage to the
  flesh jacket and half to the host. Flesh Jackets have the Injury
  Tolerance (No Blood, No Vitals) advantage, though they do
  not pass this advantage on to their hosts.
  Enhancement: When a flesh jacket takes a new host, it
  assumes the physical attributes of the victim; the statistics
  above are for a hostless flesh jacket. It gains access to all the
  host’s memories and skills. The host, in turn, gains a +1 bonus
  to ST, DX, and HT as long as the flesh jacket rides him; the
  jacket uses its powers to bolster the host’s innate abilities.
  Envelopment: A flesh jacket takes a new host by envelop-
  ing a victim. An unconscious or restrained victim cannot
  resist envelopment; if the victim is able to resist, the flesh
  jacket must successfully grapple for three turns while it slith-
  ers around the victim. If the jacket successfully envelops him,
  the victim must win a Quick Contest of Will (for which the
  flesh jacket gets a +6 bonus) or lose control of his body to the
  flesh jacket. 
  Becoming an Earth Warrior
  Earth warriors gain ST +1, PD 4, and DR 12. They
  also gain the Cannot Swim taboo trait, and take a Vow to
  make war against the white man until death. For this rea-
  son, earth warriors are not appropriate PCs for many cam-
  paigns. However, in an all-Indian campaign, a young
  hothead might decide to undergo the earth warrior ritual.
  A campaign with a PC earth warrior will most likely
  wind up wrestling with difficult issues: what are Raven’s
  true motives? Is he really a leader worth following? If the
  PCs decide to reject him, what happens next?
  
  Terror: See p. 7. Victims are at a -4 penalty to Fright
  Checks.
  Wall Crawling: A hostless flesh jacket may crawl on
  floors, walls, and ceilings with a Move of 1.
  Flying Wendigo
  Desperate times lead to desperate actions. Sometimes,
  when the food runs out, people are driven to acts beyond all civ-
  ilized behavior, and turn to eating human flesh in order to stave
  off starvation. Such a person is vulnerable to being corrupted by
  the Reckoners. A person forced to consume human flesh may
  be turned into a wendigo; someone who eats the flesh of a close
  friend or relative may become the more horrible white wendi-
  go. The wendigo and white wendigo are described in GURPS
  Deadlands: Weird West, pp. DL116-117. There is, however, a
  third type of wendigo: the flying wendigo.
  A flying wendigo may be created when a person, in the
  midst of a food shortage, hoards food and causes others to
  starve to death. The more people who starve to death while the
  food miser clings jealously to his hoard, the more likely he is
  to be transformed. Flying wendigos look like white wendigos,
  but have two huge wings in place of their arms. Their legs end
  in fierce, grasping talons like a raptor’s, and their teeth are
  longer and more jagged than a normal wendigo’s.
  Flying wendigos swoop down to snatch appealing victims
  and carry them back into the sky. Once a wendigo has seized
  a victim, it flies at such speeds that the victim begins to burn
  from the friction. The wendigos prefer to prey on food hoard-
  ers, but they don’t restrict themselves to such targets.
  Should a character ever hoard food in the Great North-
  west. in such a way that it leads to another’s death, secretly roll
  3d. Add +1 to the roll for each victim who dies due to the food
  hoarder’s miserliness. On an 18 or higher, the character
  becomes a flying wendigo under the GM’s control.
  ST: 16
  Move/Dodge: 3/3
  Size: 1
  DX: 12
  PD/DR: 2/6
  Weight: 250 lbs.
  IQ: 12
  Damage: 4d cut#
  HT: 12
  Reach: C
  Habitat: S, M, F
  Skills: Area Knowledge-16; Brawling-12; Climbing-12;
  Intimidation-16; Stealth-12.
  Special Abilities: 
  Coup: Counting coup on a flying wendigo gives a Har-
  rowed Levitation (see p. B173) at a Power of 5 and a skill of IQ.
  Damage: A flying wendigo can do 1d+2 cutting damage
  with its bite or 4d cutting damage with its claws.
  Flight: The Move and Dodge given above are for walking
  movement. In the air, a flying wendigo has Move 15 and
  Dodge 7.
  Grapple: A flying wendigo often drops out of a dark sky
  without warning to grapple an opponent unexpectedly, hauling
  the unfortunate victim into the sky with it. A grappled victim
  may struggle free normally; however, this often means drop-
  ping a considerable distance to the ground.
  Horrific Appearance: See Terror, p. 7. Victims are at a -4
  penalty to Fright Checks.
  Night Vision: See p. B22.
  Vulnerability – Tallow: A flying wendigo is instantly
  killed by pouring hot tallow down its throat.
  35
  Abominations
  Wind Burn: Once a flying wendigo gets a victim air-
  borne, it accelerates to high speed, literally burning its victim
  alive from the friction. The wendigo’s actual speed isn’t high
  enough to create such friction; it’s a magical effect. The fric-
  tion does 1 point of damage every turn until the victim dies or
  breaks free of the grapple.
  Nagual
  The naguals were created by the Aztecs shortly after the
  coming of the conquistadors. Nine brave warriors submitted
  to a ritual in which their living hearts were ripped from their
  chests with obsidian knives and replaced with the hearts of
  jaguars. This rite gave them supernatural strength and vigor,
  and endowed them with the power to transform themselves
  into jaguars. For years, the nine naguals fought a nocturnal
  war against the Spanish until the last vestige of the Aztec
  Empire was gone. By then, only three naguals had survived.
  Together, they agreed that they must leave off their battle for
  the time, retiring to produce children who could carry on the
  struggle in the next generation.
  Over time, the children of the naguals came to be a force
  for good throughout Mesoamerica, using their abilities to aid
  the poor and downtrodden. Eventually, some of them migrat-
  ed northward, into the American Southwest and beyond,
  where they continued their good works.
  Naguals as PCs
  Naguals are one of the best choices in this book for a
  monster PC. They can get by in human society without trou-
  ble, and they have a set of abilities well-suited for a hero of
  the frontier. As Indians, they have to face certain social bur-
  dens, but that makes them all the more interesting. 
  Sadly, all naguals are cursed by the source of their power.
  Their Destiny dooms them to serve the ends of the Reckoning,
  however unwittingly. Many struggle against this inevitable
  end, but some simply revel in their fate. This template uses the
  Quick-and-Dirty Shapeshifting rules found on p. 36. The
  jaguar form has PPT +153 and NPT -90.
  Nagual
  535 points
  Attributes: ST +4 [45]; DX +5 [60]; IQ +1 [10]; HT +3 [30].
  Advantages: Acute Hearing [4]; Alertness +2 [10]; Combat
  Reflexes [15]; Full Coordination 1 [50]; Invulnerabili-
  ty (All kinetic damage; Limitation: Takes half damage,
  -25%) [225]; Perfect Balance [15]; Single-Minded [5];
  Terror [30]; Were-form (Jaguar) [81]; Ultrahearing [5].
  Disadvantages: Destiny [-10]; Secret (Were-creature) [-30];
  Social Stigma (Minority Group) [-10].
  Jaguar Form
  Attributes: Change ST to +13 (Limitation: No Fine Manip-
  ulators, -40%) [39]; change HT to +5 [30].
  Advantages: Double-Jointed [5]; Enhanced Move 1/2 [5];
  Extra Legs [5]; Night Vision [10]; Penetrating Call [5];
  Sharp Claws [15]; Super Jump 1 [10]; Thick Fur [29].
  Disadvantages: Horizontal [-10]; Mute [-25]; No Fine
  Manipulators [-30]; Poverty (Dead Broke) [-25]. 
  
  The Reckoning changed all that. Some naguals were
  overwhelmed by the magnitude of the energies released by
  the return of magic, becoming dark creatures of hatred, hunt-
  ing humanity from the shadows. Even the naguals who still
  work for good create fear by means of their terrifying aspects,
  and thus aid the Reckoning. In time, most of them became
  corrupted and evil.
  Naguals are resistant to normal attacks, taking half dam-
  age. Obsidian and magical weapons do full damage. Naguals
  must transform into jaguar shape during the dark of the moon.
  Unlike most were-creatures, naguals retain their intellect
  while transformed.
  ST: 14
  Move/Dodge: 7/8
  Size:1
  DX: 15
  PD/DR: 0/0
  Weight: 150 lbs. 
  IQ: 11
  Damage: 2d cut#
  HT: 13
  Reach: C
  Habitat: J
  Skills: Brawling-16; Climbing-15; Stealth-18; Swim-
  ming-16; Tracking-18.
  Special Abilities:
  Damage: Naguals can claw for 2d cutting damage; they
  get two claw attacks per turn. Naguals can use normal
  weapons when it suits them, but most find their natural arma-
  ments more than sufficient.
  Invulnerability – Normal Attacks: Ordinary weapons and
  attacks do half damage to a nagual. Magical attacks, as well
  as weapons made from obsidian, do full damage.
  Terror: See p. 7.
  Transformation: A nagual may transform at will between
  an apparently human form and the jaguar-man form that char-
  acterizes the nagual.
  Poison Woman
  When a woman kills a man with poison anywhere in Sioux
  territory, there is a chance that she will be transformed into a
  poison woman (roll 3d: on a 17 or 18, the poisoner becomes a
  poison woman).
  Abominations
  36
  A poison woman looks unchanged except that the top of her
  skull is missing, exposing her brain. (For obvious reasons, most
  poison women wear a hat or a shawl.) She may pick out a chunk
  of her brain at will and use it to poison food. This does her no
  harm; the missing brain matter regenerates within the hour.
  Food thus poisoned is extremely hard to detect; a Vision
  or Smell/Taste roll at -6 is required to spot the lump of
  unusual tissue.
  ST: 12
  Move/Dodge: 5/5 Size: 1
  DX: 10
  PD/DR: 0/0
  Weight: 120 lbs.
  IQ: 14
  Damage: 1d-1 cr
  HT: 13
  Reach: C, 1
  Habitat: All
  Skills: Brawling-12; Fast-Talk-18; Pickpocket-13;
  Sleight of Hand-14. 
  Special Abilities:
  Arcane Abilities: Poison women sometimes have access
  to shamanic abilities or black magic powers.
  Coup: A Harrowed who counts coup on a poison woman
  may use his own brain to poison the walkin’ dead, who cannot
  resist the poisoned brain. If they eat them, they must make a
  HT-6 roll or die for good. Unfortunately, using this ability
  does require the Harrowed to crack a hole in his skull, doing
  2 points of damage to his head which cannot be cured with
  magic or medicine. Regeneration or regular Harrowed heal-
  ing do work.
  Damage: Poison women have a savage kick, doing 1d-1
  crushing damage.
  Invulnerability – All Damage: Poison women take no
  damage from any sort of attack (except as described below).
  Poison: Anyone who ingests a poison woman’s brain tis-
  sue must make a roll against HT-6 every 10 minutes for the
  next two hours. Each failure does three points of damage to the
  victim. A critical failure on the HT roll means instant death.
  Terror: See p. 7. Victims are at a -2 penalty to Fright
  Checks.
  Vulnerability – Brain Shots: The only vulnerable spot on
  a poison woman is her exposed brain. A shot to the brain does
  full normal damage.
  Pox Walker
  Among the wickedest things that the white man did upon
  coming to the Americas was the practice of selling disease-
  bearing items to the Indians, moving in after illness had dec-
  imated them. For many Indians, the bitterness from this
  betrayal is deep-rooted. It is an easy feeling for the Reckoners
  to exploit.
  If a particularly angry brave or shaman dies of an import-
  ed disease, the Reckoners may augment his rage with a touch
  of mystic power, giving him a new life as an abomination of
  pestilence and vengeance: a pox walker.
  Pox walkers spread the pox in any way possible, stalking
  the white men they blame for the disease that killed them.
  They often attempt to engage their chosen enemies in close
  combat, hoping to spread their disease. They always choose
  white men over all others, and anyone else before Indians,
  when choosing their opponents. Some do not fight Indians at
  all, but smart people don’t count on that.
  Quick-and-Dirty Shapeshifting
  Some creatures can physically change into animal
  form. Treat this power as an advantange, and use the fol-
  lowing rules to determine its point cost:
  1. Create the animal form as its own character.
  2. Total all positive traits to find a positive point total
  (PPT) and all negative traits to form a negative point
  total (NPT). For changes in attributes and existing traits,
  use the difference in costs between the forms (e.g., a ST
  11 human who has ST 15 in animal form adds 50 points
  to PPT, and a Wealthy human who is Dead Broke in ani-
  mal form adds -45 points to NPT).
  3. Apply NPT as a percentage limitation on PPT,
  with the following restrictions:
  • The limitation cannot be more than -75%.
  • The points saved cannot be more than 80% of NPT
  (e.g., a creature with NPT of -50 cannot have more than a
  -40-point limitation regardless of the percentage value.
  
  ST: 13
  Move/Dodge: 6/6 Size: 1
  DX: 11
  PD/DR: 0/0
  Weight: 125 lbs.
  IQ: 11
  Damage: 1d-2#
  HT: 14
  Reach: C
  Habitat: Any
  Skills:Area Knowledge (home area)-13; Bow-12; Brawl-
  ing-13; Climbing-12; Knife-12; Stealth-11; Tracking-13.
  Special Abilities: 
  Coup: A Harrowed who absorbs the essence of a pox
  walker gains the ability to siphon ailments out of the sick by
  making a HT-2 roll. Success means that the subject is cured,
  and the Harrowed now carries the disease. The Harrowed
  carries the disease until he has deliberately decided to infect
  HT/2 people with it. After three weeks, if the Harrowed has
  not begun to pass on the disease, it begins to seep out and
  infect people without the Harrowed intending it.
  Damage: Pox walkers can punch for 1d-2 crushing
  damage, but they usually prefer to grapple in order to spread
  the pox.
  Gear: Pox walkers usually carry a knife and a bow and
  arrows. They coat their weapons with toxins from their weep-
  ing sores. This coating renders the first hit from a coated
  weapon extremely infectious; someone injured by it must
  make a HT-2 roll to avoid the pox.
  Pox: The disease that pox walkers carry is horribly viru-
  lent, an unnatural hybrid of several awful diseases. Anyone
  who contracts the pox will become symptomatic within the
  hour. Every day thereafter, the victim must make a HT-4 roll
  to avoid progressing to the next stage of the disease. At each
  stage of the disease, the victim loses two points of ST, DX,
  and HT.
  The first stage of the disease seems innocent: just a slight
  chill and cough.
  The second stage makes clear that something serious is
  wrong. The victim’s cough grows worse, he develops a fever,
  and bright red sores erupt all over his body.
  In the third stage, the cough and fever grow still worse,
  and the sores begin to ooze with pus. At this point, the victim
  becomes contagious, as if he had a pox walker’s Virulent
  Breath (see below).
  As the fourth and final stage sets in, the victim is bedev-
  iled with constant tremors and chills. His vision blurs, and the
  sores begin to weep and burst, as if the victim had the pox
  walker’s Spatter ability (see below).
  Once the final stage has set in, the victim dies if he fails
  another HT roll. If he would ordinarily become Harrowed, he
  becomes a pox walker instead.
  A successful Physician roll, at a -2 penalty for each
  stage of the disease, can retard the progress of the disease
  one stage. The disease can only be set back one stage per
  day. A successful Physician roll at the first stage of the pox
  will cure it.
  Spatter: Whenever a pox walker is hit in combat or grap-
  pled, it may make a HT roll. Success means that one of its
  sores has burst explosively, scattering pus over an area ten
  feet in radius. Anyone within that area must Dodge to avoid
  being hit by pus, or else make a HT-4 roll to avoid contract-
  ing the pox.
  Terror: See p. 7. Victims are at a -2 penalty to Fright
  Checks.
  37
  Abominations
  Virulent Breath: When a pox walker grapples someone,
  it may try to breathe its disease-tainted breath into the face of
  its opponent. If the pox walker’s target remains grappled for
  two turns, the victim must make a HT-4 roll to avoid con-
  tracting the pox. The foulness of the pox walker’s breath does
  three points of fatigue damage to the victim regardless of the
  outcome of the HT roll, and he suffers a -2 to all physical skill
  and attribute rolls for four turns.
  Skinshifter
  Skinshifters are Indians who have made a terrible pact
  with the Reckoners for tremendous power. They undergo an
  evil ritual in which they devour the heart of an innocent and
  are filled with dark power. They appear as the mere rem-
  nants of men, with pasty white skin that droops from their
  bones and eyes glowing with a purplish spark. Many wear
  coyote skins.
  They are nocturnal creatures. By day, they dwell in
  caves, where they while away the hours in foul rituals and
  defilements. At night, they hunt. The dark power that runs
  through their bodies saps their natural vitality, and they must
  bolster their life force by taking it from others. If a skin-
  shifter does not feed for a week, he will die.
  Skinshifters usually attack lone travelers; occasionally
  they lure individuals away from encamped groups. As a
  skinshifter feeds, he gains certain physical traits from the
  victim. Once the victim has been totally drained, the skin-
  shifter may take on the appearance of the victim. This like-
  ness is only superficial, so an unmodified Sense roll is
  enough to detect that the skinshifter is an impostor.
  ST: 13
  Move/Dodge: 6/6 Size: 1
  DX: 12
  PD/DR: 0/0
  Weight: 140 lbs.
  IQ: 13
  Damage: 1d+2
  HT: 12
  Reach: C
  Habitat: Any
  Skills: Brawling-13; Intimidation-13; Stealth-13;
  Tracking-15.
  Special Abilities:
  Coup: A Harrowed who absorbs a skinshifter’s essence
  gains the Harrowed power Soul Eater (see pp. DL36-37) at
  level 1.
  Damage: Skinshifters have claws with which they can
  do 1d+2 cutting damage.
  Drain Soul: This is like the Harrowed power Soul Eater
  at level 2; the skinshifter, if he successfully strikes a victim’s
  neck with an unarmed attack, may make a Quick Contest of
  Will to drain the victim’s life force. Success allows him to
  drain points of fatigue equal to the amount by which he won
  the Contest. Once a victim runs out of fatigue, he may start
  draining hit points. A skinshifter must drain at least one vic-
  tim each week or die.
  Shadow Walking: A skinshifter may teleport from any
  shadow to any other shadow within 30 yards by spending 1
  fatigue.
  Terror: See p. 7. Victims are at a -5 penalty to Fright
  Checks.
  
  Stone Man
  Stone men are created using intricate rituals known only
  to a small group of shamans who have forsaken the nature
  spirits for the darker powers of the Hunting Grounds. 
  The ritual requires as its subject a man in the last stages
  of rock fever (see p. DL32). This man is brought to a ritual
  site in the mountains, where he is nailed to the ground with
  nine wooden stakes and surrounded by arcane symbols drawn
  in the earth. An insanely complex ritual then ensues, as the
  shaman and subject wait out the last stages of rock fever. As
  final combustion begins, the shaman calls upon the manitous
  for their aid. If the ritual is successful, the surrounding stone
  will rise up and encase the flaming remnants of the subject.
  The resulting creature is, in essence, a man made of stone.
  If the shaman survives the ceremony, he can issue orders
  to the stone man by winning a Quick Contest of Will with
  him; otherwise, the stone man is completely without restraint.
  Stone men are talented trackers and hunters – skills that
  they turn to hunting human prey. A stone man eats the people
  it catches, preventing them from returning as Harrowed or
  being otherwise restored to life. They can be prevented from
  hunting by stealing or destroying their clubs; the stone man’s
  sense of smell is in its club, and it can’t track without it.
  A stone man’s rocky flesh is highly resistant to damage,
  but they have certain key weaknesses. Stone men are repulsed
  by any blood other than that they have spilled themselves.
  They are vulnerable to fire and to wooden stakes as well.
  ST: 20
  Move/Dodge: 6/6
  Size: 1
  DX: 11
  PD/DR: 8/24
  Weight: 700 lbs.
  IQ: 10
  Damage: 6d
  HT: 16/18
  Reach: C, 1
  Habitat: All
  Skills: Climbing-12; Stealth-14; Tracking-14; Two-
  Handed Axe/Mace-13.
  Special Abilities: 
  Coup: A Harrowed who absorbs a stone man’s essence
  may take his stone club, which does sw+7 damage. Its Min
  ST is 15. It adds 1 to the Harrowed’s Tracking skill while
  carried.
  Horrific Appearance: See Terror, p. 7. Victims are at a -4
  penalty to Fright Checks.
  Invulnerability: A stone man cannot be stunned or
  fatigued.
  Squeamish: A stone man must make a Fright Check at -4
  when it sees blood that it isn’t responsible for.
  Stone Club: A stone man may do 6d crushing damage
  with its stone club. It loses its ability to track if its club is
  taken away.
  Vulnerability – Fire: If a stone man takes any fire dam-
  age, it bursts into flames. Twelve hours later, it crumbles into
  a heap of gravel and shards of burning ghost rock. Until then,
  it can act normally; in fact, anyone touching it will suffer 1d
  damage. Fire damage also bypasses the stone man’s PD and
  DR.
  Vulnerability – Wooden Stakes: A wooden stake, like the
  ones used to pin the victim during the ritual, bypasses the
  stone man’s armor completely.
  Abominations
  38
  Two-Faces
  When an Indian dies, having
  disregarded good advice and em-
  barked on a foolhardy course, his
  spirit may return as a two-faces.
  Two-faces only appear at night, to
  hide their shame. They feed on the
  ears of children who do not listen.
  A two-faces looks somewhat
  like a normal Indian brave, but is
  lean and wiry, with sharp black
  claws at the tips of its fingers. It also
  sports a second face on the back of
  its head. Both faces have sharp teeth.
  The two-faces must eat at least
  one pair of ears a week or it will
  starve to death. It likes to take its vic-
  tims by surprise, waking them and
  paralyzing them with its freezing
  stare, then taking their ears at leisure.
  Two-faces revel in destroying the youth and innocence that
  their victims represent. Sometimes a two-faces kills several vic-
  tims at once, stringing their ears on a necklace to save for later.
  There are rituals that will ward off a two-faces, and some
  shamans use them to keep their villages safe. Two-faces also
  cannot abide the touch of salt; indeed, only salt can destroy a
  two-faces for good.
  ST: 16
  Move/Dodge: 7/7
  Size: 1
  DX: 13
  PD/DR: 2/6
  Weight: 150 lbs.
  IQ: 12
  Damage: 2d+2 cut#
  HT: 14/16
  Reach: C, 1
  Habitat: All
  Skills: Bow-14; Brawling-15; Climbing-14; Intimida-
  tion-13; Stealth-16; Tracking-13.
  Special Abilities:
  Damage: A two-faces may bite twice in a round for 1d
  cutting damage, or claw once for 2d+2 cutting damage.
  Freezing Gaze: The two-faces’ gaze causes opponents
  who fail a roll against Will-2 to be paralyzed for 2d hours.
  Vulnerability – Salt: A handful of salt does 1d-1 damage
  to a two-faces, bypassing all armor. Salt is the only way to kill
  a two-faces permanently; if it is killed by any other means, it
  returns the following night to avenge itself on its killer.
  Weakness – Light: In the presence of a light source other
  than the moon and stars, a two-faces suffers a -2 penalty to all
  rolls.
  Weeping Widow
  A weeping widow is the spirit of a woman who lost a
  member of her immediate family to violence, and died herself
  shortly afterward. Unable to properly mourn in life, her grief
  and anger ties her to the physical world as a creature of
  despair and rage.
  Ordinarily, a weeping widow is an invisible spirit prowl-
  ing the site of her tragedy. If, however, an adult woman enters
  the widow’s home region, the weeping widow attempts to enter
  her body and exact payment for her sorrow from whoever may
  
  be at hand. The widow may initiate a Quick Contest of Will
  against her victim every turn until the intended host fails,
  leaves the widow’s area, or enters the radius of a Protection
  miracle. If the victim loses, she becomes possessed. The pos-
  sessed woman appears as the widow did in life, dressed in
  funeral clothing wet with tears. She speaks and weeps in the
  voice of her host body. She attacks savagely, shrieking with
  rage at the top of her lungs. Her tears are corrosive, burning
  anyone who touches her with bare flesh. She is immune to the
  type of weapon that killed the loved one she mourns.
  If the widow kills her opponents, she will weep over their
  bodies until her host dies of thirst or starvation, at which point
  she becomes an invisible spirit again. Anyone happening
  upon a weeping widow during this period is safe from her
  wrath unless they try to move the bodies.
  It is extremely difficult to destroy a weeping widow with-
  out killing the host. The only reliable way is to exorcise the
  host, at which point the widow moves on to the afterlife.
  ST: 15
  Move/Dodge: 7/7
  Size: 1
  DX: 14
  PD/DR: 0/0
  Weight: 130 lbs.
  IQ: 11
  Damage: 1d+2*
  HT: 15
  Reach: C
  Habitat: Any
  Skills: Area Knowledge (home area)-17; Brawling-17;
  Intimidation-14.
  Special Abilities:
  Damage: Weeping widows do 1d+2 crushing damage with
  their fists, plus an additional 1d acid damage.
  Horrific Appearance: See Terror, p. 7. Victims are at a -2
  penalty to Fright Checks.
  Invulnerability: A weeping widow is completely immune
  to whatever kind of weapon killed the loved one for whom she
  mourns. A weeping widow’s host cannot be stunned or fatigued.
  Tears: A weeping widow’s tears are highly corrosive. Any-
  one who touches the tear-streaked widow with bare skin takes
  1d damage from the acid. 
  Crimes Against Nature
  Not all monsters can be blamed on the Reckoners. Many
  of the worst afflictions of the modern era are the work of
  human minds and hands. The tremendous power mad science
  has given to its practitioners has inspired many of them to
  take matters of life and death into their hands, and to create
  new forms of life never seen before.
  Animal Man
  Throughout the Maze, one can hear rumors of a hidden
  island ruled by creatures that are half man and half beast.
  Rational people dismiss these tales as mere legends; howev-
  er, an unsettling number of miners claim to have encountered
  these animal people firsthand. Some will even show you the
  bodies. It seems that small bands of animal men are often
  found in remote areas of the Maze, where they are said to kid-
  nap the unwary and ill-defended. No one knows why.
  The animal men are the creations of a brilliant mad sci-
  entist named Lady Pamela Danvers. She came to the Maze
  with her husband in 1871 on a sightseeing expedition. She
  39
  Abominations
  found ghost rock so fascinating that she refused to leave,
  never leaving her increasingly bizarre experiments until her
  husband finally abandoned her in disgust.
  Lady Pamela, originally an amateur biologist, was study-
  ing the effects of ghost rock on animals – administering it top-
  ically, as fumes, as ingested powders, dissolved in various
  solvents, etc. She believed that ghost rock, taken internally,
  might have the power to accelerate certain key physical
  processes.
  In time, her experiments led her to construct a machine
  that would, in tandem with a course of ghost rock elixirs and
  unguents, accelerate the process of evolution within a single
  creature – the Evolver. The prospect of learning what animals
  would be like if uplifted to human stature and intellect was
  incredibly exciting.
  Sadly, the Evolver was inadequate to the task. Trans-
  forming a mere animal into something akin to human was too
  great a burden, even for her technological marvel. Frustrated,
  Lady Pamela decided to attempt an intermediate course. She
  hired thugs to find her some human “volunteers.” Using the
  Evolver, her elixirs, and deft surgery, Lady Pamela combined
  man and beast, creating something that was both more and
  less than its components.
  Today, Lady Pamela carries out her experiments on an
  isolated mesa, far from civilization, where she and her cre-
  ations – over 100 of them by now – live. The more success-
  ful experiments are her favored pets and servants, while the
  failures roam wild in the mesa-top hills. Lady Pamela and her
  servants live in a small town, from which she sends out par-
  ties to find supplies and more experimental subjects.
  Lady Pamela makes sure to inculcate a sense of awe and
  respect into her creations; they regard her as a sort of goddess.
  If they didn’t, they might well rebel at the shabby way she
  treats them.
  Basic Animal Man
  ST: 10
  Move/Dodge: 6/6
  Size: 1
  DX: 11
  PD/DR: 0/0
  Weight:150 lbs.
  IQ: 9 
  Damage: 1d-4 cr
  HT: 11
  Reach: C
  Habitat: All
  Special Abilities:
  Gear: Many animal men have natural weaponry, but
  some may carry knives or guns. These weapons are usually in
  poor condition and are liable to malfunction; hand weapons
  will be of Cheap quality, and guns have their Malf increased
  by one step.
  Bear Man
  ST: 16
  Move/Dodge: 6/6
  Size: 1
  DX: 11
  PD/DR: 0/1
  Weight: ~210 lbs.
  IQ: 9
  Damage: 1d+2 cr
  HT: 14/18
  Reach: C
  Habitat: All
  Skills: Brawling-11.
  Special Abilities:
  Damage: A bear man can claw for 1d+2 crushing dam-
  age. Bear men rarely carry weapons, preferring to rely on
  brute force.
  
  Abominations
  40
  Dog Man
  ST: 10
  Move/Dodge: 6/6
  Size: 1
  DX: 11
  PD/DR: 0/0
  Weight: ~150 lbs.
  IQ: 10
  Damage: 1d-2
  HT: 13
  Reach: C
  Habitat: All
  Skills: Detect Lies-12; Scrounging-12; Swimming-11;
  Tracking-14.
  Special Abilities:
  Damage: Dog men can bite for 1d-2 cutting damage. If
  they expect to be facing danger, they often carry knives or
  clubs for protection.
  Pig Man
  ST: 10
  Move/Dodge: 6/6
  Size: 1
  DX: 11
  PD/DR: 0/0
  Weight: ~150 lbs.
  IQ: 11
  Damage: 1d-2
  HT: 12
  Reach: C
  Habitat: All
  Special Abilities:
  Damage: A pig man can bite for 1d-4 crushing damage.
  Pig men sometimes carry weapons, but prefer to keep com-
  pany with other animal men who are better at fighting.
  Puma Man
  ST: 12
  Move/Dodge: 6/6
  Size: 1
  DX: 14
  PD/DR: 0/0
  Weight: ~150 lbs.
  IQ: 10
  Damage:1d+1cut
  HT: 12
  Reach: C
  Habitat: All
  Skills: Brawling-14; Fast-Talk-10; Jumping-16; Stealth-
  14; Survival-10.
  Special Abilities:
  Damage: Puma men can claw for 1d+1 cutting damage
  or for 1d-1 impaling damage.
  Rabbit Man
  ST: 10
  Move/Dodge: 6/6
  Size: 1
  DX: 14
  PD/DR: 0/0
  Weight: ~150 lbs.
  IQ: 10
  Damage: 1d-4 cr
  HT: 12
  Reach: C
  Habitat: All
  Special Abilities:
  Damage: Rabbit men have no natural defenses, just fists
  and feet like a normal man. A normal rabbit man punches for
  1d-4 crushing damage.
  Danger Sense: See p. B20.
  Raccoon Man
  ST: 10
  Move/Dodge: 6/6
  Size: 1
  DX: 14
  PD/DR: 0/0
  Weight: ~150 lbs.
  IQ: 11
  Damage:1d-4cr
  HT: 12
  Reach: C
  Habitat: All
  Skills: Guns (Pistol)-14; Lockpicking-14; Mechanic-11;
  Pickpocket-14; Scrounging-11.
  Special Abilities:
  Damage: Raccoon men have no natural defenses, just
  fists and feet like a normal man. A raccoon man punches for
  1d-4 crushing damage.
  Animal men will have trouble fitting into the world at large;
  most people will insist on seeing them as curiosities. However,
  in a particularly over-the-top campaign, or one in which the
  party spends a lot of time away from civilization, an animal man
  could make an interesting party member. Solitary animal men
  could be scouts who got lost or disgruntled people who decided
  to flee Lady Pamela’s tyrannical rule.
  Alternately, a campaign could center on the hidden vil-
  lage of the animal people; such a campaign might not even be
  billed as a Deadlands campaign. The party would simply dis-
  cover the larger world of the Weird West piece by piece as they
  carry out missions for Lady Pamela.
  Bear Man
  133 points
  Attributes: ST +6 [70]; DX +1 [10]; IQ -1 [-10]; HT +4 [45].
  Advantages: Claws [15]; Extra Hit Points 4 [20]; Fur 1 [4];
  Strong Will +2 [8]. 
  Disadvantages: Hideous [-15]; Social Stigma (Valuable
  property) [-10]; Uneducated [-5].
  Skills: Brawling at DX [1].
  Dog Man
  28 points
  Attributes: DX +1 [10]; HT +3 [30].
  Advantages: Fur 1 [4]; Sharp Teeth [5]; Strong Will +1 [4].
  Disadvantages: Hideous [-15]; Social Stigma (Valuable
  property) [-10]; Uneducated [-5].
  Skills: +1 Detect Lies [2]; +2 Scrounging [1]; Tracking at IQ [2].
  Pig Man
  29 points
  Attributes: DX +1 [10]; IQ +1 [10]; HT +2 [20].
  Advantages: Cast Iron Stomach [15].
  Disadvantages: Hideous [-15]; Social Stigma (Valuable
  property) [-10]; Uneducated [-5].
  Skills: +1 Fast-Talk [1]; Scrounging at IQ [1]; Survival at IQ [2].
  Puma Man
  110 points
  Attributes: ST +2 [20]; DX +4 [45]; HT +2 [20].
  Advantages: Fearlessness +1 [2]; Strong Will +2 [8]; Talons
  [40].
  Disadvantages: Hideous [-15]; Social Stigma (Valuable
  property) [-10]; Uneducated [-5].
  Skills: Brawling at DX [1]; Stealth at DX [2]; Survival at IQ [2].
  Rabbit Man
  53 points
  Attributes: DX +4 [45]; HT +2 [20].
  Advantages: Danger Sense [15].
  Disadvantages: Hideous [-15]; Social Stigma (Valuable
  property) [-10]; Uneducated [-5].
  Skills: +1 Detect Lies [2]; +1 Fast-Talk [1].
  Raccoon Man
  57 points
  Attributes: DX +4 [45]; IQ +1 [10]; HT +2 [20].
  Advantages: Manual Dexterity 2 [6].
  Disadvantages: Hideous [-15]; Social Stigma (Valuable
  property) [-10]; Uneducated [-5].
  Skills: +1 Mechanic [1]; Pickpocket at DX [4]; Scrounging at
  IQ [1].
  Animal Men as Player Characters
  
  Automaton
  The labs of Darius Hellstromme have produced many
  fearsome creations, but among the most feared are the enor-
  mous automatons – iron-plated men, 7 feet tall. Hellstromme
  often deploys them to guard his interests or to battle his
  rivals’ gangs, usually in groups of three to five.
  Automatons are hand-crafted, so every one is slightly
  different, but the basic layout is uniform: geared or piston-
  driven limbs attached to a barrel-shaped torso (which con-
  tains a ghost-rock boiler), topped with a cylindrical head.
  One arm usually sports a savage grasping claw while the
  other one is topped with a Gatling gun.
  The automatons’ eerie intelligence has a dark secret
  behind it: the automaton’s head contains an undead brain,
  preserved and reanimated by a concoction stolen from Baron
  LaCroix and connected to the steam-powered monstrosity by
  Hellstromme’s mad science. This undead mind is far more
  adaptable and intelligent than any analytical engine. When-
  ever an automaton is crippled, a charge of dynamite is trig-
  gered which destroys the head cylinder, protecting
  Hellstromme’s secret.
  ST: 17
  Move/Dodge: 4/4
  Size: 1
  DX: 10
  PD/DR: 4/12
  Weight: 600 lbs.
  IQ: 9
  Damage: 3d-1 cr#
  HT: 14/16
  Reach: C, 1
  Habitat: All
  Skills: Brawling-13; Gunner (Machine Gun)-13.
  Special Abilities:
  Damage: Automatons fight either with their steam-driv-
  en pincer claw, which does 3d-1 crushing damage, or their
  arm-mounted Gatling gun (see p. DL71). A normal automa-
  ton carries 60 rounds for the Gatling.
  Horrific Appearance: See Terror, p. 7. Victims are at a -2
  penalty to Fright Checks.
  Imperturbable: See p. CI26.
  Invulnerability: Spells or hexes which attack animate
  creatures do not affect the frame of an automaton – Soul
  Blast, for example, is wholly useless unless targeted specifi-
  cally at the automaton’s brain. However, powers which only
  affect inanimate objects will affect an automaton’s frame.
  Self-Destruct: If the automaton is crippled, the dynamite
  mounted underneath its brain explodes for 9d points of dam-
  age in the automaton’s hex (see pp. B121-122 for details on
  explosions). The only way to prevent a defeated automaton
  from self-destructing is to render the zombie brain uncon-
  scious before it can trigger the explosion. Since automatons
  do not suffer auxiliary effects from damage, this is extreme-
  ly difficult; magic or mad science will probably be required
  to achieve the desired effect.
  Undead: An automaton has the Injury Tolerance (No
  Blood, No Vitals) and Vampiric Immortality advantages. It
  cannot be stunned or fatigued, and it suffers no debilitating
  effects from damage.
  Clockwork Tarantula
  Clockwork tarantulas are similar to automatons in all but
  shape. They are metal creations the size of a large dog, with
  eight gear-driven legs.
  41
  Abominations
  They scuttle about to work Hellstromme’s will. They have
  nozzles which spray or inject a potent acid and metal plating
  which defends them from normal firearms. Unlike automa-
  tons, however, clockwork tarantulas are operated by a reani-
  mated animal brain rather than a human brain. They also lack
  explosive charges; a crippled tarantula floods its braincase
  with acid.
  ST: 13
  Move/Dodge: 5/5
  Size: 1
  DX: 13
  PD/DR: 2/6
  Weight: 300 lbs.
  IQ: 4
  Damage: 1d+2 imp
  HT: 10
  Reach: C
  Habitat: All
  Special Abilities:
  Acidic Bite: Clockwork tarantulas have extremely power-
  ful mandibles which do 1d+2 impaling damage. If the attack
  roll is made by four or more, the tarantula injects a powerful
  acid, which does 2d+2 points of acid damage to the location
  of injection in the first turn, 2d points of acid damage to the
  torso the second turn, and 1d+1 points of acid damage to the
  torso the third turn.
  Acid Spray: The tarantula can spray acid short distances.
  Its acid reservoir has 12 shots’ worth. The acid spray has SS
  10, Acc 1, Max 7, and does 2d+2 points of damage.
  Horrific Appearance: See Terror, p. 7. Victims are at a -4
  penalty to Fright Checks.
  Imperturbable: See p. CI26.
  Invulnerability: Spells or hexes which attack animate
  creatures do not affect the frame of an clockwork tarantula –
  Soul Blast, for example, is wholly useless unless targeted
  specifically at the clockwork tarantula’s brain. However, pow-
  ers which only affect inanimate objects will affect an clock-
  work tarantula’s frame.
  Self-Destruct: If a tarantula is crippled, it vents the
  remainder of its reservoir into its brain case. The reservoir
  actually holds 13 shots; one is always held in reserve for this
  purpose. Anyone within two yards of the tarantula when it
  self-destructs takes 1d-3 acid damage per remaining charge of
  acid.
  Undead: A clockwork tarantula has the Injury Tolerance
  (No Blood, No Vitals) and Vampiric Immortality advantages.
  It cannot be stunned or fatigued, and it suffers no debilitating
  effects from damage.
  Wall-Crawling: Tarantulas can move at their full speed
  on any surface soft enough for them to dig their claws into
  – wood or softer, generally speaking.
  The Poor Man’s Automaton
  Many inventors have tried to duplicate Hellstromme’s
  automatons; lacking his expertise in the dark arts, they
  have all fallen short of the mark. The resulting creations,
  however, do suffice for certain purposes. An imitation
  automaton is similar to the real thing, but has an IQ of 4, a
  Dodge of 0, no penalty to Fright Checks, no self-destruct
  capability, and magic affecting animate creatures will not
  affect it at all.
  Clockwork tarantulas are so far impossible to imitate;
  the analytical machinery necessary to handle eight legs is
  beyond the state of the art.
  
  Doom Cloud
  When a crowd of people dies from exposure to poison
  gas, there is a faint chance that a horrible abomination
  called a doom cloud may be created. A doom cloud is a sen-
  tient poison cloud, a blob of blood-red fog which drifts
  along killing anything which gets in its path. 
  Because it is a gaseous creature, it is virtually immune
  to damage, and can seep into any unsealed building. Only
  weapons of pure iron can wound a doom cloud, and the best
  way to deal with one is nothing more than a good brisk
  wind. Their susceptibility to winds usually keeps doom
  clouds confined to low places where they are protected
  from such phenomena.
  ST: 8
  Move/Dodge: 5/5 Size: 7
  DX: 10
  PD/DR: 0/0
  Weight: negligible
  IQ: 10
  Damage: *
  HT: 10
  Reach: C
  Habitat: Any
  Skills: Stealth-13.
  Special Abilities:
  Flying: Doom clouds fly at Move 5, moving over
  obstacles on the ground without trouble.Gaseous Form:
  Doom clouds are all but intangible, and can seep into any
  portal or window that is not sealed airtight.
  Horrific Appearance: See Terror, p. 7. Victims are at a
  -4 penalty to Fright Checks.
  Immunity – Normal Damage: No normal weapon can
  affect the gaseous doom cloud. Magical attacks that are not
  area-effect do only half damage.
  Imperturbable: See p. CI26.
  Poisoned Air: A doom cloud’s attack is its body; it
  moves over the people that it wishes to attack. Anyone
  caught within the affected area must make a HT-4 roll each
  round to avoid inhaling the doom cloud. Failure causes the
  victim to lose one point of HT. The process continues until
  the victim either leaves the cloud or dies. Lost HT returns
  at a rate of one point per minute. An airtight gas mask is
  proof against a doom cloud.
  Vulnerability – Electricity: Electrical attacks do double
  damage to a doom cloud.
  Vulnerability – Pure Iron: Weapons made of pure iron
  do normal damage; steel weapons do not qualify.
  Vulnerability – Wind: A stiff wind does 2d+1 points of
  damage to a doom cloud.
  Patchwork Man
  The transplantation and reanimation of living tissue was
  one of the first projects tackled by mad science. Many
  experiments were carried out, but rarely if ever did any meet
  with success. Finally, a doctor named Wilma Meister hit on
  a radical new approach. She implanted a small lobe of brain
  tissue into each body part that she attempted to graft, in con-
  junction with the application of various solutions and elec-
  trical stimulations. When this technique was applied, she
  could reanimate the grafted limbs, and even a creature made
  solely of grafted material.
  Abominations
  42
  Unfortunately, this is not the brilliant scientific break-
  through Dr. Meister thought it to be. The presence of the bit
  of brain permits minor manitous to enter and animate each
  body part; the end result is a sort of composite walkin’ dead.
  Few scientists have pursued Dr. Meister’s work to its
  fullest extent; building living creatures out of spare parts
  turns the stomachs of more than a few. However, a number
  of unorthodox surgeons have used patchwork science to cre-
  ate replacement limbs for amputees – some even stitch a
  small chunk of brain into the surgical area when trying to
  save a limb not yet dead, as a sort of insurance. 
  Most true patchwork scientists – those who continue to
  tread the path blazed by Dr. Meister – build creatures that
  are recognizably human. They are clearly artificial: scars
  and sutures criss-cross their body, their body parts rarely
  match, frequently their limbs are unnaturally bulked out
  with extra implanted muscle, and sometimes they have
  limbs or other features which normal people just don’t have.
  These added limbs and organs can give them extra manipu-
  lators, enhanced senses, increased strength, and any number
  of other augmentations. Sadly, some patchwork men also
  carry diseases, lying dormant in the body parts harvested by
  an incautious doctor. These patchwork men are often inad-
  vertent plague bearers.
  ST: 13
  Move/Dodge: 6/6 Size: 1
  DX: 12
  PD/DR: 0/0
  Weight: 150 lbs.
  IQ: 9
  Damage: 1d+2 cr
  HT: 14
  Reach: C
  Habitat: All
  Skills: Brawling-13; Climbing-11; Guns (any)-12;
  Stealth-13; Swimming-11.
  Special Abilities:
  Damage: Patchwork men can bite for 1d+2 crushing
  damage. Some patchwork men have claws, horns, fangs, or
  other damaging implements attached.
  Enhanced Senses: Some patchwork men have sensory
  organs transplanted from animals, which give them a +2 or
  better bonus to all appropriate sense rolls.
  Grafted Limbs
  In the aftermath of the brutal fighting which has char-
  acterized the Civil War, many soldiers come home missing
  a limb or two. Science has provided many of these men
  reasonably good substitutes, but patchwork science offers
  them a replacement which is almost as good as the origi-
  nal. A character with access to patchwork science can buy
  off a missing limb disadvantage (Missing Digit, One Arm,
  One Hand, or One Leg) by having a replacement limb
  grafted onto his body. A grafted limb may be made with
  Modified Arm ST, Modified Arm DX, or any other advan-
  tage that the GM feels appropriate. However, patchwork
  limbs have a distinct disadvantage; by allowing a manitou
  to take up residence in his body, the graftee leaves himself
  open to various sorts of corruption. A patchwork graftee
  gains the Voices (Diabolical) disadvantage (see p. CI94).
  Patchwork graftees also get an extra HT roll to become
  Harrowed.
  
  Horrific Appearance: See Terror, p. 7. Victims are at a
  -4 penalty to Fright Checks.
  Muscle Augments: Some patchwork men have extra
  muscle mass stitched onto them, giving them boosted ST.
  Usually the grafted muscle raises the patchwork man’s ST to
  16 or thereabouts, but patchwork men boosted to ST 20 or
  above are not unheard of.
  Undead: A patchwork man has the Undead Invulnera-
  bility and Vampiric Immortality advantages. It cannot be
  stunned or fatigued, and it suffers no debilitating effects
  from damage. Its focus is its patchwork; each individual
  piece of a patchwork man must be destroyed to kill it per-
  manently.
  Patchwork Wasp
  At the far end of the patchwork continuum lies the
  patchwork wasp, perhaps the most outlandish creation
  that patchwork science is capable of. Very few patchwork
  scientists would ever bring themselves to build such a
  thing.
  The patchwork wasp is built around a human head
  and torso. However, it has six arms attached to its torso,
  and a repulsive lower part, shaped like a wasp’s abdomen,
  constructed from spare muscle tissue and several human
  stomachs. The stomachs store poison, which is routed
  through a small cow horn grafted to the abdomen’s tip.
  The wasp’s wings are constructed from a lattice of fore-
  arm bones and thinly stretched human skin. Each eye
  socket holds a composite mass of eye tissue – a bulging
  expanse of iris and pupil.
  ST: 7
  Move/Dodge: 4/4 Size: 1
  DX: 12
  PD/DR: 0/0
  Weight: 180 lbs.
  IQ: 9
  Damage: 1d+1 imp
  HT: 9/6
  Reach: C, 1
  Habitat: All
  Skills: Brawling-14; Stealth-12.
  43
  Abominations
  Special Abilities:
  Bug Eyes: A patchwork wasp’s composite eyes give it
  a +4 to any rolls to notice anyone sneaking up on it.
  Damage: A patchwork wasp may sting for 1d+1
  impaling damage, injecting poison in the process.
  Flying: A wasp may fly at Move 6, with a Dodge of 6.
  The Move given above is for its movement on the ground.
  Horrific Appearance: See Terror, p. 7. Victims are at
  a -4 penalty to Fright Checks.
  Poison: A patchwork wasp’s poison is a Type A
  venom that does 2d hits.
  Undead: A patchwork wasp has the Vampiric Immor-
  tality and Undead Invulnerability advantages. It cannot be
  stunned or fatigued, and it suffers no debilitating effects
  from damage. Its focus is its patchwork; each individual
  piece of a patchwork wasp must be destroyed to kill it per-
  manently.
  New Abominations
  The following abominations have never appeared before.
  They have been written up with both GURPS and original
  Deadlands stats.
  Bear Lake Monster
  The Bear Lake Monster is an unique abomination found
  in Utah’s Bear Lake. It looks like a giant brown snake, with a
  maw large enough to swallow a man. It has dozens of small
  legs on either side, so it can run about on the land if it choos-
  es to. It lurks in the depths of the lake, surfacing occasionally
  to snatch down a swimmer or to attack horses tethered by the
  lake’s edge. Legend speaks of a king’s ransom dragged to the
  bottom of the lake by the monster; other legends claim the
  booty is stuck in the monster’s gullet.
  GURPS Bear Lake Monster
  ST: 50
  Move/Dodge: 8/6
  Size: 30
  DX: 13
  PD/DR: 4/12
  Weight: 10 tons+
  IQ: 6
  Damage: 5d+1 cut#
  HT: 14/150 Reach: C
  Habitat: Bear Lake
  Skills: Brawling-14.
  Special Abilities:
  Damage: The Bear Lake Monster can do 5d+1 cutting
  damage with its jaws, or bash with its body and tail for 2d crush-
  ing damage.
  Horrific Appearance: See Terror, p. 7. Victims are at a -4
  penalty to Fright Checks.
  Swallowing: On a successful attack with the monster’s
  jaws, the victim must win a Quick Contest of DX with the mon-
  ster to avoid being swallowed. Inside the monster, the victim
  will take 1d hits of acid damage each turn and is in danger of
  suffocation (see p. B122 for details). He must also make a new
  Fright Check at -6 to avoid panicking at being swallowed by a
  giant water snake. However, if he survives the journey, any
  attacks made from inside the monster hit its unarmored vitals.
  Swimming: In water, the monster moves with a Move
  of 30 and a Dodge of 10. The Move and Dodge listed above
  are for its movement on land.
  
  Deadlands Bear Lake Monster
  Corporeal: D: 3d6, N: 3d8, S: 5d12+4, Q: 3d10, V: 4d8
  Fightin’: brawlin’ 3d8
  Mental: C: 2d8, K: 1d4, M: 3d8, Sm: 2d6, Sp: 2d6
  Size: 60
  Wind: 28
  Terror: 9
  Special Abilities:
  Bite: STR+2d8
  Body Slam: STR
  Swallow: The monster can swallow any opponent small-
  er than Size 8. Anyone swallowed is in danger from wounds
  already suffered, imminent drowning, and 2d6 damage
  inflicted each round by stomach juices. However, any suc-
  cessful attack by someone in the monster’s gut hits the mon-
  ster’s unarmored gizzards.
  Swimming: Pace 60.
  Bookburner
  A bookburner is a corruption that exists to destroy knowl-
  edge – particularly occult knowledge. They attack libraries
  and universities, destroying texts and killing the educated.
  They focus on repositories of occult knowledge; seminaries
  are not uncommon targets.
  A bookburner may be created when a person commits a
  murder to prevent some knowledge from spreading. If the
  murderer kills not out of duty or necessity, but out of hatred
  for the truth, the risk is extremely high. This type of corrup-
  tion is particularly insidious; if Texas Rangers and Agency
  operatives become overzealous, the bookburner’s fate awaits
  them. For this reason, both organizations keep a close eye on
  their agents and pull them if they get too personally invested
  in a case. The creation of bookburners is a masterstroke for
  the Reckoners; they eliminate the sources of intelligence that
  could lead to their defeat, and they tie the hands of their great-
  est adversaries in the process.
  Bookburners look like normal human beings, slightly
  distended with flushed skin.
  GURPS Bookburner
  ST: 15
  Move/Dodge: 7/6
  Size: 1
  DX: 13
  PD/DR: 0/0
  Weight: 150 lbs.
  IQ: 11
  Damage: 1d cr
  HT: 14/20
  Reach: C
  Habitat: All
  Skills: Brawling-15; Intimidation-18.
  Special Abilities:
  Blazing Censorship: A bookburner can ignite any printed
  material by touching it. Usually this means paper, but a paint-
  ed wooden sign is equally vulnerable. Even a brick wall with
  writing on it will ignite, though the fire generally dies out after
  scorching the writing to illegibility.
  Coup: A Harrowed who counts coup on a bookburner
  gains the bookburner’s Gag Rule power.
  Damage: A bookburner may punch for 1d crushing dam-
  age, or kick for 1d+2 crushing damage.
  Gag Rule: Bookburners can cast the Hush spell at level
  15 (see p. M70).
  Abominations
  44
  Gear: Bookburners often carry knives and guns.
  Terror: See p. 7.
  Deadlands Bookburner
  Corporeal: D: 4d6, N: 3d8, S: 4d10, Q: 2d10, V: 4d8
  Fightin’: brawlin’ 4d8
  Mental: C: 2d6, K: 3d4, M: 4d8, Sm: 3d6, Sp: 3d8
  Overawe 5d8
  Size: 9
  Terror: 5
  Special Abilities:
  Blazing Censorship: A bookburner can ignite any print-
  ed material by touching it. Usually this means paper, but a
  painted wooden sign is equally vulnerable. Even a brick wall
  with writing on it will ignite, though the fire generally dies out
  after scorching the writing to illegibility.
  Coup: A Harrowed who counts coup on a bookburner
  gains the bookburner’s Gag Rule power.
  Damage: Fists (STR)
  Gag Rule: A bookburner can make any person absolute-
  ly silent for a full minute unless the subject makes a Spirit roll
  against a TN of 7.
  Gear: Bookburners often carry knives and guns.
  Bubble
  In the Maze, when a miner particularly consumed with
  ambition and the lust for riches falls to his death from the side
  of a mesa, a bubble may be born. As the miner’s corpse settles
  into the ghost-rock-laden silt of the Maze’s waterways, the fire
  of his ambition (with a little help from the Reckoners) begins
  an arcane reaction. The corpse’s insides begin to turn into a
  thick froth, swelling the body’s husk to grotesque, balloon-like
  proportions as it wicks up silt and water. Finally, the corpse
  splits open, revealing a huge and expanding globule of thick,
  gelatinous foam. This rises to the surface, buoyed up by the gas
  generated in its core, and bursts through the waves to drift up
  to a level 10 to 30 feet above the water. At this point it spreads
  out into a fluffy cloud of light, gooey foam, kept aloft by cells
  of buoyant gas and bobbing along at a few miles an hour.
  When a bubble explodes onto the surface, all Mazers have
  the same reaction: run. Some, however, run toward the bubble,
  while others run away. Bubbles have certain unique properties
  which make their emergence at once a tremendous opportuni-
  ty and a lethal danger. A bubble rubs along various mesa sides
  as it drifts along the Maze’s canyons. Powerful caustic com-
  pounds within the bubble dissolve the mesa rock that it touch-
  es. Collapses above the bubble are common. The sheets of rock
  that cascade onto the bubble are mostly dissolved by its corro-
  sive interior; however, the fundaments – as Maze miners col-
  lectively refer to gold, silver, and ghost rock – are not. As a
  result, a bubble continually drops nuggets of fundament as it
  moves along.
  When a bubble explodes onto the surface, all
  Mazers have the same reaction: run.
  �
  �
  
  For this reason, brave (or foolhardy) souls can always be
  relied upon to take boats under any bubble, scooping up the
  riches that fall from the sky. Sometimes fights break out
  between different parties working the bubble’s shadow. The
  greatest danger that a bubble-miner faces, however, is not his
  fellow miners, but the bubble itself. The core of a bubble is a
  cauldron of chemical interactions. Along with the valuable fun-
  daments, a bubble continuously exudes heavy fumes that cloud
  a man’s judgment, making him stay too long or forget his pur-
  pose for coming. Most dangerous of all, however, is the reaction
  going on in the bubble’s core.
  The core of a bubble is a boiling mass of reacting minerals
  and volatiles. Lifting cells made of froth and filled with its own
  outgassing keep the bubble aloft. In time, however, as dissolved
  rock adds minerals, the reactions within the bubble reach a run-
  away point. The core of the bubble explodes, tearing open cells
  filled with volatile gases and igniting them all at once. The bub-
  ble vanishes in a terrible explosion, filling the canyon with fire for
  half a mile in either direction, and killing anyone underneath. A
  bubble’s detonation is unpredictable; every bubble is different,
  and anyone who claims to predict when one will go is a fool. Still,
  for many, the opportunity to work 10 minutes and ride away with
  a month’s worth of fundament is irresistible.
  Bubbles vary in size; most are about 10 yards square, but
  they can be much smaller or larger. A small bubble may have a
  less fierce explosion, but tends to drift lower, which keeps it dan-
  gerous. An extremely large bubble can endanger huge areas;
  when a bubble spawned from the deaths of an entire mining camp
  in 1875, it was 100 yards across and caused the evacuation of
  every town for miles. When it detonated, it wiped several towns
  from the earth entirely.
  For that reason, the authorities often respond to a bubble by
  shelling it from the mesa tops above; any damage done by the
  artillery or by premature explosion will be nothing compared to
  the devastation caused by a mature bubble.
  GURPS Bubble
  ST: –
  Move/Dodge: 3/0 Size: ~100
  DX: –
  PD/DR: 4/20
  Weight: –
  IQ: –
  Damage: *
  HT: 15/1,000  Reach: *
  Habitat: SW
  Special Abilities:
  Explosion: When a bubble’s internal reactions reach a
  certain critical point, the bubble explodes, tearing itself apart
  in an enormous and deadly explosion. This explosion is
  equivalent to 10 tons of dynamite, doing 6d×32,000 points of
  damage at ground zero and falling off normally with distance
  (see p. B121 for details). At water level, even for a high-float-
  ing bubble, damage remains as high as 6d×30, which will kill
  any exposed prospectors and destroy most ships underneath.
  A bubble’s internal reactions are unpredictable. The GM
  should roll 3d every minute: on an 18, the bubble blows. If a
  bubble has been wounded, its explosive force is reduced in
  proportion to the hit points it has lost. A bubble that is down
  to 500 hit points, for example, will do only 6d×16,000 points
  of damage when it explodes. However, any hit that does more
  than 1/10 of the bubble’s current hit points in damage may
  trigger a premature explosion: check for detonation after
  every such hit.
  45
  Abominations
  Fumes: The fumes that drift down from a bubble addle a
  man’s mind. Every minute spent under a bubble reduces a
  person’s effective IQ by 1. Every five minutes under a bubble
  reduces a person’s effective DX by 1. The fumes also cause
  people to lose their sense of time; only people with Absolute
  Timing can keep track of time while under a bubble. 
  Invulnerability – Normal Weapons: Ordinary weapons
  cannot hurt a bubble; knives and bullets pass right through.
  Only magic, fire, and explosions can damage one.
  Deadlands Bubble
  Corporeal: D: –; N: –; S: –; Q: –; V: 5d8
  Mental: C: –; K: –; M: 4d12+4, Sm: –; Sp: –
  Size: 40
  Special Abilities:
  Armor: 2
  Explosion: A bubble’s explosion is catastrophically
  huge. It does 25d20 damage, with a burst radius of 20 yards.
  Fumes: Every minute spent under a bubble reduces a
  person’s effective Cognition and Smarts by one die type.
  Every five minutes under a bubble reduces a person’s effec-
  tive Deftness and Nimbleness by one die type. The fumes also
  cause people to lose their sense of time.
  Immunity: To ordinary weapons. Only magic, fire, and
  explosions can damage a bubble.
  Feverish
  Everyone who knows a thing or two about ghost rock is
  familiar with the greatest occupational hazard of working with
  it: rock fever (see p. DL32). Anyone who spends too much
  time handling ghost rock or working near it may contract the
  dread disease, which saps a man’s vitality, addles his brain, and
  can lead to spontaneous combustion – a handful of sufferers
  burn from the inside out, leaving behind a few ashes and a
  lump of ghost rock.
  Periodically, however, a rock fever victim burns, but is not
  consumed. Common parlance calls these fever victims “fever-
  ishes.” Usually, these victims are ornery, vigorous cusses who
  linger on in their fever for weeks – too tough to die, but not
  tough enough to get better. Serious brain damage has usually set
  in by the time “nonfatal ignition” occurs, as the doctors call it.
  In nonfatal ignition, the layer of fat beneath the skin
  ignites. This sends the feverish mad with pain and terror. For
  some reason, although the skin is burned, the flesh below is
  not consumed by the fire. Some doctors speculate that this
  phenomenon is caused by ghost rock vapors slowly coming
  out of solution in the tissue and burning off away from the
  actual flesh.
  In any event, the ignition process causes every feverish to
  go berserk, running about looking for something to extinguish
  the flames. Water won’t do it. For some reason, every feverish
  seems to conceive the notion that blood will extinguish the
  flames. Presumably they all have heard the old story about
  blood being necessary to put out a ghost rock fire. It isn’t true,
  but things like that stick with you. As a result, feverishes tend
  to attack passers-by in hopes of drenching themselves in blood.
  They keep attacking until driven away forcibly or killed.
  
  A feverish can last a very long time if not killed. After the
  first few hours, they come to realize that the matter is not press-
  ing; the fire, however painful, will not kill them any time soon.
  They become much stealthier. They don’t seem to lose the
  notion that blood will quench the flames, though.
  More dangerous perhaps than the feverish’s attacks is the
  potential damage one can do to a town. Most towns where
  ghost rock is used aren’t built for fire safety. If a feverish gets
  loose in Shan Fan, the city may be fighting fires up and down
  its length by the time the night is through.
  GURPS Feverish
  ST: 15
  Move/Dodge: 6/6
  Size: 1
  DX: 10
  PD/DR: 0/0
  Weight: 150 lbs.
  IQ: 10
  Damage: *
  HT: 12
  Reach: C
  Habitat: All
  Skills: Brawling-13.
  Special Abilities:
  Damage: A feverish can punch for 1d-1 crushing damage
  plus 2 points of fire damage. 
  Fiery Grapple: Feverishes can grapple opponents. When
  they do, their blazing flesh does 1d+2 fire damage to the
  unfortunate opponent every turn.
  Horrific Appearance: See Terror, p. 7. Victims are at a -2
  penalty to Fright Checks.
  Deadlands Feverish
  Corporeal: D: 1d6, N: 1d10, S: 5d8, Q: 2d6, V: 3d6
  Fightin’: brawlin’ 5d10, wrasslin’ 4d10
  Mental: C: 1d8 , K: 2d6 , M: 3d6, Sm: 2d6, Sp: 2d6
  Size: 6
  Wind: 12
  Terror: 7
  Special Abilities:
  Fiery Grapple: A feverish which makes a successful
  fightin’: wrasslin’ roll does 3d6 fire damage to the unfortunate
  target.
  Fists: STR
  Overseer
  Overseers are the fears of the industrial worker given
  flesh. In their normal form, they appear to be ordinary men.
  They insinuate themselves into large organizations, becoming
  foremen or supervisors in a short time. Once firmly
  ensconced, an overseer selects a victim from among his sub-
  ordinates; this is usually the man under his authority who has
  the most to lose – vigorous health, a wife and children, a
  bright future, and so on.
  Gradually, the overseer places ever-greater demands on
  his victim, assigning him the most soul-crushing, back-break-
  ing labor the job has to offer and insisting that he work long
  and irregular hours. If the victim (or anyone else) attempts to
  protest this treatment, the overseer threatens him and his
  loved ones with the direst of consequences – firing, eviction,
  physical harm, even starvation. 
  As the weeks wear on, the overseer begins to threaten the
  victim even when he does not protest. His work is rejected or
  destroyed; his performance is sharply criticized no matter
  Abominations
  46
  how exemplary; his pay is docked arbitrarily. In time, the
  overseer makes his way to the victim’s family to threaten
  them with the consequences of failing to “shape up.”
  Over time, the victim is worn down by the constant
  strain. His health breaks down, and the constant pay cuts
  cause him and his family to lose their home or cut their house-
  keeping expenses to the bone. Once-happy families become
  haggard tribes, constantly snapping at each other from hunger
  and the stress of living on the edge of poverty. Meanwhile, the
  fear experienced by the victim and his family is echoed by the
  other workers in the plant, who know that they could be
  equally terrorized by the overseer at any time.
  In the end, the worker has two choices: labor on until he
  collapses and dies at his station, or quit. If the worker labors
  on until death, the overseer simply picks a new victim. Any-
  one who tries to quit, however, sees a bit of the overseer’s true
  form. The overseer gets the worker alone to “talk to him”;
  what really happens is more of the same threats, but the over-
  seer lets a bit of his true form show and allows his aura of ter-
  ror to manifest. This persuades most workers to stay.
  If a victim persists in trying to quit, the overseer makes
  good on his promises. After the worker leaves, the overseer
  takes its true form, finds the victim’s home, and murders his
  loved ones. Then the overseer leaves town to find a new place
  to set up shop. 
  Anyone who meets the overseer during this lethal errand
  or who tries to confront an overseer directly sees the overseer
  in his true form: a huge, hairy monstrosity, like a cross
  between a gorilla and a Kodiak bear; he has a fierce maw full
  of teeth, long serrated talons, and drool festooning its bluish-
  gray fur. It likes to devour the organs of its victims and leave
  them eviscerated for others to find.
  GURPS Overseer (Human Form)
  ST: 14
  Move/Dodge: 6/6
  Size: 1
  DX: 12
  PD/DR: 0/0
  Weight: 175 lbs.
  IQ: 11
  Damage: 1d-1 cr
  HT: 13
  Reach: C
  Habitat: All
  Skills: Brawling-15; Intimidation-18; Professional Skill
  (chosen industry)-13.
  Special Abilities:
  Coup:A Harrowed who counts coup on an overseer gains
  a +5 bonus to Intimidation skill, but also acquires the Bad
  Temper disadvantage.
  Damage: An overseer in human form can punch for 1d-
  1 crushing damage.
  GURPS Overseer (Beast Form)
  ST: 26
  Move/Dodge: 7/7
  Size: 1
  DX: 13
  PD/DR: 1/2
  Weight: 800 lbs.
  IQ: 11
  Damage: 5d cut#
  HT: 15/20
  Reach: C, 1
  Habitat: All
  Skills: Brawling-18; Intimidation-21.
  Special Abilities:
  Coup:A Harrowed who counts coup on an overseer gains
  a +5 bonus to Intimidation skill, but also acquires the Bad
  Temper disadvantage.
  Damage: An overseer in beast form can claw for 5d cut-
  ting damage or bite for 1d+2 impaling damage.
  
  Horrific Appearance: See Terror, p. 7. Victims are at a -6
  penalty to Fright Checks.
  Deadlands Overseer (Human Form)
  Corporeal: D: 3d6, N: 5d4, S: 4d8, Q: 2d8, V: 3d8
  Fightin’: brawlin’ 5d4
  Mental: C: 3d6, K: 2d6, M: 4d10, Sm: 3d4, Sp: 3d6
  Overawe 6d10, trade: chosen industry 3d6
  Size: 6
  Wind: 14
  Deadlands Overseer (Beast Form)
  Corporeal: D: 4d6, N: 2d10, S: 4d12+10, Q: 3d8, V: 5d8
  Fightin’: brawlin’ 7d10
  Mental: C: 3d6, K: 2d6, M: 4d12, Sm: 3d4, Sp: 3d6
  Overawe 8d12
  Size: 8
  Wind: 14
  Terror: 11
  Special Abilities:
  Coup: A Harrowed who counts coup on an overseer
  gains 5 points of overawe, but also gains the mean as a rat-
  tler Hindrance.
  Perfidious Mirror
  A perfidious mirror appears to be an ornate full-length
  mirror. It is appealing and tasteful, and of very high quality;
  people like the way they look in its surface. When established
  in a person’s personal chambers, it begins its evil work. Per-
  fidious mirrors render their owners more attractive, making
  them more beautiful every day they spend at least five minutes
  admiring themselves in it. On days when they do not spend the
  required time primping in front of the mirror, the magically
  augmented beauty begins to fade. As the days go by, the regu-
  lar maintenance of vanity begins to alter the owner’s personal-
  ity, making him vain, arrogant, and self-obsessed.
  In time, the demands of the mirror increase. It begins by
  requiring two visits to the mirror in a day to maintain the reac-
  tion bonus, then three, and so on. By this time, his unnaturally
  enhanced appearance has become crucial to the owner’s sense
  of himself; losing it would be unbearable. Whenever he leaves
  the mirror, he can almost feel the ravages of time destroying
  his beauty. Eventually, a perfidious mirror’s owner is reduced
  to staring into the mirror at all times of day or night, leaving it
  only to sleep. When he does, he awakes to the hideousness of
  his natural face, and spends hours primping to restore the glory
  that the mirror once showed him. Soon, he wastes away and
  dies, and the mirror finds its way onto the market again.
  47
  Abominations
  GURPS Perfidious Mirror
  ST: –
  Move/Dodge: 0/0
  Size: 1
  DX: –
  PD/DR: 0/2
  Weight: 100 lbs.
  IQ: –
  Damage: –
  HT: 10
  Reach: –
  Habitat: All
  Special Abilities:
  Reflection of Vanity: When a person installs a perfidious
  mirror in his personal chambers, he gains a cumulative +1
  reaction bonus for every consecutive day that he admires him-
  self in its surface for at least five minutes, up to a maximum
  of +7 for a full week. Each day that the owner does not spend
  the requisite time admiring himself in the mirror, he loses one
  level of this bonus. As time passes, the owner gains quirks
  relating to his growing self-obsession, eventually acquiring
  Selfish, Jealousy, and similar disadvantages.
  After several months, the mirror demands more-frequent
  visits in order to maintain the reaction bonus, increasing the
  number of visits required per day and the speed with which
  the beauty fades.
  Deadlands Perfidious Mirror
  Corporeal: D: –, N: –, S: –, Q: –, V: 2d6
  Mental: C: –, K: –, M: –, Sm: –, Sp: –
  Size: 6
  Wind: –
  Special Abilities:
  Reflection of Vanity: When a person installs a perfid-
  ious mirror in his personal chambers, he gains a cumulative
  +1 bonus to persuasion rolls (and other rolls where good
  looks might affect the situation) for every consecutive day
  that he admires himself in its surface for at least five min-
  utes, up to a maximum of +7 for a full week. Each day that
  the owner does not spend the requisite time admiring him-
  self in the mirror causes him to lose one level of this bonus.
  As time passes, the owner becomes increasingly self-
  obsessed and jealous of others, as the mirror warps his
  mind.
  After several months, the mirror begins to demand
  more-frequent visits in order to maintain the persuasion
  bonus, increasing the number of required visits per day and
  the speed with which the artificial beauty fades.
  Phrenomesmeric Zombie
  The horrors of the Civil War and the long years of civil-
  ian terror have taken its toll on the American people’s sani-
  ty on both sides of the border. The asylums are overflowing,
  and many a family has a relative in the garret upstairs who’s
  not quite right in the head. Sadly, modern science has been
  able to do little for the wrecked minds of the Reckoning; the
  manitous who inspire mad scientists seem to have little
  interest in relieving the suffering of those who their brethren
  have driven to madness.
  Hence, when Dr. Raymond Mackenzie claimed, in 1872,
  to have developed a new, completely effective treatment for all
  forms of derangement at his asylum in western Pennsylvania,
  his techniques attracted the attention of doctors and surgeons
  across the continent. His treatment, called Phrenomesmeric
  
  Adjustment, required the construction of an apparatus for each
  patient; it comprised an intricate latticework of pins, metal
  bands, and small magnets. The apparatus fit over the patient’s
  head, applying pressure to areas of the skull which phrenolog-
  ical science associated with the ailments exhibited by the
  patient while simultaneously applying magnetic forces to the
  patient’s “energetic body.” The combined effect caused the
  patient’s mental distress, no matter how irrational or violent, to
  subside. Unfortunately, the apparatus was somewhat bulky
  and frequently covered most of the head, sometimes interfer-
  ing with vision or speech.
  Its drawbacks notwithstanding, Mackenzie was hailed as
  the genius of the age. Hundreds of the most recalcitrant men-
  tal cases were fitted for phrenomesmeric apparatus and
  returned to civil life. Phrenomesmeric patients could not be
  said to be strictly normal: the process often made significant
  alterations to a subject’s personality, and it was hard to fit in
  with a cumbersome steel cage fitted to one’s head. Still, it
  was an improvement over the gibbering madness the process
  replaced.
  Unfortunately, Phrenomesmeric Adjustment has proved
  not to be the blessing it was once thought. Raymond
  Mackenzie was a mad scientist of considerable, if well-hid-
  den, dementia; the phrenomesmeric apparatus contained
  ceramic magnets made from pulverized human cranium.
  Mackenzie believed that making the magnets from a mix of
  minerals similar to that in the human skull would augment
  their therapeutic power; in actuality, the skull powder simply
  made it possible for manitous to inhabit the apparatus –
  which was, in addition, tuned to evoke certain specific men-
  tal qualities.
  Abominations
  48
  Several years after Mackenzie began treating patients,
  some of them became killers. The manitous which were
  lodged in the phrenomesmeric apparatus, after long prepara-
  tion, badgered their hosts into submission and began driving
  them to heinous acts of destruction and terror. These
  phrenomesmeric zombies, robbed of any sense of right,
  wrong, or even self-preservation, became horrible agents of
  evil.
  Fortunately for humanity, phrenomesmeric zombies are
  easy to spot, and their original identities are known to the
  authorities from asylum records. However, running them
  down has been a major challenge for the Agency and the
  Rangers alike; they combine a manitou’s ruthless cunning
  with a human’s capacity for long-term thinking. Some
  phrenomesmeric patients were once great military men, and
  their talents have not been dulled by the treatment. A
  phrenomesmeric zombie has a Craftiness rating of 14.
  GURPS Phrenomesmeric Zombie
  ST: 14
  Move/Dodge: 6/6
  Size: 1
  DX: 12
  PD/DR: 0/0*
  Weight: 150 lbs.
  IQ: 10
  Damage: 1d-2 cr
  HT: 12
  Reach: C
  Habitat: Any
  Skills:
  Brawling-15; Intimidation-13; Stealth-15;
  Weapon skill (any)-13.
  Special Abilities:
  Armor: The phrenomesmeric apparatus provides PD 3
  and DR 4 to the head and brain against crushing and cutting
  attacks; the latticework structure will not defend against
  impaling attacks.
  Damage: A phrenomesmeric zombie can punch for 1d-2
  crushing damage.
  Gear: Phrenomesmeric zombies often carry weapons.
  Knives and guns are not uncommon, but garrotes, saps, and
  other favorites of the assassin are also popular.
  High Pain Threshold: A phrenomesmeric zombie feels
  no pain; it suffers no debilitating effects from damage.
  Imperturbable: See p. CI26.
  Deadlands Phrenomesmeric Zombie
  Corporeal: D; 3d6, N: 1d12, S: 4d8, Q: 2d8, V: 3d6
  Fightin’: brawlin’ 5d12, sneak 5d12, other weapon skill
  3d12
  Mental: C: 2d6, K: 1d6, M: 2d6, Sm: 1d10, Sp: 1d8
  Overawe 5d6
  Pace: 12
  Size: 6
  Wind: 14
  Terror: 3
  Special Abilities:
  Armor -4 (head only)
  Fearless
  Phrenomesmerically Adjusted PCs
  True phrenomesmeric zombies are not suitable as PCs.
  However, phrenomesmeric adjustment isn’t complete
  quackery. For a patient strong-willed enough to keep the
  manitou in check, the apparatus can safely help contain a
  wide variety of mental ailments.
  Phrenomesmeric adjustment suppresses up to 50 points
  in mental disorders. Not all mental disadvantages are suit-
  able: while Delusions, Phobias, and Paranoia are treatable,
  Honesty probably isn’t. Patients also gain Fearlessness +2
  [4], Unnatural Feature (mechanical apparatus enveloping
  head) [-5] and Voices (Diabolical) [-15]. If the campaign is
  set after phrenomesmeric zombies have started to appear,
  they also get a Reputation -4 (As phrenomesmeric zombie,
  everybody, 10 or less) [-10]. The phrenomesmerically
  adjusted do not gain High Pain Threshold or Imperturbable
  until they succumb to the manitou’s dominion. They do,
  however, benefit from the apparatus’ armor-like qualities. 
  After phrenomesmeric zombies have begun to appear,
  the authorities will probably attempt to remove the appara-
  tus from patients who have not yet become zombies. This
  prospect will likely be unappealing to someone holding
  back madness with the aid of the apparatus; such a patient
  might find himself on the run even though he remains per-
  fectly sane. Indeed, he has to run, to stay that way.
  Phrenomesmeric patients could not be said to be
  strictly normal.�
  �
  
  Fists: STR
  Gear: A phrenomesmeric zombie often carries weapons.
  No Pain: A phrenomesmeric zombie can ignore the first
  two levels of wound penalties.
  Printer’s Devil
  A printer’s devil appears to be a piece of uncut paper,
  like you might find in a print shop. However, it is fully ani-
  mate; when the printers are gone for the night or away at
  lunch, it emerges from hiding to do its work. It sneaks over
  to setup presses and rearranges the type. Young and imma-
  ture devils tend to change the text to something scandalous
  and obscene, while older devils reword the text less percep-
  tibly to evoke dark emotions in the reader, making the text
  infuriating or terrifying in its effect. Sometimes printer’s
  devils act to suppress the news of an abomination being van-
  quished, counteracting the work that good folks may do to
  spread tales of heroism (see p. DL11).
  GURPS Printer’s Devil
  ST: 8
  Move/Dodge: 4/4
  Size: <1
  DX: 12
  PD/DR: 0/0
  Weight: <1 lb.
  IQ: 10
  Damage: *
  HT: 10
  Reach: C
  Habitat: All
  Special Abilities:
  Concealment: A printer’s devil looks very much like a
  normal sheet of paper. To detect one, an observer must make
  a successful roll against Perception-6. If it is discovered, a
  devil will try to escape or wrap itself around the discoverer’s
  face to suffocate him.
  Horrific Appearance: See p. CI80.
  Invulnerability – All: A printer’s devil can only be tem-
  porarily destroyed by attacks; it will reform itself from the
  shreds or ashes. The only way to destroy one permanently is
  to print it and bind it.
  Suffocation: A printer’s devil can wrap itself around an
  opponent’s face, suffocating him. This is handled like a stran-
  gling attack; see p. B112 for details.
  Deadlands Printer’s Devil
  Corporeal: D: 1d10, N: 4d4, S: 1d4, Q: 4d8, V: 2d6
  Mental: C: 2d6, K: 2d6, M: 1d8, Sm: 2d6, Sp: 2d8
  Size: 4
  Wind: 14
  Terror: 5
  Special Abilities:
  Concealment: Observers are at -6 to Cognition for pur-
  poses of spotting a printer’s devil. A revealed devil will try to
  escape or wrap itself around the discoverer’s face to suffocate
  him.
  Immunity – All: A printer’s devil cannot be permanent-
  ly destroyed by attacks. The only way to destroy one perma-
  nently is to print it and bind it.
  Suffocation: A printer’s devil can wrap itself around an
  opponent’s face, suffocating him. The person being suffocat-
  ed must make a Vigor roll against a TN of 7 or take the dif-
  ference in Wind.
  49
  Abominations
  Saguaro
  The saguaro may be a form of cactus spirit, or a more
  mundane creature that just looks like a cactus. It lives in the
  desert, usually alone among a stand of normal saguaros,
  though pairs of saguaros have been encountered. Saguaros
  are basically cowards; they ignore large or formidable-look-
  ing groups, preferring to ambush lone travelers. When they
  do attack, they will often flee if the battle turns against them.
  Saguaros attack with heavy, fleshy limbs covered in sharp
  spines.
  If a saguaro kills an opponent, it will settle in to drain
  its victim’s vital fluids through dozens of spines. A saguaro
  turns a mottled-looking bruised color after feeding; this is
  one way to identify a saguaro.
  GURPS Saguaro
  ST: 13
  Move/Dodge: 11/7 Size: 1
  DX: 13
  PD/DR: 2/6
  Weight: 300 lbs.
  IQ: 7
  Damage: 2d-1 cut
  HT: 15
  Reach: C
  Habitat: D
  Skills: Brawling-15; Stealth-18.
  Special Abilities:
  Concealment: A saguaro pretending to be an ordinary
  cactus gets a +6 bonus to Stealth.
  Damage: A saguaro may strike for 2d-1 cutting damage
  with its spiny limbs.
  Horrific Appearance: See p. CI80. 
  Deadlands Saguaro
  Corporeal: D: 4d6, N: 3d8, S: 3d8, Q: 3d8, V: 5d8
  Fightin’: brawlin’ 4d8, sneak 7d8
  Mental: C: 5d6, K: 2d8, M: 4d8, Sm: 3d10, Sp: 3d12
  Size: 6
  Terror: 5
  Special Abilities:
  Armor: 1
  Concealment: Anyone searching for a saguaro is at a -6
  penalty to find it.
  Spines: STR+2d8
  
  Senescent Zombie
  Possession is rare in the Weird West. Most manitous just
  aren’t strong enough to force their way into an occupied mind,
  unless some foolish huckster invites them. However, from time
  to time a strong manitou finds a mind critically weakened by the
  ravages of time, and takes a fancy to feel living flesh around it.
  This rare but terrible fate usually befalls older people who have
  succumbed to total senility. Their loved ones are thrilled by the
  miraculous reversal in the elderly victim’s condition – an unre-
  sponsive shell of a person is now awake, alert, and feistier than
  ever. Unfortunately, appearances are deceiving; the victim’s
  spirit is but a passive bystander, coughing up elements of his life
  history on call to help the manitou put on a good show.
  A senescent zombie, as the teratologists call them, usually
  wreaks a fair amount of havoc without even leaving the house.
  The host’s nurses suffer abuse and harassment that would drive
  even a saint to distraction. Family and friends are terrorized by
  the zombie: emotional blackmail is commonplace, to say noth-
  ing of frequent threats to rewrite the will.
  Eventually, as the manitou gets bored with pretending to be
  human, its less sociable traits begin to manifest themselves. The
  senescent zombie becomes violent, and eventually yields to the
  lust for brains which is the trademark of the undead. This is the
  point at which folk wisdom knows the monster – in the trade,
  they’re called “geezers.” The Agency often uses them as trials
  by fire for new agents – if you can stay cool while putting a bul-
  let into the head of a little old lady up to her elbows in gore, you
  may have a future with the Agency.
  Since they aren’t really undead, geezers don’t have the
  usual advantages of undead – they bleed, they breathe, decapi-
  tation kills them, and so on. However, they are exceptionally
  hard to kill. The manitou, accustomed to dead flesh, is too dumb
  to realize when a body ought to have the grace to fall down.
  They also, when killed, have a strong tendency to rise as walkin’
  dead. For this reason, monster hunters of all stripes tend to treat
  them like regular zombies and aim for the head.
  GURPS Senescent Zombie
  ST: 12
  Move/Dodge: 6/6
  Size: 1
  DX: 13
  PD/DR: 0/0
  Weight: 130 lbs.
  IQ: 11
  Damage: 1d-1 cut
  HT: 11
  Reach: C
  Habitat: All
  Skills: Brawling-12; Intimidation-14; Savoir-Faire-12.
  Senescent zombies also may have skills they possessed before
  sinking into senility.
  Special Abilities:
  Damage: Bite does 1d-1 cut.
  Gear: Senescent zombies often carry canes or crutches.
  They’ll take guns if they can get them, but the opportunity
  doesn’t usually arise.
  Abominations
  50
  Hard to Kill: +5. See p. CI25.
  Imperturbable: See p. CI26.
  Terror: See p. 7. Victims are at a -4 penalty to Fright
  Checks.
  Deadlands Senescent Zombie
  Corporeal: D: 4d6, N: 2d10, S: 3d6, Q: 3d8, V: 3d4
  Fightin’: brawlin’ 3d10
  Mental: C: 3d4, K: 4d4, M: 2d6, Sm: 1d10, Sp: 2d8
  Overawe 5d6
  Size: 6
  Wind: 12
  Special Abilities:
  Fearless
  Bite: STR
  Terror: 9
  Uninvited Guest
  The uninvited guest appears, to the untrained eye, to be a
  slightly rumpled traveler. He arrives in a town with his carpet
  bags in hand, looking for a place to stay. He will go door to door,
  asking each household if he can spend the night. Uninvited
  guests are charming and unassuming; they are hard to refuse.
  Almost invariably, some family will agree to let him stay. He
  shares their evening meal gratefully, perhaps contributing a few
  dollars toward the cost of the entertainment, and is the perfect
  guest – witty, a good conversationalist, able to play a turn on the
  piano if desired. In time, all head to bed, pleasantly tired from a
  wonderful evening.
  As they sleep, the uninvited guest murders everyone in the
  house, often eating parts of their bodies. Then he disappears.
  The brilliance of the scheme, from the Reckoners’ point of view,
  is obvious. Aside from the terror that a brutal and inexplicable
  murder causes in a town, the uninvited guest’s work makes peo-
  ple suspicious and inhospitable. For quite some time – perhaps
  forever – every stranger will be suspect in that town.
  GURPS Uninvited Guest
  ST: 10
  Move/Dodge: 5/5
  Size: 1
  DX: 11
  PD/DR: 0/0
  Weight: 150 lbs.
  IQ: 13
  Damage: 1d-2 cr
  HT: 10
  Reach: C
  Habitat: All
  Skills: Acting-16; Brawling-14; Fast-Talk-16; Perform-
  ance-14; Savoir-Faire-15; Stealth-15.
  Special Abilities:
  Damage: An uninvited guest can do 1d-2 crushing dam-
  age with his fists.
  Deadlands Uninvited Guest
  Corporeal: D: 3d4, N: 2d6, S: 2d6, Q: 2d8, V: 2d6
  Fightin’: brawlin’ 5d6, sneak 7d6
  Mental: C: 4d6, K: 3d8, M: 2d10, Sm: 2d10, Sp: 4d8
  Bluff 10d10, performin’ 5d10, persuasion 10d10
  Size: 6
  Wind: 14
  Special Abilities:
  Fists: STR
  �
  If you can stay cool while putting a bullet into
  the head of a little old lady up to her elbows in
  gore, you may have a future with the Agency.
  �
  
  51
  The Living Dead
  
  More than anything, perhaps, human beings fear death.
  Other fears may be more nuanced and profound, playing on the
  uncertain nature of existence in a fleeting world, but the fear of
  death is the stuff of gut-wrenching, bladder-voiding panic.
  As with all things fear-related, the Reckoners know this
  well; the fear of death is their bread and butter. They also
  know that no source of fear is inexhaustible, and that simply
  threatening people with death will, in time, cause them to stop
  fearing it. The Reckoners aren’t that stupid.
  Instead they turn to the undead, putting a dead man back
  on his feet and sending him lurching into town to show the
  locals, “Here is death. It’s cold, it’s lonely, and it smells bad.
  And it could be you.” The Reckoners don’t have to threaten
  people with death; they just have to remind folks of it . . . and
  wait for them to scare themselves into the grave.
  Common Undead Abilities
  Undead monsters come in all shapes and sizes, but they
  share certain traits in common. Nearly all have the Injury Tol-
  erance (No Blood) and Vampiric Immortality advantages.
  Many undead also possess Undead Invulnerability; however,
  instead of having Vulnerabilities to a particular attack form,
  they have Vulnerabilities to attacks on a certain target area –
  usually the brain or heart. This target area is referred to as the
  undead’s “focus.”
  Zombies
  Zombies are the rank and file of the Reckoning. The Reck-
  oners can’t spare the terror-power to create an abomination in
  every place that needs scaring; even if they could, so many
  abominations would start to lose their impact after a while.
  Therefore, they require an alternate solution. 
  They have legions of manitous at their disposal, hanging
  around the Hunting Grounds with nothing to do but wait for a
  huckster to drop by. However, a manitou can’t manifest itself on
  the mortal plane without a body to possess, and not every man-
  itou has the mojo to take over a human body uninvited.
  Fortunately for the Reckoners, the unending bloodshed of
  the Civil War and the Great Rail Wars has provided them with
  an alternative. In a dead body there’s no one to fight with a man-
  itou, and most manitous are powerful enough to get a corpse up
  and moving if they set their mind to it. The fact that seeing their
  safely dead and buried neighbors walking around scares the
  pants off most people is a delicious little bonus.
  Bloat
  A bloat is a zombie created from a waterlogged corpse –
  one that has been submerged for quite some time before rean-
  imation. Its lengthy exposure to water causes its flesh to turn
  pale, waxy, and distended. The stench is unbelievable. This
  gooey tissue isn’t much affected by punctures and piercing
  attacks; they pass through with minimal resistance and the
  goo replaces itself.
  ST: 15
  Move/Dodge: 5/5
  Size: 1
  DX: 11
  PD/DR: 0/0
  Weight: 225 lbs.
  IQ: 10
  Damage: 2d+1 cr#
  HT: 12/14
  Reach: C
  Habitat: FW, SW, S
  The Living Dead
  52
  Skills: Brawling-13; Swimming-13.
  Special Abilities:
  Damage: A bloat may do 1d-1 cutting damage with its
  bite. Its hands are too soft to work as claws, but it can bash
  enemies with them for 2d+1 crushing damage.
  Gear: Bloats cannot use firearms, as their fingers are
  too fat and swollen. However, they may have simple clubs
  and other weapons.
  Horrific Appearance: See Terror, p. 7. Victims are at a -6
  penalty to Fright Checks.
  Imperturbable: See p. CI26.
  Invulnerability: Guns and impaling attacks do only half
  damage to a bloat. Shotguns do full damage.
  Stench: Any human within 10 feet of a bloat must make
  a roll vs. HT-2 to avoid being nauseated by the bloat’s stink,
  losing a point of fatigue and suffering a -2 to all rolls for the
  remainder of the encounter. Only one roll is necessary for
  each time a bloat is encountered.
  Undead: A bloat has the Independent Body Parts
  (Detachable Head), Injury Tolerance (No Blood, No Neck,
  No Vitals), Undead Invulnerability, and Vampiric Immortal-
  ity advantages. It cannot be stunned or fatigued, and it suf-
  fers no debilitating effects from damage. Its focus is its
  head.
  Vulnerability – Alcohol: Alcohol does 1d+2 points of
  damage when initially splashed on a bloat, 1d points of dam-
  age the next turn, 1d-2 points of damage the turn after that,
  and 1 point of damage the following turn.
  Plantagrito
  Xitlan, the Aztec lich who raised Santa Anna’s Army
  of the Dead (see p. DL55), developed an exotic strain of
  the coca plant to deal with the difficulties of keeping an
  army of zombies from going wild. This plant is called
  plantagrito after the shrieking noise it emits when harvest-
  ed (from planta, meaning “plant,” and grito, meaning
  “scream”). When mixed into a load of ground meat, it
  causes zombies to become docile and compliant. A zombie
  on plantagrito does not attack unless provoked; even then,
  all its rolls are at -2. Plantagrito also slows the decomposi-
  tion of an undead creature, prolonging its useful life and
  reducing the stench. It takes about a week after plantagrito
  is withdrawn for a zombie to get back to its usual brain-
  hungry self.
  Plantagrito is grown by Xitlan in a heavily guarded
  compound outside Mexico City; however, seeds might
  conceivably have found their way into the wild, or one of
  Santa Anna’s lackeys might be persuaded to “liberate” a
  small quantity for a reasonable fee.
  Plantagrito has a mild amotivational effect on Har-
  rowed. It doesn’t really slow them down much, but it dulls
  their focus. In game terms, a Harrowed who consumes
  plantagrito gains the Distractible, Dull, and Staid quirks for
  about eight hours. Most Harrowed don’t like it. On the
  other hand, their manitous are also hampered by plantagri-
  to; Harrowed gain a +1 bonus to resist being taken over by
  their manitous for the duration of the drug’s effect.
  
  Crater Demon
  In 1864 the Union forces attempted to conclude their siege
  of Petersburg by digging underneath the Confederate entrench-
  ments, detonating a massive charge of powder, and sending
  troops through the Confederate lines by way of the crater thus
  created. The plan worked well until the Union troops sent to
  charge the Confederate lines realized that they had received no
  ladders with which to get out of the crater. They were shot
  down by the dozens as they attempted in vain to escape.
  Since then the Crater has been a deep pit where no light
  penetrates, even at noon, and a rank smell clings to it over a
  decade later. The Confederacy has posted a guard unit at the
  crater, but they dare not venture too close. Inside it are the crater
  demons.
  Crater demons look like mythical demons, with cloven
  hooves and forked tails, but they are merely the undead remains
  of the Union vanguard of 1864. They continue to pursue their
  original mission: get out of the Crater and break through the
  Confederate lines. Periodically a group of crater demons will
  scale the Crater walls and attempt to do just that. So far, they
  have been driven back every time, but there may be a larger
  assault brewing within. The crater demons have no idea that the
  Union armies retreated northward long ago, or that their con-
  tinued assaults, and any future breakthrough, would serve a dif-
  ferent, darker purpose. Some investigators in the know fear that
  the Crater may hold horrors other than the demons, and that
  there may be a passage to another place in its depths.
  ST: 15
  Move/Dodge: 6/6
  Size: 1
  DX: 12
  PD/DR: 0/0
  Weight: 150 lbs.
  IQ: 10
  Damage: 2d+1 cut#
  HT: 12
  Reach: C
  Habitat: The Crater
  Skills: Brawling-13; Climbing-13; Guns (Rifle)-13; Rid-
  ing (Horse)-12.
  53
  The Living Dead
  Special Abilities:
  Damage: A crater demon can claw for 2d+1 cutting
  damage or 1d+1 impaling damage, or bite for 1d-1 cutting
  damage.
  Dark Vision: Crater demons see in total darkness as well
  as they do in daylight. See p. CI52. Crater demons also have
  the enhancement “Sees colors in pitch blackness.”
  Gear: Many crater demons still carry their Springfield
  rifles.
  Horrific Appearance: See Terror, p. 7. Victims are at a -4
  penalty to Fright Checks.
  Imperturbable: See p. CI26.
  Undead: A crater demon has the Injury Tolerance (No
  Blood, No Vitals), Undead Invulnerability, and Vampiric
  Immortality advantages. It cannot be stunned or fatigued, and it
  suffers no debilitating effects from damage. Its focus is its head.
  Desiccated Dead
  A desiccated dead arises when a manitou is forced to occu-
  py a body that has baked in the sun for several weeks. After
  such extended exposure, a body consists of little more than a
  leathery husk around a skeleton. Such corpses are flimsier than
  the ordinary stock, but their light weight gives them enhanced
  speed and nimbleness relative to normal walking dead. Desic-
  cated dead are extremely vulnerable to fire; exposure to flame
  causes them to catch on fire, rapidly reducing them to ashes.
  ST: 10
  Move/Dodge: 5/5
  Size: 1
  DX: 12
  PD/DR: 0/0
  Weight: 100 lbs.
  IQ: 10
  Damage: 1d cut#
  HT: 10/8
  Reach: C
  Habitat: D, P
  Skills: Brawling-13; Climbing-11; Guns (any)-12; Stealth-
  13; Swimming-11.
  Special Abilities: 
  Damage: A desiccated dead may claw for 1d cutting dam-
  age, or bite for 1d-2 cutting damage.
  Gear: Desiccated dead may have weapons if they died
  with them, were buried with them, or have taken them off pre-
  vious victims. A desiccated dead with a melee weapon should
  have the appropriate skill at 13.
  Horrific Appearance: See Terror, p. 7. Victims are at a -4
  penalty to Fright Checks.
  Imperturbable: See p. CI26.
  Undead: A desiccated dead has the Independent Body
  Parts (Detachable Head), Injury Tolerance (No Blood, No
  Neck, No Vitals), Undead Invulnerability, and Vampiric
  Immortality advantages. It cannot be stunned or fatigued, and it
  suffers no debilitating effects from damage. Its focus is its head.
  Vulnerability – Fire: Desiccated dead are very flammable.
  If one takes damage from a fire-based attack, it catches fire and
  takes a further point of damage from burning every turn until it
  crumbles into ash. However, until it is destroyed, it does an
  additional point of fire damage on all hand-to-hand attacks.
  Here is death. It’s cold, it’s lonely, and it smells
  bad. And it could be you.�
  �
  
  Feral Walkin’ Dead
  Feral walkin’ dead are created with an inferior batch of
  Baron LaCroix’s reanimation fluid. The weakened animating
  principle makes feral walkin’ dead less intelligent than the
  normal breed; they are extremely cunning, hiding in all sorts
  of unexpected places, but their brains aren’t up to the chal-
  lenge of using firearms, other weapons, or really any sort of
  tool. The weakness of the power that animates them also
  stokes their hunger for life force. The feral dead have an insa-
  tiable hunger for brains, and have little desire to do anything
  but eat. Feral walkin’ dead have a Craftiness level of 12.
  These are similar to the undead that arose in Nacog-
  doches, Texas, when a train full of LaCroix’s reanimating
  fluid derailed (p. DL19).
  ST: 13
  Move/Dodge: 6/6
  Size: 1
  DX: 12
  PD/DR: 0/0
  Weight: 150 lbs.
  IQ: 8
  Damage: 1d-1 cut
  HT: 12
  Reach: C
  Habitat: All
  Skills: Brawling-14; Stealth-15; Swimming-12.
  Special Abilities: 
  Bushwhack: Feral walkin’ dead are very good at hiding in
  unexpected places. They get a +4 on rolls for initiative when
  rolling for partial surprise (p. B123).
  Damage: Feral walkin’ dead can bite for 1d-1 cutting
  damage.
  Horrific Appearance: See Terror, p. 7. Victims are at a -2
  penalty to Fright Checks.
  Hunger: Feral walkin’ dead are easily distracted by the
  possibility of fresh brains. Whenever one disables an oppo-
  nent, it must make a Will-2 roll to avoid stopping whatever it
  was doing and squatting down to eat the unfortunate.
  Imperturbable: See p. CI26.
  Undead: A feral walkin’ dead has the Independent Body
  Parts (Detachable Head), Injury Tolerance (No Blood, No
  Neck, No Vitals), Undead Invulnerability, and Vampiric
  Immortality advantages. It cannot be stunned or fatigued, and
  it suffers no debilitating effects from damage. Its focus is its
  head.
  Frozen Dead
  A body frozen solid in conditions of extreme cold –
  below -30 degrees Fahrenheit – may be reanimated as a
  frozen dead. The person need not have died of the cold; any
  body will do once frozen. Graveyards in the far north can
  become unpleasant places after a long winter. A frozen dead
  looks like a normal walkin’ dead, but has a whitish or bluish
  cast to its skin. They move in an aura of cold, and icicles
  sometimes gather on their bodies.
  Frozen dead are sluggish and stiff, but their frozen con-
  sistency makes them resistant to all sorts of damage. Fire, in
  particular, has little effect on their permafrosted bodies.
  ST: 14
  Move/Dodge: 4/4
  Size: 1
  DX: 10
  PD/DR: 0/2
  Weight: 200 lbs.
  IQ: 10
  Damage: 1d-1 cut
  HT: 13
  Reach: C
  Habitat: A, M
  The Living Dead
  54
  Skills: Brawling-11; Climbing-9; Guns (any)-10;
  Stealth-11.
  Special Abilities: 
  Damage:A frozen dead may bite for 1d-1 cutting damage.
  Gear: Frozen dead may carry weapons gleaned from
  their victims.
  Horrific Appearance: See Terror, p. 7. Victims are at a -4
  penalty to Fright Checks.
  Imperturbable: See p. CI26.
  Invulnerability – Fire: Frozen dead take only half dam-
  age from fire and fire-based attacks.
  Undead: A frozen dead has the Independent Body Parts
  (Detachable Head), Injury Tolerance (No Blood, No Neck,
  No Vitals), Undead Invulnerability, and Vampiric Immortali-
  ty advantages. It cannot be stunned or fatigued, and it suffers
  no debilitating effects from damage. Its focus is its head.
  Howler
  Howlers are the risen bodies of those lost to plague and
  famine in the wake of Sherman’s march to the sea. They
  move in groups of seven to 13 and are distinguished from
  normal zombies by the horrendous banshee-like wail that
  they emit as they attack. 
  Since howlers died of starvation or disease, they rarely
  bear visible marks of their deaths; their howl may be the first
  hint that something is unnatural about them. Many a sympa-
  thetic passer-by has been taken in by a band of “helpless wid-
  ows and orphans.”
  ST: 12
  Move/Dodge: 5/5
  Size: 1
  DX: 11
  PD/DR: 0/0
  Weight: 150 lbs.
  IQ: 10
  Damage: 1d-1 cut
  HT: 11
  Reach: C
  Habitat: All
  
  Skills: Brawling-13; Climbing-9; Intimidation-13;
  Stealth-11; Swimming-10.
  Special Abilities:
  Damage: A howler’s bite does 1d-1 cut.
  Imperturbable: See p. CI26.
  Terror: See p. 7. Victims are at a -6 penalty to Fright
  Checks.
  Undead: A howler has the Independent Body Parts
  (Detachable Head), Injury Tolerance (No Blood, No Vitals),
  Undead Invulnerability, and Vampiric Immortality advan-
  tages. Its focus is its head.
  Mud Man
  A mud man is created by a special zombie-making rit-
  ual. A bone shard pilfered from an ancient burial ground is
  immersed in dense river mud, and the ritual which follows
  calls forth a stocky creature of slime. Mud men are rough-
  ly humanoid, but possess no features to speak of. They have
  slight depressions where eyes should be, and their legs just
  flow into the muck where they stand. Their arms are amor-
  phous in form, changing from arms tipped with five stubby
  fingers to sledgehammer-shaped limbs topped with river
  rocks. They can form a maw when the mood takes them,
  but it serves no real purpose.
  ST: 17
  Move/Dodge: 5/5 Size: 1
  DX: 10
  PD/DR: 0/0
  Weight: 250 lbs.
  IQ: 3
  Damage: 3d-1 cr
  HT: 16
  Reach: C
  Habitat: S
  Skills: Brawling-12.
  Special Abilities: 
  Damage: A mud man may strike with its hammer-like
  fists for 3d-1 crushing damage.
  Horrific Appearance: See p. CI80. 
  Imperturbable: See p. CI26.
  Invulnerability – Normal Weapons: Edged weapons
  have no effect on a mud man, passing through their bodies
  harmlessly. Blunt weapons and bullets do half damage.
  Magical attacks and enchanted weapons do normal damage.
  Mud Meld: A mud man may dissolve into a muddy
  riverbank if it desires; when thus concealed, it is impossi-
  ble to detect. It may attack from this hiding place, often
  starting a fight by grabbing an opponent’s ankle and drag-
  ging him into the mud before the fight begins.
  Undead: A mud man has the Injury Tolerance (No
  Blood, No Neck, No Vitals, No Brain), Undead Invulnera-
  bility, and Vampiric Immortality advantages. It cannot be
  stunned or fatigued, and it suffers no debilitating effects
  from damage. A mud man’s focus is the bone shard which
  houses its animating force. This shard moves about in the
  mud man’s body. At the beginning of each round, roll for
  hit location to determine the current location of the shard.
  Any attack that hits the determined location will hit and
  destroy the shard on a roll of 6 on 1d, destroying the mud
  man. Unless the shard is destroyed, a mud man who is
  killed may reform in ten minutes.
  Vulnerability – Fire and Cold: Fire-based and cold-
  based attacks do double damage to mud men.
  55
  The Living Dead
  Orphaned Head
  When a walkin’ dead is decapitated, on very rare occa-
  sions a manitou decides that it’s gotten too fond of its body.
  Rather than returning to the Hunting Grounds, it sticks
  around in the part of it that it can – the head. When it really
  wants to, a manitou can easily tap enough magical energy
  from the Hunting Grounds to graft its favorite head onto a
  new body. In fact, once it gets started, it may start collecting. 
  An orphaned head can control any body to which it has
  once been grafted. Thus, an orphaned head that has been
  operating for some time may have quite an assortment of
  headless drone bodies to do its bidding. A headless dead can-
  not be permanently put down as long as the orphaned head
  remains active.
  An orphaned head not attached to a body is vulnerable,
  but not completely without resources. It can roll about under
  its own power without suffering any ill effects from the jolt-
  ing ride. It also has an extraordinarily long tongue, more than
  three feet long. This tongue can be used to manipulate
  objects, move about, or even attack an unwary victim. An
  orphaned head sometimes acquires bodies by sneaking up on
  a sleeping victim, strangling him with its tongue, and then
  gnawing through the corpse’s neck.
  Orphaned Head (Bodiless)
  ST: 5
  Move/Dodge: 3/3 Size: <1
  DX: 11
  PD/DR: 0/0
  Weight: 10 lbs.
  IQ: 12
  Damage: 1d-1 cut#
  HT: 12
  Reach: C
  Habitat: All
  Orphaned Head (With Body)
  ST: 13
  Move/Dodge: 5/6 Size: 1
  DX: 12
  PD/DR: 0/0
  Weight: 150 lbs.
  IQ: 12
  Damage: 1d-1 cut#
  HT: 12
  Reach: C
  Habitat: All
  Skills: Brawling-13; Climbing-11; Intimidation-16;
  Stealth-12.
  Special Abilities: 
  Damage: An orphaned head can bite for 1d-1 cutting
  damage. Note that its choice of targets is limited unless it
  has a body.
  Horrific Appearance: See Terror, p. 7. Victims are at a -4
  penalty to Fright Checks.
  Imperturbable: See p. CI26.
  Strangle: An orphaned head, if it can get at its oppo-
  nent’s neck, can grapple and strangle as per p. B112.
  Remember that its tongue, with which it strangles, is three
  feet long.
  Tongue Drag: To use Stealth, a bodiless orphaned head
  drags itself about with its tongue at Move 1; its usual rolling
  movement is noisy.
  Undead: An orphaned head has the Independent Body
  Parts (Detachable Head), Injury Tolerance (No Blood, No
  Neck, No Vitals), Undead Invulnerability, and Vampiric
  Immortality advantages. It cannot be stunned or fatigued,
  and it suffers no debilitating effects from damage. Its focus
  is, somewhat obviously, its head.
  
  Headless Dead
  ST: 13
  Move/Dodge: 5/5
  Size: 1
  DX: 11
  PD/DR: 0/0
  Weight: 140 lbs.
  IQ: 12
  Damage: 1d-2 cr
  HT: 12
  Reach: C
  Habitat: All
  Special Abilities: 
  Damage: A headless dead may punch for 1d-2 crushing
  damage.
  Gear: Headless dead usually carry various scrounged
  weapons.
  Horrific Appearance: See Terror, p. 7. Victims are at a -6
  penalty to Fright Checks.
  Imperturbable: See p. CI26.
  Undead: Headless dead have the Independent Body Parts
  (Detachable Head), Injury Tolerance (No Blood, No Neck,
  No Vitals), Undead Invulnerability, and Vampiric Immortali-
  ty advantages. They cannot be stunned or fatigued. A headless
  dead’s focus is the orphaned head that controls it.
  Unnatural Senses: Despite their lack of sensory organs,
  headless dead are still able to perceive and react to their envi-
  ronment. However, they are immune to sensory attacks like
  illusions, the Bedazzle hex, or other similar phenomena.
  Pool Guardian
  Mesoamerican Indians once practiced ritual magic at
  deep pools known as cenotes (sen-OH-tays). These rituals
  involved human sacrifice, often on a grand scale. The
  cenotes became centers of dark magic, places for evil spir-
  its to congregate. Most of the cenotes are now abandoned
  and forgotten, but the spirits linger. If a cenote is threat-
  ened, the bodies of the sacrificed rise to defend it. Pool
  guardians look like skeletons covered in a thick, dark green
  slime.
  ST: 12
  Move/Dodge: 5/5    Size: 1
  DX: 10
  PD/DR: 0/0            Weight: 150 lbs.
  IQ: 9
  Damage: 1d-1 cut
  HT: 12
  Reach: C                Habitat: Ancient cenotes
  Skills: Brawling-11; Climbing-9; Stealth-11.
  Special Abilities:
  Damage: A pool guardian can do 1d-1 cutting damage
  with its claws.
  Horrific Appearance: See Terror, p. 7. Victims are at a -4
  penalty to Fright Checks.
  Imperturbable: See p. CI26.
  Undead: A pool guardian has the Injury Tolerance (No
  Blood, No Vitals), Undead Invulnerability, and Vampiric
  Immortality advantages. It cannot be stunned or fatigued, and
  it suffers no debilitating effects from damage. Its focus is its
  head.
  The Living Dead
  56
  Raider
  Camp Sumter, near Andersonville, Georgia, was the
  largest Confederate prisoner-of-war camp. In a Confederacy
  that could barely feed its own people, conditions at prison
  camps were catastrophic. Prisoners had to survive with the
  barest of rations, the bits of clothing they had with them
  when captured, sadly inadequate shelter, and rampant dis-
  ease. The worst hardship they had to face, though, was each
  other. Some remorseless soldiers, called “raiders” by the
  other inmates, lived by bullying and stealing from the other
  inmates. Finally, their victims rose up, and the worst six
  raiders were hanged by a tribunal of prisoners.
  The raiders hanged that day returned as undead, after
  the facility was closed, and still haunt the area around
  Andersonville. They look like scruffy Union deserters, but a
  cunning observer may notice the rope burns at their necks.
  They accost any traveler who is unfortunate enough to pass
  by, threatening him and eventually demanding all his pos-
  sessions, piece by piece, until the victim is left naked and
  destitute. Once a victim has given up everything he has, he
  is allowed to leave, humiliated. As undead abominations, the
  raiders can gain no profit from their robbery; they rob pure-
  ly to terrorize their victims. If a victim refuses to give up one
  of his possessions, the raiders attack. The raiders carry
  heavy clubs, and they can temporarily stun an opponent by
  projecting an image of the Camp Sumter experience into
  their minds.
  ST: 14
  Move/Dodge: 5/6
  Size: 1
  DX: 12
  PD/DR: 0/0
  Weight: 175 lbs.
  IQ: 10
  Damage: 3d+3 cr
  HT: 13
  Reach: 1, 2
  Habitat: All
  Skills:Area Knowledge (Andersonville)-13; Area Knowl-
  edge (Georgia)-13; Brawling-15; Detect Lies-10; Guns (Pis-
  tol)-14; Guns (Rifle)-14; Intimidation-14; Riding (Horse)-12;
  Stealth-13.
  Special Abilities: 
  Coup: A Harrowed who kills a raider may claim the
  raider’s club. A raider’s club disappears from non-Harrowed
  hands after about an hour.
  Gear: Raiders carry clubs that do sw+6 crushing damage,
  but are otherwise like normal light clubs (p. B206).
  Horrific Appearance: See p. CI80. 
  Imperturbable: See p. CI26.
  Spiritual Imprisonment: A raider can project the horror of
  its Andersonville experience into the minds of its opponents.
  Any victim who fails a Quick Contest of Will is paralyzed and
  takes 1 point of damage each turn, as the horrific swirl of
  images and sensations breaks down his mind. He may break
  free by winning another Quick Contest of Will with the raider.
  A raider may spiritually imprison one person per turn.
  Undead: A raider has the Injury Tolerance (No Blood, No
  Vitals), Undead Invulnerability, and Vampiric Immortality
  advantages. It cannot be stunned or fatigued, and it suffers no
  debilitating effects from damage. Its focus is its head; a raider
  can also be killed by opponents who resist being intimidated –
  see below.
  In a Confederacy that could barely feed its own people,
  conditions at prison camps were catastrophic.
  �
  �
  
  Vulnerability – Opposition:Anyone who resists a raider’s
  attempt at Intimidation, or who successfully Intimidates a
  raider, can kill a raider with normal attacks directed at any
  location. When dealing with raiders, Intimidation should
  always be resolved with a Quick Contest of Intimidation vs.
  Will (see p. CI159).
  Ratcatcher
  The citizens of Vicksburg who tried in vain to survive
  Grant’s siege by devouring rats occasionally rise in undeath as
  ratcatchers. They look as they did during that desperate time:
  dirty, haggard, and emaciated. They wear long garments which
  cover their bodies almost completely.
  Under those outer clothes, the torso of a ratcatcher consists
  of a swarm of live rats squirming inside the ratcatcher’s bare rib
  cage. A ratcatcher lures a victim by pretending to be a beggar,
  pitiful and destitute. When a potential victim approaches, hop-
  ing to help, the ratcatcher seizes the unfortunate Samaritan and
  clutches him close to its chest, where the rats can feed on the
  poor soul.
  Ratcatchers cannot speak; their act depends on their ragged
  looks and woeful sighing. If threatened, they scurry back to the
  tunnels under Vicksburg where they live. There, like muleskin-
  ners (see p. 25), they enjoy considerable advantages against
  intruders.
  ST: 13
  Move/Dodge: 6/7
  Size: 1
  DX: 13
  PD/DR: 0/3
  Weight: 150 lbs.
  IQ: 8
  Damage: 1d cut#
  HT: 12
  Reach: C
  Habitat: Sub
  Skills: Area Knowledge (Vicksburg)-13; Guns (Pis-
  tol)-13; Guns (Rifle)-13; Scrounging-14; Stealth-15; Swim-
  ming-14; Wrestling-15.
  Special Abilities: 
  Damage: Ratcatchers can punch for 1d-2 crushing dam-
  age. However, they prefer to grapple their victims and draw
  them into bodily contact, so the rats that inhabit their rib cage
  can attack. As long as a ratcatcher holds its victim grappled,
  57
  The Living Dead
  the rats can attack without opposition; armor protects normal-
  ly, but no Active Defense is possible. The rats attack as a nor-
  mal swarm, doing 1d cutting damage per turn. Six points of
  damage to the torso will cause the swarm to scatter.
  Imperturbable: See p. CI26.
  Night Vision: Ratcatchers can see perfectly in any sort of
  light. See p. B22.
  Terror: See p. 7. Victims are at a -4 penalty to Fright
  Checks.
  Skeleton
  Usually, a manitou needs some flesh to reanimate a body,
  but, once in a while, just the bones will do. Black magicians
  also animate skeletons on occasion when they need servants.
  Skeletons are fairly sluggish; the life has been gone from
  them so long that the animating force is largely used just to
  keep them together. Skeletons are thus less alert than regular
  walkin’ dead. On the other hand, bullets and other piercing
  weapons go right through them.
  ST: 10
  Move/Dodge: 4/4
  Size: 1
  DX: 13
  PD/DR: 0/0
  Weight: 75 lbs.
  IQ: 9
  Damage: 1d-2 cr#
  HT: 11
  Reach: C
  Habitat: All
  Skills: Brawling-13; Climbing-14; Intimidation-11;
  Stealth-13.
  Special Abilities:
  Damage: Skeletons may claw for 1d-2 crushing damage, or
  bite for the same amount.
  Gear: Skeletons may carry melee weapons, but for some
  reason never use firearms. 
  Horrific Appearance: See Terror, p. 7. Victims are at a -4
  penalty to Fright Checks.
  Imperturbable: See p. CI26.
  Invulnerability – Impaling: Bullets and impaling weapons
  pass through the fleshless body of a skeleton without doing
  damage. Impaling hits to the head do normal damage.
  Undead: A skeleton has the Independent Body Parts
  (Detachable Head), Injury Tolerance (No Blood, No Neck, No
  Vitals), Undead Invulnerability, and Vampiric Immortality
  advantages. It cannot be stunned or fatigued, and it suffers no
  debilitating effects from damage. Its focus is its head.
  
  Slitter
  The Rail Wars often rely heavily on guerrilla and special
  ops actions. Frequently, attacks use nothing but knives. The
  attacking forces rapidly enter a camp, slitting guards’ throats
  quickly and silently, then moving on to assault the main target.
  Those murdered guards often rise as slitters.
  Slitters have one passion in unlife: slitting throats as their
  own were slit. They carry hefty knives. and sneak about hoping
  for the opportunity to ambush a lone guard. They have preter-
  natural abilities of stealth, and often sneak into rail camps at
  night to prowl about slitting throats and ambushing guards until
  discovered. When fighting, they always aim for the throat.
  ST: 14
  Move/Dodge: 6/6
  Size: 1
  DX: 13
  PD/DR: 0/0
  Weight: 150 lbs.
  IQ: 10
  Damage: 2d+1 cut#
  HT: 13
  Reach: C, 1
  Habitat: P, D, M
  Skills: Knife-16; Stealth-16.
  Special Abilities:
  Coup:A Harrowed who counts coup on a slitter gains +1 to
  Knife skill.
  Imperturbable: See p. CI26.
  Knife: Slitters carry a supernaturally sharp knife for throat-
  slitting. This knife does 2d+1 cutting damage, or 1d+3 impaling
  damage. If the slitter is destroyed, the knife crumbles into rust.
  Supernatural Stealth: Slitters never suffer any penalties to
  their Stealth rolls, regardless of terrain, lighting, or any other
  adverse condition.
  Undead: A slitter has the Independent Body Parts
  (Detachable Head), Injury Tolerance (No Blood, No Neck,
  No Vitals), Undead Invulnerability, and Vampiric Immortali-
  ty advantages. It cannot be stunned or fatigued, and it suffers
  no debilitating effects from damage. Its focus is its head.
  The Living Dead
  58
  Undead Animal
  Manitous rarely take the bodies of animals. Terrifying as
  it may be, an undead dog isn’t much worse than a rabid one.
  The lack of opposable thumbs is also a problem. In general,
  animal bodies just aren’t worth it, particularly when dead peo-
  ple are in such abundant supply. However, once in a while a
  manitou wants to wreak some havoc in a place where there just
  isn’t a good human corpse at hand, or it has a particularly
  entertaining plot involving a pet cemetery or a slaughterhouse. 
  Alternately, manitous may be ordered to animate a dead
  animal by some witch or abomination who wants a lair
  guardian to match the décor. Any cultist or abomination with
  the Animal Mastery and Zombie black magic spells can cre-
  ate an animal zombie.
  Apply the following template to any animal write-up to
  find the statistics for an undead animal. Good sources are the
  Monstrous Critters section of this book (pp. 76-93), the Crit-
  ters section of GURPS Deadlands: Weird West (pp. DL117-
  118), or GURPS Bestiary.
  Undead Animal: +1 ST, +1 DX, -1 IQ, +2 HT. Add
  Brawling and Stealth at DX+1. Add Horrific Appearance (-2
  to Fright Checks; see Terror, p. 7). If the animal did not pos-
  sess a bite attack, add one (see p. B140 for details). Add
  Imperturbable and Undead. An undead animal’s focus is
  almost always its head.
  Manitou Vessels
  Zombies are easy for manitous to produce, but they are
  equally easy to put down once you learn the trick. They also
  aren’t very powerful; once the shock of its appearance passes,
  a zombie is just a normal man gone slightly ripe. For some
  manitous, the limitations of a zombie vessel become trying
  very rapidly. These ambitious spirits set their minds to finding
  an alternative; if they’re powerful enough, they may be able
  to find creative ways to animate tissue so as to circumvent the
  limited abilities of a mere zombie.
  Most of these solutions are only available to an unusual-
  ly determined and strong-willed manitou, which is fortunate
  for mankind. When a manitou decides to get creative, the
  results are both terrifying and deadly.
  Bone Fiend
  Most manitous are only capable of raising dead bodies
  with certain basic attributes remaining – a brain is generally
  necessary to animate a corpse, and some amount of flesh and
  sinew is necessary to hold the critter together. However, some
  particularly potent and pig-headed manitous can, when they
  put their minds to it, create an undead monster solely out of
  bones.
  The process begins when the manitou finds a human
  skull with at least a small shred of gray matter left. It spreads
  its essence through the fabric of the skull, turning the skull
  ink-black. From this base of operations, the manitou can bring
  together any bones available to form the body of the bone
  fiend. America being what it is in 1877, there’s usually no
  shortage of bones.
  The Rural Cemetery Movement
  Before the 1830s, nearly all American cemeteries were
  located inside cities, usually on or near church grounds.
  During the 1830s, however, concerns about crowding and
  the poor sanitation characteristic of the typical urban ceme-
  tery led to public pressure to relocate cemeteries outside of
  cities. This movement inspired a new generation of ceme-
  teries built some distance from urban centers, created with
  a romantic vision of mourning. These cemeteries attempt to
  maintain an ambience both rustic and solemn, with green-
  ery on every side, winding paths, and the occasional pond
  or stream. They were conceived as both resting places for
  the dead and places of solace and refuge for the living; they
  became popular tourist attractions for the throngs living in
  crowded cities without public parks or other open spaces.
  Although the movement of burial places outside of city
  limits happened decades before the Reckoning, it has
  proven to be the salvation of urban America. If cemeteries
  were still placed within city limits, the dead would walk the
  streets regularly, and terror would run rampant. Rural ceme-
  teries allow the proper authorities to deal with the restless
  dead before they can trouble the general public.
  
  The bone fiend may consist of almost any amount
  of bones, ranging from a dwarfish critter the size of a
  jackalope to a 10-foot-tall giant. It may have up to six
  legs and up to four arms, as long as it can scrounge
  enough bones. Any sort of bone is usable – human or
  animal – and a bone fiend goes to some effort to col-
  lect bones in its lair to provide it with some spare parts.
  The fiend can only be destroyed by smashing the
  black skull which is its focus. Until then, it can only be
  temporarily inconvenienced by smashing the bones
  that make up the body. Five points of damage will
  smash and cripple a targeted hit location. However, the
  fiend may replace any destroyed bones with a moment
  of concentration, as long as replacement bones are
  available. The GM should determine how many hit
  points worth of bones are available when preparing the
  encounter.
  Because of the black skull’s vulnerability, a bone
  fiend will never use the black skull as its head. It uses
  another skull as its seat of sensation, and conceals the
  black skull – usually inside its chest, or hidden nearby.
  If the black skull is hidden outside the fiend’s body, the
  fiend may not move more than 50 feet from the black
  skull or its bone body will collapse. If hidden in the
  body, the black skull usually rests in a cage of bones
  which gives the skull PD 2 and DR 6. The black skull
  has 15 hit points.
  ST: 5-20
  Move/Dodge: 6/6 Size: 1
  DX: 14
  PD/DR: 0/4
  Weight: 50-250 lbs.
  IQ: 13
  Damage: 3d cut#
  HT: 12/4-18 Reach: C, 1
  Habitat: All
  Skills: Brawling-16.
  Special Abilities: 
  Bone Explosion: A bone fiend may, if it is desperate or
  amply supplied with bones, detonate part of its body. This
  explosion hurls chips and shards of bone in a sphere expand-
  ing out from it, and is treated as an explosive attack (see pp.
  B121-122) which does 3d concussion damage in the bone
  fiend’s hex and 2d fragmentation damage throughout the
  affected area. The explosion will not damage the bone fiend.
  Damage: Bone fiends can claw for sw cutting damage
  (3d+2 at maximum ST), or bite for 1d impaling damage.
  Horrific Appearance: See Terror, p. 7. Victims are at a -4
  penalty to Fright Checks.
  Imperturbable: See p. CI26.
  Regeneration: A bone fiend may concentrate for a turn to
  replace destroyed bones, regenerating 10 hit points worth of
  bones. There must be unbroken bones available for the bone
  fiend to use this ability.
  Undead: A bone fiend has the Injury Tolerance (No
  Blood, No Neck, No Vitals, No Brain), Undead Invulnerabil-
  ity, and Vampiric Immortality advantages. It cannot be
  stunned or fatigued, and it suffers no debilitating effects from
  damage. Its focus is its black skull.
  Variable Size: Although usually the size and shape of a
  man, a bone fiend can expand or contract at will. It can grow
  to about 10 feet tall or shrink to about the size of a dog. Its ST
  and hit points vary accordingly.
  59
  The Living Dead
  Colony Glom
  A colony glom is similar to a glom (see below). Howev-
  er, whereas a glom’s accumulated bodies are controlled by a
  single powerful manitou, a colony glom is a joint effort by a
  horde of lesser manitous, known as a “Legion,” who have
  banded together for the purpose. A colony glom can detach
  individual zombies for a short-term purpose and reabsorb
  them later. Thus, a colony glom can flank opponents with
  satellite zombies or send scout zombies ahead of it to investi-
  gate when the entire glom would be too conspicuous.
  This distributed nature makes a colony glom exceed-
  ingly hard to kill – every single zombie in the glom must be
  eliminated by destroying its brain. This is very difficult if
  the glom has access to more candidate bodies; as its com-
  ponent zombies are destroyed, it absorbs replacements.
  This is another advantage of satellite zombies for the glom:
  if the central core is destroyed, a satellite can start absorb-
  ing replacement bodies.
  Fortunately for humankind, colony gloms can’t split up
  into multiple colonies; once a Legion is constituted, it can’t
  divide into subgroups without reconnoitering in the Hunting
  Grounds. Again fortunately for humanity, a colony glom is
  extremely rare. It requires both huge numbers of bodies and
  an extremely high Fear Level.
  ST: 12+
  Move/Dodge: 6/6
  Size: 1+
  DX: 11
  PD/DR: 0/0
  Weight: 300 lbs.+
  IQ: 10
  Damage: thr-2
  HT: 12+
  Reach: C
  Habitat: All
  Skills: Brawling-14; Guns (any)-12; Intimidation-13.
  
  Special Abilities: 
  Damage: Colony gloms can punch for thr+1 crushing
  damage (see p. B74) or bite for regular biting damage (see p.
  B140), according to their ST. A glom can make one attack for
  every two bodies in the glom.
  Gear: Gloms sometimes carry guns or other weapons.
  Horrific Appearance: See Terror, p. 7. Victims are at a -4
  penalty to Fright Checks, or at -6 if the colony glom has 6 or
  more bodies in it.
  Imperturbable. See p. CI26.
  Increased Abilities: The base statistics given above are
  for a glom consisting of two bodies. Every additional body
  added to the glom adds 3 ST and 5 hit points to the glom.
  Offspring: A colony glom may detach individual bodies
  for some purpose and reabsorb them at will. These detached
  bodies are equivalent to walkin’ dead. While a body is
  detached, the glom’s ST, HT, Size, Horrific Appearance, and
  number of attacks are reduced appropriately.
  Regeneration: A colony glom may concentrate for a turn
  to absorb a new body into the glom, increasing its abilities
  accordingly. A colony glom need not concentrate to reabsorb
  a satellite zombie.
  Size: A colony glom occupies one hex for every two bod-
  ies in the glom.
  Undead: A colony glom has the Independent Body Parts
  (Detachable Head), Injury Tolerance (No Blood, No Neck,
  No Vitals), Undead Invulnerability, and Vampiric Immortali-
  ty advantages. It cannot be stunned or fatigued, and it suffers
  no debilitating effects from damage. Its focus is its heads. The
  head of every component body must be destroyed to kill a
  colony glom permanently. As each head is destroyed, that
  body sloughs off the glom, reducing the glom’s abilities
  appropriately.
  The Living Dead
  60
  Glom
  As a rule, a manitou has only enough focus to animate
  a single undead body at a time. Some particularly strong
  manitous, however, exceed the norms of their kind to ani-
  mate several bodies at once. They don’t accomplish this by
  animating them all separately, though; instead, the several
  bodies are joined together into a horrific conglomerate (or
  glom, for short). The different bodies’ parts remain distinct,
  but they are welded together in a variety of horrific ways,
  limbs protruding in every direction. Its many heads may be
  heard to gibber in a cacophony of voices as the glom moves
  along.
  Gloms are rare; the creation of one requires an ample
  supply of corpses, as well as a high Fear Level. For this rea-
  son, gloms have mostly been seen in the aftermath of terri-
  ble battles.
  A glom consists of at least two bodies. The first corpse in
  a glom must be relatively intact, but any subsequently incor-
  porated bodies need not be; the essence of the animating man-
  itou resides in the initial corpse’s brain. As long as this central
  brain remains intact, the glom cannot be permanently
  destroyed; damage will only destroy auxiliary pieces of the
  glom. As long as the glom remains active and it has bodies
  available, new corpses can be incorporated into it. Some
  wartime gloms were reported as having over 15 bodies.
  ST: 10+
  Move/Dodge: 6/6
  Size: 1+
  DX: 11
  PD/DR: 0/0
  Weight: 300 lbs.+
  IQ: 10
  Damage: thr-2
  HT: 10+
  Reach: C, 1
  Habitat: Any
  Skills: Brawling-15; Guns (any)-12.
  Special Abilities: 
  Damage: Gloms can punch for thr+1 crushing damage
  (see p. B74) or bite for regular biting damage (see p. B140),
  according to their ST. A glom can make one attack for every
  two bodies in the glom.
  Gear: Gloms sometimes carry guns or other weapons.
  Horrific Appearance: See Terror, p. 7. Victims are at a
  -4 penalty to Fright Checks, or at -6 if the glom has 6 or
  more bodies in it.
  Imperturbable. See p. CI26.
  Increased Abilities: The base statistics given above are
  for a glom consisting of two bodies. Every additional body
  added to the glom adds 3 ST and 5 hit points to the glom.
  Regeneration: A glom may concentrate for a turn to
  absorb a new body into the glom, increasing the glom’s
  abilities accordingly. A body must have been dead at least
  10 minutes to be usable.
  Size: A glom occupies one hex for every two bodies in
  the glom.
  Undead: A glom has the Independent Body Parts
  (Detachable Head), Injury Tolerance (No Blood, No Neck,
  No Vitals), Undead Invulnerability, and Vampiric Immor-
  tality advantages. It cannot be stunned or fatigued, and it
  suffers no debilitating effects from damage. Its focus is its
  core head.
  
  Hand
  Occasionally, a person loses a hand under circumstances
  so vile that the hand itself has to seek revenge (with a little
  help from the Reckoners). A hand thus animated moves using
  its fingers and thumb as legs. It can sit up on its stump in
  order to manipulate other objects. It has all the manual dex-
  terity it had in life; an animated hand could even use a pistol
  if it could figure out how to keep balanced and compensate
  for the recoil (as a rule, if it does use a weapon, knives are
  simpler).
  The hand’s principal goal in unlife is to avenge itself on
  the person who severed it, but like a good minion of evil, it’s
  not above wreaking some unrelated havoc along the way. It
  likes to harass its target for weeks before the final confronta-
  tion: it lays traps, slams doors, knocks on doors and hides
  before they’re answered, shoves things off shelves, and even
  sets things afire. In time, however, it will close in for the kill.
  A hand is a much more formidable foe than might be expect-
  ed; it’s a speedy little critter, and its magical nature renders it
  resistant to a variety of attacks.
  ST: 14
  Move/Dodge: 5/6
  Size: <1
  DX: 14
  PD/DR: 0/0
  Weight: 5 lbs.
  IQ: 12
  Damage: *
  HT: 12/20
  Reach: C
  Habitat: All
  Skills: Brawling-14; Climbing-15; Demolition-12; Fast-
  Draw (Pistol)-14; Guns (Pistol)-15; Intimidation-13; Knife-
  14; Lockpicking-14; Pickpocket-16; Sleight of Hand-16;
  Traps-15.
  Special Abilities: 
  Damage: A hand lacks the leverage to inflict hand-to-
  hand damage. However, it often sets traps, and can use
  weapons. If it can get access to an opponent’s neck, it can
  strangle (p. B112).
  Horrific Appearance: See Terror, p. 7. Victims are at a -2
  penalty to Fright Checks.
  Imperturbable: See p. CI26.
  Invulnerability: As long as the flesh of the hand remains
  intact, damage only knocks it down. Only fire, acid, or some
  attack that destroys the flesh of the hand can destroy the hand
  completely.
  Undead: A hand has the Injury Tolerance (No Blood, No
  Neck, No Vitals, No Brain), Undead Invulnerability, and
  Vampiric Immortality advantages. It cannot be stunned or
  fatigued, and it suffers no debilitating effects from damage. Its
  focus is its hand.
  Scrap Glom
  Since the Reckoning, a series of battles can’t really be
  called a war until it has its own unique type of undead. The
  Great Rail Wars earned their name with the scrap glom.
  Normal gloms – composite monsters which assemble them-
  selves from the shattered bodies of a battlefield – have been
  known almost since the first days of the Reckoning. In the
  aftermath of the battles of the Rail Wars, however, mani-
  tous seeking to form a glom were faced with a challenge.
  The combatants were so laden down with technological
  61
  The Living Dead
  weapons and other gadgets that it was difficult for a mani-
  tou to pull two bodies together without some scrap iron get-
  ting in the way.
  Eventually, some enterprising manitou realized that this
  might not be a problem after all, and started assembling a
  glom without regard for what debris might get incorporated
  along the way. The scrap glom was born. Since that time, the
  manitous creating them have learned ever more inventive
  ways to use the scrap they find on the battlefield.
  ST: 10+
  Move/Dodge: 6*/6 Size: 1+
  DX: 11
  PD/DR: 0/2
  Weight: 400 lbs.+
  IQ: 10
  Damage: thr+1 cr#
  HT: 10+
  Reach: C, 1
  Habitat: All
  Skills: Brawling-14; Guns (any)-12.
  Special Abilities: 
  Damage: Scrap gloms can punch for thr+1
  crushing damage (see p. B74) or bite for regular
  biting damage (see p. B140), according to their
  ST. A scrap glom can make one attack for every
  two bodies in the glom.
  Gear: Scrap gloms often incorporate guns or
  other weapons into their bodies. This can lead to
  a variety of interesting effects, including but not
  limited to:
  • Punches become claw attacks doing cut-
  ting or impaling damage.
  • Incorporated firearms are available to the
  scrap glom as attacks. There usually is no more
  than one gun for every two bodies.
  • Other incorporated weapons, such as
  Gatling guns and small artillery, are also avail-
  able to the scrap glom as attacks. Heavy
  weapons are, however, rare.
  • Incorporated vehicles such as steam wag-
  ons or locomotives can enhance the Move of a
  scrap glom.
  Horrific Appearance: See Terror, p. 7. Vic-
  tims are at a -4 penalty to Fright Checks, or at -
  6 if the scrap glom has 6 or more bodies in it.
  Imperturbable. See p. CI26.
  Increased Abilities: The base statistics
  given above are for a scrap glom consisting
  of two bodies. Every additional body added
  to the scrap glom adds 3 ST and 5 hit points
  to the scrap glom.
  Regeneration: A scrap glom may
  concentrate for a turn to absorb a new
  body or new scrap into itself, increasing
  its abilities accordingly. A body must
  have been dead at least 10 minutes to be usable.
  Size: A scrap glom occupies one hex for every two bod-
  ies in the glom.
  Undead: A scrap glom has the Independent Body Parts
  (Detachable Head), Injury Tolerance (No Blood, No Neck,
  No Vitals), Undead Invulnerability, and Vampiric Immortal-
  ity advantages. It cannot be stunned or fatigued, and it suf-
  fers no debilitating effects from damage. Its focus is its core
  head.
  
  Scrap Fiend
  A scrap fiend is much like a bone fiend. A manitou infus-
  es its essence into a human skull, and then gathers material to
  itself to build a body. However, where a bone fiend uses
  bones, a scrap fiend uses metal – usually junk, though virtu-
  ally any sort of processed metal can be used. 
  The fiend can only be destroyed if its black skull focus is
  broken. Until then, the fiend can be temporarily inconve-
  nienced by smashing parts of the scrap that makes up the
  body. Five points of damage smash and cripple a targeted hit
  location. However, the fiend may use a turn to replace any
  missing pieces, as long as enough intact scrap is available.
  The GM should determine how many hit points’ worth of
  scrap is available when preparing the encounter.
  Because of the black skull’s vulnerability, a scrap fiend
  never uses it as its head. It uses another skull as its seat of sen-
  sation, and hides the black skull – usually inside its chest, or
  in a nearby safe place. If the fiend hides its skull outside its
  fiend’s body, it may not move more than 50 feet from the
  black skull or its scrap body will collapse. If the skull is hid-
  den within the fiend’s body, it usually rests in a cage of scrap
  that gives the skull PD 6 and DR 18. The black skull has 15
  hit points.
  ST: 3-24
  Move/Dodge: 6/6 Size: 1
  DX: 14
  PD/DR: 6/18
  Weight: 75-400 lbs.
  IQ: 13
  Damage: *
  HT: 12/2-18 Reach: C, 1
  Habitat: All
  Skills: Brawling-16.
  Special Abilities: 
  Damage: A scrap fiend can strike with its steel limbs for
  sw+5 cutting damage.
  Horrific Appearance: See Terror, p. 7. Victims are at a -4
  penalty to Fright Checks.
  Imperturbable. See p. CI26.
  Regeneration: A scrap fiend may concentrate for a turn
  to replace destroyed material, regenerating 10 hit points.
  There must be intact scrap available for the bone fiend to use
  this ability.
  Shrapnel: Like a bone fiend, a scrap fiend can cause its
  body to explode in a spray of shrapnel. This explosion does
  6d in the scrap fiend’s hex and 4d fragmentation damage
  through the affected area.
  Undead: A scrap fiend has the Injury Tolerance (No
  Blood, No Neck, No Vitals, No Brain), Undead Invulnera-
  bility, and Vampiric Immortality advantages. It cannot be
  stunned or fatigued, and it suffers no debilitating effects from
  damage. Its focus is its black skull.
  The Living Dead
  62
  Variable Size: A scrap fiend can vary its size from a 10-
  foot monstrosity of steel to a small pile of scrap surrounding
  its skull. Its ST and hit points vary accordingly. It only
  shrinks to minimum size in an emergency, to fit through a
  very small hole, or to persuade an opponent that it’s dead.
  Walkin’ Fossil
  The walkin’ fossil is a type of undead so obscure, one
  can almost imagine the manitous attempting it on a bet. An
  extraordinarily talented manitou can, if sufficiently motivat-
  ed, animate the skeleton of an ages-dead dinosaur. The fos-
  silized bones are harder than fresher material, and the
  terrifying size and alienness of the terrible lizard make it
  more imposing than other undead by a considerable margin.
  ST: 36
  Move/Dodge: 10/6 Size: 12+
  DX: 14
  PD/DR: 2/6
  Weight: 1-2 tons
  IQ: 5
  Damage: 4d imp#
  HT: 16/36
  Reach: C, 1
  Habitat: All
  Special Abilities: 
  Damage: A walkin’ fossil can bite for 4d impaling dam-
  age or claw for 2d-1 cutting damage. Once a walkin’ fossil
  bites, it usually locks its jaws to hold its prey; the victim must
  make a Quick Contest of ST to break free.
  Imperturbable: See p. CI26.
  Invulnerability – Fire: Walkin’ fossils are not affected or
  damaged by fire.
  Leap: A walkin’ fossil with a running start can leap up to
  20 yards, doing 2d cutting damage to whatever it lands on.
  Undead: A walkin’ fossil has the Injury Tolerance (No
  Blood, No Vitals), Undead Invulnerability, and Vampiric
  Immortality advantages. It cannot be stunned or fatigued, and
  it suffers no debilitating effects from damage. Its focus is its
  head.
  Mummies
  Mummies are not created by manitous. A mummy is cre-
  ated when a powerful sorcerer or cultist decides to trade the
  normal pleasures of life for magically supported immortality,
  and calls on the Reckoners to infuse him with their power in
  a dark ritual of incredible complexity and brutality. The
  specifics of that ritual vary from culture to culture, but the end
  result is similar. 
  A mummy is not a direct servant of the Reckoners. It is
  almost certainly a creature of great evil, and the Reckoners
  delight in most of its work, but it is not in contact with them.
  Mummies usually prize their supposed independence; only a
  person with a high opinion of himself sets out to become a
  mummy in the first place, and most mummies pay dearly for
  their transformations. The Reckoners are perfectly happy to
  let the mummies believe whatever they want.
  Mummies from the Aztec and Egyptian traditions are
  detailed here, those being the cultures with the most mum-
  mies. Mummies from other cultures are certainly possible:
  perhaps the “bog bodies” of northern Europe are the results of
  failed Celtic mummies.
  More Walkin’ Fossils
  Any dinosaur can be converted to a walkin’ fossil by
  applying the following changes. GURPS Bestiary or
  GURPS Dinosaurs are good resources for this purpose.
  Walkin’ Fossil: ST ×1/2, IQ +2, DR +4, Invulnerabili-
  ty to Fire, Undead (as above).
  
  Aztec Mummy
  During certain periods of history, the Aztecs mummi-
  fied a special few of their most honored dead, and preserved
  their bodies with great care to serve them in the next world.
  Since the Reckoning, a few of those bodies have begun to
  serve their owners again in this world. Aztec mummies rise
  in the ruins of the places they were buried, and often remain
  there. They surround themselves with objects that remind
  them of their history, and sometimes gather a cult of follow-
  ers to venerate their past as well.
  Aztec mummies sustain themselves with the life force of
  human hearts. Every 20 days, an Aztec mummy must remove
  the heart from a living victim in the traditional Aztec fashion
  and place the still-beating heart in its own chest cavity. The
  organ sustains the mummy for another 20 days. A mummy
  with a fresh heart appears no more decayed than the average
  Harrowed. A mummy in need of a heart, conversely, is diffi-
  cult to distinguish from a desiccated dead (see p. 53).
  Aztec mummies sometimes carry jade stones under their
  tongues; these stones render them invulnerable to nearly all
  attacks.
  An Aztec mummy often has a retinue of mummified ser-
  vants; these lesser mummies are equivalent to desiccated dead.
  ST: 15
  Move/Dodge: 6/6 Size: 1
  DX: 12
  PD/DR: 0/0
  Weight: 150 lbs.
  IQ: 12
  Damage: 2d+5 cut
  HT: 15
  Reach: 1, 2
  Habitat: All
  Skills: Brawling-14; Broadsword-14; History-13;
  Intimidation-14; Occultism-13; Stealth-13.
  Special Abilities: 
  Black Magic: Aztec mummies have Power Investiture 5
  and the following black magic spells: Animal Mastery-11,
  Pact-15, Stun-13, and Zombie-13.
  Damage: An Aztec mummy usually carries an ancient
  obsidian-bladed sword, which does sw+4 cutting damage. A
  mummy can also punch for 1d crushing damage.
  Imperturbable. See p. CI26.
  Invulnerability: As long as an Aztec mummy has its jade
  stone (see above), it is immune to all damage from attacks.
  Note, however, that it still suffers knockback and other inci-
  dental effects.
  Terror: See p. 7. Victims are at a -6 penalty to Fright
  Checks.
  Undead: An Aztec mummy has the Injury Tolerance (No
  Blood), Undead Invulnerability, and Vampiric Immortality
  advantages. It cannot be stunned or fatigued, and it suffers no
  debilitating effects from damage. Its focus is its heart.
  Egyptian Mummy
  The Egyptian predilection for mummifying their dead is
  well known. Some mummified Egyptians well versed in the
  occult arts – high priests or sorcerers – may retain some
  spark of animate force even after thousands of years. Now
  that well-meaning archaeologists – and less well-meaning
  fortune hunters – have begun to meddle with their tombs,
  that spark sometimes surges into a raging fire.
  63
  The Living Dead
  Egyptian mummies are nearly always powerful black
  magicians. Their life energy is concentrated in a burial scroll,
  which is well-hidden and well-guarded. That scroll must be
  destroyed to kill the mummy permanently; if it is left intact,
  the mummy will return from death, even if bodily destroyed.
  Egyptian mummies appear to be desiccated corpses
  swathed in ancient cloth bandages. However, they almost
  always use their powers of illusion to appear as mundane
  modern Egyptians.
  ST: 15
  Move/Dodge: 6/6
  Size: 1
  DX: 10
  PD/DR: 0/0
  Weight: 150 lbs.
  IQ: 11
  Damage: 1d cr#
  HT: 16
  Reach: C
  Habitat: All
  Special Abilities: 
  Black Magic: Egyptian mummies have Power Investiture
  4 and the following black magic spells: Curse-12, Illusion-14;
  Stormcall-12.
  Damage: Egyptian mummies club opponents down with
  their enormous strength. They also like to strangle opponents
  (see p. B112).
  Imperturbable. See p. CI26.
  Invulnerability: An Egyptian mummy takes only half
  damage from all attacks.
  Terror: See p. 7. Victims are at a -4 penalty to Fright
  Checks.
  Undead: An Egyptian mummy has the Injury Tolerance
  (No Blood, No Vitals), Undead Invulnerability, and Vampiric
  Immortality advantages. It cannot be stunned or fatigued, and
  it suffers no debilitating effects from damage. A mummy’s
  focus is its burial scroll. Until the scroll is destroyed, the
  mummy cannot be destroyed permanently, even by burning
  the body to ashes.
  Mummies as Player Characters
  Mummies are extraordinarily powerful creatures; a
  mummy PC would only be appropriate in a very high-pow-
  ered campaign. That being said, a mummy could be a fasci-
  nating roleplaying challenge. Immortality alone should
  have profound effects on a personality; the reasons that a
  person would offer up terrible sacrifices in order to get that
  immortality must be complex, to say the least. For a
  mummy to re-enter society after centuries of dormancy also
  offers ample possibilities for interesting times.
  Mummy
  360 points
  Attributes: ST +3 [30]; IQ +1 [10]; HT +3 [30].
  Advantages: Imperturbable [10]; Injury Tolerance (No
  Blood, No Vitals) [10]; Terror (-4 to Fright Checks)
  [70]; Undead Invulnerability [150]; Vampiric Immor-
  tality [60].
  Disadvantages: Vulnerability (player’s choice) [-10].
  Perhaps the “bog bodies” of northern Europe
  are the results of failed Celtic mummies.
  �
  �
  
  Vampires
  Vampires, too, are neither created by the Reckoners nor
  servile to them. Like a mummy, a vampire is created when
  a spark of dark magic couples with the fragments of a driv-
  en soul to create an undead beast. Unlike a mummy, how-
  ever, a vampire usually does not seek out its damned state –
  instead, it is created by another vampire, by a curse, or by a
  process similar to that which creates corruptions (see p. 33).
  Not all types of vampires exist in every campaign; the
  GM should pick and choose which breeds of bloodsucker
  best fit the game, from the urbane cinematic vampire to the
  bestial nosferatu.
  Baobhan Sith
  The baobhan sith (BAH-vahn SHEE) is a sort of Irish vam-
  pire. They all appear to be beautiful young women, and they
  feed on the young men who they lure into their arms. A baobhan
  sith need not kill her victim; frequent, small sips are usually
  The Living Dead
  64
  enough to sustain her. She drains blood through the skin without
  leaving a puncture wound. The unsuspecting victim never
  knows.
  Baobhan sith are vulnerable to iron and salt, both of which
  injure them severely. They dislike sunlight and stay out of it
  whenever possible.
  ST: 10
  Move/Dodge: 6/6
  Size: 1
  DX: 13
  PD/DR: 0/0
  Weight: 120 lbs.
  IQ: 11
  Damage: *
  HT: 14
  Reach: C
  Habitat: All
  Skills: Brawling-14; Climbing-12; Gaelic-12; Intimida-
  tion-14; Sex Appeal-16; Stealth-15.
  Special Abilities: 
  Drain Blood: Baobhan sith can drain 1 hit point per turn
  from an unsuspecting or helpless victim. The victim cannot feel
  the draining, and there is no mark left behind.
  Terror: See p. 7.
  Undead: A baobhan sith has the Injury Tolerance (No
  Blood, No Vitals), Undead Invulnerability, and Vampiric
  Immortality advantages. She cannot be stunned or fatigued, and
  she suffers no debilitating effects from damage. Her focus is her
  head.
  Vulnerability – Iron and Salt: Iron and salt do 1d damage
  per turn to a baobhan sith in contact with either of them.
  Weakness – Sunlight: Baobhan sith don’t like sunlight.
  They take 1d fatigue damage for every half-hour they spend in
  the sun’s rays.
  Cinematic Vampire
  Some vampires found in the Weird West are long-term
  thinkers, unlike their more blood-crazed kin. Folklore does
  not speak of them; they are too clever to reveal themselves to
  superstitious peasants. They are more formidable than other
  vampires; they grow more powerful as they get older, and at
  an advanced age are among the most terrible enemies a party
  could have. Such vampires appear fully human until they
  Unlike most of their vampiric kin, baobhan sith are not
  vicious murderers by nature. They drink blood, certainly,
  but they prefer not to kill; they pick men as their victims
  because they like them. For them, feeding is simply an
  extension of their romantic nature.
  Because their supernatural needs don’t overwhelm
  them or make them unable to fit into society, baobhan sith
  can be appropriate as PCs. They tend to be emotionally
  needy, and their vigorous appetite for companionship can
  cause trouble, but this may actually make them more inter-
  esting to roleplay.
  Baobhan sith leave Ireland for many reasons. Some-
  times they are driven out by monster hunters; sometimes
  they cross the Atlantic to follow their obsession of the
  moment; sometimes they just grow tired of their native soil
  and decide to strike out for new lands. In America, they tend
  to drift west, where community standards are looser and
  they can more easily make lives for themselves. They can
  be found in almost any slice of life, but the saloon gal’s life
  is a good fit for a baobhan sith: she’s never short of compa-
  ny or entertainment, the money’s not bad, and the managers
  don’t ask questions.
  Baobhan Sith
  312 points
  Attributes: DX +3 [30]; IQ +1 [10]; HT +4 [45].
  Advantages: Beautiful [15]; Bite [30]; Injury Tolerance (No
  Blood, No Vitals) [10]; Terror [30]; Undead Invulnera-
  bility [150]; Vampiric Immortality [60].
  Disadvantages: Chummy [-5]; Compulsive Carousing [-5];
  Dependency (Blood; weekly) [-30]; Secret (Blood-
  drinking undead) [-30]; Stubbornness [-5]; Vulnerability
  (Iron, 1d) [-10]; Vulnerability (Salt, 1d) [-5]; Weakness
  (Sunlight; fatigue damage only, 1d per 30 minutes) [-8].
  Baobhan Sith as PCs
  
  attack their prey. When they attack, their eyes turn black,
  their nails turn into claws, and their full aura of terror reveals
  itself, filling even the hardiest soul with fear.
  These vampires are preternaturally fast and able to heal
  at an accelerated rate. They are susceptible to holy water,
  beheading, sunlight, and a stake through the heart.
  The grand master of all cinematic vampires is Dracula
  himself (p. 99); many cinematic vampires are his spawn, and
  even those who are not acknowledge his supremacy.
  ST: 17
  Move/Dodge: 24/9 Size: 1
  DX: 15
  PD/DR: 0/0
  Weight: 150 lbs.
  IQ: 12
  Damage: 1d+2 cut#
  HT: 12/17 Reach: C
  Habitat: All
  Skills: Brawling-18; Climbing-16; Detect Lies-14; Guns
  (any)-15; Intimidation-15; Stealth-19.
  Special Abilities: 
  Damage:A cinematic vampire can claw for 1d+2 cutting
  damage, or it can bite for 1d impaling damage after a suc-
  cessful grapple.
  Infection: Anyone killed by a vampire’s bite rises as a
  subservient vampire within the week. Young vampires are
  often little better than a wampyr or nosferatu, and take time
  to grow into their full powers.
  Regeneration: A vampire may heal its wounds by drain-
  ing blood. It can restore hit points to itself equal to the dam-
  age that its bite inflicts on an opponent. 
  Terror: See p. 7. Victims are at a -4 penalty to Fright
  Checks.
  Undead: A cinematic vampire has the Injury Tolerance
  (No Blood), Undead Invulnerability, and Vampiric Immor-
  tality advantages. It cannot be stunned or fatigued, and it suf-
  fers no debilitating effects from damage. Its focus is its heart.
  65
  The Living Dead
  Vulnerability: Beheading or a wooden stake through the
  heart will kill a vampire. Splashing holy water on one does
  1d per pint. Sunlight does 1d+2 per turn.
  Gyonshee
  The gyonshee, commonly known as the hopping vam-
  pire, is an import from China. Unlike western vampires,
  gyonshee are as dumb as bricks. They can only move by hop-
  ping forward, and they attack anything they see. They never
  retreat – in fact, they don’t seem to be aware that “behind
  them” exists.
  Gyonshee can be contained temporarily by sticking a
  piece of rice paper, inscribed with the appropriate occult for-
  mula, to their foreheads. This stops the gyonshee cold until
  the paper is removed. Some Chinese sorcerers keep some
  gyonshee in storage to release on enemies when needed.
  ST: 13
  Move/Dodge: 4/4
  Size: 1
  DX: 9
  PD/DR: 0/0
  Weight: 150 lbs.
  IQ: 3
  Damage: 2d-1 cut
  HT: 10
  Reach: C
  Habitat: All
  Skills: Brawling-13.
  Special Abilities: 
  Damage: Gyonshee can claw for 2d-1 cutting damage.
  Horrific Appearance: See Terror, p. 7. Victims are at a -1
  penalty to Fright Checks.
  Infection: Anyone wounded by a gyonshee turns into
  one within a week, unless treated with a Chinese folk reme-
  dy that involves sitting in a mystic circle and eating a lot of
  sticky rice. Someone knowledgeable in the occult may try to
  recall this remedy with a roll against Occultism-4, or simple
  Occultism if the character is Chinese or established to be
  knowledgeable in Chinese folklore.
  Undead: A gyonshee has the Injury Tolerance (No
  Blood, No Vitals), Undead Invulnerability, and Vampiric
  Immortality advantages. It cannot be stunned or fatigued, and
  it suffers no debilitating effects from damage. Its focus is its
  head.
  Cinematic Vampires as PCs
  The cinematic vampire may be suitable as a player
  character. Cinematic vampires tend to be less benign than
  baobhan sith: their very nature makes it easier for them to
  regard humans as puppets rather than as people, and many
  are ensnared in a web of obligations to their forebears and
  peers. Still, a few break out from the machinations of their
  kind sufficiently to participate in the world outside.
  The template below assumes that the vampire’s creator
  is dead. A cinematic vampire with a living master has Slave
  Mentality [-25] and Extremely Hazardous Duty [-20].
  Cinematic Vampire
  605 points
  Attributes: ST +7 [80]; DX +5 [60]; IQ +2 [20]; HT +2
  [20].
  Advantages: Bite [30]; Dominance [5]; Enhanced Move 1
  [10]; Extra Hit Points 5 [25]; Increased Speed 5 [125];
  Injury Tolerance (No Blood) [5]; Sharp Claws [25];
  Terror +4 [70]; Undead Invulnerability [150]; Vampir-
  ic Immortality [60].
  Disadvantages: Bully [-10]; Dependency (Blood; weekly)
  [-30]; Selfish [-5]; Vulnerability (Holy water; 1d) [-5];
  Vulnerability (Sunlight; 2d) [-30].
  
  Nosferatu
  The nosferatu is one of the ugliest vampires in existence
  – bald, emaciated, and pallid, with solid black eyes. A nos-
  feratu does not think of much beyond its next meal; it can-
  not plan for the future in any more detail than a clever
  ambush. They can speak, but rarely see any need to.
  Nosferatu are almost immune to physical damage.
  Physical attack can usually only stun a nosferatu. The only
  exceptions are an attack which severs the head, which kills
  a nosferatu, and a wooden stake through the heart, which
  paralyzes it. All nosferatu burn quickly when exposed to
  sunlight.
  A person killed by the bite of a nosferatu will rise as a
  nosferatu within six hours. 
  Nosferatu were once rare in the Weird West, but Baron
  LaCroix of Bayou Vermillion spread them throughout the
  continent with his practice of shipping trainloads of nosfer-
  atu into his rivals’ territories to stir up trouble. Despite the
  best efforts of the Rangers and the Agency, packs of nosfer-
  atu continue to roam across the land.
  ST: 16
  Move/Dodge: 6/6 Size: 1
  DX: 13
  PD/DR: 0/0
  Weight: 150 lbs.
  IQ: 10
  Damage: 1d+1 cut#
  HT: 13
  Reach: C
  Habitat: All
  Skills: Brawling-15; Climbing-15; Intimidation-15;
  Stealth-16.
  Special Abilities: 
  Damage: A nosferatu can claw for 1d+1 cutting damage
  or bite for 1d cutting. Once it has successfully bitten a vic-
  tim, it does 1d damage every turn until the victim wins a
  Quick Contest of ST. Fortunately, a nosferatu must use its
  hands to hold its victim and cannot use its claws while bit-
  ing.
  Horrific Appearance: See Terror, p. 7. Victims are at a
  -4 penalty to Fright Checks.
  Infection: Anyone killed by a nosferatu’s bite rises as a
  nosferatu within six hours.
  Invulnerability – All: Nosferatu do not suffer damage
  from weapons or even magic. However, they can be
  stunned, and do suffer pain penalties.
  Undead: A nosferatu has the Injury Tolerance (No
  Blood), Undead Invulnerability, and Vampiric Immortality
  advantages. Its focus is its head, but sunlight will also
  destroy it.
  Vulnerability – Sunlight: Nosferatu take 1d+2 damage
  each turn from exposure to sunlight.
  Vulnerability – Wooden Stakes: A stake through the
  heart paralyzes a nosferatu until the stake is removed.
  Nosferatu Ancient One
  Although they generally meet violent deaths after a few
  years, nosferatu are technically immortal and could, hypo-
  thetically, live forever. A very few nosferatu have lived so
  long that they were alive before the Great Spirit War and the
  defeat of the manitous. Those nosferatu who survived the
  long dry spell while the manitous were imprisoned are
  The Living Dead
  66
  extremely tough customers indeed. A nosferatu Ancient One
  resembles a grotesquely fat nosferatu, reeking with an ungod-
  ly stench.
  There are only a few Ancient Ones in America. One dwells
  in Devil’s Canyon near Deseret, where he leads a massive
  brood of younger nosferatu. Another group of Ancient Ones
  escaped Baron LaCroix’s raid on their New Mexico lair in
  1876 and now dwell in the Sangre de Christo Mountains in the
  north of New Mexico.
  ST: 18
  Move/Dodge: 7/7
  Size: 1
  DX: 14
  PD/DR: 4/12
  Weight: 250 lbs.
  IQ: 12
  Damage: 1d+2 cut#
  HT: 14
  Reach: C
  Habitat: All
  Skills: Brawling-16; Climbing-16; Intimidation-14;
  Leadership-13; Stealth-18.
  Special Abilities: 
  Damage: An ancient nosferatu can claw for 1d+2 cutting
  damage or bite for 1d cutting damage. Once it has success-
  fully bitten a victim, it does 1d damage every turn until the
  victim wins a Quick Contest of ST. Fortunately, it must use its
  hands to hold its victim and cannot use its claws while biting.
  Horrific Appearance: See Terror, p. 7. Victims are at a -6
  penalty to Fright Checks.
  Infection: Anyone killed by a nosferatu’s bite rises as a
  nosferatu within six hours.
  Invulnerability – All: Nosferatu do not suffer damage
  from weapons or even magic. However, they can be stunned,
  and do suffer pain penalties.
  Odor: The stench of an Ancient One forces all people
  within 3 yards of the nosferatu to make a HT+2 roll or lose
  their turn retching. Other nosferatu are unaffected.
  Undead: A nosferatu Ancient One has the Injury Toler-
  ance (No Blood), Undead Invulnerability, and Vampiric
  Immortality advantages. Its focus is its head, but sunlight will
  also destroy it.
  Vulnerability – Sunlight: Nosferatu take 1d+2 damage
  each turn from exposure to sunlight.
  Vulnerability – Wooden Stakes: A stake through the heart
  paralyzes a nosferatu until the stake is removed.
  
  Penanggalen
  During the day, a penanggalen appears to be a normal
  human – usually, but not exclusively, a woman. At night, how-
  ever, a penanggalen separates her head and entrails from her
  body and flies about to search for prey. She must store her body
  in vinegar to keep it fresh while she is absent, and must return
  by daybreak. If it does not, sunlight will destroy the detached
  head. A penanggalen can sense when its body is being tampered
  with.
  A penanggalen in its hunting form is all but invincible; the
  best a party can hope to do is drive it away. If they can track it
  back to its body, they can kill it during the day, when it has no
  special powers. 
  ST: 10
  Move/Dodge: 8/9
  Size: 1
  DX: 12
  PD/DR: 0/0
  Weight: 10 lbs.
  IQ: 11
  Damage: 1d-2 cut*
  HT: 16
  Reach: C
  Habitat: All
  Skills: Brawling-15; Intimidation-14; Stealth-16.
  Special Abilities: 
  Damage: A penanggalen can bite for 1d-2 cutting damage;
  once it has bitten, it automatically does 1d-2 cutting damage
  each turn as it drains the victim’s blood. The victim may dis-
  lodge the penanggalen by winning a Quick Contest of ST.
  Diseased Entrails: Anyone who touches the penanggalen’s
  dangling entrails must make a HT-4 roll to avoid contracting a
  disease from the bile that drips from the hanging organs. The
  disease is virulent; the victim loses two points of HT each day.
  He must make a HT-4 roll every day until he succeeds or his HT
  drops to zero or below, killing him. If he succeeds, he recovers
  two points of HT every week until he returns to his normal level.
  Dread – Thorns: A penanggalen refuses to cross any barri-
  er of thorns. If its entrails get tangled in thorns, it is trapped until
  daylight, which would be fatal. As a result, it stays well away.
  Horrific Appearance: See Terror, p. 7. Victims are at a -6
  penalty to Fright Checks.
  Invulnerability: A penanggalen cannot be permanently
  destroyed in its hunting form by anything but sunlight. If a
  penanggalen is reduced to 0 HT, it flees back to its body.
  Undead: A penanggalen has the Injury Tolerance (No
  Blood, No Neck, No Vitals), Undead Invulnerability, and Vam-
  piric Immortality advantages. Its focus is its human body, but
  sunlight will also destroy it.
  Vulnerability – Sunlight:A penanggalen in its hunting form
  takes 1d+2 damage every turn it is exposed to direct sunlight.
  Ustrel
  When a child younger than two years of age dies from
  abandonment or neglect, an ustrel may rise from the corpse.
  Ustrels are normally invisible, but in the presence of a sizable
  fire, they become visible. They look like pallid human children
  with vertically slit eyes, sharp nails on hands and feet, and four
  sharp teeth.
  These tragic undead usually feed on cattle and other live-
  stock; their attacks are sometimes mistaken as the marks of a
  prairie tick or some sort of disease. However, they are far more
  voracious than any tick. They can drain seven or eight steers in
  67
  The Living Dead
  a single night. Their victims often don’t even know they’re
  being drained, due to the numbing effects of ustrel saliva.
  Ustrels rarely feed on humans; if the livestock population
  becomes depleted, the ustrel will simply go dormant and wait
  for the local herds to be replenished.
  Fortunately, ustrels are usually found alone. Only in rare sit-
  uations that kill several children in a short span of time – an
  unusually neglectful orphanage, for example – will multiple
  ustrels appear at once.
  ST: 7
  Move/Dodge: 6/6
  Size: 1
  DX: 12
  PD/DR: 0/0
  Weight: 70 lbs.
  IQ: 7
  Damage: 1d-3 cut*
  HT: 13/7
  Reach: C
  Habitat: All
  Skills: Brawling-13; Climbing-12; Stealth-15.
  Special Abilities:
  Damage: Ustrels can bite for 1d-3 cutting damage. If it suc-
  cessfully bites, it may do the same damage every subsequent
  turn as it drains blood. It is dislodged when the victim wins a
  Quick Contest of ST.
  Horrific Appearance: See Terror, p. 7. Victims are at a -2
  penalty to Fright Checks.
  Invisibility: Ustrels are normally invisible. If an opponent
  knows the ustrel is present, he can attack it at a -6 penalty.
  Numbing Saliva: Ustrels have a numbing compound in
  their saliva. Hence, most victims don’t notice they’ve been bit-
  ten. A victim must make a Sense roll at -4 to notice the ustrel’s
  bite.
  Undead: An ustrel has the Injury Tolerance (No Blood),
  Undead Invulnerability, and Vampiric Immortality advantages.
  It cannot be stunned or fatigued, and it suffers no debilitating
  effects from damage. Its focus is its heart.
  Vulnerability: Ustrels become visible when near a large fire.
  Wampyr
  Wampyrs are among the weakest of the vampires, typi-
  cally found in the Balkans. Unlike other vampires, wampyrs
  are little stronger than normal humans are, and are clearly
  undead. In many respects, they resemble simple walkin’ dead.
  However, their flesh is full and bloated with fresh blood,
  rather than slack and hollow. Wampyrs are not particularly
  intelligent, though they are capable of planning clever
  ambushes.
  
  A wampyr often begins its undead existence by feasting
  on the kinfolk it left behind. This usually creates a fresh batch
  of wampyrs; their bite is highly infectious, and even a super-
  ficial wound may lead a victim to death and wampyrdom.
  When a person infected by a wampyr dies, he does not pale
  or stiffen, instead retaining a semblance of normality.
  A wampyr resting in its coffin is not harmed by sunlight,
  but if caught by daybreak outside its coffin, a wampyr burns
  like other vampires. Wampyrs are also susceptible to garlic
  and roses.
  ST: 12
  Move/Dodge: 4/4
  Size: 1
  DX: 12
  PD/DR: 0/0
  Weight: 150 lbs.
  IQ: 10
  Damage: 1d-1 cut#
  HT: 15
  Reach: C
  Habitat: All
  Skills: Acting-11; Brawling-13; Climbing-12; Fast-Talk-
  11; Stealth-15.
  Special Abilities:
  Damage: A wampyr may strike with its fists for 1d-1
  crushing damage or bite for 1d-1 cutting damage.
  Horrific Appearance: See Terror, p. 7. Victims are at a -2
  penalty to Fright Checks.
  Infection: Anyone injured by a wampyr’s bite must make
  a HT+2 roll to avoid contracting the wampyr’s disease. Fail-
  ure causes the victim to lose two points of HT; he must then
  roll against HT+2 every night, losing two points of HT to
  every failure, until he either makes the roll or drops to 0 HT,
  in which case he dies. Success means he is cured. Anyone
  who dies of the wampyr’s disease rises as a wampyr in a few
  days. Survivors of the disease regain lost HT at a rate of 1 HT
  per day until fully recovered.
  Undead: A wampyr has the Injury Tolerance (No Blood),
  Undead Invulnerability, and Vampiric Immortality advan-
  tages. It cannot be stunned or fatigued, and it suffers no debil-
  itating effects from damage. Its focus is its heart.
  Weakness: A wampyr takes 1d hits per turn from the
  touch of garlic, roses, or sunlight. A wampyr at rest in its cof-
  fin is not affected by sunlight.
  Ghosts
  Ghosts are the restless spirits of dead mortals, allowed (or
  forced, depending on your point of view) to roam free on the
  mortal plane rather than moving on to whatever sort of after-
  life they had earned. Different types of ghosts have a wide
  variety of abilities and behaviors.
  Where zombies have focuses, ghosts have anchors –
  objects or places that hold them to the mortal plane. If the
  anchor is destroyed, or the ghost’s connection to the anchor
  dissolved, the ghost will pass into the afterlife.
  Banshee
  A banshee is the spirit of a person who died from unre-
  quited love – sometimes by suicide, sometimes at the hands
  of his beloved. In all cases, the banshee died in a remote spot
  and went unburied.
  The Living Dead
  68
  Banshees appear as spectral people, draped in drab-colored
  robes, who float a foot or two above the ground. They have no
  legs; their lower parts are simply tattered fabric. Their faces are
  twisted with agony and woe. Banshees can inflict terrible harm
  with their voices – chilling victims to the bone, inducing heart
  attacks, or saddling a victim with bad luck.
  Their tragic deaths have twisted their view of the living
  world. In a banshee’s mind, every person of the opposite sex
  is the person who jilted him, and every person of the same sex
  is a rival for his beloved’s affection. In essence, they hate
  everyone.
  A banshee is anchored to the living world by his body.
  When the body is properly buried, the banshee dissolves. On
  some level, the banshee realizes this, going to any lengths to
  defend his body. The body is invariably well hidden, and the
  banshee always manifests to defend it, even in daylight.
  ST: 10
  Move/Dodge: 4/4
  Size: 1
  DX: 11
  PD/DR: 0/0
  Weight: –
  IQ: 10
  Damage: *
  HT: 13
  Reach: *
  Habitat: All
  Skills: Banshees have all the same skills they had in life.
  Special Abilities: 
  Doom: A banshee may inflict a limited form of the
  Unluckiness disadvantage on its chosen victim, which only
  takes effect when the victim is in life-threatening circum-
  stances. Only one person at a time may be affected by a ban-
  shee’s doom. The doom is lifted when the banshee is
  destroyed.
  Ghostly Form: Banshees are intangible, and can there-
  fore pass through physical objects at will.
  Horrific Appearance: See Terror, p. 7. Victims are at a -6
  penalty to Fright Checks.
  Invulnerability – Physical Damage: Banshees cannot be
  harmed by physical attacks, though magic attacks or enchant-
  ed weapons harm them.
  Shriek: A banshee may utter a bloodcurdling shriek.
  Everyone within 10 yards of the banshee must win a Quick
  Contest of Wills or take one hit for every two points they lost
  the Contest by. Using this ability takes two turns: one to pre-
  pare, and one to shriek.
  Vulnerability – Exorcism: A successful exorcism will
  destroy a banshee.
  Vulnerability – Sunlight: Banshees take 1d+2 points of
  damage each turn that they or their anchor is exposed to direct
  sunlight.
  Wail: Once a night, a banshee may let out a truly horrific
  wail that can stop a man’s heart. Anyone unfortunate enough
  to be within 10 yards must win a Quick Contest of Will,
  adding Fearlessness if he has it, or suffer a severe heart attack
  that does 3d points of damage.
  Crying Ghost
  Crying ghosts are a staple of Chinese folklore; they are
  the spirits of those who died with unfulfilled love in their
  hearts and are therefore trapped in the mortal world. They
  seek out members of the opposite sex and destroy them as a
  sort of revenge on the one who scorned or betrayed them.
  
  Most crying ghosts appear as beautiful Chinese women,
  but male crying ghosts are possible. Typically, a crying ghost
  approaches her chosen victim as a normal human, induces
  the victim to fall in love with her, and then attacks, draining
  her lover’s soul energy and dispatching him to Hell, never to
  return.
  Most crying ghosts pick a favored dwelling place –
  usually a spot of natural beauty and tranquility. This is usu-
  ally a wilderness hermitage, but crying ghosts can appear
  anywhere.
  ST: 10
  Move/Dodge: 5/5
  Size: 1
  DX: 12
  PD/DR: 0/0
  Weight: 125 lbs.
  IQ: 10
  Damage: 1d cr*
  HT: 10
  Reach: C, 1-15
  Habitat: Any
  Skills: Brawling-14; Fast-Talk-13; Pickpocket-12;
  Stealth-15; Throwing-13.
  Special Abilities:
  Deadly Hair: A crying ghost may use her long hair as a
  weapon, fighting up to four opponents with it. The hair can
  reach up to 15 yards. It does 1d crushing damage, and a suc-
  cessful hit allows it to wrap around the opponent, automati-
  cally doing another 1d damage on every subsequent turn. The
  only way to stop the constriction is to cut the hair by doing 4
  or more points of damage with a cutting attack. Attacking the
  hair does not harm the crying ghost herself.
  Nocturnal: Crying ghosts only manifest at night.
  Spirit Invulnerability: If a crying ghost is reduced to 0
  HT, it does not die. Instead it fades away, only to reappear on
  the first full moon following its “death.”
  Spiritual Extinction: A person killed by a crying ghost is
  dead permanently. No Harrowing, no returning as a ghost, no
  reincarnation – his soul is gone, eaten by the ghost.
  Terror: See p. 7. Victims are at a -2 penalty to Fright
  Checks.
  Vulnerability – Holiness: Crying ghosts cannot enter
  sanctified ground. Exorcism performed on a crying ghost’s
  favorite spot forces the ghost to move on.
  Haunt
  Most ghosts are haunts – spectral beings created when a
  person dies in the throes of extreme emotion. The haunt is
  bound to the living world by the force of that emotion, and
  must eternally relive it or inflict it on others. Although many
  haunts are not intrinsically evil, the nature of the undead
  twists their actions to harm people.
  A haunt terrorizes the living with its aura of fear and its
  bone-chilling touch. Haunts are typically bound to a single
  location, usually the place where they died. Exorcising the
  location or the haunt should destroy the haunt.
  ST: 13
  Move/Dodge: 4/4
  Size: 1
  DX: 12
  PD/DR: 0/0
  Weight: –
  IQ: 10
  Damage: 1d cold
  HT: 14
  Reach: C
  Habitat: All
  Skills: Brawling-14; a haunt may have other skills that it
  possessed in life.
  69
  The Living Dead
  Special Abilities: 
  Chill Touch: A haunt can chill a living creature to the
  bone by touching it, doing 1d cold damage.
  Fear Attack: A haunt may induce a Fright Check in any
  single human within 3 yards of it. It may do this as many
  times as it wants, though it uses its turn in doing so.
  Ghostly Form: Haunts are intangible and able to move
  through physical objects at will.
  Invulnerability – Physical Attacks: Physical attacks can-
  not harm a haunt. Only magic attacks, silver weapons, conse-
  crated weapons, or enchanted weapons can harm one.
  Terror: See p. 7. Victims are at a penalty of up to -6 to
  Fright Checks.
  Mourning Mist
  A mourning mist is born at the site of a particularly rep-
  rehensible battle, where cowardice or treachery carried the
  day and caused the loss of many lives. The mists form around
  a particular inanimate object which symbolizes the ignoble
  act that brought the mist into existence – a bugle which
  sounded a cowardly retreat or a traitor’s inkwell, for example.
  The mist always remains within 10 miles of the object to
  which it is linked. This commonly keeps a mist near the bat-
  tlefield where it began, but some mists have followed their
  anchors from place to place for years.
  A mourning mist appears as a cloud, perhaps 15 to 20 feet
  across, with a dark-red core a few yards in diameter. The mist
  pulsates and drifts with the breeze. Tentacles and tendrils
  extend out from the cloud, trailing into sickly pink and white
  tones on the fringe. Smoke and flashes of silver move
  throughout the cloud – faint echoes of the cannon and sabers
  of the battlefield. Within 10 feet of the cloud, shadows of ago-
  nized human faces can be seen throughout the core.
  More distinctive than the mist’s appearance, though, is
  its sound. A mourning mist keens with a multivoiced cry –
  the wails of dying soldiers, the crack of rifles, the grum-
  bling of cannons, and the shrieks of injured horses. The
  resulting fugue rolls out across the land in a low, heart-
  wrenching keening which can be heard for miles. The
  source of the cry is hard to pinpoint; it seems to come from
  everywhere. Only when the mist is close at hand is the cry’s
  source obvious. At this close range, the cry rises to unnerv-
  ing volume.
  
  Mourning mists exist in order to destroy themselves,
  by urging someone to destroy the anchor around which the
  mist formed. Toward that end, they roam their battlefield in
  search of a suitable agent. Usually they seek lone victims;
  groups usually attack or run away. When a suitable target
  approaches, a mist reaches out with its tentacles. The tenta-
  cles do not harm the victim, but project a vision of the event
  which created the mist into his mind.
  Sadly, this process drives most victims mad, or at least
  terrifies them to the point of lashing out at the mist, which in
  turn drives the mist to defend itself. A mist may wander far
  and long searching for a soul who understands it.
  ST: 20
  Move/Dodge: 12/12 Size: 64
  DX: 14
  PD/DR: 0/0
  Weight: –
  IQ: 11
  Damage: 1d+2 cold
  HT: 14/21 Reach: C
  Habitat: All
  Skills: Brawling-16; Stealth-16.
  Special Abilities: 
  Horrific Appearance: See Terror, p. 7. Victims are at a -5
  penalty to Fright Checks.
  Hovering: Mourning mists hover a few feet off the
  ground and are not slowed by obstacles or difficult terrain.
  Invulnerability – Ranged Weapons: Ranged weapons are
  useless against a mourning mist. However, hand-to-hand
  attacks and magic attacks can harm it. If a mist is destroyed,
  it reforms at the next sunset unless its anchor is destroyed.
  Killing Touch:A mourning mist can fight with up to three
  of its tentacles in a single turn. Each one inflicts 1d+2 cold
  damage on its target. Nonmagical armor will not defend
  against this attack.
  Shared Pain: At first encounter, a mist tries to convey its
  pain and the source of that pain to one of its victims. This
  attack is extremely traumatic to the victim. The victim must
  make a roll against Will-4. Success means that he successful-
  ly staved off the mist’s mental attack with nothing but a lin-
  gering sense of uneasiness, while failure causes him to
  experience a composite vision of the battle that created the
  mist in all its horror. This vision paralyzes the victim for two
  rounds; he must then succeed in a Fright Check at -2 or suf-
  fer the normal Fright effects as well as lash out with his fists
  at the mourning mist for 1d rounds. The mourning mist usu-
  ally fights back, and the resulting fight can often be deadly.
  However, the vision holds clues to the location of the mist’s
  focus.
  Voice of Hell: When a battle turns against a mourning
  mist, its wailing rises to an unnerving volume within a 20-
  yard radius. This wail necessitates a new Fright Check, and,
  anyone within hearing must make a roll against HT-2. Those
  who succeed get the Hard of Hearing disadvantage for 1d
  hours; those who fail get the Deafness disadvantage for an
  equivalent period of time, and the Hard of Hearing disadvan-
  tage for 2d hours after the Deafness passes.
  Phantom
  Phantoms are spirits who just haven’t figured out that
  they’re dead. They continue to haunt the site of their death
  until released, rehearsing the circumstances over and over
  The Living Dead
  70
  again. Arguably, a phantom is less a spirit than an afterimage;
  it doesn’t really possess free will. A phantom can be released
  by exorcising it or the site of its death. It can also be released
  by convincing it of its own death; this is, however, extremely
  difficult.
  Phantoms are essentially harmless; they can scare people,
  but cannot otherwise interact with the physical world. Phan-
  toms are usually found in areas of Fear Level 4 or higher; a
  trail of phantoms is often left in the wake of a particularly
  destructive abomination.
  ST: –
  Move/Dodge: 4/4
  Size: 1
  DX: –
  PD/DR: 0/0
  Weight: –
  IQ: –
  Damage: –
  HT: –
  Reach: –
  Habitat: All
  Special Abilities:
  Horrific Appearance: See Terror, p. 7. Victims are at a 2
  penalty to Fright Checks.
  Poltergeist
  A poltergeist is a spirit that refuses to accept its death.
  Unlike phantoms, poltergeists are fully aware that they are
  dead – they’re just ticked off about it, and take it out on those
  who are still living.
  Poltergeists typically pick a young person to bedevil,
  using their ability to handle physical objects to torment their
  victim. They may simply wreak havoc for which the victim is
  blamed, or they may scare or attack the victim directly.
  A poltergeist can only be destroyed by exorcising it. A
  person may attempt to drive off the poltergeist using Intimi-
  dation or Fast-Talk; after the poltergeist abandons its victim,
  the poltergeist disappears.
  ST: 13
  Move/Dodge: 6/6
  Size: 1
  DX: 13
  PD/DR: 0/0
  Weight: –
  IQ: 11
  Damage: 1d cr
  HT: 12
  Reach: R
  Habitat: All
  Skills: Lockpicking-14; Pickpocket-15; Throwing-14.
  Poltergeists may possess other skills that they knew in life.
  Special Abilities: 
  Damage: Poltergeists can throw small objects as an
  attack. These objects can do up to 1d crushing damage.
  
  Ghostly Form: Poltergeists are intangible and pass
  through physical objects at will.
  Horrific Appearance: See Terror, p. 7. Victims are at a -
  2 penalty to Fright Checks.
  Invulnerability – Physical Attacks: Physical attacks can-
  not harm a poltergeist. Only magic attacks and enchanted or
  consecrated weapons can harm them.
  Mischief: Poltergeists can handle physical objects freely.
  They use this power to work a variety of mischievous and
  malicious pranks.
  Projectile Storm: Once a day, a poltergeist can cause a
  bunch of small objects to whirl about in a twister-like storm,
  hurting and scaring its victims. For 10 seconds, a poltergeist
  may attack twice a round with projectiles (see above); anyone
  injured by a hurled projectile must make an immediate Fright
  Check at a -2 penalty.
  Shade
  Shades are spirits of vengeance, anchored to the person
  (or persons) who caused their deaths. Ironically, although
  shades are given more power to act on the material world
  than any other type of ghost, they are forbidden to act direct-
  ly against the person to whom they are anchored. They can
  appear to their anchors, attack other humans, manipulate
  physical objects to set traps for their anchors, influence
  other humans to attack their anchors, or simply aid their
  anchors’ enemies, but they may never attack their anchors
  directly.
  A shade always manifests within a mile of its anchor. It
  appears as its own murdered body, complete with the
  wounds that killed it. Decomposition sets in slowly, as time
  passes after its death; a faint odor of decay attends a shade,
  as does an aura of cold.
  Exorcism has no effect on a shade; only bringing the guilty
  party (or parties) to justice sets it free. If the shade’s anchor dies
  without being brought to justice, the shade may dissipate or may
  turn into another sort of ghost, such as a haunt or a specter.
  ST: 13
  Move/Dodge: 6/6
  Size: 1
  DX: 12
  PD/DR: 0/0
  Weight: –
  IQ: 12
  Damage: 1d
  HT: 14
  Reach: C
  Habitat: All
  Skills: Brawling-14; Intimidation-13; Throwing-13.
  Shades may also have skills that they knew in life. 
  Special Abilities: 
  Bad Dreams: Shades cannot directly attack their anchors,
  but they can and do plague them throughout their lives: distract-
  ing them at crucial moments, haunting them in their dreams, and
  manifesting to accuse them at random moments through the day.
  In so doing, they may inflict the Nightmares disadvantage, the
  Unluckiness disadvantage, or both upon the victim.
  Freezing Touch: A shade can attack for 1d cold damage
  with its icy touch. This attack cannot be parried or blocked, and
  armor does not defend against it.
  Ghostly Form: Shades are intangible, and can pass through
  physical objects at will.
  Horrific Appearance: See Terror, p. 7. Victims are at a
  penalty of up to -6 to Fright Checks.
  71
  The Living Dead
  Invulnerability – Anchor: Just as the shade cannot harm its
  anchor, its anchor cannot harm it in any way. Even magic or
  magic weapons are useless when wielded by the anchor.
  Invulnerability – Physical Damage: Physical attacks can-
  not hurt a shade; only magical attacks and enchanted or conse-
  crated weapons can harm it.
  Specter
  Unlike most ghosts, specters are not bound to the living
  world by the circumstances of their death. Rather, specters are
  the spirits of evil people the Reckoners felt were too wicked to
  lose. Now they continue their service to the cause of evil in
  undeath.
  Specters hate all living humans and seek to harm them in
  any way possible. This furious rage gives them a limited power
  to inflict direct physical damage while remaining incorporeal
  and thus immune to physical damage. They may also use an
  aura of fear to terrorize their victims.
  Specters appear as terrifying caricatures of human beings –
  tattered hoods, glowing eyes, black claws, and pointed teeth are
  all major parts of the specter visual vocabulary.
  Specters are anchored to their mortal remains; exhuming
  and burning the body destroys the specter, as does exorcising
  the corpse.
  ST: 12
  Move/Dodge: 7/7
  Size: 1
  DX: 13
  PD/DR: 0/0
  Weight: –
  IQ: 13
  Damage: 1d*
  HT: 14
  Reach: C
  Habitat: All
  Skills: Brawling-15; Intimidation-12.
  Special Abilities: 
  Fear Attack:A specter may cause any single human with-
  in 3 yards to make another Fright Check against its Terror.
  Ghostly Form: Specters are intangible and can pass
  through physical objects at will.
  Horrific Appearance: See Terror, p. 7. Victims are at a -6
  penalty to Fright Checks.
  Incorporeal Attack: A specter can claw at its victim’s
  spirit with its ghostly talons. If it wins a Quick Contest of
  Will, it does 1d damage directly to its victim’s vitals; no armor
  can protect against this attack, though magical protections
  will defend against it.
  Invulnerability – Physical Damage: Specters are immune
  to physical attacks from any weapons but consecrated,
  enchanted, or silver ones. Magic attacks are also effective.
  
  Tarnished Phantasy
  A tarnished phantasy is created when a woman of dubi-
  ous morals, such as a saloon gal, dies attempting to save
  someone she loves. If the conditions are right, her spirit may
  be twisted by the Reckoners to return to the living world as
  a phantasmal creature who drains the life energy of sleeping
  men with erotic dreams.
  A phantasy’s first victim is invariably the man for
  whom she sacrificed her life, assuming he still lives. After
  he dies, the tarnished phantasy turns her affections on
  almost any man she might encounter. When the phantasy
  has found a victim, she visits him every night with dreams
  of passion. During her nocturnal visits, she drains her
  lover’s vitality. With each night, he grows weaker and
  weaker, until he finally expires.
  Barring magical intervention, a tarnished phantasy can
  only be destroyed if the man she has chosen rejects and
  attacks her.
  ST: 8
  Move/Dodge: 5/5
  Size: 1
  DX: 10
  PD/DR: 0/0
  Weight: –
  IQ: 11
  Damage: *
  HT: 12
  Reach: C
  Habitat: All
  Skills: Acting-12; Fast-Talk-14.
  Special Abilities:
  Attribute Drain: Every night, a tarnished phantasy
  drains two points of ST, DX, or HT (whichever is highest)
  from her current lover. When any attribute is reduced to zero,
  the victim dies. Drained attributes recover at a rate of one
  point per night of undisturbed rest.
  Horrific Appearance: See Terror, p. 7. Victims are at a -2
  penalty to Fright Checks.
  Invulnerability – Physical Damage: Only her current
  victim can hurt a tarnished phantasy physically, though it
  may be difficult to persuade him to take action against her.
  Magic attacks affect her normally.
  Unique Undead
  Some undead are born under unusual circumstances, with
  such an emotional charge, that they cannot be repeated. These
  unique undead often have powers beyond those of ordinary
  undead.
  Black Regiment
  The Black Regiment is a unit of undead soldiers, formed
  from the reanimated dead of the battlefields of the Civil War.
  They wear uniforms black with blood and go barefoot, their
  boots having been removed by their comrades after their first
  death. The only way to tell their affiliations before death is from
  their belt buckles, which still read USA or CSA.
  They appear whenever a battle is going badly for one side,
  to throw in on the underdog’s side in sufficient numbers to even
  the odds. By keeping the battle matched, they extend the fight-
  ing, increasing the terror and suffering of the fighters as well as
  maximizing the eventual body count.
  The Living Dead
  72
  They fight savagely – indeed, inhumanly – relying mostly
  on bayonet charges and attacks to the vitals, hurling themselves
  against their chosen enemy without any concern for their own
  safety or that of their momentary allies. If an ally gets in the way,
  the Regiment turns on him.
  The Regiment’s soldiers are essentially interchangeable and
  expendable. They are all similar in ability, and any soldiers lost
  are replaced from fresh casualties between battles. The only
  members with any distinguishing characteristics are the bugler
  and the commander. The bugler has an enchanted bugle that
  strikes fear into any who hear it. The commander has more ini-
  tiative and intellect than the rank and file, with an IQ of 12 and
  more skills than the ordinary members of the Regiment. How-
  ever, the officers are equally replaceable; the Regiment cannot
  be permanently killed.
  When the Regiment is not in battle, it passes through a gate
  into the Hunting Grounds, where it remains until needed.
  Soldiers buried with their boots on cannot become mem-
  bers of the Black Regiment.
  ST: 13
  Move/Dodge: 6/6
  Size: 1
  DX: 12
  PD/DR: 0/0
  Weight: ~150 lbs.
  IQ: 10
  Damage: 1d-1 cut#
  HT: 12
  Reach: C, 1
  Habitat: All
  Skills: Climbing-11; Guns (any)-12; Shortsword-12;
  Spear-13; Stealth-13; Swimming-11. The commander also has
  Leadership-11 and Strategy-14.
  Special Abilities: 
  Coup: A Harrowed who kills the Regiment’s bugler can
  take his bugle. This horn, when blown, causes mortal foes to
  make a Fright Check at -4.
  Damage: Although members of the Black Regiment
  prefer their rifles and bayonets, they can also bite for 1d-1
  cutting damage.
  Gear: Members of the Regiment carry Springfield rifles
  (4d+ damage, SS 15, Acc 8, 1/2D 700, Max 2100, RoF 1/L)
  mounted with rusty bayonets (sw+1 cut, thr+2 imp).
  The Black Regiment in Mass Combat
  GMs may wish to use the Mass Combat rules in Com-
  pendium II (p. CII114) to resolve encounters involving the
  Black Regiment.
  The members of the Black Regiment are light troops,
  using ordinary rifles. They get a +4 TS bonus for their
  undead status, for a total base TS per man of 12. The regi-
  ment is composed of Seasoned troops, raising its net TS
  per man to 14.4.
  Every use of the Terror Bugle allotted the Regiment
  counts as one Exceptional Strength point.
  Some undead are born under unusual circum-
  stances, with such an emotional charge, that
  they cannot be repeated.�
  �
  
  Horrific Appearance: See Terror, p. 7. Victims are at a -4
  penalty to Fright Checks when encountering a single member of
  the regiment, and a -6 penalty when facing the entire regiment.
  Terror Bugle: The Regiment’s bugle can be used in battle
  one time for every 20 men on the opposing side. When used,
  everyone on the opposite side must again make a Fright Check
  against the Regiment’s Terror.
  Undead: A member of the Black Regiment has the Inde-
  pendent Body Parts (Detachable Head), Injury Tolerance (No
  Blood, No Neck, No Vitals), Undead Invulnerability, and Vam-
  piric Immortality advantages. It cannot be stunned or fatigued,
  and it suffers no debilitating effects from damage. Its focus is its
  head.
  Union Pride Ghost Train
  A ghost train runs the rails of Union Blue. It is the
  remains of the Union Pride, once the finest train Union Blue
  had.
  Early in the Rail Wars, Union Blue found itself in a posi-
  tion where it had to build a few miles of track through Con-
  federate Missouri, hoping they wouldn’t be discovered.
  Unfortunately, a particularly vehement Union-hater named
  “Ornery” Will Jenkins happened to come across the tracks
  while patrolling with 12 other men. Enraged, they boarded the
  Union Pride with guns blazing, and killed
  the engineers . . . before realizing that
  they didn’t know how to run a train.
  Not long after, the Union Pride hit
  the end of the line at full speed,
  killing Jenkins, his men,
  everyone else still alive on
  the train, and half the men at
  the rail camp. The remains
  of the wreck are still there,
  with the locomotive’s ghost
  rock boiler still burning.
  The spirit of the train,
  however, still runs. Every new
  moon, the train appears, racing
  along a stretch of track, fires burn-
  ing in every window and screams
  rolling across the land. It runs over any-
  thing in its way; it has derailed three trains in the
  past year alone. It only stops when it comes to a town. When
  it does, armed men come pouring out to wreak havoc on the
  townsfolk, killing and pillaging until sunrise.
  These are the undead remains of Will Jenkins and his
  men. The men are ordinary walkin’ dead (see p. DL115).
  “Ornery” Will, on the other hand, is a unique undead,
  wreathed in flames.
  Ornery Will Jenkins 
  ST: 14
  Move/Dodge: 7/7
  Size: 1
  DX: 15
  PD/DR: 0/0
  Weight: 150 lbs.
  IQ: 12
  Damage: 1d-1 cut#
  HT: 13
  Reach: C
  Habitat: All
  73
  The Living Dead
  Skills: Area Knowledge (Iowa/Missouri border)-15;
  Brawling-17; Fanning-15; Fast-Draw (Pistol)-16; Guns (Pis-
  tol)-18; Intimidation-14; Leadership-13.
  Special Abilities: 
  Damage: Ornery Will can bite for 1d-1 cutting damage.
  Fiery Body: Ornery Will’s body is still on fire. Anyone who
  grapples with him takes 3d fire damage from the flames.
  Horrific Appearance: See Terror, p. 7. Victims are at a -6
  penalty to Fright Checks.
  Spirit Weapon: Ornery Will’s pistol never needs to be
  loaded, because it fires small magic bolts. This weapon has SS
  13, Acc 3, 1/2D 250, Max 500, and does 2d damage. This is a
  power of Will’s; any gun he picks up functions this way, and once
  he drops a gun it no longer fires magic bolts.
  Undead: Ornery Will Jenkins has the Injury Tolerance (No
  Blood, No Vitals), Undead Invulnerability, and Vampiric Immor-
  tality advantages. He cannot be stunned or fatigued, and he suf-
  fers no debilitating effects from damage. His focus is his head.
  Van Horn’s Ghost
  Maarten Van Horn came to the Great Maze with a plan to
  build a huge lighthouse, a beacon for the whole Maze. He
  anticipated operating the light on the contributions of those
  who used it to navigate. This plan horribly overestimated the
  generosity of the average Mazer; almost no one was willing
  to pay for something that they could get for free. Van
  Horn died penniless in 1874.
  Today, Van Horn’s ghost still haunts the light-
  house. Its mechanical workings fell into disre-
  pair long ago, but Van Horn’s spirit keeps it
  alight, still trying to guide home the lost. Van
  Horn is a basically benign spirit; he does not
  bother visitors unless they try to damage the
  light. In this case, he tries to push them off
  the stairs or the top platform, or slings pieces
  of debris at them. Usually, however, he
  begins by trying to scare intruders away.
  Van Horn’s ghost can only be laid to rest if
  someone exorcises the lighthouse, or if one of the
  people who have benefited from the lighthouse
  comes to thank Van Horn and leave a token payment
  of some sort.
  ST: 13     Move/Dodge: 5/5   Size: 1
  DX: 12    PD/DR: 0/0           Weight: –
  IQ: 13     Damage: –
  HT: 10    Reach: –                Habitat: Van Horn’s Light
  Skills: Brawling-14; Intimidation-15; Throwing-13.
  Special Abilities: 
  Damage: Van Horn cannot do damage directly. Howev-
  er, he can hurl loose objects at opponents, or he can push,
  slam, or grapple them.
  Horrific Appearance: See Terror, p. 7. Victims are at a -2
  penalty to Fright Checks.
  Invulnerability: Van Horn cannot be harmed by ordinary
  weapons. Even magic can only dissipate him for 24 hours,
  after which he will rematerialize at the lighthouse.
  
  New Undead
  The following undead creatures are original monsters
  that have never appeared before. As such, statistics are given
  for GURPS and for original Deadlands.
  Noxious Dead
  The factories and foundries of mad science produce lakes
  of foul by-products – compounds never seen before on Earth.
  No one yet has attempted to curb the production of such pol-
  lutants, so most of this effluent gets dumped into the nearest
  body of water or down a convenient mine shaft. These dump-
  ing grounds are also often used to dispose of inconvenient
  bodies. The two make a deadly combination.
  By the time a manitou animates one of these bodies, the
  toxic chemicals have seeped through the corpse, giving it a
  lingering foulness which spells poison and death to every-
  thing it touches.
  GURPS Noxious Dead
  ST: 13
  Move/Dodge: 6/6
  Size: 1
  DX: 12
  PD/DR: 0/0
  Weight: 150 lbs.
  IQ: 10
  Damage: 1d cut
  HT: 12
  Reach: C
  Habitat: Any
  Skills: Brawling-15; Climbing-13.
  Special Abilities:
  Bad Smell: See p. CI80.
  Damage: A noxious dead may bite for 1d-1 cutting dam-
  age or claw for 1d cutting damage. Either attack carries the
  noxious dead’s poison.
  Horrific Appearance: See Terror, p. 7. Victims are at a -6
  penalty to Fright Checks.
  Imperturbable: See p. CI26.
  Poison: Noxious dead are coated with corrosive excre-
  tions. If a victim touches or grapples a noxious dead or is
  wounded by one, he takes 2d acid damage on the first turn,
  and 1d acid damage on the turn following, in addition to any
  hand-to-hand damage that may have occurred.
  Splatter: An attack which does more than 3 hits to a nox-
  ious dead causes it to splatter toxic juices around it. Anyone
  within one hex of the noxious dead must make a Dodge roll
  or be hit with corrosive fluids that do 1d acid damage.
  Undead: A noxious dead has the Independent Body Parts
  (Detachable Head), Injury Tolerance (No Blood, No Neck,
  No Vitals), Undead Invulnerability, and Vampiric Immortali-
  ty advantages. It cannot be stunned or fatigued, and it suffers
  no debilitating effects from damage. Its focus is its head.
  Deadlands Noxious Dead
  Corporeal: D: 3d6, N: 2d8, S: 3d8, Q: 3d6, V: 3d6
  Fightin’: brawlin’ 5d8, climbin’ 3d8
  Mental: C: 2d8, K: 1d4, M: 1d6, Sm: 2d6, Sp: 1d4
  Pace: 8
  Size: 6
  Wind: –
  Terror: 11
  The Living Dead
  74
  Special Abilities:
  Claw: STR
  Poison: Noxious dead are coated with corrosive excre-
  tions. If a victim touches or Grapples a noxious dead, or is
  wounded by one, he takes 1d6 acid damage on the first turn
  and 1d4 acid damage on the turn following, in addition to any
  hand-to-hand damage that may have occurred.
  Splatter: Any hit strong enough to wound a noxious
  dead causes it to splatter toxic juices around itself. Anyone
  within 5 feet of the noxious dead must make a Onerous (7)
  dodge roll or take 1d4 acid damage.
  Undead.
  Railrunner
  A railrunner is the reanimated corpse of a person who
  was killed on a railroad track, either by a train or during the
  track’s construction. They haunt the rails where they were
  killed, seeking to wreak some form of havoc. A railrunner
  often sneaks aboard a train while it is stopped for sand, water,
  passengers, or some other supplies; when the train gets on its
  way, the railrunner emerges to kill passengers, dump cargo
  out of boxcars, decouple cars, and generally do as much harm
  as possible. When boarding a train proves impossible, rail-
  runners often try to tear up the tracks. They damage the tracks
  to the point that the next train will derail, disrupting rail traf-
  fic and dumping a trainload of victims at the railrunner’s feet.
  Occasionally, a railrunner hijacks a wagon in order to park it
  on the tracks, sometimes leaving the trussed-up owner in the
  back. It hopes that the train will either derail upon hitting the
  wagon (this is possible when a particularly sturdy steam
  wagon is involved) or stop to avoid hitting it, in which case
  the railrunner can board and enjoy itself. Besides, even if the
  train plows through the wagon and keeps going, at least the
  railrunner dispatched the wagon’s owner entertainingly.
  Railrunners look mostly as they did in life, but a railrun-
  ner’s chin has protruded in a manner reminiscent of a cow-
  catcher, and its arms are tipped with railroad spikes in place
  of hands. When enraged, they let out a shrill wail like a steam
  whistle of the damned.
  GURPS Railrunner
  ST: 15
  Move/Dodge: 7/6
  Size:1
  DX: 15
  PD/DR: 2/6
  Weight: 200 lbs.
  IQ: 10
  Damage: 1d+3 imp#
  HT: 15/20
  Reach: C
  Habitat: All
  Skills: Brawling-20; Intimidation-15.
  Special Abilities:
  Cowcatcher: If it gets 5 yards to build up speed, a rail-
  runner can slam as if it had twice its actual ST.
  Damage: A railrunner may bite for 1d cutting damage, or
  may stab with its spikes for 1d+3 impaling damage.
  Express Train: A railrunner gets twice its usual Move
  when it is running on railroad tracks.
  Horrific Appearance: See Terror, p. 7. Victims are at a -4
  penalty to Fright Checks.
  Imperturbable: See p. CI26.
  Shriek: A railrunner may emit a piercing shriek that
  requires everyone within hearing to make a fresh Fright
  Check. Using this power takes a full turn.
  
  Undead: A railrunner has the Injury Tolerance
  (No Blood, No Vitals), Undead Invulnerability, and
  Vampiric Immortality advantages. It cannot be stunned
  or fatigued, and it suffers no debilitating effects from
  damage. Its focus is its head.
  Deadlands Railrunner
  Corporeal: D: 5d8, N: 4d10, S: 5d8, Q: 6d6, V:
  4d10
  Fightin’: brawlin’ 7d10
  Mental: C: 3d4 , K: 1d4, M: 4d8, Sm: 1d10, Sp:
  3d6
  Overawe 5d8
  Pace: 14
  Size: 8
  Wind: –
  Terror: 9
  Special Abilities:
  Armor: 1
  Bite: STR
  Cowcatcher: If a railrunner gets 15 feet to build
  up speed, it can slam into an opponent with devastat-
  ing force, doing STR fightin’: brawlin’ damage to all six body
  locations simultaneously.
  Express Train: A railrunner moves at twice its normal
  Pace while on railroad tracks.
  Shriek: A railrunner may use an action to let loose its
  shrieking whistle, causing everyone within hearing to make a
  fresh guts check.
  Spikes: STR+2d6
  Undead.
  Smoke
  A smoke is born from the ventings of a large factory in
  the aftermath of a fatal accident. The deceased’s soul, torn
  from life before its time and lingering a while in confusion on
  the mortal plane, drifts into a steam vent or a smokestack,
  where it gathers the transient vapors in a futile attempt to have
  a physical body once more. This futile grasping at corporeal
  existence leads a smoke to try to enter the bodies of innocent
  bystanders as well. Unfortunately, this attempt at possession
  is doomed to fail – a smoke isn’t empowered to possess peo-
  ple – and its smoky body will suffocate the poor victim while
  the smoke tries to become him. 
  Smokes look like roiling clouds of soot and steam; occa-
  sionally they shape crude limbs and facial features out of their
  raw stuff.
  GURPS Smoke
  ST: 10
  Move/Dodge: 5/5
  Size: 1
  DX: 12
  PD/DR: 0/0
  Weight: –
  IQ: 9
  Damage: 1d
  HT: 10
  Reach: C
  Habitat: All
  Skills: Brawling-15.
  Special Abilities:
  Horrific Appearance: See p. CI80. 
  Imperturbable: See p. CI26.
  75
  The Living Dead
  Invulnerability: A smoke cannot be harmed by physical
  weapons. Only magic, enchanted or consecrated weapons, or
  a brisk wind can harm them. A smoke cannot be stunned or
  fatigued.
  Scalding: A smoke can do 1d heat damage with its limbs
  of steam.
  Suffocation: A smoke can attempt to force itself into a
  victim in a vain attempt to possess him. With a successful
  Brawling roll, the smoke partially enters the victim through
  the nose and mouth, in the process doing 1d smoke and steam
  damage to his lungs. Unless the victim can cough the smoke
  out with a Contest of ST, he will take suffocation damage as
  per p. B112.
  Vulnerability: A smoke takes 1d damage per turn from a
  brisk wind.
  Deadlands Smoke
  Corporeal: D: 3d6, N: 2d8, S: 2d6, Q: 5d4, V: 2d6
  Fightin’: brawlin’ 5d8
  Mental: C: 2d4, K: 1d4, M: 2d6, Sm: 2d6, Sp: 3d6
  Size: 6
  Wind: –
  Terror: 5
  Special Abilities:
  Damage:A smoke can scald an opponent for 2d6 damage.
  Immunity: A smoke is immune to Wind or physical
  damage. Smokes cannot be harmed by physical weapons.
  Hexes and enchanted/consecrated weapons can also hurt
  them. Smokes never suffer Wind loss. A brisk wind will also
  damage a smoke, doing 2d6 damage.
  Suffocation: A smoke can attempt to force itself into a
  victim, hoping to possess him. On a successful fightin’:
  brawlin’ roll, the smoke partially enters the victim through
  the nose and mouth, doing 2d6 smoke and steam damage to
  the gizzards unless the victim coughs out the smoke by mak-
  ing a roll against Strength with a TN of 7 or take the differ-
  ence in Wind.
  
  Monstrous Critters
  76
  
  So far, one might think that every dangerous beast in
  post-Reckoning America is a tailor-made engine of destruc-
  tion, created by the Reckoners or by a mad scientist who
  should have known better. Some of the most dangerous
  varmints out there, however, weren’t made by anyone.
  The Weird West is full of animals like nothing anyone has
  ever seen – giant critters, tiny critters, poisonous critters. No
  one knows where they all came from, whether they were
  always here, or whether the Reckoning somehow brought
  them forth.
  Beasts of the Air
  Humbug
  The humbug is in most respects similar to an extremely
  large cicada. Most of the time, humbugs are meek, innocent
  insects, whose only notable quality is their ability to change
  color to match their surroundings, like a chameleon. During
  mating season, however, they can be trouble. The mating call
  of the humbug is so piercing that no one in the neighborhood
  can sleep, or get anything much done, until it stops. Humbugs
  are difficult to drive off; anyone close enough to chase the bug
  is usually crying with pain from the vibrations that its mating
  call causes in bone, and up close the humbug can generate an
  aggressive sonic attack that explodes skulls.
  If no one can deal with it, a humbug finds a mate within 6d
  days, and then it shuts up and turns to thoughts of love.
  ST: 3
  Move/Dodge: 10/7 Size: <1
  DX: 14
  PD/DR: 0/0
  Weight: 10 lbs.
  IQ: 4
  Damage: 1d-1*
  HT: 12/4
  Reach: C
  Habitat: D
  Skills: Stealth-19.
  Special Abilities: 
  Chameleon Carapace: When a humbug changes the col-
  ors of its carapace to conceal itself, all rolls to detect it visu-
  ally are at a -2 penalty. Note that it is impossible to determine
  the direction that a humbug’s call is coming from; humbugs
  must be detected visually. 
  Mating Call: During mating season, the humbug contin-
  ually emits a loud squeal which keeps people awake for five
  miles around. Within a mile of the humbug, the mating call
  can shatter glass, and the vibrations are painful enough to give
  everyone within the affected area a -2 penalty to all rolls.
  Characters with Hard of Hearing or Deafness suffer only a -1
  penalty; the piercing noise doesn’t bother them, but the
  intense vibrations do. Within 100 yards, everyone must make
  a HT-4 roll every minute or take 1 point of fatigue damage.
  Hearing loss provides no protection against this damage.
  Sonic Attack: When the humbug feels threatened, it
  unleashes a sonic attack that can shatter bone. While it uses its
  bone-shattering drone, every person and animal (other than
  another humbug) within 10 yards must make a HT-4 roll or
  take 1d+1 points of damage to the head. If a turn passes with-
  out anyone attacking the humbug, it stops droning. Hearing
  loss provides no protection against this attack.
  Terror: See p. 7.
  77
  Monstrous Critters
  Piasa
  The piasa is a large bird-like creature, in certain respects
  much like a pterodactyl. It stands seven feet tall at the shoul-
  der, with a wingspan of nearly 35 feet. Its bat-like, membra-
  nous wings are tipped with makeshift hands, and its feet have
  long talons. Its face resembles a bat’s, but it has a long, nar-
  row beak. Piasas are seen mostly in hilly terrain along the
  Mississippi and Missouri rivers.
  Piasas hunt at night; light causes them severe discomfort.
  They usually hunt alone, though mated pairs sometimes hunt
  together. These pairs are intensely loyal and will sacrifice
  their lives for each other. A piasa dives from the night sky to
  pin its prey to the ground with its mighty wings, then cracks
  its victim’s skull with its spearlike beak. Finally, it picks out
  the brain matter which is the piasa’s only food. Piasas attack
  any creature up to 2 hexes in size, but they prefer larger mam-
  mals such as cows and horses, with the occasional human
  thrown in when available.
  A piasa has Move 4 and Dodge 4 on the ground.
  ST: 27
  Move/Dodge: 12/8
  Size: 2
  DX: 13
  PD/DR: 0/4
  Weight: 200 lbs.
  IQ: 5
  Damage: 3d+2 cut
  HT: 13/21
  Reach: C
  Habitat: M, P
  Skills: Brawling-15; Climbing-12; Stealth-14 (17 from
  the air).
  Special Abilities: 
  Damage: A piasa may attack with its beak for 3d+2 cut-
  ting damage or with its claws for 2d+2 cutting damage. It may
  use both claws in one turn while flying.
  Dark Vision: Piasas can see in total darkness as well as
  they can during the day.
  Envelop: A piasa may grapple any opponent the size of a
  cow or smaller with its wings. If it successfully grapples, it
  may attack with its beak on each subsequent turn without
  rolling to hit. The victim may break free by succeeding in a
  Quick Context of ST.
  Horrific Appearance: See Terror, p. 7 Victims are at a -4
  penalty to Fright Checks.
  Vulnerability – Light: In any light brighter than a torch,
  piasas suffer a -2 penalty to all rolls. 
  
  Pit Wasp
  The pit wasp is a gargantuan wasp-like insect. They range
  in size from two feet long for the worker wasps, through three-
  foot-long warriors, to the six-foot-long queen. Their exoskele-
  tons are red and spiky, giving them the name “red coats” among
  people who live near a nest.
  The diet of the pit wasp is mostly wood; they feed on it and
  use the cellulose for building material. The construction of a
  sizable hive can spell the end of a fair-sized woods, and in
  unforested areas, towns have been leveled by pit wasps looking
  for food and building material. A pit wasp nest is usually 12 to
  30 feet tall and 20 to 90 feet across, with a network of tunnels
  and pits spreading out for up to a mile. These tunnels may be
  quite shallow, and people have fallen through the ceilings at
  times. This intrusion infuriates the wasps, of course; few peo-
  ple survive these incidents. As intruders get closer to the cen-
  tral nest, they encounter increasing numbers of wasps.
  There are three castes of pit wasp. Worker-caste wasps are
  about 2 feet long, with powerful wings; they can fly carrying bur-
  dens up to 40 pounds. Workers gather food, build and repair the
  hive, and do other necessary work.Warrior-caste wasps are about
  three feet long, with nasty stingers and surprising cunning. War-
  rior pit wasps are formidable opponents; they are very clever,
  with a Craftiness level of 10. The last caste consists of a single
  individual: the queen. The queen spends all her time under-
  ground, attended by a handful of torpid males and some warriors
  and workers. She directs the rest of the hive, though it is unclear
  how they communicate, and produces eggs. The queen can pro-
  duce a lot of eggs if pressed; a hive can go to the brink of exter-
  mination but be back to full strength within a couple of weeks, as
  long as the queen is uninjured and has access to food.
  Fortunately for the hive’s neighbors, pit wasp hives burn
  easily, being made mostly of paper.
  Worker Pit Wasp
  ST: 3
  Move/Dodge: 6/6
  Size: <1
  DX: 12
  PD/DR: 0/0
  Weight: 50 lbs.
  IQ: 3
  Damage:1d+1imp
  HT: 11/4
  Reach: C
  Habitat: F
  Skills: Brawling-12.
  Special Abilities: 
  Damage: A worker pit wasp can sting for 1d+1 impaling
  damage.
  Flying: Worker pit wasps can fly at the same Move as they
  can crawl, passing over obstacles readily.
  Hive Mind:Worker pit wasps within 100 yards of the queen
  can communicate with her even if separated by solid material.
  While in communication, pit wasps have the queen’s IQ.
  Horrific Appearance: See Terror, p. 7. Victims are at a -2
  penalty to Fright Checks.
  Warrior Pit Wasp
  ST: 5
  Move/Dodge: 6/7
  Size: 1
  DX: 12
  PD/DR: 0/0
  Weight:100lbs.
  IQ: 4
  Damage:1d+2imp
  HT: 11/6
  Reach: C
  Habitat: F
  Skills: Brawling-13.
  Monstrous Critters
  78
  Special Abilities: 
  Damage: A warrior pit wasp can sting for 1d+2 impaling
  damage.
  Flying: Warrior pit wasps can fly at Move 7 and Dodge
  8, passing over obstacles readily.
  Hive Mind: Warrior pit wasps within 100 yards of the queen
  can communicate with her even if separated by solid material.
  While in communication, pit wasps have the queen’s IQ.
  Horrific Appearance: See Terror, p. 7. Victims are at a -2
  penalty to Fright Checks.
  Poisoned Stinger: Warrior pit wasps inject their victims
  with a Type G venom which does 1d+1 fatigue damage.
  Queen Pit Wasp
  ST: 10
  Move/Dodge: 6/6
  Size: 2
  DX: 12
  PD/DR: 0/0
  Weight: 200 lbs.
  IQ: 5
  Damage: 1d+1 imp
  HT: 11
  Reach: C
  Habitat: F
  Skills: Brawling-12.
  Special Abilities:
  Damage: A queen pit wasp can sting for 1d+1 impaling
  damage.
  Flying: Queen pit wasps can fly at Move 6 and Dodge 6,
  passing over obstacles readily.
  Horrific Appearance: See Terror, p. 7. Victims are at a -2
  penalty to Fright Checks.
  Poisoned Stinger: Queen pit wasps inject their victims
  with a Type G venom which does 1d+1 fatigue damage.
  Texas Skeeter
  Despite its name, the Texas skeeter is found in all sorts of
  swampy terrain (the “Texas” in its name alludes to its size, not
  its origin). It resembles a mosquito, but is about half a foot
  long. Skeeters move in swarms of 12 to 20, hunting fresh prey.
  Skeeters of such size require a lot of blood to stay alive, and as
  a result they tend to kill and drain their victims dry rather than
  leaving behind small welts like most mosquitoes.
  Skeeters attack as a swarm (see p. B143). A swarm does
  1d cutting damage per turn; armor protects with its normal DR.
  A skeeter swarm is dispersed by 12 hits.
  ST: 1-2
  Move/Dodge: 5/5
  Size: <1
  DX: 13
  PD/DR: 0/0
  Weight: 5 lbs.
  IQ: 3
  Damage: 1d-5 cut
  HT: 9/2
  Reach: C
  Habitat: S
  Skills: Brawling-13.
  Special Abilities: 
  Damage: An individual Texas skeeter may bite for 1d-5
  cutting damage.
  Draining: If a Texas skeeter hits successfully, it may hold
  on, draining blood from its victim at a rate of 1 hit per turn.
  Horrific Appearance: See p. CI80. 
  Vulnerability – Fire: Skeeters will always avoid fire or
  smoke; Texas skeeters never attack a torch-carrier.
  Towns have been leveled by pit wasps looking
  for food and building material.
  �
  �
  
  Beasts of the Land
  Carcajou
  The carcajou resembles an unnaturally huge wolverine –
  three feet at the shoulder, with two rows of serrated teeth and
  three-inch claws that are hard enough to notch stone. It is
  even more ferocious than its smaller cousin. In order to feed
  such fury, the carcajou is always hungry, eternally in search
  of prey. It lies in wait, resting to conserve energy, under over-
  hangs or behind fallen logs near game trails, waterholes, and
  other spots where game congregates. From this place of
  ambush it leaps out to fell its prey, which includes creatures
  up to and including a full-grown bear. If a carcajou kills more
  food than it can consume, it gorges until full, and then regur-
  gitate its meal to make space for more.
  The carcajou eats almost any meat: animals in traps,
  carrion, smokehouse stores, etc. Carcajous have demolished
  small herds of cattle that found themselves in the wrong
  place at the wrong time. They are as clever as their smaller
  cousins, with a Craftiness level of 12.
  ST: 20
  Move/Dodge: 7/8
  Size: <1
  DX: 14
  PD/DR: 0/2
  Weight: 250 lbs.
  IQ: 5
  Damage: 3d+2 cut#
  HT: 13/17 Reach: C
  Habitat: P, M
  Skills: Brawling-19; Climbing-13; Intimidation-8;
  Stealth-15; Tracking-14.
  Special Abilities:
  Damage: A carcajou may strike with its claws for 3d+2
  cutting damage or bite for 1d impaling damage.
  High Pain Threshold: A carcajou suffers no penalties
  from pain.
  Horrific Appearance: See Terror, p. 7. Victims are at a -
  2 penalty to Fright Checks.
  Imperturbable: see p. CI26.
  Catamount
  The catamount is superficially similar to a 10-foot-long
  puma, but its true distinction is its devilish intellect. A cata-
  mount is smarter than a normal human, and its mind is direct-
  ed only to the hunt. Catamounts possess a preternatural
  mastery of mimicry, paws with a limited ability to manipulate
  objects (like a raccoon’s), and a coat which can subtly change
  its shade to match the catamount’s surroundings. Their typi-
  cal hunting pattern is to conceal themselves within a tree, lure
  an unsuspecting person underneath by mimicking cries for
  help, and swing down from their perch to snatch their chosen
  victim into the tree, there to be gutted and devoured. Cata-
  mounts are also capable of finding and moving traps to catch
  an unsuspecting trapper in his own device.
  Fortunately, catamounts always hunt alone.
  ST: 24
  Move/Dodge: 9/9
  Size: 2
  DX: 14
  PD/DR: 0/0
  Weight: 250 lbs.
  IQ: 11
  Damage: 4d+2 cut#
  HT: 13/20
  Reach: C
  Habitat: F
  79
  Monstrous Critters
  Skills: Brawling-16; Climbing-17; Stealth-22*; Swim-
  ming-13.
  * Includes bonus from Chameleon Coat.
  Special Abilities:
  Bad Grip: See p. CI101.
  Caterwaul: After dark, the catamount may take a turn to
  terrify with its chilling yowl, which sends fear down the
  spine up to a mile away. Anyone within earshot must make a
  fresh Fright Check against the catamount’s Horrific Appear-
  ance.
  Chameleon Coat: Catamounts get a +4 bonus to Stealth
  from their camouflage-patterned coat.
  Damage: A catamount may claw for 4d+2 cutting dam-
  age, or bite for 1d+1 cutting damage.
  Flying Tackle: A catamount may leap up to six yards;
  this attack is equivalent to a Flying Tackle (p. B113), but the
  catamount may make a DX roll to keep its feet, and the vic-
  tim is at an extra -2 to ST above and beyond the usual penal-
  ties for a flying tackle. The catamount may immediately
  follow the tackle with a claw or bite attack at +2 damage in
  the same turn.
  Horrific Appearance: See Terror, p. 7. Victims are at a -2
  penalty to Fright Checks.
  Mimicry: Catamounts can alter their voice to sound like
  human voices. They cannot speak, but they can perfectly
  mimic the sound of crying or screams for help.
  Night Vision: Catamounts can see perfectly well in any
  sort of light. See p. B22.
  Catamounts as Characters
  A catamount would make a very strange addition to
  most parties. They are very intelligent but utterly inhuman
  in their thinking. They do not plan, or really think of the
  future much at all. They have fine memories, but rarely
  bother to use them. Their lives revolve around food, shel-
  ter, and mating; to occupy their powerful minds, they often
  make elaborate productions of all these things.
  There are a number of ways a catamount might
  become involved in human society. A lazy catamount
  might trade protection to a small town in exchange for
  having its food provided. A catamount whose mate was
  kidnapped by a traveling menagerie might seek aid in get-
  ting her back. An unusually focused catamount might con-
  ceive a taste for vengeance against someone who did him
  wrong somehow.
  Catamount
  284 points
  Attributes: ST +14 [145]; DX +4 [45]; IQ +1 [10]; HT +3
  [30].
  Advantages: Chameleon 2 [14]; Claws [40]; Enhanced
  Move 1/2 [5]; Extra Hit Points 7 [35]; Mimicry [15];
  Night Vision [10]; Penetrating Call [5]; Sharp Teeth
  [5]; Super Jump 1 [10]. 
  Disadvantages: Bad Grip [-10]; Bestial [-15]; Bloodlust
  [-10]; Horizontal [-10]; Horrific Appearance (-2 to
  Fright Checks; see Terror, p. 7) [-10]; Inconvenient
  Size [-10]; Presentient [-20].
  
  Cemetery Wolf
  Cemetery wolves are found wherever there are bodies in
  plenty – battlefields, plague pits, and the like. They roam in
  packs of 10 to 20, making meals of corpses or wounded peo-
  ple too weak to fight back. All through the night after a major
  battle, abandoned casualties are heard screaming their last as
  the cemetery wolves find them. When no other source of vict-
  uals is available, cemetery wolf packs seek out the cemeteries
  from which they get their name and begin digging up graves.
  A cemetery wolf reminds those with the right schooling
  of a hyena, but most people say they look like overgrown coy-
  otes. Their faces are devoid of hair, presumably because it
  would become matted with the gory remains of their carrion
  meals. A cemetery wolf’s forequarters are much stronger than
  its hindquarters, giving it the appearance of a hump on its
  back. It is dark brown, with a black stripe down its back and
  spots along its sides. Its dextrous forepaws have long, hard
  claws, permitting it to dig and tear with ease.
  Cemetery wolves are bright, as animals go; a pack can
  communicate among itself with a pseudolanguage of yips and
  howls. Cemetery wolves have a Craftiness level of 11.
  ST: 11
  Move/Dodge: 5/5
  Size: 1
  DX: 13
  PD/DR: 0/0
  Weight: 100 lbs.
  IQ: 6
  Damage: 1d+1 cut#
  HT: 10/8
  Reach: C
  Habitat: P
  Skills: Brawling-14; Climbing-13; Stealth-15; Tracking-14.
  Special Abilities:
  Bad Grip: see p. CI101.
  Damage: Cemetery wolves can claw for 1d+1 cutting
  damage or bite for 1d-2 cutting damage.
  Night Vision: Cemetery wolves can see perfectly in any
  sort of light. See p. B22.
  Horrific Appearance: See Terror, p. 7. Victims are at a -2
  penalty to Fright Checks.
  Monstrous Critters
  80
  Chinook
  The chinook appears to be an enormous wolverine, with
  oversized paws that enable it to move swiftly through snow or
  mud. It is even more irritable than the wolverine, if such a
  thing is possible. Chinooks possess a crude but potent power
  over the forces of weather, creating short heat waves or bliz-
  zards as it suits them.
  Chinooks hibernate in the summer; if one is encountered
  during this period of torpor, it is at -4 to all its rolls.
  ST: 32
  Move/Dodge: 7/8
  Size: 2
  DX: 12
  PD/DR: 0/0
  Weight: 500 lbs.
  IQ: 5
  Damage: 6d-1#
  HT: 16/32
  Reach: C, 1
  Habitat: M
  Skills: Brawling-14; Stealth-12.
  Special Abilities: 
  Blizzard: The miniature blizzard started by a frightened
  or wounded chinook covers an area about 200 yards in diam-
  eter. Anyone within this area must make a Vision roll or lose
  his bearings, becoming lost and confused. During the confu-
  sion, the chinook escapes. Usually, the blizzard dissipates
  within half an hour; however, if conditions are right, the mini-
  blizzard can spawn a true snowstorm. In such a storm, lost
  people may freeze to death.
  Damage: A chinook can do 6d-1 cutting damage with its
  powerful claws or 2d-1 cutting damage with its bite.
  Heat Wave: An angered chinook, once a day, can cause
  the local temperature to rise to 60 degrees for about 10 min-
  utes. In winter, this causes immediate melting of ice and snow,
  and often leads to avalanches or mudslides in appropriate
  regions. After a heat wave has been set in motion, any loud
  noise will trigger an avalanche or mudslide on a roll of 6 or
  less on 3d. Anyone downhill from the slide may be buried or
  carried away.
  Horrific Appearance: See Terror, p. 7. Victims are at a -3
  penalty to Fright Checks.
  Darkblob
  The darkblob is indigenous to Devil’s Tower. Although it
  lives in semi-harmony with the wakansicas (see p. 113), it
  predates their tenancy and is completely unrelated to them or
  their creations. It is, instead, a colony of intelligent slime
  molds. Each cell of the darkblob communicates psychically
  with every other cell, regardless of physical separation. This
  makes it impossible to kill the darkblob permanently without
  leveling Devil’s Tower; some small fragment would always
  survive in a concealed nook from which it could regrow itself.
  It is immune to damage from almost any normal source;
  fire and electricity are most effective against it, but magic is
  also effective, and explosives can disperse and kill large
  chunks of the blob. In general, however, the goal when fight-
  ing the darkblob is not to kill it, but to convince it to go away.
  The darkblob attacks by grappling victims with
  pseudopodia extruded from its main mass and dragging them
  into its interior, where it can digest them. The darkblob is
  fairly intelligent; it is more than capable of attacking from
  
  multiple directions at once if it feels an opponent is suffi-
  ciently formidable. The statistics below are for an individual
  portion of the darkblob.
  The only known darkblob is the one under Devil’s Tower,
  and so far it seems inclined to remain there. However, others
  may exist, or portions of the Devil’s Tower darkblob might
  find a way out into the wider world.
  ST: 3-32
  Move/Dodge: 3/3 Size: –
  DX: 11
  PD/DR: 0/0
  Weight: –
  IQ: 10
  Damage: 1d acid#
  HT: 16/3-32 Reach: 1, 2
  Habitat: Sub
  Skills: Brawling-13; Stealth-12.
  Special Abilities:
  Damage: A darkblob’s tentacles do 1d-2 acid damage to
  anyone struck by them. They usually grapple opponents in
  order to draw them into the main body for digestion. Any part
  of a victim inside a darkblob’s main body takes 1d acid dam-
  age each turn.
  Horrific Appearance: See Terror, p. 7. Victims are at a -4
  penalty to Fright Checks.
  Invulnerability – Normal Damage: The only things that
  can hurt a darkblob are fire, electricity, explosives, and magic.
  Regular attacks may sever a tentacle if they do sufficient dam-
  age, but cannot hurt the darkblob permanently.
  Darkling
  When the darkblob absorbs a Harrowed, something
  unusual happens. The Harrowed’s skeleton remains intact, and
  the brain remains whole as well. The Harrowed’s flesh is
  replaced by the matter of the darkblob, and the resulting crea-
  ture detaches from the darkblob to go its own way as a dark-
  ling. The composite creature is directed by the Harrowed
  brain, so the darkling is free from the darkblob’s control, but it
  usually retains a respect and affection for its parent organism.
  Darklings are extremely dangerous. In addition to the
  usual Harrowed abilities, darklings have some of the proper-
  ties of the darkblob – its resistance to damage, its acidic secre-
  tions, and so on. Darklings can squeeze through any crevice
  large enough to admit their skull. This, combined with their
  unusual stealth, permits them to sneak up on almost any prey.
  All currently known darklings were wakansicas 
  (see p. 113) in life, but there’s no reason a Harrowed human
  might not meet the same fate.
  ST: 14
  Move/Dodge: 5/5
  Size: 1
  DX: 12
  PD/DR: 6*/18*
  Weight: 150 lbs.
  IQ: 10
  Damage: 1d-2 acid#
  HT: 10
  Reach: C
  Habitat: Sub
  Skills: Brawling-14; Stealth-13. A darkling may also have
  other skills it knew in life.
  Special Abilities: 
  Acid Grab:A darkling who successfully grapples an oppo-
  nent does 1d-2 acid damage to anyone or anything it grapples.
  Damage Resistance: Against most attacks, a darkling has
  PD 6 and DR 18 over all of its body except for the head, which
  has PD 4 and DR 12. Fire, electricity, explosives, magic, and
  blades ignore the darkling’s defenses completely.
  81
  Monstrous Critters
  Harrowed Abilities: A darkling has the normal abilities
  associated with being Harrowed, and may possess any Har-
  rowed power.
  Horrific Appearance: See Terror, p. 7. Victims are at a -2
  penalty to Fright Checks.
  Undead: A darkling can only be permanently killed by a
  shot to the head. Any lesser damage simply causes it to col-
  lapse into a pile of gooey bones until it has healed enough to
  slither away.
  Dread Wolf
  These creatures, occasionally called blood wolves or
  banshee wolves, are created when a wolf pack eats the flesh
  of an abomination or a Harrowed. The taint of corruption
  within the flesh infuses the wolves with the power of the
  Reckoners, turning them into terrible monsters.
  The eyes of a dread wolf are blood red. Their mouths
  drip with blood, and their fur is typically matted with gore.
  They exude a stench of decay. The very sight of a dread wolf
  is enough to scatter normal animals. Appearance to the con-
  trary, however, dread wolves behave in most ways like a nor-
  mal wolf pack – dominance structure, hunting tactics, etc.
  They pick out stragglers and loners, coming at the prey from
  all directions and chasing it until it drops from exhaustion,
  and then moving in for the kill. They have a Craftiness level
  of 11.
  The true danger of a dread wolf, besides its being some-
  what larger and faster than a normal wolf, is the disease it
  carries. The dread wolf disease, called “bad blood” in the
  West, is similar to rabies, but far more terrible. Its victims
  become bloodthirsty maniacs, in the literal sense of the word;
  infected humans become psychotic cannibals. It is extremely
  difficult to cure; most victims are simply put down. Bad
  blood does not affect the Harrowed.
  ST: 12
  Move/Dodge: 7/7
  Size: 1
  DX: 13
  PD/DR: 0/0
  Weight: 120 lbs.
  IQ: 5
  Damage: 1d-1 cut
  HT: 13
  Reach: C
  Habitat: M, F, P
  Skills:
  Brawling-14; Intimidation-12; Stealth-14;
  Tracking-14.
  Special Abilities:
  Damage: A dread wolf can bite for 1d-1 cutting damage.
  Horrific Appearance: See Terror, p. 7. Victims are at a -4
  penalty to Fright Checks.
  Howl: A dread wolf may induce a new Fright Check in
  anyone within earshot by taking a turn to howl.
  Infection: Anyone wounded by a dread wolf may be
  infected by the “bad blood,” a form of rabies transformed by
  the power of the Reckoners. A wounded victim must make a
  HT roll to avoid infection; failure causes afflicted animals to
  become bloodthirsty and unpredictable, and causes affected
  humans to become psychotic cannibal maniacs. The symp-
  toms begin with headaches and dizziness and proceed
  through bloodshot eyes and frothing mouths to the mental
  symptoms. Bad blood can be cured by a week of medical
  attention, but few people understand how to treat the disease.
  
  Duster
  Dusters are found in all the most arid and forsaken cor-
  ners of the West. They look like small, emaciated, sand-col-
  ored mammals – rabbits, squirrels, prairie dogs, etc. Despite
  their unassuming appearance, they are among the most dread-
  ed beasts of the desert because of their supernatural ability to
  drain the water out of containers and living things.
  When a duster comes upon a group crossing the desert, it
  approaches and begins to drain the group’s water supplies. A
  duster’s water-draining power causes any water within about
  a foot – even in a closed container – to vanish, as if it were
  evaporating at an accelerated rate. Once it has consumed all
  the water available in stored form, it attacks the members of
  the group, siphoning the water from its victims’ tissues. To
  drain water from living creatures, dusters must touch their
  victims. A duster is extraordinarily swift, and many a group
  has succumbed to mortal dehydration before being able to kill
  an attacking duster. Once the duster has killed the entire
  group, it settles down to leech the last remnants of moisture
  from their bodies at leisure, leaving behind desiccated cadav-
  ers which appear to be decades old.
  Dusters can detect any water within a mile, and invari-
  ably moves toward the nearest water. A duster can absorb up
  to five quarts of stored water per hour through the air.
  Liquid water, however, is extremely lethal to a duster. If
  water actually directly touches any part of a duster besides its
  nose, it burns the duster horribly.
  ST: 3
  Move/Dodge: 6/6
  Size: <1
  DX: 12
  PD/DR: 0/0
  Weight: 10 lbs.
  IQ: 5
  Damage: 1d-5 cut*
  HT: 13/4
  Reach: C
  Habitat: D, P
  Skills: Acrobatics-14; Brawling-12; Persuasion-14;
  Stealth-14.
  Special Abilities:
  Camouflage: In its native habitat, a duster is very hard to
  see. It gets a +8 to its Stealth when still; even when moving it
  gets a +2 bonus.
  Monstrous Critters
  82
  Vulnerability – Water: Water burns a duster, doing 1 point
  of damage per ounce of water. Total immersion kills a duster
  in two turns.
  Water Drain: A duster cannot injure anyone with its
  claws, and its bite does only 1d-5 cutting damage, but the
  slightest touch of a duster drains the liquid from a victim’s
  body. An affected victim loses 2 points each of ST, DX, and
  HT, as well as 1d fatigue. The attribute loss persists until a
  quart of water is drunk for every draining attack.
  Husker
  A husker is a man-sized, insect-like creature that repro-
  duces by implanting eggs into other animals. Its thorax and
  abdomen are about the size of a human torso, and it has six
  legs about three to four feet long. Its dense greenish-black
  carapace covers the entire body. A husker can move very fast,
  and can hide itself in very small spaces. Huskers can spit a
  blinding poison; this often incapacitates an opponent long
  enough for the husker to dispatch him. Huskers like to attack
  from ambush.
  When a husker is ready to spawn, it has to find a body.
  Any large animal corpse will do, but humans are ideal. The
  husker plants an egg inside the corpse; it hatches in a bit less
  than a day. The hatchling husker extends its legs into the host
  body’s arms and legs, controlling them. Hatchlings thus often
  appear to be walkin’ dead. A husker makes no use of its host’s
  head, which often lolls about uselessly. In time, after the
  hatchling’s carapace hardens, the host corpse decays and falls
  off to expose the husker beneath.
  Hatchling Husker
  ST: 12
  Move/Dodge: 5/6
  Size: 1
  DX: 12
  PD/DR: 2/6
  Weight: 150 lbs.
  IQ: 6
  Damage: 1d-1 cut#
  HT: 12
  Reach: C
  Habitat: Any
  Skills: Brawling-14; Climbing-12; Stealth-13.
  Special Abilities:
  Damage: Before the hatchling is exposed, it can punch
  for 1d-3 crushing damage. After it is exposed, either by dam-
  age to the husk or by the hatchling’s own volition, it can use
  its claws for 1d-1 cutting damage or bite for 1d-1 cutting
  damage.
  Horrific Appearance: See Terror, p. 7. Victims are at a -4
  penalty to Fright Checks.
  Husk: Most hatchlings are still encased in a corpse when
  encountered. The flesh of the corpse serves as a protective
  shell for the hatchling; each hit location of the corpse can
  absorb 3 hits of damage before sloughing away to reveal the
  insect-like creature inside. The head has no part of the husker
  in it; thus, head shots cannot damage the husker no matter
  how much damage the head takes.
  Imperturbable: see p. CI26.
  Poisonous Spittle: A husker can spit poison at an oppo-
  nent. This Type S venom is weak, but the husker usually spits
  at the eyes, where it can blind. The venom is spit using DX,
  with SS 12, Acc 12, and Max 5. 
  
  Mature Husker
  ST: 13
  Move/Dodge: 6/7
  Size: 1
  DX: 13
  PD/DR: 2/6
  Weight: 180 lbs.
  IQ: 7
  Damage: 1d cut#
  HT: 13
  Reach: C
  Habitat: Any
  Skills: Brawling-15; Climbing-13; Stealth-14.
  Special Abilities:
  Damage: A mature husker can use its claws for 1d cut-
  ting damage or bite for 1d-1 cutting damage.
  Horrific Appearance: See Terror, p. 7. Victims are at a -4
  penalty to Fright Checks.
  Imperturbable: see p. CI26.
  Poisonous Spittle: A husker can spit poison at an oppo-
  nent. This Type S venom is weak, but the husker usually spits
  at the eyes, where it can blind. The venom is spit using DX,
  with SS 12, Acc 12, and Max 5. 
  Mexican Dragon
  The deserts of Mexico and the Southwest are home to a
  breed of lizard 12 feet long. These massive, orange-scaled
  creatures are extremely territorial – and, unlike its smaller kin,
  the Mexican dragon eats meat. Although it will settle for car-
  rion, it attacks any promising prey that happens by. After
  the hunt, it defends its kill with fierce vigor.
  Mexican dragons are not unduly aggressive,
  however, and one that isn’t hunting usually tries
  to scare off intruders before attacking. If a Mex-
  ican dragon is startled, it makes a display of its
  colorful head to warn off the potential foe. If
  attacked or otherwise molested, the dragon
  may attack with its tail or bite, but its most
  fearsome weapon is its fire breath.
  Mexican dragons eat certain desert miner-
  als that react with its meat-based diet to produce
  a gas that burns in contact with air. A dragon may
  belch this gas out to create a jet of flame that can
  stretch up to 10 yards from its mouth.
  No Mexican dragon has been captured; their temper and
  vast strength have made all capture devices useless against
  them. Any attempt to snare one simply causes it to roll over
  and jerk the lasso or whip out of an opponent’s hands.
  Some rumors speak of a winged version of the Mexican
  dragon. There has never been a confirmed sighting, but such
  a thing would be a wonder to behold.
  ST: 16
  Move/Dodge: 7/7
  Size: 4
  DX: 13
  PD/DR: 2/6
  Weight: 800 lbs.
  IQ: 4
  Damage: 1d cut#
  HT: 15/18
  Reach: C, 1
  Habitat: D
  Skills: Brawling-15; Climbing-14; Magic Breath-14;
  Swimming-13.
  Special Abilities:
  Damage: A Mexican dragon bites for 1d cutting damage.
  Once it has successfully bitten, it locks its jaws and jerks its
  victim back and forth, doing its bite damage again each turn
  unless some way is discovered to make it let go. It can also
  slap with its tail for 2d+2 crushing damage.
  83
  Monstrous Critters
  Fire Breath: Mexican dragons can breathe flame. This
  has a maximum range of 10 yards, and does 1d+2 fire dam-
  age, ignoring armor and setting flammables alight. Using its
  fiery breath costs a Mexican dragon two points of fatigue.
  Hard to Catch: Mexican dragons are clever and fierce
  when fighting against capture. If snared or otherwise entan-
  gled, the dragon gets +4 to ST for the purposes of jerking the
  snare out of the would-be captor’s hands.
  Horrific Appearance: See Terror, p. 7. Victims are at a -
  2 penalty to Fright Checks.
  Murderous Horde
  Occasionally, a manitou will possess the lead animal in
  a group of animals and turn the entire group to serve the pur-
  poses of the Reckoning. The group might be a flock of birds,
  an anthill, or any other group of small animals. A murderous
  horde, once formed, can take control of other animals of the
  same species, adding them to the horde. Trained and domes-
  ticated animals can usually resist the murderous horde’s
  domination, but will be troubled and may act unpredictably.
  The murderous horde acts like a swarm of the appropri-
  ate animals; see p. B143 for details. A sufficiently large mur-
  derous horde may begin to act like what GURPS calls a
  horde: an uncountably large mass of animals, so
  dense it fills multiple hexes. Under these cir-
  cumstances, each hex of the horde is
  equivalent to a single swarm; a horde
  must fill at least five or more hexes,
  depending on the type of creature
  affected.
  The main difference between a
  murderous horde and a regular swarm
  is that murderous hordes form under
  circumstances where no normal swarm
  would. There is something unnatural
  about a murderous horde; it has Horrific
  Appearance (see p. CI80). A murderous
  horde is directed by the alpha animal in the
  horde, and if the alpha is killed, the horde will disperse. The
  alpha is always a particularly large and tough member of its
  kind, with an IQ two points higher than the species norm.
  A murderous horde is vulnerable to salt; if a member of
  the horde eats salt, it breaks free from the horde and usually
  flees. If the alpha animal eats salt for some reason, it takes
  1d+2 damage; this is often enough to kill it. Often, trying to
  get the alpha to ingest salt is the only reliable way to pick
  out and eliminate the alpha from the horde. A shotgun
  loaded with rock salt does an additional 1d damage to a mur-
  derous horde. Magical attacks can harm the alpha directly,
  which is usually more effective than trying to disperse the
  horde with conventional weapons.
  Murderous hordes are usually composed of animals the
  size of birds or smaller. However, there is no reason a horde
  couldn’t comprise something larger and more dangerous:
  buffalo, horses, or wolves, for example. Under such circum-
  stances, the horde would be less a swarm and more a crowd
  of animals that acted as a unit under the direction of its
  alpha.
  
  Prairie Tick: Queens and Hatchlings
  Most Westerners are familiar with the deadly prairie tick
  which forces itself into unsuspecting travelers’ bellies 
  (p. DL115). However, the structure of a prairie tick nest is
  more than most folks care to know.
  Prairie tick nests consist of a labyrinth of tunnels, a cou-
  ple of feet in diameter, stretching up to a quarter-mile in any
  direction. Ten to 20 prairie ticks live in a nest. Near the cen-
  ter of a nest is the egg chamber, a larger space up to 20 feet in
  diameter. The queen lives in this central chamber, along with
  a few dozen eggs and as many as 20 hatchlings, depending on
  the recent fortunes of the colony.
  Queens develop from ordinary “drone” prairie ticks. A
  drone turns into a queen when it is taken too far from the
  home nest before its host dies, or when a nest grows too large
  and has to split into multiple nests. In either case, the new
  queen, upon finding a suitable nesting spot, digs herself a egg
  chamber and begins the process of churning out drones to
  bring her the blood on which she feeds and generates more
  eggs. Once she is safely ensconced, very few things can incite
  a prairie tick queen to leave her egg chamber.
  A queen looks like a prairie tick the size of a dog; she has
  a distended and elongated abdomen. Her mandibles are larg-
  er than an ordinary prairie tick’s, enabling her to attack with
  them if necessary. She is usually covered in hatchlings as she
  moves about the chamber depositing grub-like eggs.
  A prairie tick hatchling is a very small prairie tick, about
  the size of an egg. It is similar to a normal prairie tick in most
  ways, except that it typically remains within the burrow until
  full-grown. If the queen is threatened, her hatchlings swarm
  the intruder. Hatchlings can crawl into a victim’s throat and
  feed like their larger siblings, but they have a smaller capaci-
  ty, and lack the strength to burst out of a host’s belly like a
  normal prairie tick. Instead, a hatchling escapes by climbing
  out the way it came in, or by crawling out the other way.
  Queen
  ST: 9
  Move/Dodge: 3/3
  Size: 1
  DX: 13
  PD/DR: 4/12
  Weight: 60 lbs.
  IQ: 4
  Damage: 1d-1 cut#
  HT: 16/11
  Reach: C
  Habitat: P, D
  Skills: Brawling-15.
  Monstrous Critters
  84
  Special Abilities: 
  Damage: A prairie tick queen may attack with barbed
  hooks for 1d-1 cutting damage or bite for 1d-2 cutting damage.
  Hive Mind: A queen can communicate with all prairie
  ticks within 100 yards of her. This enables her to coordinate a
  nest’s responses to nearby prey or intruders.
  Horrific Appearance: See Terror, p. 7. Victims are at a -4
  penalty to Fright Checks.
  Hatchling
  ST: 1
  Move/Dodge: 5/5
  Size: <1
  DX: 12
  PD/DR: 0/2
  Weight: 1 lb.
  IQ: 2
  Damage: 1d-5 cut#
  HT: 10/2
  Reach: C
  Habitat: P, D
  Skills: Brawling-11; Stealth-12.
  Special Abilities: 
  Damage: An individual prairie tick hatchling does 1d-5
  cutting damage with its mandibles.
  Horrific Appearance: See Terror, p. 7. Victims are at a -4
  penalty to Fright Checks.
  Implantation: When a hatchling swarm attacks, make a roll
  against the swarm’s DX of 12. If the swarm makes the roll by
  more than 4, one of the hatchlings has successfully scuttled into
  the victim’s mouth and climbed into his throat (see above).
  Swarm: Hatchlings can attack in swarms. A hatchling
  swarm comprises about a dozen hatchlings, and does 1d cutting
  damage every turn. Twelve hits will disperse a hatchling swarm.
  Terrantula
  Terrantulas are arachnids with markings on their abdomens
  that resemble human skulls. They are particularly notable for
  their near-unlimited ability to grow; the size of a terrantula
  seems to be limited only by the ability of its exoskeleton to sup-
  port it. Early in life, a terrantula is roughly the size of a fist – sim-
  ilar to a common tarantula, except for its distinctive markings.
  At this age, terrantulas move in swarms of several dozen, capa-
  ble of overwhelming prey up to about the size of a pig or sheep.
  These swarms even attempt attacks on still larger targets, but this
  is apparently due to a lack of ability to estimate a target’s danger
  level. Presumably, a swarm consists of all the hatchlings laid in
  a single clutch of eggs.
  As a terrantula swarm reaches maturity, its members
  engage in a period of cannibalism and rapid growth, thinning
  their numbers until the half-dozen survivors are each the size
  of a small dog. Mature terrantulas no longer swarm, instead
  becoming territorial and turning to hunting tactics like those
  of a trap-door spider. Once they have adopted the trapping
  lifestyle, they remain sedentary for the rest of their lives, but
  continue to grow. They reach their maximum size at around
  40 feet from the tip of one leg to the tip of the opposite leg;
  if they grow larger, they cannot support their own weight.
  The terrantula’s Size reflects the size of its main body; its
  legs usually extend another few yards out.
  A hatchling escapes by climbing out the way it
  came in, or by crawling out . . . the other way.
  �
  �
  
  Small Terrantula
  ST: 1
  Move/Dodge: 5/5
  Size: <1
  DX: 11
  PD/DR: 0/0
  Weight: <1 lb.
  IQ: 2
  Damage: Special
  HT: 8/1
  Reach: C
  Habitat: D
  Skills: Brawling-10; Climbing-11.
  Special Abilities: 
  Horrific Appearance: See p. CI80. Small terrantulas’
  Horrific Appearance takes effect only when they swarm.
  Poison: The bite of a small terrantula is harmless, but its
  venom can cause painful swelling and itching. If a person is
  attacked by a swarm, however, the amount of venom
  absorbed can be dangerous. This venom is Type E.
  Swarm: Terrantulas swarm in groups of 20 or more. It
  takes 10 hits to disperse a swarm of two dozen terrantulas, and
  such a swarm does 1d-1 damage as well as injecting poison.
  Large Terrantula
  ST: 13
  Move/Dodge: 5/5
  Size: 2
  DX: 12
  PD/DR: 0/0
  Weight: 150 lbs.
  IQ: 4
  Damage: 1d-1 cut*
  HT: 12
  Reach: C
  Habitat: D
  Skills: Brawling-14; Climbing-12; Stealth-14.
  Special Abilities:
  Ambush: Large terrantulas set cunning traps for prey; a
  roll at -6 is required to detect a terrantula’s trapdoor.
  Damage: A terrantula may bite for 1d-1 cutting damage.
  Horrific Appearance: See Terror, p. 7. Victims are at a -4
  penalty to Fright Checks.
  Poison: A large terrantula’s poison is a Type C venom
  that does 2d hits.
  Spring: A large terrantula may spring up to 20 feet in a
  leap and gain a +2 bonus to any attack made at the end of the
  leap.
  Gargantuan Terrantula
  ST: 66
  Move/Dodge: 12/8 Size: 19
  DX: 13
  PD/DR: 0/0
  Weight: 20 tons
  IQ: 11
  Damage: 3d+2 cut*
  HT: 15/48
  Reach: C
  Habitat: D
  Skills: Brawling-17.
  Special Abilities:
  Ambush: Like a large terrantula, a gargantuan terrantula
  lays traps which require a roll at -6 to detect.
  85
  Monstrous Critters
  Damage:A gargantuan terrantula’s enormous fangs bite for
  3d+2 cutting damage, as well as injecting its horrible poison.
  Horrific Appearance: See Terror, p. 7. Victims are at a -6
  penalty to Fright Checks.
  Poison: A gargantuan terrantula’s poison is a Type F venom
  which does 3d damage.
  Gargantuan Terrantulas
  as Characters
  Gargantuan terrantulas are probably inappropriate as
  PCs; an enormous spider is hard to fit into even the most
  open-minded party. However, they are intelligent enough
  to interact meaningfully with human beings, if the lan-
  guage barrier can be overcome and the “please don’t eat
  me” issue dealt with. A gargantuan terrantula could become
  an NPC resource for a party – a very unusual take on the
  hermit in the wilderness. Alternately, a gargantuan terran-
  tula could be a last line of defense for the campaign’s local
  community: if the abomination du jour turns out to be too
  much for the party, there’s always Big Al to fall back on.
  When roleplaying a terrantula, it’s important to
  remember that they’re not just grumpy old miners with
  eight legs. A terrantula has the philosophical outlook of a
  lifestyle which relies on sitting and waiting for most of the
  day . . . and the merciless pragmatism of a creature who got
  to where it is by killing and eating several hundred siblings.
  If the PCs go to a terrantula for advice, they should never
  feel quite comfortable.
  Gargantuan Terrantula
  467 points
  Attributes: ST +56 [116]; DX +3 [30]; IQ +1 [10]; HT +5 [60].
  Advantages: Enhanced Move (Running) 1/2 [5]; Extra
  Legs (Eight legs) [15]; Extra Hit Points 33 [165]; Hor-
  rific Appearance (-6 to Fright Checks; see Terror, p. 7)
  [30]; Imperturbable [10]; Increased Speed +1 [25];
  Injury Tolerance (No Neck) [5]; Peripheral Vision [15];
  Regrowth [40]; Sharp Teeth [5]; Single-Minded [5];
  Venom 3 (Type F; see p. CII149) [45].
  Disadvantages: Bestial [-15]; Bloodlust [-10]; Hori-
  zontal [-10]; Inconvenient Size [-10]; Incurious
  [-5]; Mute [-25]; No Fine Manipulators [-30]; Odi-
  ous Racial Habit (Eats sentient beings) [-15];
  Solipsist [-10].
  Skills: Stealth at DX+3 [16].
  
  Tunnel Critter
  Tunnel critters are large subterranean insects found in deep
  mines and caverns. The most common type of tunnel critter is
  about the size of a dog, and looks not unlike a stubby centipede.
  However, like the terrantula, they continue to grow throughout
  their lifetime, until they can no longer support their own weight
  on land and must retire to underground lakes and rivers. No one
  knows how large tunnel critters grow when freed of the con-
  straints of gravity.
  Tunnel critters are drawn to mining operations by the
  vibrations they sense there, and are pleasantly surprised by the
  abundance of food. They eat anything living, including each
  other. They attack by grabbing their targets and injecting them
  with a paralyzing venom. Once a target is immobilized, a tun-
  nel critter either devours the helpless victim or lays eggs in him.
  Powerful vibrations drive away tunnel critters; they fear it
  means a cave-in is imminent.
  Small Tunnel Critter
  ST: 3
  Move/Dodge: 4/4
  Size: <1
  DX: 12
  PD/DR: 2/6
  Weight: 50 lbs.
  IQ: 2
  Damage: 1d-4 cut
  HT: 10/3
  Reach: C
  Habitat: Sub
  Medium Tunnel Critter
  ST: 8
  Move/Dodge: 6/6
  Size: 1
  DX: 13
  PD/DR: 2/6
  Weight: 100 lbs.
  IQ: 3
  Damage: 1d-3 cut
  HT: 12/8
  Reach: C
  Habitat: Sub
  Large Tunnel Critter
  ST: 21
  Move/Dodge: 6/6
  Size: 6
  DX: 12
  PD/DR: 4/12
  Weight: 750 lbs.
  IQ: 4
  Damage: 1d+1 cut
  HT: 13/20
  Reach: C
  Habitat: Sub
  Immense Tunnel Critter
  ST: 45
  Move/Dodge: 7/7
  Size: 13
  DX: 12
  PD/DR: 6/18
  Weight: 1 ton
  IQ: 4
  Damage: 2d+1 cut
  HT: 14/42
  Reach: C
  Habitat: C
  Special Abilities:
  Damage: Tunnel critters bite for varying amounts of dam-
  age. When they bite, they also inject their debilitating poison.
  Horrific Appearance: See Terror, p. 7. Victims are at no
  penalty to Fright Checks when facing small and medium tun-
  nel critters, a -4 penalty when facing large tunnel critters, and
  a -6 penalty when facing immense tunnel critters. 
  Implantation: A tunnel critter, if it succeeds in paralyzing
  an opponent, may attempt to implant eggs in him. The eggs
  hatch after about 12 hours of gestation. If they are still within
  the victim when they hatch, he dies. They may be removed
  with a successful Surgery roll.
  Poison: Tunnel critters usually begin battle by grappling.
  Once a victim is grappled, the tunnel critter tries to bite and
  inject its poison each turn. This is a Type D venom.
  Tunneling: Large and Immense tunnel critters can tunnel
  through rock with Move 1.
  Monstrous Critters
  86
  Wolfling
  The forests and mountains of eastern Washington report
  an extraordinarily high number of werewolf sightings. The
  Agency is not sure what to make of it; the wolf-men that the
  locals report don’t seem to look or act quite like normal were-
  wolves, but something must be up there, preying on solitary
  travelers.
  These supposed werewolves are wolflings – intelligent
  wolves with long, strangely jointed legs, which enable them
  to walk upright when they want to. They run on four legs
  when they need speed and agility, but they fight on two legs.
  The wolflings have functional hands; they use and make
  crude but useful tools, and sport various adornments that they
  steal from victims – jewelry, clothing, and the like.
  Wolflings and sasquatches (p. DL118) do not get along.
  The pack-oriented wolflings like to prey on the solitary
  sasquatches. Over the generations, both races have refined
  their tactics – the sasquatches have developed the art of trap-
  ping to a fine art, and the wolflings have learned ever more
  sophisticated pack tactics.
  ST: 13
  Move/Dodge: 5/5
  Size: 1
  DX: 12
  PD/DR: 0/1
  Weight: 150 lbs.
  IQ: 10
  Damage: 1d cut#
  HT: 13
  Reach: C
  Habitat: F, M
  Skills: Area Knowledge-13; Brawling-14; Climbing-15;
  Intimidation-11; Stealth-15; Survival (Mountains)-11; Swim-
  ming-12; Tracking-14.
  Special Abilities:
  Alertness: A wolfling gets +3 to all Sense rolls.
  Damage: A wolfling can do 1d cutting damage with its
  claws or 1d-1 cutting damage with its bite.
  Enhanced Move: The Move given above is for a wolfling
  moving on two legs. If it goes to four legs, a wolfling can run
  at Move 10.
  Horrific Appearance: See p. CI80. 
  
  Beasts of the Water
  Archeron Bay Kelp
  Archeron Bay is a deep bay off the South Channel lead-
  ing south from Lost Angels, named for the first ship known to
  sink there, the Archeron. These days, the bay is mostly known
  for the monster that dwells in its depths. Any ship that enters
  the bay is attacked by huge tentacles. Any unfortunates walk-
  ing the deck are plucked off and dragged to their doom; a
  small enough ship may be seized by several tendrils and
  dragged down in its entirety.
  Contrary to rumor, the Archeron Bay monster is neither a
  giant squid nor a river leviathan. It’s kelp.
  When the Archeron sank, the kelp at the bottom of the
  bay absorbed both the bodies and the souls of the sailors
  killed in the disaster. It found this new diet toothsome, and
  since then has hunted for more. The Archeron Bay kelp is not
  a single entity; rather, it is a swarm of individual strands
  which act independently. Relatively few strands are long
  enough to reach the surface. Any individual ship will usually
  be attacked by up to a dozen strands.
  ST: 20
  Move/Dodge: 6/6
  Size: 1
  DX: 12
  PD/DR: 0/0
  Weight: 50 lbs.
  IQ: 3
  Damage: 3d+2 cr
  HT: 14/50
  Reach: C
  Habitat: SW
  Skills: Brawling-15.
  87
  Monstrous Critters
  Special Abilities:
  Damage: Archeron Bay kelp can slap with a tentacle for
  3d+2 crushing damage. However, it more often grapples a
  prospective opponent, dragging him into the water to be
  drowned and consumed at leisure.
  Horrific Appearance: See Terror, p. 7. Victims are at a -2
  penalty to Fright Checks.
  Blob
  A blob is a formless glob of protoplasm that lives in
  bodies of calm water. Typically, blobs float just below the
  water’s surface in a flat, plate-like form. When some sort of
  organic matter contacts the blob, it rapidly folds up around
  its prey. Its acidic secretions rapidly dissolve almost any sort
  of organic material, including heavy wood. Blobs are
  immune to most physical damage; only fire will harm one.
  A blob is virtually undetectable in water, transparent as it is.
  Occasionally, the remains of a blob’s last meal are visible
  within it.
  The Move given for a blob is its speed in water; on land,
  its Move and Dodge are 1.
  ST: 10
  Move/Dodge: 3/3
  Size: 1
  DX: 11
  PD/DR: 0/0
  Weight: 50 lbs.
  IQ: 2
  Damage: 1d+2*
  HT: 13
  Reach: C, 1
  Habitat: FW, SW
  Special Abilities:
  Damage: A blob may attack with an acid-drenched
  pseudopod for 1d+2 acid damage. A successful hit smears
  acid on the target which remains in place, doing additional
  damage each turn until washed off with alcohol or a similar
  solvent, or until it wears off. The acid does 1d the first turn,
  1d-2 the second turn, and 1d-4 the third and final turn. Armor
  protects against this damage
  Envelop: A blob may grapple a victim at close combat
  range. An enveloped victim takes 1d-1 acid damage every
  turn thereafter until the blob is killed.
  Growth: As a blob eats creatures, it expands in size.
  Every 10 HT of prey consumed causes it to gain 1 ST and 2
  hit points. This added mass lasts for 1 week per additional
  level of size.
  Horrific Appearance: See Terror, p. 7. Victims are at a -2
  penalty to Fright Checks.
  Invulnerability – Normal Damage: Normal weapons and
  attacks pass through a blob harmlessly. Magical attacks and
  fire attacks affect it normally.
  Transparency: Blobs are nearly invisible in water. Any
  Vision roll to detect them is at a -4 penalty.
  Vulnerability – Fire:A blob takes 1d+2 damage from any
  fire, in addition to any regular fire damage. Blobs recoil from
  fire, but are too stupid to flee from it.
  Wolflings as PCs
  Wolflings are challenging characters. They fit poorly
  into human society, and tend to be difficult to get along
  with even for the most open-minded humans. Besides,
  wolflings are firmly grounded in their own packs. Even so,
  there are reasons a wolfling might join a mostly human
  party. Wolflings do well with a certain type of human – one
  who stands up to dominance games, is straightforward and
  down to earth, and ideally is generous with his booze. Such
  men are common on the frontier, and a fair number of
  backwoods loners have made friends with a wolfling pack.
  A wolfling who found himself without a pack might fall in
  with a crowd of congenial humans, and once installed
  there, would be unlikely to leave.
  Wolfling
  99 points
  Attributes: ST +3 [30]; DX +2 [20]; HT +3 [30].
  Advantages:Alertness +3 [15]; Discriminatory Smell [15];
  Early Maturation 1 [5]; Enhanced Move 1 (On four
  legs) [10]; Fur [4]; Penetrating Call [5]; Sharp Claws
  [15]; Sharp Teeth [5].
  Disadvantages: Bowlegged [-1]; Bully [-10]; Chummy
  [-5]; Hideous Appearance [-15]; Proud [-1];
  Reduced Manual Dexterity 1 [-3]; Social Stigma
  (Barbarian) [-15]; Uneducated [-5].
  Occasionally, the remains of a blob’s last meal are
  visible within it.�
  �
  
  Blood Shark
  The drainage from the sewers of Rock Island (p. DL24),
  Lost Angels’ fearsome prison, is filled with blood and
  chunks of flesh, mixed with other unspeakables. Such a flux
  is a grand buffet for sharks. Those who feast too long on the
  tainted effluent become twisted and evil themselves. These
  warped sharks are called blood sharks. They are larger than
  normal, with angry blood-red growths protruding from
  their skin.
  ST: 32
  Move/Dodge: 7/7
  Size: 3
  DX: 13 
  PD/DR: 2/6
  Weight: 300 lbs.
  IQ: 4
  Damage: 2d-1 cut
  HT: 14/28
  Reach: C
  Habitat: SW
  Skills: Brawling-16.
  Special Abilities: 
  Damage: A blood shark’s serrated teeth do 2d-1 cutting
  damage.
  Horrific Appearance: See Terror, p. 7. Victims are at a -2
  penalty to Fright Checks.
  Devil Ray
  The devil ray is a relative of the common manta ray, but
  much larger – up to 15 feet in width. Devil rays are capable of
  achieving enough speed underwater to break the surface, leap
  into the air, and glide for short distances in the air. They use
  this ability to snatch unwitting passengers off of passing
  ships; once in the water, few men are a match for a devil ray.
  After nightfall, their black coloration makes them nearly
  invisible. Many victims never see them coming. A school of
  10 to 20 rays can easily take the entire crew of a small ship,
  leaving a ghost vessel behind.
  ST: 24
  Move/Dodge: 12/8 Size: 3
  DX: 11
  PD/DR: 0/0
  Weight: 400 lbs.
  IQ: 4
  Damage: 1d+1 cut#
  HT: 12/20
  Reach: C
  Habitat: SW
  Skills: Brawling-13; Stealth-13.
  Special Abilities:
  Damage: A devil ray may bite for 1d+1 cutting damage.
  It may also strike with its tail spike for 2d+1 impaling dam-
  age, but the spike can only be used against opponents to the
  rear.
  Envelop: A devil ray can enfold any creature up to human
  size in its wings by grappling successfully. If it does so, it hits
  automatically with its bite attack on each subsequent turn
  unless the victim succeeds in a Quick Contest of ST to break
  free.
  Gliding: Devil rays can glide their full Move in a rough-
  ly straight line for two turns at a time. A ray must spend a turn
  underwater before gliding again. Devil rays frequently turn
  their glide into a flying tackle (see p. B113), knocking victims
  into the water, enfolding them in their wings, and killing
  them.
  Horrific Appearance: See p. CI80. 
  Monstrous Critters
  88
  Dweller in the Muck
  The only known example of this abomination lives in the
  sewers of Rock Island (p. DL24), but similar horrors could
  dwell elsewhere. The Dweller resembles a giant slug with
  tentacles. It likes to live in rich muck, preferably laden with
  sewage and gore. It typically minds its own business unless
  roused. When it is disturbed, its tentacles are brought into
  play, dragging the troublemaker into the mire to drown him.
  ST: 20
  Move/Dodge: 7/7
  Size: 12
  DX: 13
  PD/DR: 4/12
  Weight: 1 ton
  IQ: 4
  Damage: 1d cr
  HT: 15/20
  Reach: C, 1
  Habitat: Sub
  Special Abilities:
  Armor: The Dweller’s PD and DR actually reflect the
  muck under which the main body dwells and the thick layer
  of encrusted crud around the main body; the tentacles are
  unarmored.
  Damage: The Dweller in the Muck grapples with its ten-
  tacles. While successfully grappling, the tentacles do 1d
  crushing damage every turn.
  Drowning: If the Dweller gets a solid two-tentacle grip
  on a person, it drags him under the slime to drown him. The
  victim must win a Quick Contest of ST or find some other
  way to get the tentacles off. Three points of damage will
  cause a tentacle to let go of anything it may be holding.
  Hellfish
  The hellfish is a giant jellyfish with a taste for manflesh.
  Its bulbous main body is about 5 feet across, with a crested
  ridge along the top edge, and tentacles which can stretch up
  to 100 feet. Hellfish have much more control and strength in
  their tentacles than ordinary jellyfish; they can even reach
  out of the water with their tentacles to a limited extent. Hell-
  fish hunt in the usual manner of jellyfish: when suitable prey
  presents itself, the hellfish stings it and paralyzes it with its
  tentacles, after which the prey is drawn into the main body
  to be digested. Various pieces of fish and other victims are
  usually ensnared in a hellfish’s tentacles, awaiting 
  consumption.
  When a hellfish is in the process of digesting a human
  meal, the course of digestion is visible to anyone who can
  see the hellfish’s main body; this horror show induces a
  Fright Check at -2.
  ST: 10
  Move/Dodge: 3/3 Size: 7
  DX: 11
  PD/DR: 0/0
  Weight: 150 lbs.
  IQ: 3
  Damage: 1d cr
  HT: 10
  Reach: 1-35
  Habitat: SW
  Skills: Brawling-12.
  Special Abilities: 
  Damage: A hellfish may lash with a tentacle for 1d
  crushing damage at opponents up to 35 yards away. A suc-
  cessful attack also injects the hellfish’s poison.
  Horrific Appearance: See Terror, p. 7. Victims are at a
  -2 penalty to Fright Checks.
  
  Invulnerability – Normal Weapons: A hellfish takes no
  more than two points of damage from any single normal
  attack, regardless of the total damage inflicted.
  Poison: The hellfish’s poison is a Type G venom which
  does 2d hits.
  Vulnerability – Heat: Heat-based attacks do 1d extra heat
  damage in addition to their full normal damage.
  Mudsucker
  Folklore calls the mudsucker a giant salamander, but it is
  in fact a huge leech, six feet long or more. They live in
  swamps, hidden underneath roots and outcrops or buried in
  bottom mud. They grab any reasonably small prey that
  comes by; humans are about the largest things they attack.
  Only rarely do they kill their victims immediately. More
  commonly, they drag their paralyzed prey to hidden lairs,
  only accessible through an underwater tunnel. These lairs
  usually have some connection to the outside world through
  small crevices which refresh the air supply. A mudsucker
  uses its lair as a larder, feeding off its captives a bit at a time
  until they die of blood loss. Few victims ever get out of a
  mudsucker lair; the initial attack often weakens them beyond
  any hope of escape.
  The listed Move is for the mudsucker’s movement in
  water; on land, its Move and Dodge are 1.
  ST: 16
  Move/Dodge: 5/5
  Size: 2
  DX: 11
  PD/DR: 0/0
  Weight: 400 lbs.
  IQ: 3
  Damage: 1d cut*
  HT: 14/16
  Reach: C
  Habitat: S
  Skills: Brawling-13; Stealth-14.
  Special Abilities:
  Damage: Mudsuckers bite for 1d cutting damage; their
  bites inject a paralytic poison. When a mudsucker bites suc-
  cessfully, it latches on, sucking 1 fatigue worth of blood until
  the victim breaks free by winning a Quick Contest of ST or
  until it drains 15 fatigue worth of blood.
  Horrific Appearance: See Terror, p. 7.
  Victims are at a -4 penalty to Fright Checks.
  Poison: A mudsucker’s poison is a
  Type F venom which does 1d hits.
  Nibbler
  Nibblers are a Reckoning-augmented
  form of piranha. They may dwell in either
  fresh or salt water. They travel in schools
  of up to 300 fish or more, and attack in
  swarms when any creature enters their
  home waters. If sufficiently motivated,
  they can even gnaw through boat hulls.
  The nibbler is a narrow fish, a few inches
  in length, blood red in color, with an out-
  jutting jaw filled with needle-sharp teeth.
  A nibbler swarm comprises about 10
  nibblers. It requires six hits to disperse,
  and does 1d-3 cutting damage; armor pro-
  tects with its normal DR.
  89
  Monstrous Critters
  ST: 1
  Move/Dodge: 9/9
  Size: <1
  DX: 11
  PD/DR: 0/0
  Weight: <1 lb.
  IQ: 3
  Damage: 1d-5 cut
  HT: 9/1-2
  Reach: C
  Habitat: SW, FW
  Skills: Brawling-11.
  Special Abilities:
  Horrific Appearance: See p. CI80. 
  River Leviathan
  River leviathans are octopi altered by the Reckoners to
  become abominations. Leviathans look like black octopi
  about 40 feet across, with 20-foot-long tentacles. They dwell
  in river bottoms, tentacles floating up to search for prey.
  When they surface, they often use a wrecked ship or some
  other object as a sort of shell.
  Leviathans use their tentacles to hunt. Some victims
  believe they’ve been attacked by a pack of black, eyeless
  snakes, as the main body of the leviathan is safely out of
  sight underwater. Sometimes a leviathan loses a tentacle or
  two, but that isn’t important; it can replace a tentacle in about
  a week.
  Leviathans detect prey with heat-sensing patches on
  their tentacles; it is thus possible to dupe a leviathan with a
  torch or other heat source, inducing getting it to attack the
  torch instead of the actual living target.
  ST: 20
  Move/Dodge: 15/5 Size: 100
  DX: 13
  PD/DR: 0/0
  Weight: 4 tons
  IQ: 5
  Damage: 3d+2 cut#
  HT: 16/128 Reach: C
  Habitat: FW
  Skills: Brawling-14; Stealth-15; Swimming-15.
  Special Abilities: 
  Armor: A leviathan occasionally dons a sunken ironclad
  or riverboat as its shell; this armor gives the leviathan an
  appropriate amount of protection – about PD 2 and DR 6 for
  an ironclad, or PD 1 and DR 4 for a wooden riverboat.
  Damage: A river leviathan’s six-foot-wide central beak
  does 3d+2 cutting damage.
  
  Grappling:A leviathan usually attacks by grappling with
  its tentacles. If it successfully grapples, the tentacle drags its
  victim to the leviathan’s central maw over the course of three
  turns. The victim can free himself during that time by win-
  ning a Quick Contest of ST. A tentacle can be severed by
  eight hits of damage.
  Heat Sense: A leviathan observes its surroundings by
  sensing heat. It can therefore be distracted by a sufficient-
  ly large heat source, particularly one which moves as if it
  were alive.
  Horrific Appearance: See Terror, p. 7. Victims are at a -
  4 penalty to Fright Checks.
  Swallow: An opponent small enough to fit into the
  leviathan’s maw may be swallowed whole if he is success-
  fully dragged to the maw by a tentacle and attacked with
  the leviathan’s beak. Once inside the leviathan, he takes 1d
  acid damage every turn from the digestive juices, and is at
  dire risk of drowning. However, if he survives the for 10
  turns, any attack he makes will strike the leviathan’s
  unprotected vitals.
  Vulnerability – Fire: A leviathan takes an additional 
  1d-3 points of fire damage from any fire-based attack. If a
  leviathan is using a ship shell as armor, setting the shell on
  fire usually causes it to retreat.
  Sand Viper
  The sand viper is a large saltwater mollusk, about 3 feet
  long. They live in colonies of 20 or more, buried in the sand
  just offshore. A sand viper has a long, sharp, spear-like
  appendage which it uses to hunt. Any prey that comes near is
  injected with a potent paralytic venom. After the victim is
  immobilized, the sand viper uses the spear to drain his bodily
  fluids. This may confuse investigators, as the only sign of the
  attack is a small puncture wound in the stiff, drained corpse,
  which is often left to rot in the shallows for some time before
  being discovered.
  ST: 9
  Move/Dodge: 1/1
  Size: 1
  DX: 10
  PD/DR: 4/12
  Weight: 100 lbs.
  IQ: 2
  Damage: 1d-2 imp*
  HT: 12/8
  Reach: C, 1
  Habitat: SW
  Skills: Brawling-11; Stealth-12.
  Special Abilities: 
  Burrowing: Sand vipers can burrow through sand at their
  usual Move.
  Damage: A sand viper can sting for 1d-2 impaling dam-
  age. A successful sting injects a paralyzing venom.
  Monstrous Critters
  90
  Drain: A sand viper may drain 1d-3 hits worth of blood
  every turn from a paralyzed victim.
  Horrific Appearance: See p. CI80. 
  Poison: A sand viper’s sting injects a Type D venom.
  Swimming: A sand viper may swim at Move 3.
  Sewage Leviathan
  A sewage leviathan is a smaller cousin of the river
  leviathan. It dwells in profoundly polluted waters such as the
  sewage systems of major cities, or certain harbors and rivers
  near major industrial centers. Although smaller than its more
  famous relative, the sewage leviathan is in some respects
  more dangerous. For one, the sewage leviathan can see. It
  cannot be tricked with torches or other fires. In addition, its
  habitat is much more intrinsically dangerous for humans for
  negotiate.
  ST: 48
  Move/Dodge: 6/6
  Size: 25
  DX: 13
  PD/DR: 0/0
  Weight: 1 ton
  IQ: 5
  Damage: 2d+2 cut#
  HT: 14/60
  Reach: C
  Habitat: S
  Skills: Brawling-15; Stealth-15; Swimming-15.
  Special Abilities:
  Damage: A sewage leviathan can bite with its beak for
  2d+2 cutting damage.
  Grappling: A sewage leviathan usually attacks by grap-
  pling with its eight tentacles. Each tentacle can act independ-
  ently, attempting to grapple anything that seems appetizing.
  Any victim successfully grabbed is drawn to the leviathan’s
  beak within three turns. During that time, the victim can free
  himself by winning a Quick Contest of ST. Seven points of
  damage to the tentacle maims it.
  Horrific Appearance: See Terror, p. 7. Victims are at a -
  4 penalty to Fright Checks.
  Siren
  A “siren” is an enormous carnivorous fish, nearly 25 feet
  long. It possesses a lure appendage, which it inserts into the
  base of a human corpse’s skull. This appendage gives the
  siren rudimentary control over the corpse, allowing the siren
  to make the corpse gesture and make noise at other people –
  swimmers, sailors, even innocent landsmen. When the cho-
  sen prey draws near to investigate the corpse-lure, the siren
  attacks.
  ST: 45
  Move/Dodge: 10/6 Size: 20
  DX: 12
  PD/DR: 0/0
  Weight: 1 ton
  IQ: 5
  Damage: 2d+1 cut#
  HT: 13/40
  Reach: C
  Habitat: SW
  Skills: Acting-7; Brawling-13; Stealth-14.
  Special Abilities:
  Damage: A siren bites for 2d+1 cutting damage.
  Horrific Appearance: See Terror, p. 7. Victims are at a
  -4 penalty to Fright Checks.
  Lure: A siren may use its “lure” in a limited way during
  combat. The lure has the abilities of a walkin’ dead (p. DL115),
  but its focus is the siren’s lure appendage rather than its brain.
  
  Plants
  Bloodwire
  The bloodwire is a vine, related to the tumblebleed,
  which grows on and around barbed wire. Most of the time, it
  looks exactly like the wire on which it grows. When an ani-
  mal or person comes close, however, the bloodwire lashes out
  at its prey, wrapping its vines around the victim and draining
  his blood through its many sharp thorns. After feeding, blood-
  wire looks like fat red milkweed; while thus engorged, it
  crawls along the fence to find a place to lurk in safety while it
  digests its meal.
  Bloodwire puncture wounds look like bullet wounds
  from a small-caliber weapon, except for their relatively shal-
  low depth and the fact that no bullet is ever found. A success-
  ful Physician or First Aid roll reveals that the wounds are not,
  in fact, bullet wounds at all.
  Already-tense relations between ranchers and sheep-
  herders have often been brought to the point of violence by
  untimely bloodwire attacks: to someone without a reason to
  look closer, a cow (or a cowpoke) lost to bloodwire is clearly
  the victim of an attack by unscrupulous sheepherders, and
  vice versa.
  ST: 4
  Move/Dodge: 1/1 Size: 2-3
  DX: 10 
  PD/DR: 0/0
  Weight: 20 lbs.
  IQ: 2
  Damage: 1d-4 imp
  HT: 8/4
  Reach: C
  Habitat: P
  Skills: Brawling-15; Climbing-16.
  Special Abilities:
  Damage: Bloodwire thorns do 1d-4 impaling damage.
  Horrific Appearance: See Terror, p. 7. Victims are at a
  -2 penalty to Fright Checks.
  Surprise: Anyone checking for surprise against a
  bloodwire attack suffers a -4 penalty to his roll.
  Saddle Burr
  Saddle burrs are walnut-sized burrs with sharp quills.
  They are light enough to drift on the wind, so incautious cow-
  pokes often find one stuck to their horse at the end of the day.
  Saddle burr quills are long and sharp enough to pierce leather,
  and they curl up once they penetrate so as to get properly
  hooked. Upon penetrating flesh, they inject a mild toxin. The
  poison has no long-term effect, but it causes the injured area
  to swell and become tender for 1d-1 days. During that time,
  all rolls requiring the use of that area are at a -4 penalty. Extra
  stings to the same area confer an extra -2 penalty.
  Once attached to something, saddle burrs are hard to
  get rid of. Someone who brushes at a burr will find it
  attached to whatever brushed it. Someone who grabs or
  crushes a saddle burr will automatically suffer a quill hit
  unless using protective gear sturdier than hard leather. If he
  tries to shake off the burr, he will discover that saddle burrs
  reproduce by vigorous motion, and he now has two burrs
  attached to him. Saddle burrs rarely move on their own, but
  can roll around slowly if they have to.
  91
  Monstrous Critters
  ST: <1
  Move/Dodge: 1/0
  Size: <1
  DX: 14
  PD/DR: 0/0
  Weight: <1 lb.
  IQ: 1
  Damage: *
  HT: 9/1
  Reach: C
  Habitat: P
  Tangler
  A tangler is a carnivorous plant that stretches out eight 20-
  foot-long tendrils branching from a central root. It camou-
  flages its tendrils as part of the nearby underbrush (for this
  reason, tanglers are rarely found away from dense wilderness).
  When potential prey moves by, the tangler grabs its victim
  with its tendrils and holds him down. The tendrils exude a
  potent corrosive, which digests a victim down to the easily
  absorbed nutrient goo the tangler needs.
  Tanglers are not intelligent, but if a victim escapes its
  grasp, it will attempt to recapture him until he escapes its
  radius.
  ST: 13
  Move/Dodge: 0/6
  Size: 4
  DX: 11
  PD/DR: 2/6
  Weight: 500 lbs.
  IQ: 3
  Damage: 1d+2 acid
  HT: 15
  Reach: C, 1-7
  Habitat: F
  Skills: Wrestling-13.
  Special Abilities: 
  Buried Stem: A tangler’s main body is underneath the
  ground. This means that any attacks directed against it do
  only half normal damage. Destroying the central root is the
  only way to kill a tangler permanently.
  Corrosive Enzyme: If a victim is grappled by a tan-
  gler’s tendrils, a corrosive enzyme does 1d+2 acid damage
  every turn.
  Tendrils: A tangler attacks victims with its many tendrils,
  grappling them with its Wrestling ability. A victim who strug-
  gles may be attacked by additional tendrils. A tendril can be
  destroyed by 6 hits. Lost tendrils regrow in about a week.
  
  New Animals
  Arkansas Blue
  The Arkansas Blue is a new breed of chicken, just
  emerged since the mid-1860s. It isn’t actually blue; rather, it
  is a sort of slate-gray color. Still, facts should never stand in
  the way of an evocative name. Its color, however, is not the
  remarkable thing about it. The Arkansas Blue is the biggest
  breed of chicken ever seen, and the meanest. Arkansas Blue
  chicks, barely dry from the egg, look like fighting cocks,
  complete with spurs and crests. A full-grown hen can be the
  size of a medium-sized dog. Arkansas Blues have been
  known to kill coyotes that get into their coops.
  Arkansas Blues make good guards; they keep one eye out
  for trouble and make one hell of a racket if anything goes
  amiss. The only problem with the breed is that they occasion-
  ally “go bad.” An Arkansas Blue gone bad will attack any-
  thing and everything within reach. The breeders insist that no
  Arkansas Blue will go bad if treated right. This story has
  sounded a little more forced after Avery Jackson, one of the
  early breeders of Blues, was killed by his own flock and the
  Texas Rangers had to be called in to clear out the hordes of
  bloodthirsty chickens.
  GURPS Arkansas Blue
  ST: 4-7
  Move/Dodge: 9/7
  Size: 1
  DX: 13
  PD/DR: 0/1
  Weight: 30-40 lbs.
  IQ: 4
  Damage: 1d-3 imp#
  HT: 12/7-10Reach: C
  Habitat: All
  Skills: Brawling-15; Intimidation-5.
  Special Abilities:
  Damage: An Arkansas Blue can peck with its beak for
  1d-3 impaling damage or rake with its claws for 1d-1 cutting
  damage.
  Deadlands Arkansas Blue
  Corporeal: D: 3d8, N: 4d6, S: 1d4, Q: 2d10, V: 3d6
  Fightin’: brawlin’ 4d6
  Mental: C: 1d4, K: 1d4, M: 3d6, Sm: 1d4, Sp: 2d8
  Overawe-3d6
  Size: 4
  Terror: –
  Special Abilities:
  Beak: STR
  Claws: STR+1d6
  Monstrous Critters
  92
  Dillo
  Folklore suggests that the dillo is a supernatural spirit
  being, the composite of the angry spirits of every armadillo
  ever run down and killed by a steam wagon. More scientific-
  minded folks insist that it is merely an unusually large armadil-
  lo. Opinion is likewise divided on the matter of whether there
  is more than one dillo, or if it is a unique beast.
  On one matter, however, all agree: the open roads of the
  western Disputed Lands and Confederacy are prowled by at
  least one gigantic armadillo, which attacks any steam wagon
  or other high-tech vehicle that happens by. Even trains are not
  spared its wrath; more than one express locomotive has been
  derailed by a dillo plowing into it at high speed.
  Dillos are incredibly tough critters when rolled into a ball;
  the aforementioned train-wrecker has been reported to waddle
  away from a smashed train seemingly without injury. Small
  arms fire seems to do no damage unless the shooter gets a shot
  at the unarmored underparts. Artillery is effective, but drawing
  a bead on the dillo while it’s rolling is a formidable challenge.
  GURPS Dillo
  ST: 40
  Move/Dodge: 5/2
  Size: 20
  DX: 11
  PD/DR: 4/12
  Weight: 2 tons
  IQ: 4
  Damage: 3d+2 cr
  HT: 15/45
  Reach: 1
  Habitat: D, P
  Skills: Brawling-11.
  Special Abilities:
  Damage: A dillo can claw for 3d+2 crushing damage
  with its paws.
  Horrific Appearance: See Terror, p. 7. Victims are at a
  -2 penalty to Fright Checks.
  Ram: When a dillo gets up to full speed, it is nearly
  unstoppable, doing 6d×35 damage to whatever it hits. This
  attack is treated as a slam.
  Rolling: The above Move is for a dillo walking. When a
  dillo rolls into a ball and picks up speed, it goes much faster,
  with a Move of 20 and a Dodge of 5. However, a dillo at full
  speed is not very maneuverable; it has a turning radius of 4
  hexes (see p. B139 for details).
  Deadlands Dillo
  Corporeal: D: 2d4, N: 1d6, S: 7d12+8, Q: 4d10, V: 3d12
  Fightin’: brawlin’ 2d6
  Mental: C: 1d4; K: 1d4; M: 5d8, Sm: 1d4, Sp: 3d12
  Pace: 10
  Size: 18
  Terror: 7
  Special Abilities:
  Armor 2
  Claws: STR
  Ram: A dillo can ram for 6d20×10 massive damage
  when it is rolling at full speed. This will flatten most steam
  wagons, trains, and anyone else unfortunate enough to get in
  its way.
  Rolling: When a dillo curls up into a ball and rolls, its
  Pace increases to 40. It is extremely unmaneuverable when
  rolling, however.
  
  Hive Buffalo
  The hive buffalo is an extremely unusual subspecies of
  buffalo. It appears to be a miniature buffalo, perhaps two
  feet high at the shoulder, and devoid of hair.
  Hive buffalo live in enormous hives, consisting of thou-
  sands of buffalo. The hives are difficult to see if you don’t
  know what to look for; the tunnels extend down and in every
  direction for hundreds of yards. Besides the entrance and
  exit tunnels, which look like holes in the ground a few feet
  wide, the only sign of a hive is an incongruous hill in the
  midst of the prairie.
  Ordinary buffalo are migratory. No single area of land
  can support an entire herd of buffalo for long; within a few
  weeks, a given patch of land will be grazed out, forcing the
  herd to move on. Hive buffalo, however, are omnivorous,
  and while they forage alone, they hunt in packs. They share
  a mysterious unspoken communication, by which they can
  lay clever ambushes and run prey ragged; hive buffalo have
  a Craftiness rating of 12. Almost anything is prey for a hive
  buffalo; regular buffalo, deer, rabbits, coyotes, cattle, or
  even people. The spoils of a hunt are dragged down whole
  into the hive, where they are torn apart for the hive to share.
  Wounded hive buffalo are treated like prey, dragged back to
  the hive for consumption. Alone among carnivores, hive
  buffalo chew their cud.
  Even with meat added to their diet, it’s unclear how a
  hive sustains itself. Some speculate that the hive also relies
  on some subterranean form of sustenance – mushrooms or
  some such.
  The hive buffalo is rarely seen; hives are infrequent and
  usually placed in particularly remote areas. Even many
  Westerners think that hive buffalo are a myth.
  A hive is difficult to eliminate; the tunnels are very deep
  and inconvenient for a man to crawl through, and hive buf-
  falo are dangerous in numbers. Indeed, one of the West’s
  most terrifying sights is a buffalo swarm. Thousands of buf-
  falo come pouring out of the depths, stampeding about until
  the danger has been torn to shreds. Ranches and even towns
  have been wiped out after attempting to destroy a nearby
  buffalo hive.
  Some supernaturally minded folks speculate that buffa-
  lo hives may not have any bottom, and that the hives are
  actually gates into the Hunting Grounds, where the buf-
  faloes rightly live. The number of hive buffalo in any given
  hive is therefore potentially without limit. Others whisper
  rumors of the dread Buffalo Queen that dwells at the bottom
  of the hive.
  GURPS Hive Buffalo
  ST: 5-8
  Move/Dodge: 5/6
  Size: 1
  DX: 12
  PD/DR: 1/2
  Weight: 100 lbs.
  IQ: 5
  Damage: 1d-3 imp#
  HT: 15/8
  Reach: C
  Habitat: P
  Special Abilities:
  Damage: A hive buffalo may do 1d-3 impaling damage
  with its horns or 1d-3 cutting damage with its teeth.
  Horrific Appearance: See p. CI80. 
  93
  Monstrous Critters
  Deadlands Hive Buffalo
  Corporeal: D: 2d6, N: 3d8, S: 1d4, Q: 2d10, V: 5d8
  Mental: C: 2d6, K: 1d4, M: 1d8, Sm: 3d6, Sp: 2d6
  Size: 3
  Wind: 8
  Terror: 5
  Special Abilities:
  Damage: Bite (STR); Horns (STR).
  Vitriolecat
  The vitriolecat is a weasel-like animal found in the
  forests and plains of North America. It is a very pretty crea-
  ture: its thick fur is a deep chestnut, and it has an attractively
  fluffy tail. The trapper foolish enough to try to capture a vitri-
  olecat, however, soon learns his mistake. The vitriolecat’s
  name comes from a contraction of “vitriol” and “polecat” –
  vitriolecats spray like skunks, but rather than a malodorous
  oil, the vitriolecat sprays a horrible corrosive fluid that can
  easily kill or cripple an attacker. 
  Vitriolecats are peaceful unless attacked or otherwise
  frightened, but once alarmed they are extremely touchy. The
  glands of a vitriolecat are prized by mad scientists; the corro-
  sive contained therein is difficult to match with even the most
  potent industrial solvent.
  GURPS Vitriolecat
  ST: 4-5
  Move/Dodge: 4/5
  Size: <1
  DX: 14
  PD/DR: 0/0
  Weight: 3-8 lbs.
  IQ: 5
  Damage: *
  HT: 12/4-6 Reach: R, C
  Habitat: F, P
  Special Abilities:
  Acid Spray: When a vitriolecat is threatened, it turns its
  back on the attacker and sprays a stream of incredibly cor-
  rosive acid, hitting anyone within 4 yards of the vitriolecat
  in a 60-degree arc behind it. The acid does 4d points of acid
  damage.
  Damage: A vitriolecat can bite for 1d-3 cutting damage.
  Deadlands Vitriolecat
  Corporeal: D: 3d6, N: 4d10, S: 1d4, Q: 5d8, V: 3d6
  Mental: C: 2d6, K: 2d6, M: 3d6, Sm: 1d8, Sp: 3d6
  Size: 3
  Special Abilities:
  Acid Spray: If a vitriolecat feels threatened, it will turn
  and spray acid behind it in a 60-degree cone, hitting anyone
  in the arc within 4 yards of the vitriolecat. The acid does 5d10
  damage.
  Bite: STR
  Some whisper rumors of the dread Buffalo Queen
  that dwells at the bottom of a buffalo hive.
  �
  �
  
  Legendary People
  94
  
  Some people build their own legends. Through feats of
  terror, cruelty, or just raw talent, they make themselves the
  stuff of arguments and nightmares from one end of the coun-
  try to the other. Anyone who sees one of them will be telling
  the tale for months. Anyone opposing them is in for a heap of
  trouble.
  The Aces
  774 points
  ST 14 [45]; DX 16 [80]; IQ 15 [60]; HT 13 [30].
  Speed 7.25; Move 7.
  Dodge 8; Parry 7 (Knife).
  Advantages: Alertness +1 [5]; Charisma +1 [5]; Doesn’t Eat
  or Drink [10]; Enhanced Dodge [15]; Fearlessness +5
  [10]; High Pain Threshold [10]; Independent Body Parts
  (Limitation: Reattachment only, -50%) [18]; Injury Tol-
  erance (No Blood) [5]; Less Sleep 4 [12]; Magical Apti-
  tude (Huckster) 5 [65]; Patron (Royal Court, 15 or less)
  [60]; Power Investiture 4 (Reckoners) [40]; Regrowth
  (Limitation: Reattachment only, -50%) [20]; Strong Will
  +4 [16]; Temperature Tolerance 10 [10]; Unusual Back-
  ground (Manitou Pact) [15]; Vampiric Immortality [60];
  Vampiric Invulnerability [150]; Very Rapid Healing [15];
  Voice [10].
  Disadvantages: Bloodlust [-10]; Callous [-6]; Extremely
  Hazardous Duty [-20]; Secret (Assassin for evil sorcerer)
  [-30].
  Skills: Acrobatics-17 [8]; Climbing-15 [1]; Demolition-15
  [2]; Gambling-15* [2]; Guns (Pistol)-17† [1/2]; Guns
  (Rifle)-17† [1/2]; Knife-16 [1]; Intimidation-20 [12];
  Leadership-15§ [4]; Occultism-21 [14]; Riding
  (Horse)-16 [2]; Sleight of Hand-16 [4]; Stealth-17 [4];
  Spell Throwing (Curse-Missile)-17 [2]; Tracking-16 [4].
  * Includes -2 for Callous and +2 for Magical Aptitude
  (Huckster).
  † Includes +2 for IQ.
  § Includes -2 for Callous and +1 for Charisma.
  Hexes: Disrupt-18 [1]; Foil-18 [1]; Shadow Man-18 [1];
  Shadow Walk-18 [1]; Soul Blast-18 [1]; Soul Burst-18
  [1]. 
  Black Magic Spells: Bolts of Doom-18 [2]; Cloak of Evil-17
  [1]; Dark Protection-17 [1]; Pact-18 [2]; Scrye-17 [1].
  The shadowy organization of hucksters known as the
  Royal Court (see p. D:H54) supports a quartet of secret
  enforcers called the “Aces.” The Aces are expert hucksters
  who have undergone ancient rituals to bind manitous into
  their bodies. This makes them much like Harrowed; however,
  having never died, they do not suffer all the troubles of the
  undead, and since they set the terms for their own Harrowing,
  their manitous do not contest Dominion. Instead, they serve
  the Aces without complaint.
  The Aces obey only the Joker, who rules the Royal Court;
  no one else has knowingly seen them and lived to tell the tale.
  The other members of the Court speak of the Aces only in
  whispers. They know that if they should ever meet an Ace, it
  would mean that they had displeased the Joker, and that their
  days were numbered – probably with a one.
  95
  Legendary People
  As long as the Court behaves itself and does its job, the
  Aces are directed against those heroes who manage to put a
  serious dent in the Reckoners’ plans. Only the most effective
  champions of mankind rate a visit from the Aces, and they
  rarely survive the attention. Aces don’t fight fair; they nearly
  always attack from ambush, and they usually soften up their
  opponents with expendable minions before moving in for the
  kill. It’s trivial for the Aces to round up a bunch of low-rank-
  ing Royal Court hucksters or local abominations to serve as
  their cannon fodder. The Aces always destroy the bodies of
  their opponents; they know that anyone they’ve been assigned
  to eliminate must be an excellent candidate for Harrowing. 
  The Aces all have essentially the same abilities; they try
  to be as indistinguishable as possible, to allow them to con-
  fuse their opponents and appear to be everywhere at once.
  Ernesto Silverio de Acevedo
  319 1/2 points
  ST 12 [20]; DX 14 [45]; IQ 10 [0]; HT 11 [10].
  Speed 6.25; Move 6.
  Dodge 8; Parry 11 (Brawling).
  Advantages: Combat Reflexes [15]; Enhanced Dodge [15];
  Harrowed [206].
  Disadvantages: Confused [-10]; Delusion (“A fresh heart will
  fix everything”) [-15]; Stubbornness [-5].
  Skills: Brawling-16 [4]; Climbing-13 [1]; Guns (Pistol)-17*
  [4]; Guns (Rifle)-16* [2]; Guns (Shotgun)-16* [1 1/2];
  Intimidation-13 [8]; Knife-14 [1]; Riding (Horse)-12
  [1/2]; Scrounging-12 [4]; Shadowing-13 [8]; Stealth-14
  [2]; Streetwise-10 [2]; Swimming-13 [1/2].
  * Includes +1 for IQ. Shotgun bought up from Rifle
  default.
  In life, Ernesto was an unremarkable gunslinger. He was
  good – not great – and kept himself employed and in the game
  mostly through dogged persistence. His mother always said
  he was stubborn as a mule and twice as stupid. One day, in
  Lost Angels, he met a fairly predictable fate for someone in
  his line of work: he took a bullet through the heart, died, and
  
  was buried. Ernesto, however, was too stubborn to die for
  good. He woke up in his coffin a few days later. Now, Ernesto
  never had been anywhere near as bright as he was stubborn;
  after digging himself out of his grave, he tried to go home to
  his family and sleep off whatever mess he’d apparently drunk
  himself into. His family reacted in the way you might expect.
  Ernesto was freshly revived, confused, pretty dumb to begin
  with, and had ears full of grave dirt.
  He concluded that the problem must be the hole he found
  in his chest, and that if he were able to get a working heart in
  there, everything would be just fine. By day’s end, he had
  jumped some poor sot, torn open his chest, ripped out his
  heart, and shoved the still-warm organ into the suppurating
  wound in his own chest.
  In a few days, of course, the fresh heart rotted, by which
  point Ernesto had tried to go home again and been similarly
  rebuffed (that is to say, with a shotgun full of birdshot). So
  Ernesto tried again. And again. By the time the message might
  have gotten through to him, the cycle of murder and decay had
  obliterated what remained of his sanity. At this point, his man-
  itou doesn’t even bother to contest for Dominion. Ernesto’s
  quest for a good heart leads him to acts of brutality even a
  manitou would be hard-pressed to top. So it just enjoys the
  ride.
  PCs might meet Ernesto anywhere in the southern Maze,
  probably at the end of an investigation into a string of brutal
  murders.
  The Angel of Death
  744 points
  ST 12 [20]; DX 14 [45]; IQ 13 [30]; HT 10 [0].
  Speed 6.00; Move 6.
  Dodge 7; Parry 11 (Brawling).
  Advantages: Alertness +2 [10]; Charisma +2 [10]; Combat
  Reflexes [15]; Harrowed [206]; Legal Enforcement
  Powers [15]; Legal Immunity [15]; Patron (The Church
  of Lost Angels, 15 or less) [60]; Power Investiture 2
  (Reckoners) [20]; Strong Will +2 [8].
  Legendary People
  96
  Disadvantages: Bad Temper [-10]; Bloodlust [-10]; Extreme-
  ly Hazardous Duty [-20]; Sadism [-15]; Secret
  (Grimme’s hatchetman) [-5].
  Skills: Brawling-15 [2]; Guns (Pistol)-18* [4]; Guns
  (Rifle)-16* [1]; Holdout-13 [2]; Interrogation-16 [8];
  Intimidation-18 [12]; Knife-15 [2]; Poisons-13 [4]; Shad-
  owing-16 [8]; Spell Throwing (Curse-Missile)-15 [2];
  Stealth-16 [8]; Tactics-14 [6]; Throwing-14 [4]; Track-
  ing-14 [4].
  * Includes +2 for IQ.
  Harrowed Powers: Charnel Breath: Venom 3 (Irritant;
  Enhancement: Cloud of mist, +100%) [90]; Death Mask:
  Terror (-4 to Fright Checks) [70]; Eulogy: Knack (Death-
  touch; Enhancement: No need to touch subject, +100%)
  [100]; Evil Eye: Knack (3-pt Curse) [20].
  Black Magic Spells: Bolts of Doom-13 [1]; Cloak of Evil-13
  [1]; Dark Protection-13 [1].
  Garret Black is Reverend Grimme’s secret enforcer, the
  black-robed Guardian Angel (see p. DL24). He was just
  another black-hearted Harrowed among many before
  Grimme saw some potential in him and dredged him out of
  the dungeons of Rock Island. Grimme uses him to dispose
  of enemies who cannot be brought before the Church Court
  for one reason or another. The Guardian Angels refer to him
  as the Angel of Death. His existence is kept a matter of
  rumor, in part to increase his mystique, and in part because
  there is still a large segment of the Church which might not
  tolerate an extralegal assassin as part of the Reverend’s
  entourage. If Black were publicly exposed, it would shake
  the Church and force Grimme to act much more circum-
  spectly for a time.
  Black enjoys his work. He and his manitou have a long-
  running competition to see who can commit a more heinous
  act of villainy while in control. Even Grimme is sometimes
  shocked by the results.
  The Angel of Death is a formidable enemy; worse, if the
  PCs have run afoul of him, it means that they’ve somehow
  offended Reverend Grimme.
  Father Gilberto Candaliero
  365 points
  ST 13 [30]; DX 14 [45]; IQ 13 [30]; HT 14 [45].
  Speed 7.00; Move 7.
  Dodge 8; Parry 10 (Brawling).
  Advantages: Charisma +2 [10]; Clerical Investment 2 [10];
  Enhanced Dodge [15]; Faith Healing [30]; Immortality
  [140]; Strong Will +5 [20].
  Disadvantages: Disciplines of Faith (Evangelism) [-5]; Taint
  [-50].
  Skills: Acrobatics-15 [8]; Bard-13 [1/2]; Brawling-15 [2];
  Climbing-13 [1]; Guns (Pistol)-15* [1/2]; History-13 [4];
  Naturalist-13 [4]; Sleight of Hand-13 [2]; Stealth-16 [8];
  Survival (Mountains)-13 [2]; Swimming-14 [1]; Theolo-
  gy-16 [10].
  * Includes +2 for IQ.
  Languages: Latin-13 [2]; Spanish (native)-13 [0].
  
  Father Candaliero came to
  California almost a century ago.
  From a large mission near the
  coast, he and a few compatriots
  trekked inland to evangelize the
  local Indians. Converts were rare,
  but Father Candaliero knew that
  the work of the Lord is accom-
  plished with persistence.
  After a few years, however, an
  affliction struck him. He never
  knew what it was, but it was slow-
  ly, painfully killing him. He spent
  most of every day praying to God
  for deliverance from the agonizing
  disease. Finally, after many
  months of prayer, his pleas were
  answered. His body filled with a
  healing fire, and when it passed,
  the sickness was gone forever.
  Moreover, some lingering touch of the healing fire
  remained with him. Father Candaliero had gained the power
  to heal the myriad injuries and ailments that are the lot of
  man. The miraculous healing gained many new converts.
  Over the years, however, people noticed that those who
  were healed by Father Candaliero met with untimely deaths.
  In time, people stopped coming. Eventually, all the other
  missionaries died, but Father Candaliero never seemed to
  age, presumably as a side effect of his powers.
  Recently, new people have come to the mission. They
  sought wealth, but they found Father Candaliero. He minis-
  ters to their souls and their bodies when such aid is needed.
  He hopes that this mining craze will lead to new prosperity
  for the mission.
  Unfortunately, things are not as Father Candaliero
  believes them to be. The force that healed him was not
  divine, and the healing powers it gave him have a terrible
  price. Whenever Father Candaliero heals a person, the
  process taints the patient’s soul.
  Every time Father Candaliero heals a person, that per-
  son turns a little bit to evil. Antisocial quirks become full-
  blown disadvantages, Bad Temper becomes Berserk, and so
  forth. The second time a person is healed, he gains the
  Unluckiness disadvantage (see p. B37). The third time, he
  gains the first level of the Jinxed disadvantage (see p. CI98).
  The fourth time, he gains the Cursed disadvantage (see p.
  CI96). The fifth time, he gains the second level of Jinxed.
  Further healings do not inflict further taint, but few patients
  live to be healed by Father Candaliero six times. 
  Father Candaliero’s mission is slowly becoming a val-
  ley of horrors. His patients draw bad fortune to themselves;
  when they die, an unusual number don’t go on to peaceful
  repose. A party might be drawn to the mission by reports of
  Father Candaliero’s powers, by the growing danger of the
  monsters which walk the mountains around the mission, or
  by blind chance. However they get there, it will rapidly
  become clear that there is a terrible problem to be dealt with.
  97
  Legendary People
  El Diablo Negro
  525 points
  ST 60 [114]; DX 14 [45]; IQ 12 [20]; HT 16 [80].
  Speed 7.50; Move 15.
  Dodge 7; Parry 10 (Brawling).
  Advantages: Alertness +2 [10]; Ally (El Diablo Rojo, 15 or
  less) [75]; Charisma +1 [5]; DR 12 [36]; Enhanced Move
  [10]; Extra Encumbrance [5]; Extra Legs (Four legs) [5];
  High Pain Threshold [10]; PD 4 [100]; Penetrating Call
  [5]; Sharp Teeth [5]; Special Rapport (El Diablo Rojo)
  [10]; Terror (-6 to Fright Checks) [90].
  Disadvantages: Berserk [-15]; Bestial [-10]; Bloodlust [-10];
  Cannot Climb [-1]; Horizontal [-10]; Illiteracy [-10];
  Inconvenient Size [-10]; Intolerance [-10]; No Fine
  Manipulators [-30]; Odious Personal Habit (Eats
  humans) [-15]; Sadism [-15]; Social Stigma (Valuable
  Property) [-10].
  Skills: Acrobatics-13 [2]; Brawling-16 [4]; Riding (Being
  Ridden)-14 [2]; Stealth-15 [4]; Survival (Desert)-15 [8];
  Survival (Mountains)-15 [8]; Survival (Plains)-15 [8];
  Swimming-16 [4]; Tracking-14 [6].
  El Diablo Negro appears to be an enormous coal-black
  stallion. No one knows whether he is simply a wild horse
  given dark powers by the Reckoners, or some more terrible
  abomination. He terrorizes the Southwest, galloping across
  the plains to devour anything which looks appetizing. Horse-
  flesh and manflesh are his favorite delicacies. He often attacks
  remote ranches or lone homesteads, smashing down doors to
  kill and consume anyone there.
  He has an uneasy relationship with the Apache shaman
  called El Diablo Rojo; together, the two of them have terror-
  ized northern Mexico and the western Confederacy for sever-
  al years now.
  A Harrowed who counts coup on El Diablo Negro can
  grant any horse he rides a +4 bonus to Move. However, any
  horse so aided will develop a taste for meat. This new appetite
  can be inconvenient, though only the most ornery of steeds
  will actually become dangerous.
  
  El Diablo Rojo
  280 points
  ST 12 [20]; DX 15 [60]; IQ 14 [45]; HT 13 [30].
  Speed 7.00; Move 7.
  Dodge 8; Parry 11 (Brawling).
  Advantages: Alertness +4 [20]; Combat Reflexes [15]; High
  Pain Threshold [10]; Power Investiture 3 (Reckoners)
  [30]; Single-Minded [5]; Special Rapport (El Diablo
  Negro) [10]; Strong Will +9 [36].
  Disadvantages: Bad Temper [-10]; Bloodlust [-10]; Code
  of Honor (Always seek revenge when you are
  wronged) [-5]; Enemy (Mexican government; 6 or less)
  [-15]; Illiteracy [-10]; Odious Personal Habit (Eats
  humans) [-15]; Stubbornness [-5].
  Skills: Animal Handling-14 [4]; Area Knowledge (Northern
  Mexico)-14 [1]; Area Knowledge (Western Confedera-
  cy)-13 [1/2]; Axe/Mace-16 [4]; Bow-15 [4]; Brawling-16
  [2]; Camouflage-13 [1/2]; Climbing-15 [2]; Detect 
  Lies-12 [1]; Guns (Rifle)-16* [1/2]; Intimidation-13 [1];
  Knife-16 [2]; Naturalist-15 [6]; Occultism-18 [10]; Pick-
  pocket-14 [2]; Poisons-13 [2]; Riding (Horse)-15 [2];
  Stealth-17 [8]; Survival (Desert)-14 [2]; Survival (Moun-
  tains)-14 [2]; Swimming-14 [1/2]; Throwing-15 [4];
  Tracking-14 [2].
  * Includes +2 for IQ.
  Black Magic Spells: Cloak of Evil-15 [1]; Dark Protection-
  15 [1]; Forewarning-15 [1]; Scrye-15 [1]; Stormcall-15
  [1]; Stun-15 [1].
  Once, the man they call El Diablo Rojo was the shaman
  of an Apache tribe. However, when his tribe was slaughtered
  by Mexican soldiers, he turned, like Raven before him, to the
  path of vengeance and evil. El Diablo Rojo has become a
  powerful black magician, stalking the Southwest for someone
  – anyone – on whom to wreak his vengeance.
  El Diablo Rojo’s special obsession is killing Mexican
  soldiers; he has slain hundreds by now. He has become such
  a thorn in the Mexican government’s side that they have put a
  hefty price on his head.
  El Diablo Rojo often works with El Diablo Negro; he is
  the only man safe from the stallion’s fury. They cooperate in
  bringing death and destruction to the innocent. Occasionally,
  when someone has been a bit too successful in opposing the
  Reckoning – often when los diablos have been unable to deal
  with the problem – the Reckoners call on the pair to eliminate
  a bothersome hero or two.
  This relationship has drawn El Diablo Rojo further into
  darkness; his only social interaction is with a ferocious hell-
  beast. El Diablo Negro’s taste for manflesh has started to rub
  off on him.
  Lt. George Dixon
  372 points
  ST 12 [20]; DX 12 [20]; IQ 13 [30]; HT 14 [45].
  Speed 6.50; Move 6.
  Dodge 6.
  Advantages: Ally Group (Crew of the Hunley; 15 or less)
  [30]; Dark Vision (Unnatural Feature: Eyes glow in dark-
  ness) [23]; Harrowed [206].
  Legendary People
  98
  Disadvantages: Horrific Appearance [-30].
  Skills: Area Knowledge (Charleston and the surrounding
  waters)-14 [2]; Guns (Pistol)-13* [1/2]; Leadership-13
  [2]; Mechanic (Submarine)-13 [2]; Meteorology-12 [1];
  Navigation-13 [4]; Riding (Horse)-13 [4]; Seamanship-
  12 [1/2]; Shiphandling-15 [8]; Swimming-14 [4].
  * Includes +2 for IQ.
  Lieutenant George Dixon was the first and last com-
  mander of the CSS Hunley, the world’s first submersible war-
  ship. The Hunley was one of the earlier Confederate forays
  into exotic war machines; its development and construction
  claimed the lives of 33 men, drowned in test runs and training
  accidents. The six-man submarine was moved by a hand-
  cranked propeller and armed only with a powerful spar torpe-
  do. The only thing the Hunley could hope to accomplish was
  to approach a Union ship undetected and then to detonate its
  torpedo against it – hopefully sinking the Union ship, and
  almost certainly sinking the Hunley. 
  The Hunley performed as expected when it was deployed
  in Charleston harbor on February 17, 1864. Lt. Dixon and his
  brave crewmen boarded the Hunley and set off into the har-
  bor. Some hours later, the USS Housatonic sank. The Hunley
  was never heard from again; the Housatonic dragged her to
  the ocean floor with it, and the crew suffocated before freeing
  themselves.
  Those brave men, however, were not allowed to rest in
  peace. Lt. Dixon, one of the Confederacy’s finest, returned
  from the dead as a Harrowed; his crew returned as walkin’
  dead, an unholy host doing Dixon’s bidding. Unfortunately,
  Dixon was inhabited by a very strong manitou, and it has con-
  trolled Dixon’s body from the beginning. Together, the
  undead crew of the Hunley released the ship from the hollow
  of the harbor floor where it lay trapped.
  Now the Hunley terrorizes shipping around Charleston; the
  Union and the Confederacy blame each other for the sinkings.
  Businessmen, government quartermasters, and common folk
  alike dread that some vital shipment will be sent to a watery
  grave. It is one of the Reckoning’s minor success stories.
  The Hunley spends most of its time on the sea floor, sur-
  facing only when its torpedo is charged and there are suitable
  targets about. When it is hunting, it runs just below the sur-
  face; a low conning tower protrudes from the water, from
  which Lt. Dixon directs the vessel.
  The Hunley’s spar torpedo has become a minor relic; it
  regenerates its powder charge once every night of the full
  moon. The powder charge, 90 pounds of black powder, does
  6d×100 points of damage to a ship it is deployed against.
  Businessmen, government quartermasters, and
  common folk alike dread that some shipment upon
  which they depend will be sent to a watery grave.
  �
  �
  
  Dracula
  1,405 points
  ST 19 [100]; DX 19 [150]; IQ 17 [100]; HT 20 [175].
  Speed 9.75; Move 9.
  Dodge 10; Parry 14 (Brawling).
  Advantages: Alertness +1 [5]; Bite [30]; Body of Air [50];
  Charisma +3 [15]; Doesn’t Breathe [20]; Doesn’t Eat or
  Drink [10]; Dominance [5]; Enhanced Dodge [15]; Extra
  Fatigue 30 (Black magic only) [60]; Filthy Rich [50];
  Imperturbable [10]; Injury Tolerance (No Blood) [5];
  Legal Immunity [15]; Multimillionaire [25]; Power
  Investiture 5 (Reckoners) [50]; Sharp Claws [25]; Status
  5* [15]; Strong Will +4 [16]; Terror (-4 to Fright Checks)
  [70]; Vampiric Immortality [60]; Vampiric Invulnerabili-
  ty [150]; Vampiric Resurrection [150]; Voice [10].
  * Includes 2 free levels from Filthy Rich and Multimil-
  lionaire.
  Disadvantages: Dread (Garlic or roses) [-10]; No Body Heat
  [-5]; No Reflection [-10]; Pallor [-10]; Secret [-10]; Ster-
  ile [-3]; Vulnerability (Holy water) [-5]; Vulnerability
  (Sunlight) [-20].
  Skills: Acrobatics-20 [8]; Acting-17 [2]; Administration-16
  [1]; Animal Handling-16 [2]; Area Knowledge
  (Europe)-16 [1/2]; Brawling-21 [4]; Broadsword-21 [8];
  Climbing-21 [8]; Detect Lies-17 [4]; Diplomacy-20 [6];
  Disguise-16 [1]; Fast-Talk-19 [6]; History-16 [2]; Intelli-
  gence Analysis-16 [2]; Intimidation-19 [6]; Leader-
  ship-18 [1/2]; Occultism-18 [4]; Politics-17 [1/2]; Riding
  (Horse)-18 [1]; Savoir-Faire-21 [0]; Shadowing-16 [1];
  Stealth-21 [8]; Strategy-17 [4]; Tactics-17 [4]; Team-
  ster-16 [1].
  Black Magic Spells: Animal Mastery-20 [1]; Puppet-20 [1].
  Spells: Fog-20 [1]; Shapeshifting (Wolf)-20 [2].
  Languages: English-15 [1/2]; Hungarian-17 [2]; Romanian
  (native)-17 [0].
  In the world of Deadlands, Dracula is not yet a name to
  strike fear into the hearts of the masses. Bram Stoker has yet
  to write his famous novel; Count Dracula remains, for now,
  merely a Carpathian noble with a menacing reputation and a
  name with a dark history.
  The creature now known as Count Dracula was once
  Vlad Dracul, nicknamed “the Impaler,” the brilliant if brutal
  ruler of a small Carpathian kingdom. His reign of terror drew
  him enough attention from the powers of darkness that upon
  his death, even though the manitous were still kept captive by
  the Old Ones and nature spirits, he rose as a vampire. For
  about four centuries, Dracula kept a low profile. He amassed
  money, land, power, and retainers. Then the Reckoning came,
  and Dracula was flooded with power. His new strength has
  moved him to consider new, more ambitious plans. His skill
  for devious plotting, always formidable, now has the full
  power of 400 years of planning – and the most potent vam-
  pire in existence – behind it. Whatever his dark plans are, they
  will be extremely difficult to stop.
  Dracula has developed a remarkable array of abilities
  over the years. He can transform from human form into a wolf
  or a cloud of mist in a single turn. His gaze can bend people
  99
  Legendary People
  to his will, and his bite turns his victims into vampiric thralls.
  Animals obey his slightest whim. Most attacks only incapac-
  itate him; only sunlight, holy water, or fire can truly kill him.
  Even then, his body will resurrect itself in a few days, unless
  a stake is driven through his heart; this will prevent resurrec-
  tion as long as the stake is in place. While thus incapacitated,
  if Dracula is decapitated, his mouth filled with garlic, and his
  remains exposed to the sun, he can be finally and truly killed.
  Any other death is only temporary.
  The Count is a truly dangerous adversary, a worthy
  antagonist for an entire campaign. When using him as an
  opponent, it is important to remember that his personal abili-
  ties are his last resort; his true power lies in his social status,
  his vast wealth, and his powerful mind, trained in all the tricks
  of statecraft and war. A party fighting Dracula should require
  weeks, even months, simply to pierce the outer layers of
  Dracula’s establishment.
  A Harrowed who counts coup on Dracula gains the Daze
  spell as a Knack (see p. B164 for the Daze spell and p. CI38
  for Knacks).
  The Faceless Man
  500 points
  ST 16 [70]; DX 14 [45]; IQ 11 [10]; HT 12 [20].
  Speed 6.50; Move 6.
  Dodge 6; Parry 10 (Brawling).
  Advantages: Alertness +2 [10]; Charisma +1 [5]; Doesn’t
  Breathe [20]; Doesn’t Eat or Drink [10]; Doesn’t Sleep
  [20]; Fearlessness +3 [6]; High Pain Threshold [10];
  Immunity to Disease [10]; Immunity to Poison [15];
  Imperturbable [10]; Injury Tolerance (No Blood, No
  Vitals) [10]; Strong Will +1 [4]; Talons [40]; Vampiric
  Immortality [60]; Vampiric Invulnerability [150].
  Disadvantages: Bad Smell [-10]; Bloodlust [-10]; Horrific
  Appearance (-2 to Fright Checks; see Terror, p. 7) [-10];
  Mute [-25]; No Sense of Taste or Smell [-5]; Sadism [-15].
  Skills: Area Knowledge (Spotsylvania)-14 [6]; Brawling-16
  [4]; Detect Lies-12 [6]; Guns (Pistol)-15* [1]; Intimida-
  tion-14 [8]; Riding (Horse)-13 [1]; Stealth-16 [8]; Track-
  ing-14 [8]; Wrestling-16 [8].
  * Includes +1 for IQ.
  In the Battle of Spotsylvania, Union general John
  Sedgewick rose to exhort his troops to the charge, saying,
  “Why, what are you dodging for? They could not hit an ele-
  phant at that distance!” They were Sedgewick’s last words; an
  instant later, a Confederate sharpshooter’s bullet tore off the
  lower part of the General’s face. In the chaos that followed,
  Sedgewick’s body went unrecovered.
  The manitous, loving irony as they do, couldn’t possibly
  let Sedgewick lie in peace. He rose again from the battlefield,
  looking as he did when he died – a man without a jaw. Now
  the Faceless Man stalks the roads near Spotsylvania. He usu-
  ally hides his disfigurement behind a scarf until he gets close
  enough to strike, then reveals himself, often paralyzing a vic-
  tim with horror. Then he tries to tear off the victim’s jawbone
  with his superhuman strength. He takes particular joy in
  attacking Confederate soldiers, but anyone will do.
  
  Dr. Athanasius Forester
  237 1/2 points
  ST 10 [0]; DX 11 [10]; IQ 17 [100]; HT 10 [0].
  Speed 5.25; Move 5.
  Dodge 5.
  Advantages: Cool [1]; Danger Sense [15]; Double-Jointed
  [5]; Gadgeteer (Quick) [50]; Intuition [15]; Manual Dex-
  terity 3 [9]; Pious [5]; Sanctity [5]; Sensitive [5].
  Disadvantages: Charitable [-15]; Compulsive Generosity
  [-5]; Delusion (Revivification process works!) [-10];
  Overconfidence [-10]; Pacifism (Cannot kill) [-15]; Stub-
  bornness [-5].
  Skills: Biochemistry-20 [20]; Chemistry-17 [4]; Diagno-
  sis-15 [1]; Disguise-16 [1]; Escape-11* [1/2]; Fast-
  Talk-17 [2]; Guns (Pistol)-14** [2]; Physician-18 [6];
  Physiology-19 [16]; Savoir-Faire-17 [1]; Scrounging-20
  [6]; Stealth-11 [2]; Surgery-18† [2]; Thanatology-18 [6];
  Weird Science-17 [8].
  * Includes +3 for Double-Jointed.
  ** Includes +2 for IQ.
  † Includes +3 for Manual Dexterity.
  When a loved one dies, the bereft, desperate from grief,
  often grasp at any shred of hope. In 1870s America, that shred
  of hope may come from a man named Athanasius Forester.
  Forester was once a respected scientist and surgeon; now he’s
  a fugitive from the law of every nation that knows of him.
  Forester claims to have developed a process which can
  restore the newly deceased to life. Forester keeps the process
  a secret, but it seems to rely heavily on a special serum he has
  developed. When his process is applied to a cadaver that has
  been dead no more than three days – preferably no more than
  24 hours – the deceased rises from Forester’s examining table
  Legendary People
  100
  and tearfully embraces his family, blessing Forester all the
  while. The overjoyed ex-mourners heap Forester with praise,
  thanks, and frequently money.
  It takes a few months for the down side to set in.
  The process is a fraud. Forester is a mad scientist who has
  hit, by trial and error, on a close analogue of the reanimating
  fluid Simone LaCroix (p. DL25) uses to make his zombies. In
  fact, Forester’s elixir is in many ways superior to LaCroix’s;
  it preserves the body in lifelike vigor for months after the
  treatment, and gives a zombie more pep and flexibility than
  usual. Its main drawback is that it is much more expensive to
  make.
  The incredible preserving powers of the elixir give the
  manitous who follow Forester around a rare opportunity, their
  hosts actually look alive. This is too good to let go to waste.
  Forester’s zombies, therefore, make every effort to remain
  unnoticed. They fake a heartbeat when examined, and make
  sure to breathe as much as they can (though it sometimes
  gives them hiccups). Any peculiar behavior, odd symptoms,
  or lapses of memory are considered side effects of the thera-
  py – after all, resurrection has to take its toll.
  During the months before decay sets in, the zombie has a
  grand old time. With a combination of subtle manipulation
  and well-placed bouts of disastrous frankness, it ruins every
  life it touches. All its shenanigans, however, are just prepara-
  tion for the day when advancing decay can no longer be
  ignored, and the zombie goes calling on all its acquaintances
  for tea and brains.
  This story has played out in dozens of cities across the
  continent, as Forester slowly works his way west. At this
  point, there are several Rangers and Agency ops assigned per-
  manently to tracking him down. Forester, however, has an
  almost preternatural gift for staying one step ahead of the law,
  and he never has trouble finding new victims. Both the USA
  and CSA have tried to circulate warnings about Forester, but
  they don’t dare tell people about the true dangers of his
  process, and there are always grief-stricken people willing to
  believe Forester’s tale of government persecution.
  The worst of it is that Forester is completely sincere. He
  was driven out of his Boston lab, by a mob that thought his
  work blasphemous, before his first subjects showed their true
  colors, and he hasn’t visited the same place twice since. He
  genuinely believes that the government is trying to suppress
  his work out of fear and that he’s helping people.
  Victor Frankenstein 249 1/2 points 
  ST 12 [20]; DX 11 [10]; IQ 17 [100]; HT 12 [20].
  Speed 5.75; Move 5.
  Dodge 5; Parry 7 (Fencing).
  Advantages: Charisma +1 [5]; Gadgeteer (Quick) [50];
  Imperturbable [10]; Status 1 [0]*; Versatile [5]; Wealthy
  [20].
  * Free from Wealthy.
  Disadvantages: Callous [-6]; Curious [-5]; Enemy (Adam)
  [-10]; Obsession (Destroy his monster) [-5]; Overconfi-
  dence [-10]; Weak Will -1 [-8]; Workaholic [-5].
  Skills:
  Anthropology-14 [1/2]; Biochemistry-16 [4];
  Botany-14 [1/2]; Chemistry-15 [1]; Diagnosis-14 [1/2];
  
  Fast-Talk-16 [4]; Fencing-11 [2]; Guns (Pistol)-13* [1];
  Guns (Rifle)-12* [1/2]; History-15 [1]; Naturalist-14
  [1/2]; Occultism-16 [1]; Physician-15 [1]; Physiology-18
  [12]; Riding (Horse)-13 [8]; Savoir-Faire-17† [0];
  Scrounging-16 [1/2]; Surgery-17 [8]; Thanatology-16
  [2]; Weird Science-17 [8]; Zoology-14 [1/2].
  * Includes +2 for IQ.
  † Free from Status.
  Languages: English-15 [1/2]; French-16 [1]; German
  (native)-17 [0]; Latin-15 [1/2].
  Victor Frankenstein is a Swiss doctor, thanatologist, and
  mad scientist. Once he was a highly respected surgeon, but
  the whispering of the manitous caused him to become
  obsessed with the deep working of life. He embarked upon
  a quest to be the first man to cheat mortality, snatching life
  from death. After many unsuccessful experiments with all
  sorts of chemicals and energetic devices, he began to med-
  dle with his subjects on a more fundamental level. He built
  a man out of parts that he stole from local graveyards, care-
  fully selecting and preparing each piece, and then assem-
  bling them into a tremendous whole. Somehow he managed
  to create a patchwork man without using Dr. Meister’s tech-
  nique (see p. 42); it is a feat never again duplicated by patch-
  work science.
  This last experiment was a success; his creation could
  move and talk like any man. Sadly, the success was incom-
  plete. When animated by the spark of life and standing before
  him, the body he had painstakingly stitched together was a
  horrific freak – a caricature of man. Frankenstein rejected his
  work in despair and disgust. 
  But his creation was not so easily rebuffed. After some
  attempts to reconcile with its creator, Frankenstein’s monster
  insisted that he create a companion for it, so that together they
  might retire away from humanity to live out their existences.
  Frankenstein flatly refused to create another abomination.
  The monster, berserk with rage, destroyed Frankenstein’s lab-
  oratory and murdered Frankenstein’s intended, Elizabeth.
  Left with nothing to live for – his beloved was dead and
  his life’s work a hideous joke – Frankenstein swore revenge.
  Since that day, Frankenstein has pursued his monster back
  and forth across the world. Occasionally they confront one
  another, but the meeting has never been conclusive; one of
  them always escapes to regroup when the battle goes against
  him.
  Consequently, PCs could meet Victor Frankenstein
  almost anywhere. He is a near-unending well of knowledge
  about life, death, and medicine, but it may be difficult to
  engage him. Nothing moves him anymore but his vengeance.
  To interest him, a party would have to assist him against his
  monster, or have some clue as to its whereabouts.
  Frankenstein’s Monster (Adam)
  580 points
  ST 20 [110]; DX 13 [30]; IQ 12 [20]; HT 20 [175].
  Speed 8.25; Move 8.
  Dodge 8; Parry 10 (Brawling).
  101
  Legendary People
  Advantages: Doesn’t Eat or Drink [10]; Doesn’t Sleep [20];
  High Pain Threshold [10]; Horrific Appearance (-4 to
  Fright Checks; see Terror, p. 7) [10]; Injury Tolerance (No
  Blood) [5]; Knack (Seeker) [20]; Strong Will +2 [8];
  Undead Invulnerability [150]; Vampiric Immortality [60].
  Disadvantages: Berserk [-15]; Dead Broke [-25]; Intolerance
  [-10]; Jealousy [-10]; Obsession (Kill Frankenstein) [-5];
  Overconfidence [-10]; Phobia (Fire) [-5].
  Skills: Bard-11 [1]; Brawling-15 [4]; Climbing-12 [1]; Histo-
  ry-11 [2]; Literature-11 [2]; Stealth-14 [4]; Survival (Arc-
  tic)-14 [6]; Survival (Mountains)-14 [6]; Tracking-14 [6].
  The deeply embittered composite man who Frankenstein
  created has come to call itself Adam after reading Milton’s
  Paradise Lost. Having suffered the rejection of everyone it
  meets, it holds humanity in general contempt, regarding
  mankind as a rabble of short-sighted fools. The depths of its
  venom, however, are reserved for its creator, Victor Franken-
  stein, the man whose hubris led him to force a second life on
  Adam and then to refuse any responsibility for his work.
  Adam intends to kill its creator; in a world where it can know
  only solitude and hatred, it takes refuge in the comfort of
  revenge. So far, its search for retribution has been unsuccess-
  ful; every confrontation with Frankenstein has ended with the
  escape of one of them. Their lives consist of an eternal search
  for each other, punctuated with the occasional flight to recov-
  er from a confrontation. In this chase, Adam has a slight
  advantage; it has a strange ability to sense the location of its
  creator (his Seeker knack).
  Ironically, Adam’s undead focus is Victor Frankenstein;
  while Frankenstein lives, Adam cannot be permanently
  destroyed. Conversely, Adam cannot destroy Frankenstein
  without destroying itself. Neither of them knows this; on the
  other hand, it is far from certain that either of them would care.
  They have nothing to live for but each other’s destruction.
  A Harrowed who counts coup on Adam gains three
  points of ST; however, he loses one point of IQ.
  
  The Ghost
  681 1/2 points
  ST 13 [30]; DX 13 [30]; IQ 15 [60]; HT 12 [20].
  Speed 6.25; Move 6.
  Dodge 6; Parry 9 (Brawling).
  Advantages: Alertness +5 [25]; Charisma +2 [10]; Common
  Sense [10]; Fearlessness +9 [18]; Harrowed [206]; Insub-
  stantiality (Limitation: Costs 2 fatigue per minute, -20%)
  [64]; Patron (U.S. Government; 15 or less) [90]; Strong
  Will +5 [20]; True Faith [15]; Voice [10]; Very Rapid
  Healing [15].
  Disadvantages: Curious [-5]; Extremely Hazardous Duty
  [-20]; Vow (Heal the nation) [-15].
  Skills: Animal Handling-12 [1/2]; Area Knowledge (Illi-
  nois)18 [6]; Bard-17*† [1/2]; Brawling-14 [2]; Climb-
  ing-14 [4]; Detect Lies-18 [10]; Disguise-18 [8]; Driving
  (Steam Wagon)-14 [4]; Fast-Talk-17 [6]; Guns (Pis-
  tol)-15** [1]; Guns (Rifle)-15** [1]; Intimidation-22
  [16]; Law-18 [10]; Leadership-17* [6]; Occultism-17
  [6]; Politics-18* [8]; Riding (Horse)-15 [8]; Scroung-
  ing-14 [1/2]; Stealth-16 [16]; Streetwise-15 [2]; Swim-
  ming-14 [2]; Teamster-14 [1]; Tracking-15 [2].
  * Includes +2 for Charisma.
  ** Includes +2 for IQ.
  † Includes +2 for Voice.
  Languages: English (native)-15 [0]; Latin-16 [4]; Sioux-15 [2].
  The Agency’s affairs in the West are run by a mysterious
  figure known as “the Ghost.” Official records give his name
  as Andrew Lane, but the papers began calling him the Ghost
  when it became clear that Lane would not meet with reporters
  for any reason, nor was he seen in the field by anyone. His
  orders were carried out with alacrity throughout the West, but
  he was never seen. Indeed, only Allan Pinkerton, President
  Grant, and a handful of other people in and out of the Agency
  know Lane’s true identity.
  Andrew Lane – the Ghost – is in fact former President
  Abraham Lincoln, returned from the dead as a Harrowed. Lin-
  coln chose to remain undercover following his return to the
  land of the living, keeping his condition a secret from all but a
  few intimates while he mastered his powers and beat his man-
  itou into submission. When he felt able to again contribute to
  the national weal, he revealed himself to President Grant.
  Together, they concluded that public work would be
  impossible; Lincoln would be too easily recognized. Instead,
  Lincoln headed west to take up the reins of the Agency’s
  Western Bureau, where he directs his agents with unrelenting
  strictness. There’s a lot for the Agency to do in the West, and
  not enough to do it with.
  Any PCs active in the West have heard of the Ghost, and
  if they run afoul of the Agency enough, he may have heard of
  them. If they ever meet him face to face, however, it means
  they’re really in it deep this time.
  The Hangin’ Judges
  Among the more feared abominations of the Chisholm
  Trail are the so-called hangin’ judges: the Reckoning-infused 
  Legendary People
  102
  spirits of five Confederate circuit judges who framed and
  murdered dozens of people in their conspiracy to grab as
  much land and power as they could before being lynched
  themselves in 1869. In death, they stalk the Chisholm Trail
  they once ruled, handing out death sentences to all they
  encounter.
  The hangin’ judges are described in generic form in
  GURPS Deadlands: Weird West (p. DL112). However, some
  GMs may want more detailed visions of the hangin’ judges.
  Those are provided here. These are somewhat more powerful
  than the Weird West version; the original writeups can be used
  as lesser hangin’ judges – weaker spirits that roam the
  Chisholm Trail looking for “wrong-doers” to sentence.
  Hiram Jackson
  727 points
  ST 15 [60]; DX 13 [30]; IQ 14 [45]; HT 12 [20].
  Speed 6.25; Move 6.
  Dodge 6; Parry 8 (Shortsword).
  Advantages: Alertness +3 [15]; Charisma +3 [15]; Domi-
  nance [5]; Imperturbable [10]; Invulnerability [300];
  Spirit Invulnerability [50]; Terror (-6 to Fright Checks)
  [90]; Vampiric Immortality [60].
  Disadvantages: Bloodlust [-10]; Callous [-6]; Nocturnal
  [-10]; Vulnerability (Lawman’s gun) [-5]; Vulnerabil-
  ity (Legitimate hanging) [-3].
  Skills: Area Knowledge (Chisholm Trail)-15 [2]; Detect Lies-
  17 [10]; Guns (Pistol)-16* [2]; Interrogation-14 [2];
  Intimidation-17 [8]; Law-12 [1]; Leadership-15** [2];
  Riding (Horse)-14 [4]; Shortsword-16 [16]; Stealth-14
  [4]; Tracking-18 [10].
  * Includes +2 for IQ.
  ** Includes +3 for Charisma and -2 for Callous.
  Hiram Jackson originally conceived the hangin’ judges’
  scam. He was a man of vision, one of the first people to
  understand just how much wealth and power would be con-
  centrated around the Chisholm Trail. By himself, he lacked
  the charisma and the legal knowledge necessary for his land
  grab to work, but he had a good eye for people. In a short
  time, he found corruptible men with the skills he would need
  for his project.
  Jackson is perhaps the most cunning of the five judges.
  Arguably, this makes him the most dangerous, although some
  of the other judges have more formidable powers. He is
  dressed all in black, with a hood covering his face. He carries
  The Judges’ Revolvers
  Most of the hangin’ judges carry enchanted pistols –
  single-action Army revolvers (see p. DL71) with scythe
  blades attached to the barrels like bayonets. The revolvers
  magically reload when empty; this takes one turn. The
  judges can fight with the scythe blades like shortswords
  with no penalty; they do 2d impaling damage or 4d cutting
  damage.
  Unless otherwise noted, a judge’s revolvers crumble to
  rust within seconds of its death.
  
  a pair of the hangin’ judges’ signature revolvers. Jackson par-
  ticularly hates honest lawmen; they always get a capital sen-
  tence in his court.
  Jackson is Invulnerable to all kinetic damage; however,
  he is Vulnerable to bullets from a lawman’s gun. Even the
  ammunition of the law, however, cannot permanently kill
  him, due to his Spirit Invulnerability. If killed by a lawman’s
  gun or by magic, his corporeal body dissolves, only to reform
  the next night. Jackson’s Spirit Invulnerability can only be
  overcome by hanging him in a proper execution presided
  over by a legitimate judge. Only such a proceeding will pen-
  etrate all Jackson’s Invulnerabilities and destroy him forever.
  The procedures to kill Jackson are extremely complicat-
  ed, and it’s unlikely that a party encountering him along the
  Chisholm Trail would be able to figure it out on their own.
  However, enough people have encountered Jackson on the
  trail to have some sense of what works – and what doesn’t.
  A good Area Knowledge or Occultism roll will likely suggest
  that normal weapons are useless against Jackson, and possi-
  bly that lawmen seem to be able to hurt him. Similar meth-
  ods might also reveal that lesser hangin’ judges can be killed
  by hanging. The key to Jackson’s final destruction might be
  learned by a good guess, or might be a secret known only to
  a certain NPC. Alternately, the PCs might try to go right to
  the source for information with an I Want Answers! hex (see
  p. D:H40). In any event, figuring out how to eliminate Jack-
  son permanently should not be easy; he is a major abomina-
  tion who has haunted the Trail for years, and he’s no
  pushover.
  As the ringleader of the hangin’ judges, Jackson can
  recruit new judges by hanging a dishonest judge, attorney, or
  lawman; this process creates a lesser hangin’ judge 
  (p. DL112). Jackson can also call upon the aid of any hangin’
  judge, lesser or greater; the judge summoned will arrive the
  night after Jackson summons him.
  A Harrowed who counts coup on Hiram Jackson gains a
  limited ability to control walkin’ dead and other zombies. If
  he wins a Quick Contest of Will against the zombie, he may
  give it any command he likes. However, the Harrowed must
  concentrate to maintain this control, he must be able to see
  and communicate with the zombie at all times, and he can
  only control one at a time.
  Cyrus Call
  707 points
  ST 14 [45]; DX 13 [30]; IQ 14 [45]; HT 12 [20].
  Speed 6.25; Move 6.
  Dodge 6.
  Advantages: Alertness +3 [15]; Charisma +4 [20]; Imper-
  turbable [10]; Invulnerability [300]; Spirit Invulnerabili-
  ty [50]; Terror (-6 to Fright Checks) [90]; Vampiric
  Immortality [60].
  Disadvantages: Bloodlust [-10]; Callous [-6]; Nocturnal
  [-10]; Vulnerability (Public hanging) [-3]; Vulnerabil-
  ity (When outnumbered) [-5].
  Skills: Acting-14* [6]; Area Knowledge (Chisholm Trail)-14
  [1]; Bard-18† [6]; Detect Lies-13 [2]; Fast-Talk-17* [12];
  Guns (Shotgun)-16** [2]; Interrogation-14 [2]; Intimida-
  tion-18 [10]; Leadership-15† [1]; Politics-12* [2]; Riding
  (Horse)-14 [4]; Stealth-14 [4]; Tracking-15 [4].
  103
  Legendary People
  * Includes -2 for Callous.
  ** Includes +2 for IQ.
  † Includes +4 for Charisma and -2 for Callous.
  Cyrus Call was the mouthpiece for the land grab. He
  was the first man Jackson inducted into his scheme. A tal-
  ented demagogue, Call was responsible for holding togeth-
  er the conspiracy and for arranging a lynch mob to deal
  with any opposition that the judges couldn’t eliminate
  legally. He never was much of a judge, preferring the
  informal atmosphere of a vigilance committee to the rigid
  structure of a proper court. His working assumption was
  that an innocent man wouldn’t get arrested in the first
  place.
  Call takes a “lynch mob” with him wherever he goes –
  a group of twice as many walkin’ dead as the party he is con-
  fronting. He always hands down a capital sentence to any
  outlaw or anyone else on the wrong side of law or society.
  He carries an enchanted shotgun, a double-barreled affair
  which magically reloads itself one turn after it is emptied.
  Like Hiram Jackson, Call is Invulnerable to kinetic
  damage; however, if he and his minions are outnumbered at
  least two to one, his Invulnerability is pierced and he may
  be hurt with mundane attacks. Even so, his Spirit Invulner-
  ability prevents him from being permanently killed in this
  fashion. Call can only be killed for good by hanging him in
  front of an audience of at least four people. By doing so, his
  assailants will pierce his Spirit Invulnerability and dispatch
  him permanently.
  The methods for hurting Call are as much the meat of
  Chisholm Trail rumor as Jackson’s vulnerabilities; talking
  to the right people will point a party in the right direction,
  but it’s unlikely to yield all the answers.
  A Harrowed who counts coup on Call gains the Unholy
  Host Harrowed power (see p. DL37).
  
  Luther Kirby
  707 points
  ST 15 [60]; DX 13 [30]; IQ 14 [45]; HT 12 [20].
  Speed 6.25; Move 6.
  Dodge 6; Parry 7 (Shortsword).
  Advantages: Alertness +1 [5]; Charisma +2 [10]; Imper-
  turbable [10]; Invulnerability [300]; Spirit Invulnerabili-
  ty [50]; Terror (-6 to Fright Checks) [90]; Vampiric
  Immortality [60].
  Disadvantages: Bloodlust [-10]; Callous [-6]; Dread (Juris-
  dictional lines) [-10]; Nocturnal [-10]; Vulnerability
  (Hanging following Law roll) [-3].
  Skills: Area Knowledge (Chisholm Trail)-17 [6]; Detect
  Lies-14 [4]; Guns (Pistol)-16* [2]; Intimidation-15 [4];
  Law-20 [16]; Riding (Horse)-13 [2]; Shortsword-15 [8];
  Stealth-13 [2]; Tracking-16 [6].
  * Includes +2 for IQ.
  Spells: Rooted Feet-20 [16].
  Luther Kirby was inducted into the conspiracy for his
  fine legal mind. It was he who discovered that Texas law per-
  mitted the judges to seize the land of executed criminals,
  place it into receivership, and then sell the land to themselves
  for a pittance; this was the legal loophole by which the judges
  sanctioned their reign of terror. It was simple to accuse, con-
  vict, and execute anyone whose land they wanted.
  Like the other judges, Kirby is Invulnerable to kinetic
  damage. Unlike the others, his Invulnerability has no back
  door; only magic and magical attacks can harm him. Even
  then, his Spirit Invulnerability remains, allowing him to dis-
  corporate upon death and reform the following night. He can
  only be permanently killed by hanging, and even that only after
  someone successfully rolls against Law-4 to prevent him from
  finding a loophole that would allow him to return from Hell.
  Kirby also has the power to issue a “restraining order,”
  using Rooted Feet to freeze an opponent in his tracks.
  Kirby’s rigid legal mind, however, hampers him. He will
  not pursue a foe across jurisdictional boundaries, like a coun-
  ty line or running water (often used as a property line in the
  West). Similarly, winning a Contest of Law against Kirby suc-
  cessfully repels him for the night. The next night, however,
  Kirby will be back to settle the score, in the same jurisdiction
  as his opponent.
  His liabilities are well-known along the trail, and it isn’t
  hard to hear in a Chisholm Trail saloon how Judge Kirby can
  be held off with a good argument and some dime-store Latin.
  The saloon version often leads people into fatal carelessness,
  though.
  Kirby fights with the standard hangin’ judge revolvers.
  He always hands down a capital sentence to attorneys or
  judges.
  A Harrowed who counts coup on Luther Kirby gains the
  ability to automatically open any handcuffs, jail cells, and
  other restraints that are used against him. This ability does not
  work on restraints used on other people. A Harrowed with this
  ability also acquires a negative reaction from honest lawmen
  and attorneys; he seems somehow dishonest. This is treated as
  a -5-point Reputation -2 (Dishonest, among honest lawmen
  and attorneys).
  Legendary People
  104
  Moses Moore
  864 points
  ST 15 [60]; DX 15 [60]; IQ 13 [30]; HT 12 [20].
  Speed 6.75; Move 6.
  Dodge 6; Parry 8 (Shortsword).
  Advantages: Alertness +3 [15]; Charisma +3 [15]; Imper-
  turbable [10]; Invulnerability [420] (Enhancement:
  Affects others, +40%); Spirit Invulnerability [50]; Terror
  (-6 to Fright Checks) [90]; Vampiric Immortality [60].
  Disadvantages: Bloodlust [-10]; Callous [-6]; Nocturnal [-10];
  Vulnerability (Having a horse pulled out from under him)
  [-3]; Vulnerability (Union bullets from a Union gun) [-3].
  Skills: Area Knowledge (Chisholm Trail)-13 [1]; Camou-
  flage-14 [2]; Detect Lies-11 [1]; Fast-Draw-18 [8]; Guns
  (Pistol)-18* [2]; Intimidation-15 [6]; Leadership-15**
  [4]; Riding (Horse)-17 [8]; Shortsword-17 [8]; Stealth-15
  [2]; Tactics-18 [18]; Tracking-15 [6].
  * Includes +2 for IQ.
  ** Includes +3 for Charisma and -2 for Callous.
  Moses Moore began his career as a Confederate guer-
  rilla in Kansas and Missouri during the early part of the war.
  After a few years of fighting, Moore headed south to Texas
  to cash in on his name and reputation. His renown helped
  him secure a judgeship, and from the bench he quickly
  began raking in as much money and power as he could.
  When Jackson met Moore, he immediately recognized
  Moore as a natural co-conspirator. Moore wanted money,
  Jackson wanted Moore’s respectability . . . it was a match
  made in Hell.
  As a hangin’ judge, Moore wears a threadbare Confed-
  erate uniform, with his face hidden by a dark hood. He fights
  with the standard hangin’ judge revolvers. Northerners and
  their allies always receive capital sentences from Moore. 
  Moore is Invulnerable to kinetic damage, and this invul-
  nerability extends to any horse he rides. Only one thing can
  pierce his invulnerability: a Union-made bullet fired from a
  Union-made gun by a Union citizen. When his physical
  form is killed by such bullets, he discorporates until the next
  night. He can only be killed permanently by a hanging in
  which he is noosed, mounted, and the horse made to ride out
  from under him.
  Moore is particularly difficult to get good information on;
  the circumstances by which he can be even injured are suffi-
  ciently obscure that the grapevine has not pieced together a
  hypothesis, other than that men who succeed in repelling
  Moore are generally Northerners.
  A Harrowed who counts coup on Moses Moore may take
  his revolvers as a trophy. They disappear if claimed by a living
  person.
  Moore wanted money, Jackson wanted
  Moore’s respectability . . . it was a match made
  in Hell.�
  �
  
  Marcus Lafayette
  787 points
  ST 17 [80]; DX 14 [45]; IQ 11 [10]; HT 18 [125].
  Speed 8.00; Move 8.
  Dodge 8; Parry 11 (Brawling).
  Advantages: Alertness +2 [10]; Charisma +3 [15]; Imper-
  turbable [10]; Invulnerability [300]; Spirit Invulnerabili-
  ty [50]; Terror (-6 to Fright Checks) [90]; Vampiric
  Immortality [60].
  Disadvantages: Berserk [-15]; Bloodlust [-10]; Bully [-10];
  Callous [-6]; Nocturnal [-10]; Vulnerability (Hanging
  with barbed wire) [-3]; Vulnerability (Rear attack) [-10].
  Skills: Area Knowledge (Chisholm Trail)-12 [2]; Brawl-
  ing-17 [8]; Broadsword-16 [8]; Detect Lies-11 [4]; Guns
  (Pistol)-16* [2]; Intimidation-19 [18]; Riding (Horse)-15
  [4]; Stealth-14 [2]; Tracking-14 [8].
  * Includes +1 for IQ.
  Marcus Lafayette has no particular qualifications
  for judgeship. He was just a rancher. However, he was
  the orneriest cuss in six counties, with a taste for
  claiming any and all land he liked the looks of, and
  no qualms about killing anyone who said different.
  Everyone along the Trail was terrified of Lafayette.
  The hangin’ judges recruited him because they
  weren’t sure they had enough clout to take him on.
  Lafayette has minimal legal knowledge, or educa-
  tion of any sort, but he has lots of muscle and a fierce tem-
  per. When he was alive, no one dared question him if he
  decided to hand down rulings based on his whim of the day.
  Cowboys and ranchers always get a capital sentence from
  Lafayette, who calls them “rustlers.”
  He is the biggest of the judges, looming over the others at
  nearly seven feet tall. He carries a pair of the standard judge
  revolvers, but he prefers to fight with a large axe-handle
  wrapped with barbed wire. The axe-handle does sw+3 impaling
  damage; in Lafayette’s hands, this comes to 3d+2 impaling
  damage. Anyone who attacks or questions Lafayette will cause
  him to go berserk.
  Lafayette is Invulnerable to kinetic damage unless attacked
  from behind. If attacked from the rear, or with magical attacks,
  from any side he can be forced to dissolve for the night. He can
  only be killed permanently by hanging him with a noose of
  barbed wire. His vulnerability to rear attacks is known along the
  trail, but the barbed-wire noose hasn’t occurred to anyone yet.
  A Harrowed who counts coup on Marcus Lafayette gains
  the Hyper-Strength advantage (p. CI58) as a coup power. He
  also gains the Bully disadvantage (p. B31).
  John Henry
  489 points
  ST 18 [90]; DX 13 [30]; IQ 11 [10]; HT 14 [45].
  Speed 6.75; Move 6.
  Dodge 6; Parry 9 (Brawling).
  Advantages: Alertness +1 [5]; Charisma +1 [5]; Harrowed
  [206]; Regrowth (No Reattachment Only limitation)
  [20]; Reputation +4 [6] (As greatest railroad worker ever;
  on 7 or less); Single-Minded [5]; Strong Will +5 [20];
  True Faith [15]; Very Fit [15].
  105
  Legendary People
  Disadvantages: Charitable [-15].
  Skills: Axe/Mace-15 [8]; Bard-10* [1/2]; Blacksmith-9 [1/2];
  Brawling-14 [2]; Demolition-12 [4]; Detect Lies-11 [4];
  Intimidation-12 [4]; Mechanic (Steam Engine)-9 [1/2];
  Metallurgy-9 [1]; Survival (Mountains)-10 [1]; Swim-
  ming-12 [1/2]; Theology-10 [2]; Throwing-13 [4].
  * Includes +1 for Charisma.
  John Henry was born around 1850. The story goes that his
  birth was attended with thunder and lightning, with a deep rum-
  bling coming up out of the ground. They say John Henry came
  on out of the womb and went right to work on the railroad.
  Legend aside, John Henry must have been the greatest rail-
  road worker ever to walk American soil. He had incredible
  strength – bending steel rods with his bare hands, felling a man
  with one blow. While he worked for the C&O rail-
  road, he blasted holes through the mountains
  for new track faster than anyone had ever
  seen before. He loved the work. The leg-
  end of John Henry spread far and
  wide, until the fatal wager of 1871.
  His foreman took a bet that
  John, with nothing but his two
  sledgehammers, could out-dig a new
  ghost-rock-driven drill invented by
  Darius Hellstromme himself. With a
  mighty throng watching, John Henry
  and the drill went at it one fine morning.
  John won the bet, but the exertion was more
  than even he could sustain. He died on the spot with
  his hammers in his hands, and they buried him the same way.
  A few days later, a pair of souvenir hunters dug him up,
  hoping to steal his famous hammers. When they got the coffin
  open, however, John Henry opened his eyes and sat up. The two
  men, with one of the two hammers, headed for the hills before
  John could get his bearings. John Henry was back.
  Since then, John has wandered the country trying to find his
  role in God’s plan. His physical prowess keeps him employed;
  he’s mostly drifted back into the railroad work he loves. He tries
  to do what’s right, looking out for his fellow man. When there’s
  trouble, John Henry can be relied to pitch in. He worries occa-
  sionally about his missing hammer. He knows that the remain-
  ing one has become special somehow, and the other might be
  dangerous in the wrong hands. 
  John Henry’s Hammers
  John Henry’s hammers are hefty 16-pound sledgeham-
  mers. Used two-handed, one of them has a Min ST of 15; in
  one hand, it would have a Min ST of 18. They do sw+6
  crushing damage, and do not become unready when used,
  as if enchanted with Graceful Weapon (p. G41). They count
  as magic weapons for the purpose of fighting creatures only
  affected by magic weapons. 
  Power: In addition to their virtues in combat, the wield-
  er of one of John Henry’s hammers gets a +2 bonus to any
  roll related to building a railroad.
  Taint: Anyone other than John gains the Nightmares
  disadvantage for as long as he possesses the hammer.
  
  Legendary People
  106
  The Hermit Terrantula
  Terrantulas (see pp. 84-85) are limited in their maximum
  size by the inherent restrictions of their exoskeletons. Most
  people think this is a good thing; terrantulas are very intelli-
  gent, and profoundly inhuman. Unfortunately, things are
  about to change.
  Dr. Myron Bassman, a once-prominent Confederate iron-
  clad designer, fled Roswell in 1870 when his madness finally
  pushed him away from his fellow men. He stumbled into the
  desert, where he would have died had it not been for a most
  unlikely savior – a gargantuan terrantula.
  Dr. Bassman’s rescuer, for reasons known only to it,
  decided to bring the stricken engineer food and water and
  nurse him back to health, rather than eating him as might be
  expected. Gargantuan terrantulas do unusual things for rea-
  sons unfathomable by men, but they’ve never been known to
  help lost travelers. Perhaps, by some arachnid intuition, the
  terrantula sensed the possibilities the lost doctor represented,
  and foresaw the horror that lay six years in the future. Terran-
  tulas do not name themselves; what names they have are gifts
  from men. Dr. Bassman gave his new-found friend the name
  Magog.
  In time, Magog learned to communicate with Dr. Bass-
  man, and learned of his world. They spent months simply
  talking. Dr. Bassman poured out the years of feeling trapped
  by hordes of people who looked just like him, but were as
  alien to him as a plant. Magog listened, and responded with
  his own stories of the agonizing encumbrance of his own
  body. Over time, Dr. Bassman became ensnared by the elo-
  quent spider’s words. He came to identify with Magog, and to
  feel Magog’s limits and frustrations as his own. All his tech-
  nical expertise had been unable to free him from the prison of
  life among men until Magog gave him his freedom. Eventu-
  ally, he hit upon an idea. He would help his friend by bring-
  ing the power of science to bear. He may even have thought
  of it himself.
  When the spring came, Dr. Bassman left to collect the
  men and material for his grand project. Magog provided him
  ample coinage, looted from passing stagecoaches. For the
  next five years, the doctor gathered his parts, and worked on
  a project that would stretch the limits of ironclad construction
  – a gigantic ghost-steel spider.
  Arachnid automatons or ironclads have been attempted
  before, and have always been failures. No mechanism that
  man can build can adequately coordinate eight legs. But Bass-
  man’s spider isn’t designed to carry a man or a calculating
  engine. It’s an exoskeleton for Magog, nearly 10 yards across
  and taller than a house.
  Magog moved into his new shell late in 1876. At first he
  was too small to properly operate the exoskeleton’s systems.
  Freed of the limited tensile strength of his own exoskeleton,
  however, he rapidly expanded to fill the space. Today, Magog
  can use his new body without trouble, and to devastating
  effect. So far, he is pleased with his friend’s work. But the
  final test will come when he sets his new body to the service
  of whatever plots lurk in his inhuman mind.
  Dr. Myron Bassman
  197 points
  ST 9 [-10]; DX 12 [20]; IQ 15 [60]; HT 9 [-10].
  Speed 5.25; Move 5.
  Dodge 5.
  Advantages: Gadgeteer (Quick) [50]; Patron (Magog) [60].
  Disadvantages: Clueless [-10]; Edgy [-5]; Oblivious [-3];
  Proud [-1]; Reclusive [-10]; Weak Will -3 [-24]; Worka-
  holic [-5]; Xenophilia [-15].
  Skills: Battlesuit-16 [24]; Engineer (Vehicles)-20 [14];
  Mechanic (Steam Engine)-16 [4]; Metallurgy-19 [12];
  Physiology-14 [4]; Research-18 [8]; Scrounging-20 [10];
  Weird Science-17 [16]; Xenobiology-15 [2]; Zoology-16
  [6].
  Magog
  1,774 points
  ST 250 [171]*; DX 13 [30]; IQ 14 [45]; HT 15/200 [985].
  * Limitation: No Fine Manipulators, -40%.
  Speed 7.00; Move 8.
  Dodge 7; Parry 12 (Brawling).
  Advantages: Charisma +4 [20]; DR 60 [180]; Enhanced Move
  1 [10]; Extra Legs (Eight legs) [15]; Fangs [10]; Horrific
  Appearance (-12 to Fright Checks; see Terror, p. 7) [90];
  Imperturbable [10]; Injury Tolerance (No Neck) [5]; PD 6
  [150]; Peripheral Vision [15]; Regrowth [40]; Serendipity
  [15]; Single-Minded [5]; Talons [40]; Venom [90].
  Disadvantages: Bestial [-15]; Bloodlust [-10]; Callous [-8];
  Curious [-5]; Horizontal [-10]; Inconvenient Size [-10];
  Increased Life Support 5 [-50]; Incurious [-5]; Mute [-25];
  No Fine Manipulators [-30]; Odious Personal Habit (Eat
  sentient beings) [-10]; Solipsist [-10].
  Skills: Battlesuit-21 [16]; Brawling-17 [16]; Traps-15 [4].
  
  Joaquin Murieta
  565 points
  ST 20 [110]; DX 16 [80]; IQ 12 [20]; HT 14 [45].
  Speed 7.50; Move 7.
  Dodge 7; Parry 12 (Brawling).
  Advantages: Charisma +1 [5]; Imperturbable [10]; Injury
  Tolerance (No Blood, Neck, or Vitals) [15]; Strong Will
  +4 [16]; Talons [40]; Vampiric Immortality [60]; Vampir-
  ic Invulnerability [150].
  Disadvantages: Dread (Alcohol) [-10]; Intolerance [-5];
  Obsession (Find his head) [-10].
  Skills: Brawling-19 [8]; Climbing-16 [2]; Detect Lies-12 [4];
  Guns (Pistol)-21* [8]; Intimidation-15 [8]; Riding
  (Horse)-18 [8]; Shadowing-11 [1].
  * Includes +2 for IQ.
  During California’s Gold Rush, U.S. law made it
  extremely difficult for Mexicans to mine legally. However, a
  very few Mexicans managed to cut through all the red tape
  and file legitimate claims. One of these was a young man
  named Joaquin Murieta. He filed all the correct paperwork
  and settled down on a small homestead with his wife Rosali-
  ta to mine peacefully. The other miners in the area, however,
  felt that Murieta was stealing gold that was rightfully theirs.
  After stewing for a few months, they decided to take matters
  into their own hands. The miners rounded up a gang, beat
  Murieta to death’s door, raped and murdered his wife, and
  hanged his brother from the rafters of his cabin. The law
  refused to help Murieta bring the miners to justice.
  Hungry for vengeance, Murieta gathered together some
  other angry Mexicans and a handful of outlaws from the USA
  and began a spree of banditry and destruction up and down
  southern California. To the poor workers of the state, particu-
  larly the Mexicans, he became a sort of modern Robin Hood.
  The government of California, however, didn’t see it the same
  way. Captain Harry Love was charged with eliminating Muri-
  eta’s gang. He and his band of lawmen went out to find Muri-
  eta. They ambushed him away from camp one afternoon and
  killed him. Love decapitated Murieta’s corpse and presented
  the head to the governor. Without their leader, the gang soon
  evaporated.
  Murieta’s story, however, doesn’t end there. Two decades
  later, people started to report that Murieta was back. Rumor
  says that he appears at mining camps throughout the Maze
  and the rest of the Southwest, looking for his lost head. When
  it is not forthcoming, he removes the heads of miners from the
  Union or the Confederacy to see how those heads might fit.
  He has never harmed a Mexican or a woman, so they say.
  Murieta is incredibly strong; between his mighty thews and
  the talons undeath has given him, it is a trivial matter to twist
  off some unfortunate’s head.
  His true head sits in a jar of formaldehyde behind the bar
  of the Ivory Palace, a saloon in Shan Fan run by one of Harry
  Love’s descendants. That head is Murieta’s undead focus; as
  long as it exists, Murieta can never be killed permanently.
  Murieta can be driven off by pouring alcohol down the
  stump of his neck. If this is done, he immediately calms down
  and wanders away.
  107
  Legendary People
  Papa Rattlesnake
  200 points
  ST 12 [20]; DX 11 [10]; IQ 11 [10]; HT 10 [0].
  Speed 5.25; Move 5.
  Dodge 5.
  Advantages: Charisma +2 [10]; Fearlessness +3 [6]; Power
  Investiture 4 (Reckoners) [40]; Strong Will +6 [24].
  Disadvantages: Bloodlust [-10].
  Skills: Disguise-13 [6]; Fast-Talk-11 [2]; Guns (Pistol)-12*
  [1]; Guns (Shotgun)-12* [1]; Intimidation-16 [12];
  Knife-11 [1]; Leadership-15** [6]; Physician-11 [4];
  Scrounging-11 [1]; Stealth-11 [2]; Survival (Plains)-11
  [2]; Throwing-13 [16].
  * Includes +1 for IQ.
  ** Includes +2 for Charisma.
  Black Magic Spells: Bolts of Doom-17 [8]; Dark Protec-
  tion-16 [6]; Pact-18 [10]; Zombie-17 [8].
  Languages: English-10 [1]; Necessity Talk-10 [1]; Serrano
  (native)-11 [0]; Spanish-11 [2].
  Among the most feared names in the Great Maze is that
  of the Rattlesnake Clan. The Clan is a band of Indian shamans
  of power, all of whom have turned to dark sorcery to achieve
  their ends. Their identities are secret, and they have no head-
  quarters or permanent facilities. The Clan’s members live
  clandestinely among the various tribes of the Maze, ordering
  the multitude of spirits and abominations that do their bidding
  to work various sorts of mayhem. The Clan is not responsible
  for a tenth of what is credited to it; like any smart secret soci-
  ety, they cultivate an air of mystery and dread, thus amplify-
  ing the impact of their actual deeds. Almost every group in the
  Maze is sworn to the Clan’s destruction, but so far no one has
  been able to root out even a single verifiable Rattlesnake.
  The leader of the Clan is a Serrano Indian shaman named
  Sings in Moonlight, whose secret name is Papa Rattlesnake,
  after his totem animal. Papa Rattlesnake was a teacher to
  Raven himself, in the days before Raven led the Last Sons
  against the Old Ones. After the Reckoning began, Raven
  returned and challenged his teacher to a duel. Papa Rat-
  tlesnake was defeated and forced to serve Raven. He wears
  the burden of servitude without joy, but so far the duties asked
  of him are so light as to be nothing – the Clan is called upon
  to create fear among the Indians of the Maze, to disrupt any
  attempt to organize the tribes to any greater purpose, and to
  enhance their own power. It is essentially what the Rat-
  tlesnake Clan would be doing if Raven did not exist.
  
  Petrov
  450 points
  ST 15 [60]; DX 14 [45]; IQ 14 [45]; HT 15/18 [75].
  Speed 7.25; Move 7.
  Dodge 9; Parry 11 (Brawling).
  Advantages: Charisma +2 [10]; Combat Reflexes [15]; Dis-
  ease-Resistant [5]; Enhanced Dodge [15]; High Pain
  Threshold [10]; Imperturbable [10]; Resistant to Poison
  [5]; Status 3* [10]; Strong Will +1 [4]; Terror (-3 to
  Fright Checks) [60]; Very Rapid Healing [15]; Very
  Wealthy [30]; Voice [10].
  * Includes one level free from Very Wealthy.
  Disadvantages: Callous [-6]; Chummy [-5]; Fanaticism [-15];
  Megalomania [-10]; Selfish [-5].
  Skills: Acrobatics-15 [8]; Administration-12* [2]; Animal
  Handling-13 [2]; Brawling-15 [2]; Carousing-15 [8];
  Diplomacy-13* [2]; Fast-Talk-14* [6]; Guns (Pis-
  tol)-17** [2]; History-12 [1]; Intimidation-16 [6];
  Knife-14 [1]; Leadership-15*† [4]; Literature-12 [1];
  Occultism-12 [1/2]; Politics-13 [1]; Riding (Horse)-15
  [4]; Savoir-Faire-16†‡ [0]; Sleight of Hand-13 [2]; Strat-
  egy-10 [1]; Stealth-16 [8]; Swimming-13 [1/2]; Tac-
  tics-12 [4]; Tracking-12 [1/2].
  * Includes -2 for Callous.
  ** Includes +2 for IQ.
  † Includes +2 for Charisma.
  ‡ Free at IQ, from Status.
  Languages: English-12 [1/2]; Russian (native)-14 [0].
  One of the notable tycoons of the Great Maze is a Russ-
  ian named Gregor Petrov. Rumor has it that he was once
  Russian nobility. He works several large claims using Russian
  Legendary People
  108
  peasants as laborers, with a few dozen Cossacks as overseers
  and general muscle. Petrov’s people have occasional scraps
  with their neighbors; other miners feel threatened by the scale
  of Petrov’s operation, and xenophobia plays a role as well. On
  the whole, however, he is regarded by most Mazers as just
  another powerful boss to avoid irritating. They don’t know the
  half of it.
  Petrov was indeed once a Russian duke. He is also an
  abomination in human form, who sustains himself with the
  suffering of humans and the blood of children. The first is
  easy to come by; given the way he treats them, his laborers
  provide all the suffering Petrov could ever need. The blood is
  somewhat more difficult, but the Maze being what it is,
  Petrov can usually find a child to drain into his golden drink-
  ing bowls once a fortnight. Immediately after drinking, Petrov
  is stronger and tougher than usual for about a day. As long as
  he remains supplied with blood and suffering, Petrov will
  remain healthy and vigorous forever. Petrov also keeps his
  Cossacks loyal by giving them sips out of the golden drinking
  bowls; it gives them no special powers, but it fills them with
  euphoria and puts them in Petrov’s thrall.
  He also has a reach far beyond what most people expect.
  He has business dealings with half the people in the Maze,
  and knows the secrets of almost as many. He is more than
  happy to exploit these connections in any way necessary to
  get done what he needs.
  His desire is to carve out a fiefdom within the Maze,
  building towns and cities to provide children for his bowls.
  Shocks with a Fan
  210 points
  ST 13 [30]; DX 12 [20]; IQ 15 [60]; HT 12 [20].
  Speed 6.00; Move 6.
  Dodge 7; Parry 7 (Brawling).
  Advantages: Charisma +2 [10]; Enhanced Dodge [15]; Fear-
  lessness +1 [2]; Initiation 3 [30]; Language Talent +2 [4];
  Luck [15]; Strong Will +10 [40].
  Disadvantages: Alcoholism [-15]; Compulsive Lying [-15];
  Curious [-10]; Gluttony [-5]; Impulsiveness [-10]; Lech-
  erousness [-15]; Overconfidence [-10]; Trickster [-15].
  Skills: Acrobatics-12 [4]; Bard-16 [1]; Bow-9 [1/2]; Brawl-
  ing-11 [1/2]; Climbing-10 [1/2]; Detect Lies-12 [1/2];
  Fast-Talk-14 [1]; Intimidation-13 [1/2]; Leadership-16*
  [1]; Pickpocket-12 [4]; Riding (Horse)-10 [1/2]; Ritual
  Magic-16 [12]; Sleight of Hand-12 [4]; Stealth-12 [2];
  Theology-14 [2].
  * Includes +2 for Charisma.
  Rituals: Path of Health-16 [12]; Path of Luck-16 [12].
  Languages: Cantonese-15 [1/2]; English-15 [1/2]; Maidu
  (native)-17 [0].
  Shocks with a Fan is a shaman of the Yurok tribe. He is
  also the unofficial leader of the Indian wing of the Spiritual
  Society, a group of Chinese and Indians interested at explor-
  ing links between Indian shamanism and Taoist spirituality.
  Outside the Society, he is regarded as something of a liability
  to the Society’s goals; Shocks with a Fan is a lewd, crude
  alcoholic, and his attempts to forge alliances with other Indi-
  an groups have been nothing short of disastrous. 
  Petrov’s Bowls
  Petrov’s unnatural vigor is sustained by his set of gold-
  en drinking bowls. There are seven bowls in the set, each a
  different size. Each bowl is delicately and intricately
  engraved on the inside surface, while the outer side is
  smooth beaten gold, with Petrov’s crest stamped on one
  side. While clean – or filled with wine, as they are when
  Petrov hosts the notables of the Maze – the engraving is dif-
  ficult to make out, but when the bowls are freshly drained
  of blood, the dregs cling to the sides, bringing into sharp
  relief the tableaus of cruelty and depravity inscribed there.
  The bowls are heavy and made of solid gold; they would be
  worth a small fortune to a collector brave enough to buy
  them.
  Power: When one of the bowls is filled with a child’s
  blood by someone using the proper ritual and drained by a
  single person, that person gains two points of ST and HT for
  the next 24 hours. The draught also removes two weeks’
  worth of aging.
  Taint: Drinking even the smallest sip of blood from
  Petrov’s bowls compels the drinker to make a Will roll or
  acquire an Obsession with the bowls. Someone in the throes
  of the obsession will do almost anything to experience the
  pleasure of the bowls again.
  
  Unbeknownst to anyone, Shocks with a Fan is also an
  incarnation of Coyote, the trickster spirit revered by many
  Western tribes. He decided to take human form when he
  learned what Raven had been up to – particularly his plot to
  take over the Coyote Confederation. Although Coyote is an
  earthy and hedonistic sort of spirit, he isn’t evil, and Raven’s
  brand of trick is not to his taste. He wants to teach Raven a
  lesson for even thinking about stealing his name. How mani-
  festing as Shocks with a Fan is going to accomplish this goal
  isn’t clear yet.
  Shocks with a Fan could be a useful contact for anyone
  working in the Maze. He craves legitimacy and the respect of
  other groups in the area, and would be more than willing to
  help anyone who might help him achieve it. His irrepressible
  appetites might interfere, however.
  Springheel Jack
  770 points
  ST 14 [45]; DX 19 [150]; IQ 12 [20]; HT 15 [60].
  Speed 8.50; Move 8.
  Dodge 9; Parry 14 (Brawling).
  Advantages: Alertness +2 [10]; Charisma +2 [10]; Enhanced
  Dodge [15]; Invulnerability [300]; Strong Will +3 [12];
  Super Jump 1 [10]; Terror (-6 to Fright Checks) [90];
  Talons [40].
  Disadvantages: Bloodlust [-10]; Callous [-6]; Impulsive-
  ness [-10]; Murder Addiction [-60]; Vulnerability
  (Wood) [-10].
  Skills:Acrobatics-22 [24]; Brawling-22 [8]; Climbing-21 [8];
  Intimidation-16 [10]; Occultism-16 [10]; Stealth-23 [24].
  Powers: Breathe Fire-19 [20].
  Once, in centuries long past, the being now called
  Springheel Jack was a nature spirit in England. When a dark
  pre-Roman cult began offering blood sacrifices near his
  home, curiosity drew him in. Soon, he had become addicted
  to the salty nectar and was corrupted by the cult’s evil rites.
  As a favor to the cultists who fed his bloodthirst, he carried
  out a variety of savage killings. He was the terror of England
  until a group of druids faced him down and bound him into an
  earthen mound, where he howled away the centuries, his lust
  for blood driving him ever madder.
  In the 1830s, the mound was torn open in the process of
  building a textile mill, and Jack was again free. The world
  was a far less magical place than the one he had last seen,
  and his powers were greatly depleted. He returned to his
  original character, more or less: a basically benign nature
  spirit. His early activities were more mischievous than dan-
  gerous: a flash of blue flame in a passerby’s face, a brief tus-
  sle and tearing of clothes, and so on. The long imprisonment
  had made him more than slightly mad, but his basic motives
  were harmless.
  But then the Reckoning came. Power flowed anew
  through Jack’s veins, awakening his old hungers. The tempta-
  tion to do evil overwhelmed him. Now when Jack attacks a
  victim, after startling and stunning them, he likes to disem-
  bowel them and festoon their entrails like streamers around
  the murder site.
  109
  Legendary People
  Jack prefers solitary victims; if he is outnumbered, he
  usually tries to flee. As a spirit of nature, Jack is invulnerable
  to technological weapons; only wooden or magical imple-
  ments can harm him.
  A Harrowed who counts coup on Springheel Jack gains
  one level of the Super Jump ability.
  Antagonistic Peoples
  One might think that the Reckoning itself was enough
  trouble for humanity. However, since the Reckoning, several
  entire races have been discovered who are, if not actually
  antagonistic toward humanity, certainly less than cordial.
  The Law of the Ocean
  Beneath the sea, where the rule of man does not extend,
  there lies an inexhaustible multitude of creatures. Like their
  land-dwelling kin, many undersea creatures are intelligent.
  Unlike the beasts of the land, several species are civilized.
  For millennia, the ocean was a battleground. The were-
  sharks and the wave shadows, the two most prominent races
  of the continental shelf, warred against each other and among
  themselves. Both races dwelt in small settlements, carved out
  of undersea grottos, for as long as they could until their foes
  drove them back to a nomadic life. In this way, the civilized
  races of the sea passed their wretched existences, unknown to
  the surface world.
  Some centuries ago, however, several were-shark towns
  off the Mexican coast formed an alliance, calling itself the
  Law of the Ocean. Such alliances had not been unheard of,
  but the Law of the Ocean distinguished itself in one regard.
  Any town could join the Law by agreeing to uphold a simple
  code of conduct. Even more revolutionary, the Law was open
  to wave shadow communities: clans who upheld the code of
  the Law would be safe from other towns of the Law, and
  would be protected by them, even against other were-sharks.
  
  The code of the Law is elementary: no group under the
  Law shall attack another group under the Law; all groups
  under the Law shall render assistance to any group under the
  Law being attacked; disagreements among groups under the
  Law shall be negotiated in good faith in open conclave; and
  the fruits of the land are the common property of the Law.
  This last point is the key to the Law’s success. Rather
  than turning its members’ aggressions against other towns,
  as previous alliances had done, it invited all undersea towns
  to join and focused their hostility against the dwellers of the
  land. The were-sharks would infiltrate human society,
  undermining the humans ability to resist the Law, while
  wave shadows would take advantage of human weakness
  and assault isolated settlements.
  The Law’s plan to conquer the land proceeded slowly, but
  its members reaped a vast peace dividend. Resources once
  devoted to war could be used to enrich their lives and conquer
  the uncivilized and unintelligent species of the sea. Wealth
  looted from the land could be put to similar uses. Settlements
  which had been razed every decade could prosper. In the cen-
  turies since the foundation of the Law, its largest communities
  have grown to be real cities, home to thousands, where indus-
  try and the arts thrive. The Law now rules most of the Pacific,
  with major inroads into the Atlantic and Indian Oceans. At this
  point, although wave shadows and were-sharks could hardly
  be said to be friends, they’ve grown used to each other, and
  wouldn’t enjoy returning to war.
  Legendary People
  110
  The Reckoning was a grand time for the Law. They felt
  sure their influence was finally having its effect, judging by the
  chaos on land. When half of California slid into their domain,
  they became doubly convinced that their war had irreversibly
  turned their way.
  Then the channel chompers came.
  The deep parts of the ocean were never explored by the
  Law; its races are amphibious, best suited to relatively shal-
  low parts of the sea. The abyssal trenches were lands of leg-
  end, the dark continent of the waters. The Law never
  expected one of the legends to come to life.
  The channel chompers – ancient, sophisticated, and
  utterly mad – were a near-insoluble problem. They need-
  ed lives to sacrifice, and they seemed intent on getting
  them, either by taking the citizens of the Law, or by raid-
  ing the surface communities that by right belonged to the
  Law. Any other race that attempted such a scheme would
  have been obliterated in battle by the Law’s immense
  force. But the channel chompers were too many to count,
  and had ancient magics unknown to the younger oceanic
  races. A war could only cost the Law all the fruits of its
  long centuries of building.
  After months of negotiation, an agreement was reached.
  The channel chompers have, ostensibly, become part of the
  Law. They have promised to leave the Law’s cities alone. In
  exchange, they demand aid in their project of collecting
  souls for their hungry god – a project that the Law pursues,
  if hesitantly.
  Today, the Law is a nation at war, within and without.
  Were-sharks riddle the coastal cities of the Maze. Wave
  shadows raid any town or ship that seems vulnerable.
  Behind them both, the channel chompers are eager to attack
  where the others hold back, mad for more shipments of cata-
  tonic humans fresh for the trip to their god’s resting place.
  How long the fragile peace within the Law will last, none
  can say.
  Were-Sharks
  “Were-shark” is not an entirely accurate description; these
  creatures do not actually change into sharks. However, they are
  creatures that transform from ordinary humans to vicious aquat-
  ic monsters; the name is close enough for most purposes.
  The were-shark’s aquatic form is a seven-foot-tall
  humanoid, covered with gray scales, with webbed fingers and
  toes and dorsal ridges on their backs. Their eyes are solid black;
  their mouths are abnormally wide, with shark-like teeth.
  Were-sharks are the brains of the Law; they possess subtle-
  ty that the Law’s other races lack. Their undersea cities are ele-
  gant urban centers where they dwell in prosperity and peace. On
  land, they mostly live in port cities. They take jobs on ships and
  at docks, occasionally meeting to exchange information and get
  instructions from their homes below the waves. At least one ship
  plying the Maze, the Edward Fitzhugh, is crewed entirely by
  were-sharks. Were-shark infiltration usually leads to a ship
  being depopulated, or at least looted, while at sea.
  The statistics below are for the marine form; in human
  form, a were-shark appears to be a normal man, and has abilities
  consonant with its external form.
  Were-Sharks as PCs
  A were-shark in a normal campaign is probably a sleep-
  er agent from the Law, though his sympathies may have
  turned to the humans he was sent to undermine. He is fair-
  ly simple to integrate into a campaign, as he can appear like
  a normal human. His harsh attitudes don’t stand out much
  in the cold-hearted frontier, and his need for companionship
  helps draw him into society. The were-shark’s position,
  straddling two worlds, makes for an interesting character;
  he must learn to fit into a world he intends to destroy.
  Were-Shark
  152 points
  Human Form
  Attributes: IQ +1 [10].
  Advantages: Were-Shark [193].
  Disadvantages: Bloodlust [-10]; Callous [-6]; Chummy [-5];
  Secret (Were-creature) [-30].
  “Shark” Form
  Attributes: ST +4 [45]; DX +2 [20]; HT +3 [30].
  Advantages: Acute Taste and Smell +3 [6]; Amphibious
  [10]; DR 4 [12]; Enhanced Move 1/2 (Swimming) [5];
  Gills [10]; Horrific Appearance (-4 to Fright Checks;
  see Terror, p. 7) [10]; Peripheral Vision [15]; Sharp
  Claws [25]; Sharp Teeth [5].
  The “shark” form has a PPT of 193 and an NPT of 0 (see
  Quick-and-Dirty Shapeshifting, p. 36); the cumulative
  advantage cost is 193 points.
  
  ST: 14
  Move/Dodge: 6/6
  Size: 1
  DX: 12
  PD/DR: 0/4
  Weight: 150 lbs.
  IQ: 11
  Damage: 2d cut#
  HT: 13
  Reach: C, 1
  Habitat: SW
  Skills: Brawling-15; Climbing-12; Intimidation-13;
  Stealth-14; Swimming-16; Tracking-14.
  Special Abilities: 
  Damage: Were-sharks can claw for 2d cutting damage or
  bite for 1d-1 cutting damage.
  Gear: Were-sharks carry whatever equipment is appro-
  priate to their role. If they are hunting on behalf of the chan-
  nel chompers, they sometimes carry weapons envenomed
  with channel chomper toxin.
  Horrific Appearance: See Terror, p. 7. Victims are at a -
  4 penalty to Fright Checks.
  Swimming: The above Move is for a were-shark’s move-
  ment on land. In the water, they have Move 10; their Dodge
  remains the same.
  Wave Shadow
  Wave shadows are amphibious humanoids with lizard-
  like features and savage tempers. They dwell in clan villages
  off the coast. Wave shadows are very aggressive, attacking
  isolated towns and lone travelers, with occasional ship attacks
  if they can muster the numbers. They plunder their victims
  and eat the bodies, unless they have been called upon to send
  a shipment of victims to the channel chompers. The wave
  shadows are the shock troops of the Law; they excel at frontal
  assaults. 
  Sometimes, a wave shadow clan settles for a while off the
  shores of a town they’ve plundered. Ghost towns often attract
  scavengers and tourists, and the repeat business can keep a
  clan fed for several weeks.
  ST: 12
  Move/Dodge: 6/6
  Size: 1
  DX: 13
  PD/DR: 0/0
  Weight: 150 lbs.
  IQ: 9
  Damage: 2d+1 cut
  HT: 13
  Reach: C
  Habitat: SW
  111
  Legendary People
  Skills: Brawling-13; Knife-16 or Shortsword-16; Knife
  Throwing-12; Scrounging-13; Stealth-13; Swimming-16.
  Special Abilities:
  Cloak of Evil: Between sunset and sunrise, all wave shad-
  ows are shadowed as if under the effects of a Cloak of Evil
  black magic spell cast at Power Investiture 1 (see p. DL104);
  any physical attack or ranged spell is at -1 to hit. This effect
  takes no fatigue to maintain.
  Damage:Wave shadows can claw for 2d+1 cutting damage. 
  Gear: Wave shadows sometimes carry weapons. If
  they’re hunting on behalf of the channel chompers, they may
  carry weapons envenomed with channel chomper toxin.
  Horrific Appearance: See Terror, p. 7. Victims are at a
  -2 penalty to Fright Checks.
  Channel Chompers
  The so-called channel chompers are a very ancient race.
  Some say that in eons gone by, they ruled the world from vast
  coral cities beneath the Pacific. Long ago, however, some
  catastrophe sent the entire species into a deep torpor, from
  which they were awakened only when the Reckoning sent
  mystic energies flooding throughout the world. Now their
  coral cities live again.
  Channel chompers worship a god who is said to dwell in
  the depths of the Marianas Trench, south of Guam, and to
  possess an unending hunger for blood and souls. They believe
  that if it is not kept quiescent by means of regular sacrifices,
  it will arise from the trench and eat all the fish in the ocean –
  which, depending on the source you listen to, may be a
  metaphor for destroying the world. Once, these sacrifices
  were rare, though regular; the channel chompers have slept
  long, however, and they fear the rising of the god may be at
  hand – indeed, they worry that the surge of power that
  restored them to activity may be the god’s first stirring.
  Therefore, they carry out attacks on human settlements, cap-
  turing as many people as possible to bring back to the trench
  for ritual sacrifice. They hope that mass sacrifice may return
  the god to its sleep.
  Wave Shadows as PCs
  Wave shadows are less appropriate as PCs, except in a
  Law-focused campaign. However, a wave shadow might
  join a human party if it was stranded far from home, or if its
  clan was destroyed. A temporary alliance might also bring
  man and wave shadow together.
  Wave Shadow
  107 points
  Attributes: ST +2 [20]; DX +3 [30]; IQ -1 [-10]; HT +3
  [30].
  Advantages: Amphibious [10]; Dark Vision [25]; Gills
  [10]; Knack (Blur; 1 point of Power) [12]; PD 1 [25];
  Peripheral Vision [15].
  Disadvantages: Bloodlust [-10]; Hidebound [-5]; Horrif-
  ic Appearance (-2 to Fright Checks; see Terror, p. 7)
  [-10]; Odious Racial Habit (Eats humans) [-15];
  Sadism [-15]; Uneducated [-5].
  
  The poison that tips a channel chomper’s claws causes its
  victims to be preserved in a comatose state for the long cross-
  Pacific trip, so that they will be fresh and alive for sacrifice to
  the trench god. However, it also means that a victim rescued
  from the channel chompers can be revived, given time for the
  toxin to dissipate.
  Channel chompers are mostly found in the Maze, where
  they got the name by which they are popularly known – they
  hide in narrow channels, and chomp on the unwary. They
  regularly mount raids to capture and paralyze miners or
  sailors. They usually avoid attacking crowds, but if they have
  enough numbers on their side and the need is pressing, they
  will. Presumably they also raid the Asian coasts, but no one
  has investigated closely. Foreign lands are full of sea-mon-
  ster stories, and unearthing the truth would be difficult.
  Channel chompers have compelled their allies in the Law
  of the Ocean to assist their raids for victims; they provide their
  allies with their venom in preserved form, so that victims may
  be properly prepared for the long trans-Pacific trip.
  A channel chomper looks like an evil caricature of a mer-
  maid, with a fish-like tail at the end of a humanoid torso, bru-
  tal claws, and a large mouth packed with teeth. The whole
  body is covered in heavy scales, and two glowing bulbs of
  flesh protrude from the channel chomper’s forehead. They
  communicate by means of sonar; they are not equipped to
  speak or hear human language. Presumably, mad science
  could produce a device to speak to a channel chomper, but no
  one has yet tried.
  Channel chompers care little for one another or their
  allies; beyond appeasing the god, nothing else matters. A
  captured or wounded channel chomper will be abandoned by
  its companions.
  Legendary People
  112
  ST: 9
  Move/Dodge: 3/3
  Size: 1
  DX: 13
  PD/DR: 0/0
  Weight: 150 lbs.
  IQ: 9
  Damage: 1d-1 cut#
  HT: 10
  Reach: C, 1
  Habitat: SW
  Skills: Brawling-14.
  Special Abilities:
  Damage: Channel chompers can claw for 1d-1 cutting
  damage or bite for 1d-2 cutting damage. A channel chomper’s
  claws are tipped with a cataleptic poison.
  Horrific Appearance: See Terror, p. 7. Victims are at a
  -2 penalty to Fright Checks.
  Poison: The channel chomper’s poison is a Type D
  venom, paralyzing its victim if a HT-3 roll is failed. Howev-
  er, unlike the usual Type D venom, a failed HT-3 roll causes
  the victim to be paralyzed for six weeks. On the other hand, a
  successful roll paralyzes the victim for only 3d seconds rather
  than the usual 3d minutes. A person who has been injected
  with the channel chompers’ poison falls unconscious and slips
  into a deep coma. This coma reduces the metabolism to such
  a low ebb that it can remain alive underwater for weeks. A
  skillful doctor can obtain one to three doses of the poison
  from a dead channel chomper with successful Surgery and
  Poisons rolls.
  Swimming: The given Move and Dodge are for land
  movement. In the water, channel chompers have a Move of 9
  and a Dodge of 6.
  Channel Chompers as PCs
  Channel chompers are difficult to integrate into a
  non-Law campaign, and are a challenge even in a cam-
  paign set in the Law of the Ocean. However, a party can
  still make use of a channel chomper. He can be a sort of
  in-house antagonist, creating tension by his very nature,
  and creating a more interesting party dynamic in the
  process.
  A campaign including a channel chomper PC is, of
  necessity, bound up with the quest to feed the god; even
  in a mostly human campaign, the channel chomper will
  have had to flee its people and is likely fighting against
  them. Alternately, an all-channel chomper campaign
  would likely be simple and bloody, but no more so than
  many dungeon crawls.
  Channel Chomper
  0 points
  Attributes: ST -1 [-10]; DX +3 [30]; IQ -1 [-10].
  Advantages: Enhanced Move 1 (Swimming) [10]; Gills
  [10]; Pressure Support [10]; Sharp Claws [25]; Sharp
  Teeth [5]; Venom 3 (modified Type D) [45].
  Disadvantages: Aquatic [-40]; Callous [-6]; Chauvinistic 
  [-1]; Edgy [-5]; Extreme Fanaticism [-15]; Horrific
  Appearance (-2 to Fright Checks; see Terror, p. 7) [-10];
  Low Empathy [-15]; Obdurate [-10]; Reduced Move 2
  (On land) [-10]; Stubborn [-5].
  Skills: Brawling at DX+1 [2].
  
  The Wakansicas
  Long, long ago, when the Maya were still top dog in South
  America and no one had heard of the white man, the Americas
  received a visit from another planet. These incredibly advanced
  visitors were taken for gods by the locals, and treated accord-
  ingly. They stayed in South America for many years, exploring
  and studying. They inspired many of the great structures of
  South and Central America – the pyramids, the Nazca Lines –
  many of which originally served as beacons for the aliens’ ships.
  The aliens ruled in America for a long time. Mostly the two
  races kept to themselves, but some aliens felt that a merging of
  alien and human had something to offer. The more radical
  among these eventually attempted to create a crossbreed.
  The beings thus created were a remarkable success. Many
  different subtypes were created to perform a variety of tasks; in
  time, crossbreeds served as the aliens’ proxies in all things.
  Humans no longer came into contact with the aliens; instead, the
  crossbreeds became their tyrants.
  In time, the aliens decided to abandon Earth, for reasons
  lost to posterity. They charged the crossbreeds to keep the
  human population under control until their return, and to subdue
  the human population not under alien control.
  Unfortunately, the crossbreeds weren’t up to the job.
  The aliens had left many advanced devices, but the cross-
  breeds themselves were found wanting. The processes which
  created them had failed to instill characteristics like ambition
  and curiosity. They fiddled around for years, never quite getting
  down to serious conquest, while their equipment decayed and
  the fringes of their domain fell out of their control. Then the
  Great Spirit War closed off the Hunting Grounds. The aliens’
  technology relied heavily on magical power sources; without
  access to the Hunting Grounds, the crossbreeds were cut off
  from a great deal of their might. 
  In time, the crossbreeds’ human subjects rose up in rebel-
  lion. A fierce war ended predictably: the crossbreeds’ power
  was broken, and they were forced to run for dear life – but it
  was impossible for them to hide among humans. In time, each
  crossbreed enclave was wiped out, except for one.
  The last survivors traveled far to the north, to what is now
  the Sioux Nations, and settled inside the mighty stone pillar
  called Devil’s Tower, drilling miles of tunnels and chambers
  into the tower’s core. There the crossbreeds degenerated into
  shadows of their former selves. They continued to pursue the
  technological arts, creating new works of genetic engineering,
  but every generation lost another bit of their precious technolo-
  gy; locked away in the tower, they simply didn’t have the
  opportunity to use much of it. Over time, some artifacts became
  complete mysteries to them; even those they could still use
  were largely operated by rote learning rather than true under-
  standing.
  Crossbreed society is governed by a chieftain called the
  prime leader. Below him, each segment of society – the war-
  riors, the techpriests, and the common folk – have a leader
  called their “pleader.” The three pleaders advise the prime
  leader, but the prime leader’s word is law once he has arrived
  at a decision.
  113
  Legendary People
  The Sioux have little knowledge of them; the crossbreeds
  hide themselves well, and have exploited Sioux legends to
  drive away intruders. The Sioux, when they speak of them,
  simply call them “paha wakansica,” or mountain devils. The
  wakansicas mostly think of the Sioux as good raiding targets.
  Wakansica warriors like to prove themselves in battle, and the
  only way to do so is to raid the Sioux. Also, the techpriests
  require human subjects for experiments. Finally, raiding the
  local Indians is a way for wakansicas to express their frustration
  at just how far they’ve sunk.
  Recently, the dynamic around Devil’s Tower has
  changed. Sitting Bull, hoping to stop the raids by the wakan-
  sicas, made a bargain with the Chinese warlord Kang, allow-
  ing Kang the right to build his railroad through Sioux territory
  in exchange for dealing with the wakansicas. Kang returned,
  claiming to have put an end to the raids. He had, but not in the
  way Sitting Bull assumed. Kang made a deal with the wakan-
  sicas’ prime leader: in exchange for ceasing the raids against
  the Sioux and staying in their tower, Kang would defend the
  tower against intruders, and would provide the techpriests
  with a steady supply of human subjects. Kang gets his
  research subjects from Deadwood, which is overrun with
  down-on-their-luck miners and other hard-luck stories that no
  one will miss.
  For the time being, the situation is stable: the wakansicas
  get their subjects, the Sioux get peace, and Kang gets his
  right-of-way (plus a few ultra-tech tidbits that his men pick up
  around the tower). However, if the Sioux discover they’ve
  been misled, if Kang decides to pull out of the area, if the folk
  of Deadwood discover what Kang’s been up to, or if the
  wakansicas discover something which they think could
  enable them to start conquering the world again, things could
  easily get out of hand. Alternately, if Kang and the wakansi-
  cas get more intimate, they might decide to cooperate on a
  world conquest plan.
  Wakansicas typically stand about four feet tall and weigh
  150 pounds, though they may vary as much as a foot and 50
  pounds either way. They have green, scaly skin, black eyes,
  and long sharp teeth. They sport claws on hands and feet, and
  have ugly, lizard-like faces.
  Folk Wakansica
  ST: 14
  Move/Dodge: 7/8
  Size: 1
  DX: 14
  PD/DR: 0/0
  Weight: 150 lbs.
  IQ: 9
  Damage: 2d cut#
  HT: 14
  Reach: C
  Habitat: Sub
  Skills: Area Knowledge (Devil’s Tower)-10; Climbing-
  16; Shortsword-16; Stealth-16; Wakansica-10.
  Special Abilities:
  Damage: Folk wakansicas can use their claws for 2d cut-
  ting damage.
  A few tragic accidents brought home to the
  wakansicas the cost of meddling with nature.
  �
  �
  
  Gear: Folk wakansicas sometimes carry stunwands.
  These do 2d crushing damage and have Reach C, 1. In addi-
  tion, anyone struck by a stunwand must make a HT-3 roll to
  avoid being stunned; if stunned, the victim loses 1d fatigue
  and remains stunned for at least (20-HT) seconds after the
  stunwand breaks contact.
  Soldier Wakansica
  ST: 15
  Move/Dodge: 7/8
  Size: 1
  DX: 15
  PD/DR: 0/0
  Weight: 150 lbs.
  IQ: 9
  Damage: 2d+1 cut#
  HT: 15
  Reach: C, 1
  Habitat: Sub
  Skills: Area Knowledge (Devil’s Tower)-10; Beam
  Weapons (Raygun)-18; Brawling-17; Climbing-17; Fast-
  Draw (Shortsword)-18; Intimidation-11; Shortsword-17;
  Stealth-17; Wakansica-10.
  Special Abilities:
  Damage: Soldier wakansicas can use their claws for
  2d+1 cutting damage.
  Gear: Soldier wakansicas carry stunwands (see above)
  and rayguns (use the stats for blasters on p. B208). They also
  wear flexible armor which provides PD 6 and DR 18 against
  crushing attacks. They may also carry other ultra-tech gear as
  appropriate.
  Techpriest Wakansica
  ST: 12
  Move/Dodge: 6/6
  Size: 1
  DX: 12
  PD/DR: 0/0
  Weight: 150 lbs.
  IQ: 11
  Damage: 1d+2 cut#
  HT: 12
  Reach: C, 1
  Habitat: Sub
  Skills: Area Knowledge (Devil’s Tower)-13; Brawling-
  12; Climbing-12; Wakansica-13; Weird Science-12.
  Special Abilities:
  Damage: Techpriest wakansicas can use their claws for
  1d+2 cutting damage.
  Gear: Techpriests may have almost any sort of ultra-tech
  gear on them, depending on what they’re working on.
  The Wakansica Leaders
  The following characters all use the Wakansica racial
  package found on p. 115.
  Zabrox
  373 1/2 points
  ST 20 [80]; DX 15 [30]; IQ 12 [30]; HT 18 [80].
  Speed 8.25; Move 8.
  Dodge 8; Parry 11 (Brawling).
  Advantages: Charisma +2 [10]; Wakansica [90].
  Disadvantages: Bad Temper [-10]; Jealousy [-10].
  Skills: Administration-12 [2]; Area Knowledge (Devil’s
  Tower)-14 [4]; Bard-12* [1]; Beam Weapons (Ray-
  Legendary People
  114
  gun)-19** [4]; Brawling-17 [4]; Climbing-17 [8];
  Diplomacy-10 [1]; Fast-Draw (Shortsword)-18 [8];
  Fast-Talk-12 [2]; Intimidation-16† [2]; Politics-11 [1];
  Shortsword-18 [16]; Stealth-17 [8]; Strategy-12 [4];
  Tactics-14 [8].
  * Includes +2 for Charisma and -1 for Hidebound.
  ** Includes +2 for IQ.
  † Bought up from ST default.
  Languages: Sioux-10 [1/2]; Wakansica (native)-12 [0].
  Zabrox is the current prime leader of the wakansicas. He
  is huge for a wakansica; he was the war pleader until the for-
  mer prime leader died. At that point, he secured the position
  by badgering the other pleaders into appointing him to the
  prime leader’s seat. Some wakansicas grumble about this, but
  browbeating is a time-honored ploy in wakansica politics.
  Zabrox usually gets his way by yelling until any dis-
  senters give up. It isn’t necessary, generally – as prime
  leader, the final decision is always his – but Zabrox really
  likes to yell.
  Despite his vocal ways, Zabrox is a talented leader. He
  has kept internal factions from becoming too much of a prob-
  lem and handled the situation with Kang with unusual
  patience and diplomacy for a wakansica.
  Clabrox
  259 1/2 points
  ST 16 [30]; DX 14 [20]; IQ 9 [0]; HT 15 [30].
  Speed 7.25; Move 7.
  Dodge 7; Parry 11 (Brawling).
  Advantages: Wakansica [90].
  Disadvantages: Shyness [-10].
  Skills:Area Knowledge (Devil’s Tower)-12 [6]; Beam Weapons
  (Raygun)-18 [16]; Brawling-17 [8]; Climbing-17 [16];
  Fast-Draw (Shortsword)-18 [16]; Shortsword-17 [16];
  Stealth-17 [16]; Strategy-7 [1]; Tactics-9 [4].
  Languages: Sioux-7 [1/2]; Wakansica (native)-9 [0].
  Clabrox, the current war pleader, is Zabrox’s son. He got
  his current position largely due to nepotism, but he is an
  excellent soldier and an adequate leader. He lacks his father’s
  ability to cow opposition, which has led to a certain amount
  of covert plotting by his lieutenants, but between Zabrox’s
  willingness to shout down anyone who attempts to challenge
  for the war pleader position and Clabrox’s own skills, his
  position seems safe. Indeed, as Zabrox’s son, Clabrox is bet-
  ter able to deal with the prime leader than many more aggres-
  sive soldiers would be.
  Wakansica Technology
  The aliens who created the wakansicas were a TL10
  race; however, the wakansicas have fallen a long way from
  those heights. Modern wakansicas have reliable TL7 tech-
  nology, with a number of tried and tested technologies from
  TL8, and several pieces of “black box” technologies from
  more advanced Tech Levels. 
  
  Unfortunately, Clabrox is rather dull; he relies on his lieu-
  tenants to make policy, and indeed to tell him what to think.
  This is a regrettable quality in a war pleader, who is tradition-
  ally responsible for the continued survival of the wakansicas
  and for any and all interaction with the outside world.
  Norbando
  136 1/2 points
  ST 13 [0]; DX 12 [0]; IQ 13 [45]; HT 12 [0].
  Speed 6.00; Move 6.
  Dodge 6; Parry 8 (Brawling).
  Advantages: Wakansica [90].
  Disadvantages: Bloodlust [-10]; Callous [-6].
  Skills: Area Knowledge (Devil’s Tower)-13 [1]; Brawling-12
  [1]; Climbing-12 [2]; Fast-Talk-14* [8]; Weird Science-
  12 [4].
  * Includes -2 from Callous.
  Languages: Cantonese-11 [1/2]; Sioux-12 [1]; Wakansica
  (native)-13 [0].
  Norbando, the tech pleader, got his position by killing his
  way to the top. Advancement-by-murder is a peculiar institu-
  tion within wakansica society: it is common, almost accept-
  able, even, but discretion is always essential. A murderer
  caught in the act is a criminal of the worst sort to a population
  in decline.
  As one might expect from the course of his career, Nor-
  bando is a terrible politician. He has no tact and no patience.
  He values only the ancient wisdom of the wakansicas’ ances-
  tors. His only motive in life (other than naked ambition) is the
  preservation of ancient technologies. Stories he has heard
  from Kang about human technology worry him; modern sci-
  ence isn’t up to the level of wakansica technology, but it
  might be some day soon. Norbando wants to prevent that day
  from coming. Toward that end, he encourages innovation,
  slow and unremarkable as it may be, among the techpriests.
  Serba
  133 points
  ST 12 [-10]; DX 12 [0]; IQ 10 [10]; HT 12 [0].
  Speed 6.00; Move 6.
  Dodge 6; Parry 7 (Shortsword).
  Advantages: Wakansica [90].
  Skills: Administration-10 [2]; Area Knowledge (Devil’s
  Tower)-10 [1]; Climbing-14 [8]; Diplomacy-12 [8];
  Shortsword-14 [8]; Stealth-15 [16].
  Serba is the folk pleader, the wakansica who speaks for
  all the people who are neither soldiers nor techpriests – the
  largest, yet least powerful, segment of the population. She
  represents the wakansicas who do the unglamorous work of
  cleaning, farming, raising children, and all the myriad jobs
  that keep society running.
  Serba is a very old wakansica, wizened with years of
  labor and duty, but her mind is still alert. She is surprisingly
  cunning, well able to hold her own in council. Typically, she
  waits for her antagonist to run out of things to say before
  tearing him apart verbally. This tactic has made her the only
  pleader who can occasionally out-argue Zabrox, and possibly
  has helped the two of them continue as mates for decades. 
  Serba has five children, most of them by Zabrox – a
  record in recent memory. She isn’t Clabrox’s mother, though.
  115
  Legendary People
  Serba’s main goals are to keep the people fed and protect
  them from the outside world. She opposes the treaty with
  Kang, saying Kang isn’t to be trusted.
  The Devil’s Tower Ecosystem
  The wakansicas faced an interesting challenge under-
  neath Devil’s Tower. Their new home was a cavern system,
  made of bare rock with very little ecosystem to speak of.
  Agriculture requires many resources not easily found under-
  ground – soil, pollinators, and other organisms – so they
  applied their knowledge of genetic engineering to make
  everything they needed. From native Earth creatures, they
  bred organisms adapted to the underground environment to
  replace the animals that would serve similar roles above
  ground – rockworms to create and aerate soil, rockwasps to
  pollinate plants, mantabats and stingers to drive out or kill
  intruders and unwanted predators and scavengers, and so on.
  This makeshift ecosystem isn’t terribly robust, but it produces
  enough food for the wakansica community, and it can be
  maintained with only minimal intervention from the tech-
  priests.
  They also bred creatures which they seeded in the lands
  around Devil’s Tower to scare away intruders – weird griz-
  zlies, piranha dogs, and barrasentries. These monstrosities
  have helped them maintain the haunted reputation that pre-
  serves their solitude.
  Playing a Wakansica
  Wakansicas rarely leave Devil’s Tower, but one might
  conceivably take an urge to see the world, or might be
  exiled. Such a wakansica would need to conceal himself
  from ordinary humans, but in the Weird West, it’s not that
  unusual to go around with a heavy hood over your face. It
  draws attention, sure, but most folks figure they don’t want
  to know.
  A wakansica will find himself largely ignorant of
  everything he might need to know about surviving in the
  Weird West. On the other hand, he probably has some
  useful gadgets.
  Wakansica
  90 points
  Attributes: ST +3 [30]; DX +2 [20]; IQ -1 [-10]; HT +2
  [20].
  Advantages: Claws [25]; High Technology (TL7) [50];
  Night Vision [10].
  Disadvantages: Bully [-10]; Hidebound [-5]; Incurious
  [-5]; Monstrous Appearance [-25]; Racial Intoler-
  ance [-5], Unusual Biochemistry [-5].
  
  Barrasentries
  Barrasentries are a freshwater fish created by the wakan-
  sica techpriests as a defense system. They resemble barracu-
  da, but have several long, thin tentacles sprouting above their
  gills. These tentacles are coated in a paralyzing poison, which
  enables a barrasentry to seize a victim with its tentacles,
  immobilize it, and then tear into it with its teeth.
  They usually travel in schools of 1d+1, and are happy in
  any sort of water, regardless of its purity. They are most often
  found around Devil’s Tower, but over time have made their
  way into rivers across the Sioux Nations, and possibly even
  beyond.
  ST: 8
  Move/Dodge: 5/5
  Size: 2
  DX: 12
  PD/DR: 0/0
  Weight: 40 lbs.
  IQ: 3
  Damage: 1d-2 cut
  HT: 9
  Reach: C
  Habitat: FW
  Skills: Brawling-13; Stealth-14; Swimming-16.
  Special Abilities: 
  Damage: A barrasentry can bite for 1d-2 cutting damage.
  Horrific Appearance: Victims are at -2 to Fright Checks.
  See Terror, p. 7.
  Poisoned Tentacles: A barrasentry can grapple with its
  thin but deceptively strong tentacles. Every turn that a victim
  is successfully grappled by a barrasentry, it injects a paralytic
  agent. Any victim who fails a HT roll is stunned for one
  round, and may take no action while the barrasentry attacks
  him with its teeth. Drowning is a risk for a victim poisoned by
  a barrasentry.
  The Cleaner
  The Cleaner was originally an ancient housekeep-
  ing device, but it has been enhanced to serve as a defen-
  sive system. It is a small globe that floats through the
  corridors of Devil’s Tower, occasionally fir-
  ing a sheet of energy that destroys anything
  that hasn’t been treated to resist it. It is pro-
  grammed to avoid crossbreeds. The energy sheet
  is intended to destroy dirt and debris, but works
  well on intruders, too. If attacked, it will retaliate
  with a focused blast aimed at the attacker until he
  is dead or out of sight.
  The Cleaner is easy to avoid; it moves slowly, and emits
  a humming noise just before it projects an energy sheet. Its
  energy sheet does 1d energy damage to anything it touches.
  Its focused ray does 6d impaling damage, with a maximum
  range of 300 yards.
  ST: 4
  Move/Dodge: 3/3
  Size: 1
  DX: 13
  PD/DR: 0/0
  Weight: 50 lbs.
  IQ: 2
  Damage: 6d imp#
  HT: 13
  Reach: R
  Habitat: Sub
  Mantabats
  Mantabats look like small flying manta rays. They were
  bred to eliminate small predators and scavengers which found
  their way into the wakansicas’ farming areas. They are about
  two feet long, and look unimposing. However, they possess
  sharp, if small, teeth and a venomous stinger on their tails.
  Legendary People
  116
  When they attack in numbers, as they usually do, a series of
  stings is often enough to take even the toughest cowpoke out
  of commission.
  The best defense against mantabats is fire; their gos-
  samer wings burn quite well. Mantabats are nocturnal.
  ST: 3
  Move/Dodge: 3/3
  Size: <1
  DX: 13
  PD/DR: 0/0
  Weight: 5 lbs.
  IQ: 3
  Damage: 1d-5 cut#
  HT: 10/2
  Reach: C
  Habitat: Sub
  Special Abilities: 
  Damage: A single mantabat does 1d-5 cutting damage
  with its bite.
  Horrific Appearance: See p. CI80.
  Sting: With a successful Brawling roll, a mantabat may
  sting, injecting a painful, nausea-inducing toxin. A stung vic-
  tim must make a HT-2 roll or fall ill for 2 hours, suffering a -
  4 penalty to all attribute and skill rolls. This penalty is not
  cumulative, though the duration of the penalty is measured
  from the last sting received.
  Swarm: Mantabats can swarm (see p. B143). A swarm of
  mantabats does 1d cutting damage in addition to the poison
  from its stings. It takes 10 hits to disperse a mantabat swarm.
  Vulnerability – Fire: Mantabats take triple damage from
  any fire-based attack. This makes torches very effective for
  dispersing a mantabat swarm.
  Piranha Dogs
  Piranha dogs are genetically modified prairie dogs, with
  savage teeth and claws and equally vicious dispositions. From
  a distance, they look like normal prairie dogs, but anyone who
  gets close enough to notice something amiss is probably close
  enough to become a target.
  Piranha dogs can’t do much damage on their own, but
  they attack in swarms. A piranha dog swarm can strip a buf-
  falo down to the bones in minutes. A piranha dog town usu-
  ally consists of about 200 adults. They attack in waves of
  about 10 at a time. If a target flees more than 100 yards
  from the town, new waves will stop coming out, but any
  dogs already on the offensive will persist until killed.
  The best way to escape piranha dogs is to
  dive into a river; they can swim, but they
  can’t swim and fight at once, and they prefer
  not to try. A target who jumps into deep
  water will immediately dislodge all piranha dogs, who will
  swim for shore and return home if the victim shows no signs
  of getting out of the water. Piranha dogs also don’t like fire;
  torches can keep them at bay.
  Piranha dogs are generally confined to the Sioux Nations,
  but it would be relatively trivial for a few to stow away on an
  Iron Dragon train and find their way into other parts of the
  country.
  ST: 3
  Move/Dodge: 4/6
  Size: <1
  DX: 12
  PD/DR: 0/0
  Weight: 10 lbs.
  IQ: 4
  Damage: 1d-4 cut
  HT: 12/4
  Reach: C
  Habitat: P
  Skills: Brawling-13; Stealth-12.
  Special Abilities:
  
  Damage: A piranha dog does 1d-4 cutting damage with
  its teeth.
  Horrific Appearance: Victims are at -2 to Fright Checks.
  See Terror, p. 7.
  Swarm: Piranha dogs swarm in groups of 10, doing 1d+1
  cutting damage every turn. It takes 20 hits to disperse a pira-
  nha dog swarm. 
  Rock Lion
  Rock lions are the wakansicas’ attempt to implement an
  ant lion’s methods on a grander scale. They are six-foot-long
  black beetles with enormous mandibles. They burrow through
  rock to set a trap, grinding the rock into a fine sand. When
  prey enters the pit, it slips on the sand, at which point the rock
  lion lunges up from its camouflaged lair at the bottom of the
  pit to attack, rending its foe into pieces and dragging the
  remains into its lair to feed.
  ST: 13
  Move/Dodge: 5/5
  Size: 1
  DX: 14
  PD/DR: 4/12
  Weight: 200 lbs.
  IQ: 4
  Damage: 2d#
  HT: 12
  Reach: R
  Habitat: Sub
  Skills: Brawling-15; Stealth-14.
  Special Abilities: 
  Damage: A rock lion can spit acid up to 30 yards, doing
  2d acid damage when it hits. It can also use its powerful
  mandibles for 1d-1 cutting damage.
  Horrific Appearance: See p. CI80.
  Sand Trap: A rock lion gets +2 to its Stealth while con-
  cealed in its pit. Anyone within a rock lion’s trap must make
  a DX-2 roll every turn to maintain his footing. Failure means
  that he falls down. Until he makes another DX-2 roll to stand
  back up, he cannot attack. 
  Rockworms
  Rockworms’ primary purpose is turning rock into soil;
  they burrow through solid stone and excrete a mineral-rich
  slurry. They also keep the soil aerated and chemically bal-
  anced, much as regular earthworms do.
  117
  Legendary People
  They serve as another line of defense for the wakansicas’
  agricultural areas; they attack intruders by burrowing into the
  boots and feet of anyone not wearing special hardened
  footwear. This attack is not terribly dangerous, but it can ham-
  per an unprepared intruder. Rockworms are easy to kill once
  spotted.
  ST: 1
  Move/Dodge: 2/2
  Size: <1
  DX: 9
  PD/DR: 0/0
  Weight: <1 lb.
  IQ: 2
  Damage: 1d acid
  HT: 8/1
  Reach: C
  Habitat: Sub
  Special Abilities: 
  Acid Secretions: The tip of a rockworm oozes with corro-
  sive secretions, doing 1d acid damage to anything it touches.
  Burrowing: A rockworm can burrow through solid rock
  at its normal Move.
  Rockwasps
  Rockwasps are engineered to pollinate the wakansicas’
  plants. They also serve as part of the defense system. Rock-
  wasps are extraordinarily large (a full foot long) and ornery,
  even for a wasp. They only come out during the day. They
  travel in swarms; each individual sting is merely painful, but
  a whole swarm can drop a man. 
  Smoke slows down a rockwasp, and they’re not fast at
  the best of times, so a speedy person can outrun them fairly
  easily. Fire is also an effective defense.
  ST: 1
  Move/Dodge: 4/4
  Size: <1
  DX: 8
  PD/DR: 0/0
  Weight: <1 lb.
  IQ: 3
  Damage: 1d-5 imp
  HT: 8/2
  Reach: C
  Habitat: Sub
  Skills: Brawling-10; Intimidation-10.
  Special Abilities: 
  Damage: A single rockwasp does 1d-5 impaling damage
  with its stinger.
  Swarm: Rockwasps attack in swarms. A swarm consists
  of about six wasps; it takes six hits to disperse a swarm. A
  swarm does 1d impaling damage; armor protects normally.
  
  Stingers
  Stingers were bred to be pets. However, the wakansicas’
  tendency to breed vicious savagery into all their projects
  backfired when applied to a creature that they intended to
  leave alone with their children. A few tragic accidents brought
  home the cost of meddling with nature.
  Today, the stingers are kept in caverns under the wakan-
  sicas’ living area. The wakansicas feed them scraps and the
  stingers patrol the caverns for intruders. It provides the
  wakansicas with a buffer between them and any outside
  intruders.
  Stingers stand about three feet at the shoulder. They have
  elongated heads ending with a mouth full of blade-like teeth,
  and a whip-like tail tipped with an envenomed spike. They are
  encased in chitin, usually red and black in color.
  They hunt in packs, and typically attack from ambush.
  ST: 12
  Move/Dodge: 7/8
  Size: 1
  DX: 14
  PD/DR: 2/6
  Weight: 100 lbs.
  IQ: 6
  Damage: 1d-1 cut#
  HT: 14
  Reach: C, 1
  Habitat: Sub
  Skills: Brawling-18; Intimidation-7; Stealth-16.
  Special Abilities: 
  Damage: Stingers can bite for 1d-1 cutting damage. If
  successful, the victim must win a Quick Contest of ST to
  break away. Until the victim succeeds, the stinger’s teeth
  inflict full damage every turn. A stinger can also jab with its
  tail, which does 1d-1 impaling damage as well as injecting
  venom. However, the stinger is not precise enough with its
  tail to attack a target that is not already bitten and held.
  Horrific Appearance: See p. CI80.
  Venom: Any person injected with a stinger’s venom
  must make a HT roll every turn or be paralyzed for 1d+4
  turns. This condition lasts until the victim succumbs to the
  venom or gets some sort of medical treatment or magical
  healing. 
  Weird Grizzlies
  The weird grizzlies are another defense system created
  by the wakansicas. They are genetically modified bears,
  with control devices implanted in the back of their skull.
  The alterations give them a thick gray hide like a rhinocer-
  os in place of fur, and more ferocious claws than normal
  bears.
  The control device requires the grizzly to obey any
  wakansica, giving preference to higher rank. They have
  standing orders to patrol the area around Devil’s Tower and
  kill any intruders – essentially, anyone who isn’t either a
  wakansica or bearing a certain token. Kang distributes
  these tokens to his employees in the vicinity of Devil’s
  Tower.
  ST: 26
  Move/Dodge: 6/6
  Size: 2
  DX: 12
  PD/DR: 2/6
  Weight: 400-1,000 lbs.
  IQ: 5
  Damage: 5d#
  HT: 15/25
  Reach: C
  Habitat: M
  Skills: Brawling-13; Climbing-13; Stealth-12; Swim-
  ming-11.
  Legendary People
  118
  Special Abilities:
  Control Box: The device that controls a weird grizzly can
  be targeted at a -8 penalty to hit. It has DR 3 and HT 3. If
  destroyed, the weird grizzly is uncontrolled. This will not nec-
  essarily make it any less hostile, but its opponents may be able
  to scare it away once the device is destroyed.
  Damage: A weird grizzly can do 5d cutting damage with
  its claws or 1d+2 cutting damage with its bite.
  Horrific Appearance: Victims are at -2 to Fright Checks.
  See Terror, p. 7.
  Imperturbable: As long as a weird grizzly’s control box
  is active, it feels no fear.
  The Mound Builders
  Once upon a time, in the Mississippi Valley, there was a
  great society, peaceful and wise. Its people lived in harmony
  with nature, and built mighty cities to rival the great Aztec cen-
  ters in the south. They warred with no one, delving instead into
  the mysteries of the spirit.
  When the Great Spirit War came, however, trouble came to
  their peaceful lives. The other nations of the American continent
  were united in the effort to defeat the manitous, but the mound
  builders were dubious. They felt that the nature spirits were fick-
  le allies, and a war against the manitous on their home ground
  was doomed to failure. They felt, instead, that they should seek
  the aid of a race of beings rumored by their myths to live beyond
  the Hunting Grounds, outside of time – the Outsiders. The Out-
  siders were said to be ancient enemies of the manitous, and
  might make better allies than the nature spirits. The chieftain of
  the mound builders, Gytiucheppa, decided to try to contact
  them.
  Most of the mound builders had some shamanic training,
  and their cities were built with the channeling of spiritual ener-
  gy in mind. Gytiucheppa prepared a grand ritual to contact the
  Outsiders, involving over 1,000 of his people. This ritual was to
  open a passage to the Outsiders’ realm, large enough for a few
  of the elders to pass through and plead their case.
  Tragically, Gytiucheppa had erred in his design. Manitous
  had planted false notions in his head, and the resulting ritual,
  instead of opening a small portal, created a vast gate which swal-
  lowed up every man, woman, and child in the city, and disap-
  peared. The mound builders found themselves in the worst,
  darkest parts of the Hunting Grounds. With no way back, they
  had no choice but to try to get to the other side of the Hunting
  Grounds, where the Outsiders dwelt. 
  The journey was beyond imagining. The young and the old
  did not survive, and even the strongest found themselves
  changed and warped by the trip. By the end of their sojourn in
  
  the Hunting Grounds, after several years of a world where every
  second was terror and agony, they were not even really human,
  and were certainly mad beyond mortal reckoning.
  After all that time, they emerged from a portal to find them-
  selves back in their own city. Hundreds of years had passed;
  their mighty buildings were now just humps in the ground. And
  the Outsiders were nowhere to be seen.
  The mound builders concluded, by some twisted logic, that
  since they had passed through the Hunting Grounds only to find
  their own city, they must therefore be the Outsiders themselves.
  Their task – to destroy the manitous – was as pressing as ever.
  But now they lacked the allies they could have had during the
  Great Spirit War.
  Gytiucheppa pondered a long time. The Outsiders’ time in
  the Hunting Grounds had taught them a lot about the nature of
  the manitous. He knew that manitous relied on the fear of
  human beings to live. Therefore, Gytiucheppa reasoned, the
  manitous could be destroyed by removing the source of their
  nourishment. Toward that end, he has been working on a ritual
  to kill, at a stroke, every human being in the world.
  This ritual is extraordinarily ambitious, and many test sub-
  jects and sacrifices have been necessary in its development. The
  Outsiders have set up camp in tunnels under their old cities, kid-
  napping subjects for Gytiucheppa’s rituals and biding their time.
  The ways in which the Outsiders have been twisted vary
  from person to person, but two general subtypes can be picked
  out – warriors and scouts. The shamans who are Gytiucheppa’s
  personal aides are warped in more individual ways.
  Vaacepte
  377 points
  ST 11 [10]; DX 15 [60]; IQ 15 [60]; HT 12 [20].
  Speed 6.75; Move 6.
  Dodge 6; Parry 6 (Knife).
  Advantages: Charisma +2 [10]; Double-Jointed [5]; Empathy
  [15]; Initiation 3 [30]; Manual Dexterity +3 [9]; Power
  Investiture 3 (Reckoners) [30]; Spirit Advisor (Spider, 12
  or less) [20]; Strong Will +5 [20].
  Disadvantages: Horrific Appearance [-30]; Paranoia [-10].
  Skills: Administration-14 [1]; Area Knowledge (Cahokia)-15
  [1]; Detect Lies-16 [6]; Diplomacy-17 [8 Fast-Talk-18
  [8]; Intimidation-14 [1]; Knife-15 [1]; Knife Throwing-
  18 [8]; Leadership-14 [1]; Occultism-16 [4]; Pickpocket-
  19 [32]; Politics-15 [2]; Psychology-14 [2]; Ritual
  Magic-18 [20].
  Black Magic Spells: Puppet-16 [1].
  Ritual Paths: Path of Dreams-16 [12]; Path of the Spirit-16
  [12].
  Rituals: Night Terrors-14 [6]; Pact-14 [2].
  Vaacepte is the most senior of the Outsider shamans; he
  advised Gytiucheppa’s father before Gytiucheppa. He never
  attempted to interfere with Gytiucheppa’s succession, despite
  his power and influence, because he had always preferred
  manipulating events behind the scenes to the straightforward
  power and responsibility of rulership. There was a time when
  Vaacepte’s manipulations were ever for the good of the tribe,
  but after the Hunting Grounds worked their influence on him,
  he has come to play politics and work his tribemates like pup-
  pets for the sheer joy of control.
  119
  Legendary People
  This change in character has affected his physical being as
  well; Vaacepte’s fingers have grown long, with extra joints.
  Always tall, he grew gaunt during the eternity in the Hunting
  Grounds, sunken-eyed and mottled-looking. 
  Poquaht
  201 points
  ST 10 [0]; DX 11 [10]; IQ 13 [30]; HT 12 [20].
  Speed 5.75; Move 5.
  Dodge 5; Parry 5 (Knife).
  Advantages: Charisma +1 [5]; Initiation 3 [30]; Long Spines
  [15]; Single-Minded [5]; Spirit Advisor (Raven, 12 or
  less) [20]; Strong Will +6 [24].
  Disadvantages: Horrific Appearance [-30]; Jealousy [-10];
  Megalomania [-10]; Obsession (Master the Black Sun)
  [-10].
  Skills: Area Knowledge (Cahoikia)-13 [1]; Fast-Talk-16 [8];
  Intimidation-13 [2]; Knife-12 [2]; Occultism-12 [1]; Rit-
  ual Magic-19 [32].
  Ritual Paths: Path of Health-17 [24]; Path of the Spirit-17
  [24].
  Rituals: Curse-17 [8].
  Poquaht is one of the most dangerous Outsiders. He is
  intensely ambitious, and while he agrees with Gytiucheppa on
  the need to extirpate mankind in the fight against the mani-
  tous, he thinks the chief’s methods are too slow and timid.
  Further, he has become driven by a dark obsession.
  During the long trek through the Hunting Grounds,
  Poquaht became separated from the other Outsiders for a
  time, stumbling through a portal into another world, long
  dead. He wandered the sands of that other universe for a cen-
  tury before finding a way back into the Hunting Grounds.
  When he found the Outsiders, they told him that he had been
  missing for only two days. In all that time, he found only one
  thing of interest: a sun-shaped idol made of obsidian.
  Poquaht believes that the black sun is the key to destroy-
  ing mankind and, in so doing, destroying the manitous. He
  has, however, been unable to persuade Gytiucheppa of this.
  Poquaht is determined to prove his idol’s power in whatever
  way presents itself.
  Poquaht is a short, stocky man, with long quills protrud-
  ing from his back. 
  The Black Sun
  The Black Sun, once activated, has a terrible life-
  draining effect. Upon activation, the obsidian idol begins to
  glow. Anyone struck by its rays must make a ST-6 roll or
  be flung to the ground by the Black Sun’s energies; any
  subsequent actions while in the idol’s light are at -10. Even
  those not prostrated by its rays can only move at half their
  normal Move, and any subsequent actions while in the
  idol’s light are at -5.
  On every turn after the first turn that a person is in the
  idol’s radiation, he loses one point of ST. When his ST is
  reduced to zero, he dies. The activator of the idol (presum-
  ably Poquaht) is unaffected.
  The idol has a DR of 1 and 10 hit points.
  
  Mazif
  271 points
  ST 11 [10]; DX 11 [10]; IQ 13 [30]; HT 10 [0].
  Speed 5.25; Move 5.
  Dodge 6; Parry 8 (Brawling).
  Advantages: Alertness +4 [20]; Charisma +2 [10]; Enhanced
  Dodge [15]; Harmony with the Tao [20]; Initiation 3 [30];
  Intuition [15]; Power Investiture 3 (Reckoners) [30]; Spir-
  it Advisor (Crow, 12 or less) [20]; Strong Will +6 [24].
  Disadvantages: Confused [-10]; Gullibility [-10]; Short
  Attention Span [-10]; Voices [-10]. 
  Skills: Acrobatics-14 [24]; Area Knowledge (Cahokia)-14
  [2]; Brawling-12 [2]; Detect Lies-13 [4]; Ritual
  Magic-14 [12].
  Black Magic Spells: Stun-14 [1].
  Ritual Paths: Path of Dreams-14 [12].
  Rituals: Dream-Delving-13 [12]; Night Terrors-12 [6]; Soar
  with Eagles-11 [2].
  Mazif is one of the Outsiders most warped by the long
  journey. He is profoundly mad; he sees patterns in everything,
  most particularly in things where most people would not, and
  he regards these patterns as direct instructions to him. As a
  Legendary People
  120
  result, his behavior is inexplicable to an outside
  observer. On the other hand, it can be very easy to
  persuade him to do whatever you may wish. 
  Mazif has also been physically warped; his
  tongue is now long and thin, with an eyeball pro-
  truding from the tip of it. He always looks
  unwashed and unkempt.
  Gytiucheppa
  490 points
  ST 13 [30]; DX 13 [30]; IQ 16 [80]; HT 10 [0].
  Speed 5.75; Move 5.
  Dodge 6; Parry 10 (Brawling).
  Advantages: Charisma +3 [15]; Initiation 3 [30];
  Injury Tolerance (No Vitals) [5]; Power
  Investiture 5 (Reckoners) [50]; Spirit Advi-
  sor (Raven, 15 or less) [30]; Strong Will +9
  [36].
  Disadvantages: Low Empathy [-15]; Megaloma-
  nia [-10]; Obsession (Destroy the manitous)
  [-15].
  Skills: Administration-16 [2]; Area Knowledge
  (Cahokia)-19 [6]; Bard-15 [1]; Brawling-15
  [4]; Detect Lies-14 [1]; Diplomacy-17 [6];
  Fast-Talk-16 [2]; Intimidation-15 [1]; Lead-
  ership-18 [6]; Occultism-15 [1]; Ritual
  Magic-21 [28]; Strategy-15 [2]; Tactics-14
  [1].
  Black Magic Spells: Bolts of Doom-19 [1];
  Cloak of Evil-19 [1]; Zombie-19 [1].
  Ritual Paths: Path of Dreams-18 [16]; Path of
  Health-18 [16]; Path of Luck-18 [16]; Path of
  Protection-18 [16]; Path of the Spirit-18 [16].
  Rituals: Banish-18 [8]; Call Lightning-16 [10];
  Curse-14 [2]; Dream-Delving-15 [8]; Earth
  Speak-15 [4]; Ghost Shirt-14 [6]; Guiding
  Wind-16 [8]; Night Terrors-14 [2] ; Pact-18
  [6]; Sanctuary-16 [4]; Soar with Eagles-16
  [4]; Speed of the Wolf-14 [4]; Spirit War-
  rior-14 [4]; Strength of the Bear-14 [4]; Vision
  Quest-14 [2]; Wilderness Walk-14 [4].
  Once, Gytiucheppa was a wise and noble man. He ruled
  the mound builders with patience and justice. His fatal flaw,
  however, was self-confidence. He thought he could save
  mankind from the manitous through his own efforts, and his
  hubris stranded his people in a hellish world. Ever since that
  dark day centuries ago, Gytiucheppa has been trying to
  explain to himself what went wrong. He has never been able
  to accept responsibility for the disastrous ritual, and that con-
  flict, combined with the constant madness-inducing onslaught
  of the Hunting Grounds, has left him locked onto a course of
  self-destruction. He will take his people, and all of mankind,
  into oblivion with him if he can.
  Gytiucheppa looks like a normal man. Inside, however,
  all his organs have been duplicated in smaller form in various
  points throughout his body. This makes him resistant to gut
  wounds, but otherwise does not trouble him.
  Gytiucheppa carries a ceremonial spear which he found
  in the Hunting Grounds.
  
  Kiodash
  163 points
  ST 17 [70]; DX 13 [30]; IQ 8 [-15]; HT 13/16 [45].
  Speed 6.5; Move 6.
  Dodge 6; Parry 12 (Brawling).
  Advantages: High Pain Threshold [10]; Horrific Appearance
  (-6 to Fright Checks; see Terror, p. 7) [30]; Strong Will
  +5 [20]; Venom 3 (Corrosive; Limitation: Sweats
  Venom, -70%) [14]; Very Fit [10].
  Disadvantages: Bad Smell [-10]; Berserk [-15]; Bestial [-15];
  Bloodlust [-10]; Confused [-10]; On The Edge [-15].
  Skills: Brawling-18 [24].
  Kiodash is the most horrifyingly twisted of the Outsiders.
  He was turned inside out – his organs, themselves turned
  inside out, are strewn across his exterior. The effect is hideous.
  This revolting existence is also extremely painful, and the con-
  stant agony and frustration have driven poor Kiodash com-
  pletely and utterly mad. He attacks anything he sees, so the
  Outsiders keep him in a bag except on special occasions.
  When released, Kiodash shambles around like a crippled
  spider, leaving a trail of mucus, blood, and stomach acid as his
  entrails drag on the ground behind him.
  Outsider Warrior
  ST: 13
  Move/Dodge: 5/5
  Size: 1
  DX: 12
  PD/DR: 0/0
  Weight: 150 lbs.
  IQ: 11
  Damage: *
  HT: 12
  Reach: *
  Habitat: Sub
  Skills: Area Knowledge-14; Axe/Mace-15; Intimidation-
  12; Knife-14; Spear-14; Spear Throwing-14; Stealth-13.
  Special Abilities:
  Gear: Outsider warriors carry spears, knives, and war
  clubs. A war club is functionally equivalent to a hand axe.
  Horrific Appearance: See Terror, p. 7. Victims are at a
  -2 penalty to Fright Checks.
  Reversed Joints: The typical alteration to Outsider war-
  riors is that every joint in their bodies bends the wrong way.
  This is incredibly disturbing to watch, and is extremely dis-
  tracting when fighting one of them. Any opponent suffers a -2
  penalty to all combat rolls when fighting an Outsider warrior.
  Shamanism: Outsider warriors have access to shamanic
  magic. They usually specialize in the Path of Health, typical-
  ly at about level 13.
  Outsider Scout
  ST: 13
  Move/Dodge: 7/7
  Size: 1
  DX: 13
  PD/DR: 0/0
  Weight: 150 lbs.
  IQ: 12
  Damage: *
  HT: 15
  Reach: *
  Habitat: Sub
  Special Abilities:
  Gear: Scouts carry bows and knives.
  Horrific Appearance: See Terror, p. 7. Victims are at a
  -2 penalty to Fright Checks.
  Liquid Bones: A scout’s bones only remain rigid for as
  long as he concentrates on them. When he desires, or when he
  relaxes or falls unconscious, they droop into flaccidity. All his
  121
  Legendary People
  bones and organs may be pressed flat without harming him.
  This allows him to slide under doors or even through large
  keyholes. Scouts are invulnerable to crushing damage.
  Shamanism: Outsider scouts have access to shamanic
  magic. They usually specialize in the Path of Luck, typically
  at about level 14.
  Living Legends
  Many people don’t appreciate the true implications of the
  post-Reckoning world. For the first time in centuries, people’s
  beliefs and emotions have the power to change the world around
  them. Mostly, this manifests itself in the process by which accu-
  mulated fear turns ordinary land into a Deadland, or occasional-
  ly the reverse. However, the same principles make possible
  some very unusual phenomena.
  Belief, in sufficient quantity, creates reality. Thus, if enough
  people, all in one place, are thinking about the same person, he
  just might appear. Even if that person isn’t real. Especially if he
  isn’t real.
  Sometimes the collective attention and belief of a group of
  people draws enough energy from the Hunting Grounds for a
  fictional character to manifest physically. These “living legends”
  draw their power from the belief of the people who created
  them. They gain or lose power from moment to moment,
  depending on whether the audience believes.
  Not every fictional character can become a living legend.
  Those who appear tend to have distinct characteristics, featured
  in a vast array of stories and tall tales. For a living legend to
  appear, his audience has to be steeped in dozens of stories about
  him; ideally, they should half believe he really lived.
  Most living legends are essentially benign, but they’re still
  capable of causing their fair share of trouble. By their nature,
  they live out their stories. Legendary hunters hunt, legendary
  drinkers drink, and legendary fighters fight. This can be good or
  bad, depending on the situation in which they appear. In times
  of trouble, a heroic living legend can often be enlisted to help
  save the day. At the same time, however, they have a tendency
  to overdo things; living legends have been known to destroy a
  town in order to save it. And occasionally, a living legend of
  darker aspect manifests itself. The legend of General Sherman
  still appears from time to time to burn the fields of Georgia.
  The Bone Spear of Gytiucheppa
  Gytiucheppa’s spear is seven feet long, made from a
  single jagged tooth of some dark creature from the depths
  of the Hunting Grounds. It does thr+5 damage, with a
  Reach of 1, 2. It is also a powerful relic.
  Power: The spear’s powers activate whenever blood is
  spilled. When the wielder of the spear notices spilled
  blood, he flies into a frenzy as if Berserk, remaining crazed
  until either he or his enemies are dead. While Berserk, the
  wielder gets twice as many attacks as usual.
  Taint: The spear’s owner gains Bloodlust, which lasts
  until the relic has been out of his possession for at least a
  week.
  
  Counterintuitive though it seems, living legends don’t have
  any real existence outside their manifestations. When they aren’t
  manifesting, they aren’t anywhere. A living legend can appear in
  two places at once, and remembers nothing of previous mani-
  festations, unless the events of one become well-known enough
  to become part of his myth. When enough people stop believing
  in a legend, or once he has done enough mighty feats to wrap up
  one of his tales, he wanders off into the woods and disappears.
  Rarely, a legendary version of a real person comes to life as
  a living legend. This leads to nothing but confusion and trouble
  – especially if the person in question is still alive.
  All living legends share the Power of Belief. The Power of
  Belief allows a living legend to temporarily raise one of his
  attributes or skills by one level for every three people present
  who genuinely believe in his legend. It also renders him invul-
  nerable to any harm that a majority of the audience believes he
  should be invulnerable to. If the onlookers think a living legend
  is unstoppable, he is. Conversely, if the audience thinks he’s
  going to lose, he probably will.
  For similar reasons, living legends always behave in line
  with their stories. Paul Bunyan doesn’t shoot people, and Old
  Stormalong doesn’t cut down trees. They also tend to side with
  “their people,” whoever those may be.
  Paul Bunyan
  If John Henry was the greatest railworker who ever
  lived, Paul Bunyan was the greatest lumberjack there ever
  was. He could cut more trees, eat more griddlecakes, and lift
  more logs than any other man. So they say, anyway.
  When Paul appears, he looks like you might expect: a
  huge man, dressed in warm lumberjack clothes, from heavy
  boots to shapeless wool hat. He always carries a big, double-
  bitted axe. 
  Paul is endlessly capable and always willing to take on a
  challenge. He’ll gargle with a waterfall, eat a mountain, or
  wrestle three Mojave rattlers at once. Even so, he isn’t a vio-
  lent man, and rarely hurts someone on purpose. He always
  takes the side of a logger, and prefers woods folk to city folk.
  ST: 19
  Move/Dodge: 7/8
  Size: 1
  DX: 11
  PD/DR: 0/2
  Weight: 350 lbs.+
  IQ: 10
  Damage: 3d+4 cut*
  HT: 17
  Reach: 1, 2
  Habitat: All
  Skills: Axe/Mace-14; Axe Throwing-14; Intimidation-
  13; Professional Skill: Lumberjack-13; Teamster-13; Two-
  Handed Axe/Mace-14.
  Legendary People
  122
  Special Abilities:
  Gear: Paul carries a big double-bitted axe which does
  swing+3 damage.
  Power of Belief: See above. 
  Terror: See p. 7.
  Pecos Bill
  The stories about Pecos Bill are a bit more diverse than
  the ones about Paul Bunyan, but the basic story is the same.
  Pecos Bill, they say, is the best cowboy that ever was – with
  lasso, horse, or gun, Pecos is never outdone.
  Pecos Bill is the master of any situation in which he finds
  himself – he’s the baddest man alive! He gladly assists cow-
  boys against ranchers, ranchers against sheepmen, or any
  range folk against city slickers.
  ST: 15
  Move/Dodge: 7/8
  Size: 1
  DX: 15
  PD/DR: 0/0
  Weight: 250 lbs.
  IQ: 12
  Damage: 1d-1 cr#
  HT: 15
  Reach: C
  Habitat: All
  Skills: Fast-Draw (Pistol) -17; Guns (Pistol)-20; Intimi-
  dation-15; Lasso-17; Riding (Horse)-18.
  Special Abilities:
  Gear: Bill carries a pair of double-action Peacemakers
  that never run out of ammunition. Bill never lets them out of
  his possession, and if he disappears or dies, they disappear
  with him.
  Power of Belief: See above.
  Terror: See p. 7.
  Old Stormalong
  Old Stormy is best known on the sea – the best sailor
  there ever was, the wisest skipper a tar could ask for, the man
  who wrestled the Kraken. He sometimes appears aboard his
  ship, the mighty clipper Courser. Some foolish souls who sail
  away with Old Stormalong never do return. Old Stormy
  sometimes turns up aboard ships with tyrannical masters to
  rail against the lash unfairly applied. Other times, he just sails
  into port with a cargo of exotic goods from places that don’t
  exist. Those who buy his wares will be told later they were
  defrauded, but deep in their hearts they know they got some-
  thing wonderful.
  ST: 16
  Move/Dodge: 8/8
  Size: 1
  DX: 14
  PD/DR: 0/1
  Weight: 300 lbs.
  IQ: 11
  Damage: 1d cr
  HT: 18
  Reach: C
  Habitat: SW
  Skills: Sailor-21; Shipbuilding-18; Shiphandling-20;
  Wrestling-16.
  Special Abilities:
  Gear: Old Stormy often appears aboard the Courser. The
  ship’s hold is full of strange oddities – dragon’s teeth from
  furthest Cathay, or purple emeralds from the Sea of Tranquil-
  lity. Unlike many living legends’ possessions, Stormalong’s
  goods remain, although the appraisers will tell you the morn-
  ing after that there are no dragons in far Cathay.
  Power of Belief: See above.
  Terror: See p. 7.
  
  Davy Crockett
  Of all the living legends who actually once lived, Davy
  Crockett is one of the most frequently sighted. Crockett lived
  a colorful life, from his youth in Tennessee and Virginia to his
  death at the Alamo, and his legend spreads far and wide. For
  many, he represents the best spirit of the frontier – bear hunter,
  Indian fighter, and statesman. Wherever good Americans are
  still working to tame the frontier, Davy Crockett may appear.
  He always appears to defend the outskirts of civilization, rifle
  in hand and coonskin cap on head.
  ST: 13
  Move/Dodge: 7/7
  Size: 1
  DX: 14
  PD/DR: 0/0
  Weight: 150 lbs.
  IQ: 12
  Damage: 1d-1 cr#
  HT: 13
  Reach: C
  Habitat: All
  Skills: Bard-17; Guns (Rifle)-17.
  Special Abilities:
  Gear: Davy’s gun, the famous “Old Betsy,” is a turn-of-
  the-century rifle, but it has properties similar to the Winches-
  ter ’76 (see p. DL71), with an Acc of 14 and no recoil. It
  disappears with Davy.
  Power of Belief: See above.
  Terror: See p. 7.
  Johnny Appleseed
  Johnny Appleseed is one of the best-loved of the legends
  born of the American frontier. Jonathan Chapman was a man
  of peace who dedicated his life to spreading apple seeds
  across the Midwest, in hopes of creating a world where the
  bounty of blossoming apple trees kept every person from
  going hungry. He was said to be tremendously hardy, and
  made friends wherever he went. Johnny Appleseed often
  appears in towns facing starvation to help the citizens get
  through the winter. He isn’t a fighter; any assistance he could
  render to people facing monsters would be as a planner or
  simply as an inspiration.
  ST: 11
  Move/Dodge: 8/8
  Size: 1
  DX: 13
  PD/DR: 0/0
  Weight: 130 lbs.
  IQ: 14
  Damage: 1d-2 cr
  HT: 18
  Reach: C
  Habitat: All
  Skills: Agronomy-18; Botany-17.
  123
  Legendary People
  Special Abilities:
  Gear: Johnny carries a satchel full of apple seeds, any
  one of which will grow into a healthy and beautiful apple tree.
  He also carries a tin pot that he uses as a hat, but which can
  make a tasty meal out of whatever roots and weeds may be
  available. Johnny’s pot only makes enough for a few people
  to share. The apple seeds remain after Johnny has gone his
  way, but the pot only lasts while Johnny remains manifested.
  Power of Belief: See above.
  Terror: See p. 7.
  Mike Fink
  Mike Fink is not as well-known as Paul Bunyan across
  most of the nation, but he is remembered fondly by the peo-
  ple along the Mississippi, where he plied his trade until his
  death in 1822. Mike was the “king of the keelboatmen” in his
  day, first among the hardy breed that piloted the small river-
  boats displaced by steam. He was known for his strength, his
  marksmanship, his earthy humor, and his volatile temper. The
  last makes him a dangerous legend; though usually friendly
  and good-humored, he doesn’t hesitate to start fights that can
  easily prove fatal for the other party. Mike dislikes steam and
  all advanced technology; mad scientists are unlikely to get a
  friendly reception from him.
  ST: 18
  Move/Dodge: 8/8
  Size: 1
  DX: 15
  PD/DR: 0/1
  Weight: 250 lbs.
  IQ: 10
  Damage: 1d+2 cr#
  HT: 18
  Reach: C
  Habitat: All
  Skills: Boating-20; Brawling-16; Guns (Pistol)-17; Guns
  (Rifle)-18; Intimidation-15.
  Special Abilities:
  Gear: Mike’s gun is called “Bang-All,” a simple rifle
  similar to an Evans Old Model Sporter (see p. DL71). It is
  always loaded when Mike needs it to be. It disappears with
  him.
  Power of Belief: See above.
  Terror: See p. 7.
  Folks with a knack for telling tales have a particular bond
  to living legends: in a real way, storytelling makes them 
  possible.
  Anyone with Bard skill can identify a living legend with
  a successful Bard roll. Bard skill may also help a storyteller
  predict a living legend’s behavior by remembering his stories.
  An accomplished storyteller may even be able to sum-
  mon a living legend. If a storyteller with an appropriate and
  receptive audience tells them a suitable story, critically suc-
  ceeds on his Bard roll, and then critically succeeds again, the
  living legend will appear.
  In an over-the-top campaign, the GM may even allow a
  good storyteller to enlist the Power of Belief on behalf of the
  PCs! For this to happen, the PCs must have lowered the Fear
  Level in an area by spreading the word of their deeds at least
  once (see p. DL11). A susceptible audience is also required.
  The storyteller must make a verified critical success as if
  summoning a living legend, but at a -16 penalty. One point of
  this penalty is offset for each time the party has lowered an
  area’s Fear Level (but the storyteller never receives a bonus:
  no matter how famous you get, you ain’t Paul Bunyan).
  Belief, in sufficient quantity, creates reality.
  �
  �
  Storytellers and Living Legends
  
  Campaigns
  124
  
  Monsters can provide a base for all sorts of interesting
  campaigns. Throughout human history, weird creatures have
  always been fascinating; just because they’re a little more
  plentiful in the American West doesn’t make them less excit-
  ing. A critter hunt can provide fun for a single adventure or an
  entire campaign.
  This chapter presents ideas for structuring a monster-
  based campaign, and some crossover ideas for variant
  varmint-oriented games.
  Campaign Ideas
  Explorers
  A lot of the American West is still fairly unexplored.
  Much of the northwestern Union, in particular, remains
  untamed; the Sioux Nations sitting across the Union’s part of
  the Great Plains has slowed down development considerably.
  Great swathes of land are crying out for people with a bold
  spirit to explore them.
  Exploration campaigns are only partially about new and
  strange critters. Mostly, they’re about strange lands. There are
  still parts of the Weird West that have never had human foot
  set on them; almost anything could be there. GMs need not
  feel constrained by the facts of the real world – there could
  easily be a valley of dinosaurs off in the wilds of Idaho!
  Exploring needn’t be apolitical, either. The work that sur-
  veyors do is critical to establishing new settlements – in par-
  ticular, property lines. The first people into a new part of the
  country often shape the future development of that area. The
  high-minded explorers investigating the wonders of that val-
  ley of dinosaurs may find their lives considerably complicat-
  ed when a group of ranchers shows up to claim a nice piece
  of land, followed by an advance rail crew looking for rights
  of way. What started out as a simple scientific mission can
  rapidly become the latest front in the Great Rail Wars, and a
  fight for Dinosaur Junction.
  Twilight Legion
  A campaign based around the Twilight Legion is very
  flexible. Legionnaires can gallivant all about the country – or
  the world! – hunting abominations wherever they may be.
  They probably have extensive resources at their disposal, and
  they aren’t tied down to any one location or jurisdiction.
  Wherever heroes are needed, that’s where they are.
  This has good and bad sides. On the one hand, the cam-
  paign has no limits; the party could be taking on anything
  imaginable. Variety is assured. On the other hand, a campaign
  often benefits from having a steady context; an open-ended
  campaign often has no real consequences. The PCs aren’t
  stuck in Lonely Gulch, but they’re also deprived of the full
  experience of making a difference in a place.
  Guides
  People come to the Weird West for a variety of reasons,
  but most of them need some advice while they get their bear-
  ings. It’s a great place to set up shop as a professional guide,
  125
  Campaigns
  particularly if you live in one of the West’s more colorful cor-
  ners. There’s no need to find adventure; adventure finds you.
  Every adventure can begin with a new client possessed by
  some cockamamie idea.
  Like a Twilight Legion campaign, this sort of campaign
  framework assures variety; new clients appear as needed. The
  drawbacks here are that the motivation for adventure isn’t
  coming from the PCs themselves. This can make it hard to get
  the players really involved.
  The Legion’s Finest Hour
  In 1924 of our own timeline, a pair of lead crosses
  was found in a lime deposit outside Tucson, along with an
  assortment of other apparently ancient swords, javelins,
  and other artifacts. The crosses were inscribed with an
  odd mishmash of Christian, Moslem, Jewish, and
  Freemason symbols, along with several lines of Latin
  which some interpreted as the story of a group of settlers
  from Rome in the eighth century and the struggles against
  the Toltecs then living in the area. Other theories about the
  crosses’ origins involve the Aztec god Quetzalcoatl, the
  Book of Mormon, and Spanish conquistadors (though,
  sadly, not all at once). They also include the possibility
  that they were made by a sculptor with a classical educa-
  tion and a taste for buried treasure legends who had lived
  nearby 40 years earlier, but that’s the least interesting
  possibility.
  The Americas are the supernatural center of the
  world, and the Twilight Legion can hardly have been
  ignorant of the fact that the really heavy hitters were not
  coming from their neighborhood. Perhaps the Tucson
  crosses are the remains of a Legion expedition to the New
  World 800 years before the rest of Europe knew it exist-
  ed. The Legion came armed, and they used a syncretic
  mix of mystical symbols in their magical work. Their pur-
  pose: to take on the big guns of the monster world. They
  were several hundred years ahead of their time, and if
  they’d managed to connect with the Indian shamans of the
  day, the Great Spirit War might have come much, much
  earlier. Instead, they failed, leaving behind only a few of
  their weapons. But their battle must have been glorious.
  A campaign could be set in the period of this expedi-
  tion. The PCs would be Legionnaires, fighting for right-
  eousness against the mummy-ruled Toltecs, the
  technological strongholds of the wakansicas, and any
  other number of magical beasties, in all their pre-Spirit
  War glory.
  Alternately, the crosses might be discovered in the
  modern day of a normal Legion campaign. The PCs
  would have to find and secure the lost artifacts before
  someone else gets hold of them. Besides the usual lot who
  hunt down any sort of powerful magical artifact, the Mor-
  mons of Deseret would no doubt be fascinated by evi-
  dence of pre-Columbian Christian settlements in
  America; the Book of Mormon teaches that one of the
  Lost Tribes of Israel traveled to America.
  
  Troubleshooters
  Many different character types can be involved in this
  kind of campaign – Rangers, Pinkertons, lawmen, dogcatch-
  ers, coroner’s assistants, etc. The common element of this
  campaign is that the PCs have the responsibility for protect-
  ing a certain area from supernatural creatures. This campaign
  differs from a Legion campaign in that troubleshooters are
  obliged to handle everything that comes up in their zone, and
  their zone is more or less the limit of their concern. The
  Legionnaire, by contrast, has the world as his chosen zone,
  but can pick and choose which dangers to face. This distinc-
  tion makes a troubleshooter campaign a bit grittier than a
  Legion campaign. The fact that a troubleshooter must take
  every job changes the tone a bit. Troubleshooters also often
  have to work away from support, from the Agency operative
  left to take on a gang of Chinese ogres by himself to the band
  of coroner’s assistants who have to deal with a wholesale
  graveyard rising.
  Kids
  A very unorthodox campaign could feature a group of
  children growing up on the frontier, dealing with the monsters
  that pop up in towns all the time. From the bogie man through
  the Thing Under The Bed, many monsters might show up to
  pay special attention to a group of children. 
  Such a campaign is at once the inverse of a typical
  Deadlands campaign, and its epitome. On the one hand, it
  would be much less action-oriented than a normal cam-
  paign: there’s not as much action to be had in the middle of
  a town, and a bunch of kids isn’t equipped to handle real
  violence. On the other, that very helplessness makes the
  campaign a wonderful microcosm of horror. The kids expe-
  rience on a local scale the monumental fight against terror
  which older, more competent characters experience in a
  more typical fight against the Reckoners.
  Campaigns
  126
  Monsters
  Another unusual campaign could focus on an all-monster
  party. The PCs would be a group of abominations living and
  scaring in a given locality. It could be a direct inversion of the
  Kids campaign, with the party consisting of bogie men, tom-
  myknockers, and Things Under The Bed, or it could be an
  inversion of a more typical campaign, featuring a group of
  undead or of other abominations. 
  Such a campaign could be a simple rampage; it could fol-
  low a group of abominations learning why they were created
  and dealing with that; it could even be a humorous romp in
  which monsters aren’t at all horrific in their personal lives.
  Adventure Seeds
  Grave Robbing
  Unfortunately, experimental material is hard to come by
  for the devotee of patchwork science (see pp. 42-43). Bodies
  are in no short supply, but the families of the deceased tend to
  be less than enthusiastic about donating their loved ones
  toward the effort to make a patchwork elephant. Dedicated
  patchwork scientists have found a way around this problem,
  but it isn’t for the faint of heart. Hence, on moonless nights,
  otherwise-upstanding medical practitioners may be found in
  the graveyard with a hooded lantern and a shovel. They rea-
  son that what the families don’t know won’t hurt them.
  Grave robbing is a dangerous occupation; completely
  aside from any security there may be, a would-be grave rob-
  ber in the Weird West is likely to be waylaid by his subject’s
  companions in death. Still, “resurrection” remains a major
  problem, and coroner’s assistants are often instructed to keep
  one eye out for grave robbers while they keep the other one
  peeled for zombies. For this reason, some mad scientists
  make deals with those coroners who are susceptible to the
  almighty dollar, ensuring a supply of fresh parts without the
  trouble of digging them up.
  There are ample possibilities for adventure here. PCs
  might be scientists seeking the materials to facilitate the next
  great discovery, coroner’s assistants guarding their graveyard
  from attack without as well as within, or investigators
  unearthing the extracurricular activities of a corrupt coroner.
  So What Do You Do with a Dead
  Mojave Rattler?
  The market for live critters of all sorts is bustling, but the
  market for bits of dead critters is even more vigorous. Scien-
  tists love specimens. Exotic diners like weird dinners. Uphol-
  sterers need new materials. Traditional Chinese medicine has
  no formal role for any of the new fauna, but certain enterpris-
  ing herbalists in Shan Fan have been experimenting . . . with
  intriguing results.
  Most monsters (aside from the undead) have parts that
  may be salable, if they can be removed, preserved, and gotten
  to market. The pelts of exotic animals are always in demand.
  
  Some body parts have practical purposes; for instance, the
  glands of a vitriolecat (p. 93) are invaluable as a source of sol-
  vent. Some are useful as art objects – the shell of a sand viper
  (p. 90), for example. And a complete beast that’s been mount-
  ed and stuffed will almost certainly find an Eastern buyer with
  more money than taste.
  Acquiring and selling the component parts of exotic crea-
  tures could be an exciting side jaunt for any campaign, or could
  even be the main framework. Selling exotic materials and col-
  lectibles is the best way to make a buck in the West short of
  striking it rich as a ghost rock miner, and it has much more vari-
  ety. Collecting the parts is only the first step. The goods must
  be preserved properly, a buyer found, transportation arranged,
  and various obstacles of the road overcome. Depending on the
  nature of the goods they traffic in, the collectors might find
  themselves having to dodge various customs and other law
  enforcement types. Parts merchants can find themselves madly
  criss-crossing the West to get channel chomper toxin to a mili-
  tary research lab in Chicago and a bottle of vitriolecat glands to
  a mad scientist in Colorado, dodging the law the whole way.
  Crossovers
  Atomic Horror
  There are no Reckoners; there is no Hunting Grounds.
  All the chaos which we associate with the Reckoning is due
  to the discovery of that mysterious wonder material, ghost
  rock. It mutates animals; it brings the dead to life; it creates
  incredible works of technology that would have seemed mag-
  ical to the previous generation.
  A Deadlands/Atomic Horror crossover uses the themes
  and tropes of atomic horror, shifting the time frame from the
  1950s to the 1870s and substituting ghost rock for atomic
  energy. The concerns of atomic horror – technology gone
  mad, cold war, invasion from within – are all admirably appli-
  cable to Deadlands. The USA and CSA can be each other’s
  Soviet Union; abominations of any stripe can be horrific
  nuclear mutants. 
  Uplift
  In a crossover with GURPS Uplift, the abilities of the
  nature spirits and manitous are not magic. They are natural . . .
  but Earth is perhaps the only place in the galaxies where this
  sort of “nature” can coexist with our own.
  Earth has supposedly lain fallow for millions of years,
  sequestered by the Institutes because of its unique dimensional
  properties. Earth, through the action of various deposits of exot-
  ic matter in its crust, possesses a significant quantity of small,
  transient gateways into E-Space. This phenomenon was regard-
  ed as so dangerous that the planet was quarantined. In the eons
  that followed, intelligent life arose on Earth, and visitors from
  127
  Campaigns
  other places arrived as well. Oxy-life was effectively kept
  away, but representatives of the Quantum and Memetic Orders
  of life were drawn to the strange dimensional ripples around the
  planet. In time, they made contact with the wolflings on Earth,
  some of whom had a mild psychic ability to contact E-Space
  telepathically. They came to know the Memetic beings as
  “nature spirits,” and the Quantum beings as “manitous.”
  Several thousand years ago, a rogue oxygen-breathing race
  decided to violate the Institutes’ ban on exploration and inves-
  tigate Earth. They were ecstatic to discover a wolfling race with
  unique psychic powers; the genetic material they could reap
  would be invaluable, both for their own uplift projects and for
  trade to other clans. While on Earth, they began to carry out
  unsanctioned uplift, remaking a sample population of humans
  in their own image. These experiments, created and eventually
  abandoned by the gene-raiders, were the wakansicas 
  (see p. 113).
  A millennium ago, the delicate balance between the three
  orders of life living around Earth was broken. The Quantum life
  forms began to carry out war against humanity, sending exotic
  bioweapons into normal space to plague humanity and free
  Earth from the troublesome organisms that bother the quantals
  with observation. Initially, humanity was able to enlist the
  Memetics’ assistance, but recently that alliance has mostly
  broke down. The Quantals’ attacks are causing humanity great
  trouble.
  As the campaign begins, the Institutes have been drawn to
  the clear signs of dimensional disturbance, only to find a
  wolfling race on this quarantined world, a war between three
  orders of life, and possible evidence of sooners and gene-
  raiders. Will humanity find aid against its enemies from the
  Civilization of Five Galaxies? Will the wakansicas’ creators be
  discovered? How will humanity survive in a cold, unfeeling
  Universe when its own world is a multidimensional war zone?
  Bunnies & Burrows
  Life in the Weird West is a living hell for the people who
  have settled there and made it their home, despite all their
  learning and all their technology. Imagine how it must be for
  the animals who were there first.
  A Deadlands/Bunnies & Burrows campaign explores
  life for a warren of rabbits or other small animals out in the
  Weird West. They face predators like none in our world. On
  the other hand, there could be some pretty formidable rabbit
  shamans down in those burrows. And you should think twice
  before tangling with a Harrowed hare.
  Imperial Rome
  There were monsters long before the Reckoning. In a
  Deadlands/Imperial Rome campaign, the PCs are members
  of the original Twilight Legion, hunting monsters for the
  greater glory of Rome. Such a campaign would be a bit dif-
  ferent from a normal Deadlands campaign: hucksters and
  mad science don’t exist yet, any magic is probably shamanic
  magic from a non-Indian tradition, and there are no firearms.
  Still, the essential core of a band of heroes against the Reck-
  oners and their minions remains intact. And as long as you
  can still have Harrowed, it’s still Deadlands.
  GMs need not feel constrained by the facts of
  the real world – there could easily be a valley
  of dinosaurs off in the wilds of Idaho!
  �
  �
  
  Index
  128
  Abominations, 18-50; new, 43-50.
  Aces, 95.
  Adam, 101.
  Advantages, 6-7; new, 7.
  Adventure seeds, 126-127.
  Agency, the, 15; and bookburners,
  44; and the Explorers Society, 13;
  and the Tombstone Epitaph, 14.
  Agent provocateurs, 18.
  Angel of Death, 96.
  Animal Empathy advantage, 6.
  Animal Handling skill, 7.
  Animal men, 39-40; as PCs, 40.
  Animals, monstrous, 77-93; new, 
  92-93; undead, 58.
  Antagonistic peoples, 109-123.
  Anthropology skill, 7.
  Anti-Railroad League, 19.
  Appleseed, Johnny, 123.
  Archdemons, 21.
  Archeron Bay kelp, 87.
  Arkansas Blues, 92.
  Armageddon, 16.
  Automatons, 41.
  Aztec mummies, 63.
  Banshees, 68.
  Baobhan sith, 64.
  Barrasentries, 116.
  Bassman, Dr. Myron, 106.
  Bear Lake Monster, 43-44.
  Bear men, 39; as PCs, 40.
  Beast-Kin advantage, 6.
  Beasts, of the air, 77-78; of the land,
  79-87; of the water, 87-90.
  Bestial disadvantage, 12.
  Biologists, mad, 11.
  Black, Garret, 96.
  Black Regiment, 72-73; in mass
  combat, 72.
  Black Sun, 119.
  Bloats, 52.
  Blobs, 87.
  Blood sharks, 88.
  Bloodwire, 91.
  Bogie men, 18-19.
  Bone fiends, 58-59.
  Bone spear of Gytiucheppa, 121.
  Bookburners, 44.
  Botany skill, 7.
  Braincrawlers, 31.
  Bubbles, 44-45.
  Buffalo, hive, 93.
  Buffalo hunters, 8.
  Buffalo men, 19.
  Bunyan, Paul, 122.
  Call, Cyrus, 103.
  Camp Sumter, 56.
  Campaign ideas, 125-126.
  Candaliero, Father Gilberto, 96-97.
  Cankers, 31-32.
  Carcajou, 79.
  Catamounts, 79.
  Cemetery wolves, 80.
  Channel chompers, 111-112; 
  as PCs, 112.
  Chapman, Jonathan, 123.
  Chinese ogres, 19-20; as PCs, 19.
  Chinooks, 80.
  Chupakabaras, 33.
  Cinematic vampires, 64-65; 
  as PCs, 65.
  Clabrox, 114-115.
  Cleaner, the, 116.
  Clockwork tarantulas, 41.
  Colony gloms, 59-60.
  Conspiracies, 16.
  Contacts, Tombstone Epitaph, 14.
  Control Terrormental spell, 28.
  Corn stalkers, 27.
  Coroner’s assistants, 8-9; 
  template, 9.
  Corps of Topographical 
  Engineers, 15.
  Corruptions, 33-39.
  Coyote, 109.
  Craftiness, 18.
  Crater demons, 53.
  Crimes against nature, 39-43.
  Crockett, Davy, 123.
  Crossovers, 127.
  Crying ghosts, 68-69.
  CSS Hunley, 98.
  Dark beasts, 20.
  Darkblobs, 80-81.
  Darklings, 81.
  Demons, 20-21; arch-, 21; crater, 53;
  typical, 21.
  Desiccated dead, 53.
  Devil rays, 88.
  Devil’s Tower, 80-81, 113, 115;
  ecosystem, 115-118.
  Dillos, 92.
  Disadvantages, 7.
  Dixon, Lt. George, 98.
  Dog men, 40.
  Dogcatchers, 9.
  Dogs, piranha, 116-117; 
  really bad, 26.
  Doom clouds, 42.
  Dracula, 99.
  Dragons, Mexican, 83.
  Dread disadvantage, 7.
  Dread wolves, 81.
  Dusters, 82.
  Dweller in the Muck, 88.
  Earth warriors, 34.
  Egyptian mummies, 63.
  El Diablo Negro, 97-98.
  El Diablo Rojo, 97-98.
  Enhanced Move advantage, 12.
  Explorers, 9; campaign, 125.
  Explorers Society, the, 13; and the
  Twilight Legion, 13-14.
  Exterminators, Agency, 12.
  Faceless Man, 99.
  Faminites, 22, 24.
  Fearmongers, 18-30.
  Feral walkin’ dead, 54.
  Feverishes, 45-46.
  Field researchers, 10.
  Fink, Mike, 123.
  Flesh jackets, 34-35.
  Flying wendigos, 35.
  Forester, Dr. Athanasius, 100.
  Frankenstein, Victor, 100-101.
  Frankenstein’s Monster, 101.
  Frightens Animals disadvantage, 7.
  Frontiers, 16.
  Frozen dead, 54.
  Gabriel hounds, 22.
  Gaki, 32-33.
  Ghost, The, 102.
  Ghosts, 68-72; crying, 68-69.
  Ghouls, template, 12.
  Gloms, 60; colony, 59-60; scrap, 61.
  Grave robbing, 126.
  Grimme, Reverend, 96.
  Grizzlies, weird, 118.
  Guests, uninvited, 50.
  Guides, 10; campaign, 125.
  GURPS Atomic Horror, 127.
  GURPS Bunnies & Burrows, 127.
  GURPS Imperial Rome, 127.
  GURPS Uplift, 127.
  Gyonshee, 65.
  Gytiucheppa, 118-120; bone spear
  of, 121; character sheet, 120.
  Hands, 61.
  Hangin’ judges, 102-105; revolvers
  of, 102.
  Haunts, 69.
  Headless dead, 56.
  Headless horsemen, 22-23.
  Hellfish, 88-89.
  Hellstromme, Darius, 41.
  Henry, John, 105; hammers of, 105.
  Hermit Terrantula, 106.
  Hive buffalo, 93.
  Hoodoos, 23.
  Hopping vampire, see Gyonshee.
  Hordes, murderous, 83.
  Horned serpents, 23.
  Horrific Appearance disadvantage, 7.
  Houses, living, 24.
  Howlers, 54-55.
  Humbugs, 77.
  Hunger spirits, 22, 24.
  Hunley, 98.
  Huskers, 82-83; hatchling, 82;
  mature, 83.
  Imitation automatons, 41.
  Impostors, 31-33.
  Invulnerability advantage, 6.
  Iron Dragon, 19-20.
  Jackson, Hiram, 102-103.
  Jenkins, Ornery Will, 73.
  Joker, the, 95.
  Kang, 19, 118.
  Kids, 126.
  Kiodash, 121.
  Kirby, Luther, 104.
  LaCroix, Baron, 41, 54, 66, 100.
  Lafayette, Marcus, 105.
  Lane, Andrew, 102.
  Law of the Ocean, 109-112.
  Legendary people, 95-123.
  Legends, living, 121-123.
  Lenses, 11-12.
  Leviathans, river, 89-90; sewage, 90.
  Limbs, grafted, 42.
  Lincoln, Abraham, 102.
  Lion, rock, 117.
  Living dead, 52-75.
  Living houses, 24.
  Living legends, 121-123; and
  storytellers, 123.
  Mackenzie, Dr. Raymond, 47-48.
  Mad scientists, 11.
  Magog, 106.
  Manitou vessels, 58-62.
  Mantabats, 116.
  Mazif, 120.
  Meister, Dr. Wilma, 42, 101.
  Mexican dragons, 83.
  Mirrors, perfidious, 47.
  Monsters, as characters, 12-13;
  campaign, 126; no such thing as,
  16;  useful parts of, 126-127.
  Monstrous critters, 77-93.
  Moore, Moses, 104.
  Mound builders, 26, 118-121.
  Mourning mists, 69-70.
  Mud men, 55.
  Mudsuckers, 89.
  Muleskinners, 25.
  Mummies, 62-63; as PCs, 63; Aztec,
  63; Egyptian, 63.
  Murderous hordes, 83.
  Murieta, Joaquin, 107.
  Nacogdoches, 54.
  Nagual, 35-36; as PCs, 35.
  Naturalist skill, 8.
  Nature, crimes against, 39-43.
  Nibblers, 89.
  Night ravens, 25.
  Norbando, 115.
  Nosferatu, 66; ancient ones, 66.
  Noxious dead, 74.
  Occultism skill, 8.
  Odious Personal Habit 
  disadvantage, 12.
  Old Stormalong, 122.
  Ornery Will Jenkins, 73.
  Orphaned heads, 55-56.
  Outsiders, 118-121; scouts, 121;
  warriors, 121.
  Overseers, 46-47.
  Papa Rattlesnake, 107.
  Patchwork men, 42-43.
  Patchwork wasps, 43.
  Patrons, advantage, 13; Explorers
  Society, 13; Tombstone Epitaph,
  14; Twilight Legion, 14.
  Pecos Bill, 122.
  Penanggalen, 67.
  People, legendary, 95-123.
  Peoples, antagonistic, 109-123.
  Perfidious mirrors, 47.
  Petrov, 108; bowls of, 108.
  Phantasies, tarnished, 72.
  Phantoms, 70.
  Phrenomesmeric zombies, 47-49.
  Phrenomesmerically adjusted 
  PCs, 48.
  Piasas, 77.
  Pig men, 40.
  Pinkerton, Allan, 102.
  Piranha dogs, 116-117.
  Pit wasps, 78.
  Plague riders, 25-26.
  Plant Empathy advantage, 6.
  Plantagrito, 52.
  Plants, 91.
  Poison women, 36.
  Poltergeists, 70-71.
  Pool guardians, 56.
  Poquaht, 119.
  Power of Belief, 122-123.
  Pox walkers, 36-37.
  Prairie ticks, hatchlings, 84; 
  queens, 84.
  Printer’s devils, 49.
  Puma men, 40.
  Rabbit men, 40.
  Raccoon men, 40.
  Raiders, 56-57.
  Railrunners, 74-75.
  Ratcatchers, 57.
  Rattlesnake, Papa, 107.
  Rays, devil, 88.
  Really bad dogs, 26.
  River leviathans, 89-90.
  Rock fever, 45.
  Rock Island, 88, 96.
  Rock lion, 117.
  Rockwasps, 117.
  Rockworms, 117.
  Royal Court, 95.
  Rural cemetery movement, 58.
  Saddle burrs, 91.
  Saguaros, 49.
  Sand vipers, 90.
  Santa Anna, 52.
  Sasquatches, template, 13.
  Scarecrows, 26-27.
  Scrap fiends, 62.
  Scrap gloms, 61.
  Secret disadvantage, 12.
  Sedgewick, John, 99.
  Senescent zombies, 50.
  Serba, 115.
  Serpents, horned, 23.
  Sewage leviathans, 90.
  Shades, 71.
  Shapeshifting, quick-and-dirty, 36.
  Sharks, blood, 88.
  Sherman, Gen. William, 54, 121.
  Shocks with a Fan, 108-109.
  Silverio de Acevedo, Ernesto, 95-96.
  Sin eaters, 27-28.
  Sirens, 90.
  Skeeters, Texas, 78.
  Skeletons, 57.
  Skills, 7-8.
  Skinshifters, 37.
  Skinwalkers, 33.
  Slitters, 58.
  Smokes, 75.
  Social Stigma disadvantage, 12.
  Specters, 71.
  Spirit Empathy advantage, 6-7.
  Spirit Invulnerability advantage, 7.
  Spirits, hunger, 22, 24.
  Spiritual Society, 108.
  Spotsylvania, 99.
  Springheel Jack, 109.
  Stingers, 118.
  Stoker, Bram, 99.
  Stone men, 38.
  Storytellers, and living legends, 123.
  Strength, Natural, 12.
  Striker advantage, 12.
  Summon Terrormental spell, 28.
  Super Running advantage, 12.
  Supernatural, traditional, 16.
  Surgeons, mad, 11.
  Tanglers, 91.
  Tarantulas, 41.
  Tarnished phantasies, 72.
  Templates, 8-11.
  Teratological theories, 15-16.
  Terrantulas, 84-85; gargantuan as
  NPCs, 85; the Hermit, 106.
  Terror advantage, 7.
  Terrormentals, 28.
  Texas Rangers, 15; and bookburners,
  44; and the Explorers Society, 13;
  and the Tombstone Epitaph, 14.
  Texas skeeters, 78.
  Thanatology skill, 8.
  Thing Under the Bed, The, 29.
  Tomb guardians, 29.
  Tombstone Epitaph, 14-15.
  Tommyknockers, 29.
  Tree-Kin advantage, 7.
  Trolls, 30.
  Trophy hunters, 10-11; template, 11.
  Troubleshooters, 126.
  Truth, as theory, 16.
  Tunnel critters, 86.
  Twilight Legion, the, 14, 127; and
  the Explorers Society, 13-14;
  campaign, 125; finest hour, 125.
  Two-faces, 38.
  Uktenas, 30.
  Undead, animals, 58; common
  abilities, 52; new, 74-75; unique,
  72-73; see also Living dead.
  Uneducated disadvantage, 12.
  Uninvited guests, 50.
  Union Blue, 73.
  Union Pride ghost train, 73.
  United States Corps of
  Topographical Engineers, 15.
  Unknown principles, 16.
  Ustrels, 67.
  Vaacepte, 119.
  Vampires, 64-68; cinematic, 64-65;
  hopping, see Gyonshee.
  Van Horn’s ghost, 73.
  Vessels, manitou, 58-62.
  Vicksburg, 25, 57.
  Vipers, sand, 90.
  Vitriolecats, 93.
  Wakansicas, 80-81, 113-118, 127; 
  as PCs, 115; folk, 113-114;
  leaders, 114-115; soldiers, 114;
  technology, 114; techpriests, 114.
  Walkin’ dead, feral, 54.
  Walkin’ fossils, 62.
  Walking Death, 26.
  Wampyrs, 67-68.
  Wave shadows, 111; as PCs, 111.
  Weeping widows, 38-39.
  Weird grizzlies, 118.
  Wendigos, flying, 35.
  Were-sharks, 110-111; as PCs, 110.
  Will o’ the wisps, 30.
  Wolflings, 86; as PCs, 87.
  Wolves, cemetery, 80; dread, 81.
  Wranglers, 11; Texas Ranger, 12.
  Xenobiology skill, 8.
  Xenology skill, 8.
  Xitlan, 52.
  Zabrox, 114.
  Zombies, 52-58; phrenomesmeric,
  47-49; senescent, 50.
  Zoology skill, 8.
  
  ISBN 1-55634-608-5
  SJG02295 6762
  Printed in 
  the USA
  9!BMF@JA:RSUOWWoY`Z]ZgZnZ`
  FIRST EDITION, FIRST PRINTING
  PUBLISHED JANUARY 2003
  STEVE JACKSON GAMES 
  www.sjgames.com
  ®
  GURPS Basic Set, Third Edition,
  Revised and Compendium I are
  required to use this supplement in
  a GURPS campaign. GURPS
  Deadlands: Varmints can be used
  with any roleplaying system.
  Written by
  MICHAEL SUILEABHAIN-
  WILSON
  Edited by
  ANDREW HACKARD
  Cover by 
  ALEX FERNANDEZ
  Illustrated by 
  PINNACLE ENTERTAINMENT
  GROUP, INC.
  THE RECKONERS:
  The West is overrun! Ever since the dead
  rose at Gettysburg, vicious beasts intent
  on terrorizing people into the grave (and
  right back out again) have plagued
  mankind. In the wilderness and in the
  cities, monsters lurk. Unless someone
  roots them out, humanity will surely 
  perish. GURPS Deadlands: Varmints
  provides everything you need to take
  your GURPS Deadlands campaign into 
  the lair of the beast. Varmints has:
  Abominations – the Reckoners’ direct servants
  – like the terrifying Plague Rider. 
  Dozens of varieties of unquiet dead – mummies,
  zombies, ghosts, and many more.
  Strange animals for every climate and terrain.
  Entirely new creatures, such as the Hive
  Buffalo and the Phrenomesmeric Zombie.
  Advice on creating and playing some of the
  West’s weirdest creatures – as PCs!
  N
  N
  N
  N
  N
  
SOURCE: textdata/thevault/GURPS [multi]/3rd edition/GURPS 3e - Deadlands - Varmints {SJG6762}.pdf